//
// Values modified by Joona Kiiski
const Score WeightsInternal[] = {
- S(248, 271), S(252, 259), S(46, 0), S(247, 0), S(259, 0)
+ S(284, 229), S(252, 259), S(46, 0), S(209, 0), S(349, 0)
};
// MobilityBonus[PieceType][attacked] contains mobility bonuses for middle and
{ S(0, 0), S(15, 39), S(15, 39), S(15, 39), S(15, 39), S( 0, 0) } // QUEEN
};
- // ThreatedByPawnPenalty[PieceType] contains a penalty according to which
+ // ThreatenedByPawnPenalty[PieceType] contains a penalty according to which
// piece type is attacked by an enemy pawn.
- const Score ThreatedByPawnPenalty[] = {
+ const Score ThreatenedByPawnPenalty[] = {
S(0, 0), S(0, 0), S(56, 70), S(56, 70), S(76, 99), S(86, 118)
};
// Decrease score if we are attacked by an enemy pawn. Remaining part
// of threat evaluation must be done later when we have full attack info.
if (bit_is_set(ei.attackedBy[Them][PAWN], s))
- score -= ThreatedByPawnPenalty[Piece];
+ score -= ThreatenedByPawnPenalty[Piece];
// Bishop and knight outposts squares
if ((Piece == BISHOP || Piece == KNIGHT) && pos.square_is_weak(s, Us))
Score score = SCORE_ZERO;
// Enemy pieces not defended by a pawn and under our attack
- Bitboard weakEnemies = pos.pieces_of_color(Them)
+ Bitboard weakEnemies = pos.pieces(Them)
& ~ei.attackedBy[Them][PAWN]
& ei.attackedBy[Us][0];
if (!weakEnemies)
Score score = mobility = SCORE_ZERO;
// Do not include in mobility squares protected by enemy pawns or occupied by our pieces
- const Bitboard mobilityArea = ~(ei.attackedBy[Them][PAWN] | pos.pieces_of_color(Us));
+ const Bitboard mobilityArea = ~(ei.attackedBy[Them][PAWN] | pos.pieces(Us));
score += evaluate_pieces<KNIGHT, Us, HasPopCnt, Trace>(pos, ei, mobility, mobilityArea);
score += evaluate_pieces<BISHOP, Us, HasPopCnt, Trace>(pos, ei, mobility, mobilityArea);
// Analyse enemy's safe queen contact checks. First find undefended
// squares around the king attacked by enemy queen...
- b = undefended & ei.attackedBy[Them][QUEEN] & ~pos.pieces_of_color(Them);
+ b = undefended & ei.attackedBy[Them][QUEEN] & ~pos.pieces(Them);
if (b)
{
// ...then remove squares not supported by another enemy piece
// Analyse enemy's safe rook contact checks. First find undefended
// squares around the king attacked by enemy rooks...
- b = undefended & ei.attackedBy[Them][ROOK] & ~pos.pieces_of_color(Them);
+ b = undefended & ei.attackedBy[Them][ROOK] & ~pos.pieces(Them);
// Consider only squares where the enemy rook gives check
b &= RookPseudoAttacks[ksq];
}
// Analyse enemy's safe distance checks for sliders and knights
- safe = ~(pos.pieces_of_color(Them) | ei.attackedBy[Us][0]);
+ safe = ~(pos.pieces(Them) | ei.attackedBy[Us][0]);
b1 = pos.attacks_from<ROOK>(ksq) & safe;
b2 = pos.attacks_from<BISHOP>(ksq) & safe;
&& (squares_in_front_of(Them, s) & pos.pieces(ROOK, QUEEN, Them) & pos.attacks_from<ROOK>(s)))
unsafeSquares = squaresToQueen;
else
- unsafeSquares = squaresToQueen & (ei.attackedBy[Them][0] | pos.pieces_of_color(Them));
+ unsafeSquares = squaresToQueen & (ei.attackedBy[Them][0] | pos.pieces(Them));
// If there aren't enemy attacks or pieces along the path to queen give
// huge bonus. Even bigger if we protect the pawn's path.
// At last, add a small bonus when there are no *friendly* pieces
// in the pawn's path.
- if (!(squaresToQueen & pos.pieces_of_color(Us)))
+ if (!(squaresToQueen & pos.pieces(Us)))
ebonus += Value(rr);
}
} // rr != 0
// Opponent king cannot block because path is defended and position
// is not in check. So only friendly pieces can be blockers.
assert(!pos.in_check());
- assert(queeningPath & pos.occupied_squares() == queeningPath & pos.pieces_of_color(c));
+ assert((queeningPath & pos.occupied_squares()) == (queeningPath & pos.pieces(c)));
// Add moves needed to free the path from friendly pieces and retest condition
- movesToGo += count_1s<Max15>(queeningPath & pos.pieces_of_color(c));
+ movesToGo += count_1s<Max15>(queeningPath & pos.pieces(c));
if (movesToGo >= oppMovesToGo && !pathDefended)
continue;