#undef V
template<Color Us>
- Score evaluate_pawns(const Position& pos, Bitboard ourPawns,
- Bitboard theirPawns, Pawns::Entry* e) {
+ Score evaluate(const Position& pos, Pawns::Entry* e) {
- const Color Them = (Us == WHITE ? BLACK : WHITE);
- const Square Up = (Us == WHITE ? DELTA_N : DELTA_S);
+ const Color Them = (Us == WHITE ? BLACK : WHITE);
+ const Square Up = (Us == WHITE ? DELTA_N : DELTA_S);
+ const Square Right = (Us == WHITE ? DELTA_NE : DELTA_SW);
+ const Square Left = (Us == WHITE ? DELTA_NW : DELTA_SE);
Bitboard b;
Square s;
Score value = SCORE_ZERO;
const Square* pl = pos.piece_list(Us, PAWN);
+ Bitboard ourPawns = pos.pieces(Us, PAWN);
+ Bitboard theirPawns = pos.pieces(Them, PAWN);
+
+ e->passedPawns[Us] = 0;
+ e->kingSquares[Us] = SQ_NONE;
+ e->semiopenFiles[Us] = 0xFF;
+ e->pawnAttacks[Us] = shift_bb<Right>(ourPawns) | shift_bb<Left>(ourPawns);
+ e->pawnsOnSquares[Us][BLACK] = popcount<Max15>(ourPawns & BlackSquares);
+ e->pawnsOnSquares[Us][WHITE] = pos.piece_count(Us, PAWN) - e->pawnsOnSquares[Us][BLACK];
+
// Loop through all pawns of the current color and score each pawn
while ((s = *pl++) != SQ_NONE)
{
// Note that we are sure to find something because pawn is not passed
// nor isolated, so loop is potentially infinite, but it isn't.
while (!(b & (ourPawns | theirPawns)))
- Us == WHITE ? b <<= 8 : b >>= 8;
+ b = shift_bb<Up>(b);
// The friendly pawn needs to be at least two ranks closer than the
// enemy pawn in order to help the potentially backward pawn advance.
value += CandidatePassed[relative_rank(Us, s)];
}
- e->pawnsOnSquares[Us][BLACK] = popcount<Max15>(ourPawns & BlackSquares);
- e->pawnsOnSquares[Us][WHITE] = pos.piece_count(Us, PAWN) - e->pawnsOnSquares[Us][BLACK];
-
- e->pawnsOnSquares[Them][BLACK] = popcount<Max15>(theirPawns & BlackSquares);
- e->pawnsOnSquares[Them][WHITE] = pos.piece_count(Them, PAWN) - e->pawnsOnSquares[Them][BLACK];
-
return value;
}
-}
+
+} // namespace
namespace Pawns {
Key key = pos.pawn_key();
Entry* e = entries[key];
- // If e->key matches the position's pawn hash key, it means that we
- // have analysed this pawn structure before, and we can simply return
- // the information we found the last time instead of recomputing it.
if (e->key == key)
return e;
e->key = key;
- e->passedPawns[WHITE] = e->passedPawns[BLACK] = 0;
- e->kingSquares[WHITE] = e->kingSquares[BLACK] = SQ_NONE;
- e->semiopenFiles[WHITE] = e->semiopenFiles[BLACK] = 0xFF;
-
- Bitboard wPawns = pos.pieces(WHITE, PAWN);
- Bitboard bPawns = pos.pieces(BLACK, PAWN);
- e->pawnAttacks[WHITE] = shift_bb<DELTA_NE>(wPawns) | shift_bb<DELTA_NW>(wPawns);
- e->pawnAttacks[BLACK] = shift_bb<DELTA_SE>(bPawns) | shift_bb<DELTA_SW>(bPawns);
-
- e->value = evaluate_pawns<WHITE>(pos, wPawns, bPawns, e)
- - evaluate_pawns<BLACK>(pos, bPawns, wPawns, e);
+ e->value = evaluate<WHITE>(pos, e) - evaluate<BLACK>(pos, e);
return e;
}