}
-/// Entry::update_safety() calculates and caches a bonus for king safety.
-/// It is called only when king square changes, which is about 20% of total
-/// king_safety() calls.
+/// Entry::do_king_safety() calculates a bonus for king safety. It is called only
+/// when king square changes, which is about 20% of total king_safety() calls.
template<Color Us>
-Score Entry::update_safety(const Position& pos, Square ksq) {
+Score Entry::do_king_safety(const Position& pos, Square ksq) {
kingSquares[Us] = ksq;
castlingRights[Us] = pos.can_castle(Us);
while (!(DistanceRingsBB[ksq][minKPdistance[Us]++] & pawns)) {}
if (relative_rank(Us, ksq) > RANK_4)
- return kingSafety[Us] = make_score(0, -16 * minKPdistance[Us]);
+ return make_score(0, -16 * minKPdistance[Us]);
Value bonus = shelter_storm<Us>(pos, ksq);
if (pos.can_castle(MakeCastling<Us, QUEEN_SIDE>::right))
bonus = std::max(bonus, shelter_storm<Us>(pos, relative_square(Us, SQ_C1)));
- return kingSafety[Us] = make_score(bonus, -16 * minKPdistance[Us]);
+ return make_score(bonus, -16 * minKPdistance[Us]);
}
// Explicit template instantiation
-template Score Entry::update_safety<WHITE>(const Position& pos, Square ksq);
-template Score Entry::update_safety<BLACK>(const Position& pos, Square ksq);
+template Score Entry::do_king_safety<WHITE>(const Position& pos, Square ksq);
+template Score Entry::do_king_safety<BLACK>(const Position& pos, Square ksq);
} // namespace Pawns