init_eval_info<WHITE>(pos, ei);
init_eval_info<BLACK>(pos, ei);
+ ei.attackedBy[WHITE][ALL_PIECES] |= ei.attackedBy[WHITE][KING];
+ ei.attackedBy[BLACK][ALL_PIECES] |= ei.attackedBy[BLACK][KING];
+
// Do not include in mobility squares protected by enemy pawns or occupied by our pieces
Bitboard mobilityArea[] = { ~(ei.attackedBy[BLACK][PAWN] | pos.pieces(WHITE, PAWN, KING)),
~(ei.attackedBy[WHITE][PAWN] | pos.pieces(BLACK, PAWN, KING)) };
// Evaluate pieces and mobility
score += evaluate_pieces<KNIGHT, WHITE, Trace>(pos, ei, mobility, mobilityArea);
-
- // Sum up all attacked squares (updated in evaluate_pieces)
- ei.attackedBy[WHITE][ALL_PIECES] = ei.attackedBy[WHITE][PAWN] | ei.attackedBy[WHITE][KNIGHT]
- | ei.attackedBy[WHITE][BISHOP] | ei.attackedBy[WHITE][ROOK]
- | ei.attackedBy[WHITE][QUEEN] | ei.attackedBy[WHITE][KING];
-
- ei.attackedBy[BLACK][ALL_PIECES] = ei.attackedBy[BLACK][PAWN] | ei.attackedBy[BLACK][KNIGHT]
- | ei.attackedBy[BLACK][BISHOP] | ei.attackedBy[BLACK][ROOK]
- | ei.attackedBy[BLACK][QUEEN] | ei.attackedBy[BLACK][KING];
-
score += apply_weight(mobility[WHITE] - mobility[BLACK], Weights[Mobility]);
// Evaluate kings after all other pieces because we need complete attack
ei.pinnedPieces[Us] = pos.pinned_pieces(Us);
Bitboard b = ei.attackedBy[Them][KING] = pos.attacks_from<KING>(pos.king_square(Them));
- ei.attackedBy[Us][PAWN] = ei.pi->pawn_attacks(Us);
+ ei.attackedBy[Us][ALL_PIECES] = ei.attackedBy[Us][PAWN] = ei.pi->pawn_attacks(Us);
// Init king safety tables only if we are going to use them
if (pos.count<QUEEN>(Us) && pos.non_pawn_material(Us) > QueenValueMg + PawnValueMg)
if (ei.pinnedPieces[Us] & s)
b &= LineBB[pos.king_square(Us)][s];
- ei.attackedBy[Us][Pt] |= b;
+ ei.attackedBy[Us][ALL_PIECES] |= ei.attackedBy[Us][Pt] |= b;
if (b & ei.kingRing[Them])
{