Mainly renamed local variables with sensible names.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
const Color Them = (Us == WHITE ? BLACK : WHITE);
const Color Them = (Us == WHITE ? BLACK : WHITE);
+ Bitboard squaresToQueen, defendedSquares, unsafeSquares, supportingPawns;
Bitboard b = ei.pi->passed_pawns() & pos.pieces_of_color(Us);
while (b)
Bitboard b = ei.pi->passed_pawns() & pos.pieces_of_color(Us);
while (b)
Value mbonus = Value(20 * tr);
Value ebonus = Value(10 + r * r * 10);
Value mbonus = Value(20 * tr);
Value ebonus = Value(10 + r * r * 10);
- // Adjust bonus based on king proximity
if (tr)
{
Square blockSq = s + pawn_push(Us);
if (tr)
{
Square blockSq = s + pawn_push(Us);
+ // Adjust bonus based on kings proximity
ebonus -= Value(square_distance(pos.king_square(Us), blockSq) * 3 * tr);
ebonus -= Value(square_distance(pos.king_square(Us), blockSq + pawn_push(Us)) * 1 * tr);
ebonus += Value(square_distance(pos.king_square(Them), blockSq) * 6 * tr);
ebonus -= Value(square_distance(pos.king_square(Us), blockSq) * 3 * tr);
ebonus -= Value(square_distance(pos.king_square(Us), blockSq + pawn_push(Us)) * 1 * tr);
ebonus += Value(square_distance(pos.king_square(Them), blockSq) * 6 * tr);
// If the pawn is free to advance, increase bonus
if (pos.square_is_empty(blockSq))
{
// If the pawn is free to advance, increase bonus
if (pos.square_is_empty(blockSq))
{
- // There are no enemy pawns in the pawn's path
- Bitboard b2 = squares_in_front_of(Us, s);
-
- assert((b2 & pos.pieces(PAWN, Them)) == EmptyBoardBB);
-
- // Squares attacked by us
- Bitboard b4 = b2 & ei.attacked_by(Us);
+ squaresToQueen = squares_in_front_of(Us, s);
+ defendedSquares = squaresToQueen & ei.attacked_by(Us);
- // Squares attacked or occupied by enemy pieces
- Bitboard b3 = b2 & (ei.attacked_by(Them) | pos.pieces_of_color(Them));
+ // There are no enemy pawns in the pawn's path
+ assert(!(squaresToQueen & pos.pieces(PAWN, Them)));
// If there is an enemy rook or queen attacking the pawn from behind,
// If there is an enemy rook or queen attacking the pawn from behind,
- // add all X-ray attacks by the rook or queen.
+ // add all X-ray attacks by the rook or queen. Otherwise consider only
+ // the squares in the pawn's path attacked or occupied by the enemy.
if ( (squares_behind(Us, s) & pos.pieces(ROOK, QUEEN, Them))
&& (squares_behind(Us, s) & pos.pieces(ROOK, QUEEN, Them) & pos.attacks_from<QUEEN>(s)))
if ( (squares_behind(Us, s) & pos.pieces(ROOK, QUEEN, Them))
&& (squares_behind(Us, s) & pos.pieces(ROOK, QUEEN, Them) & pos.attacks_from<QUEEN>(s)))
+ unsafeSquares = squaresToQueen;
+ else
+ unsafeSquares = squaresToQueen & (ei.attacked_by(Them) | pos.pieces_of_color(Them));
- // Are any of the squares in the pawn's path attacked or occupied by the enemy?
- if (b3 == EmptyBoardBB)
- // No enemy attacks or pieces, huge bonus!
- // Even bigger if we protect the pawn's path
- ebonus += Value(tr * (b2 == b4 ? 17 : 15));
+ // 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.
+ if (!unsafeSquares)
+ ebonus += Value(tr * (squaresToQueen == defendedSquares ? 17 : 15));
else
// OK, there are enemy attacks or pieces (but not pawns). Are those
// squares which are attacked by the enemy also attacked by us ?
// If yes, big bonus (but smaller than when there are no enemy attacks),
// if no, somewhat smaller bonus.
else
// OK, there are enemy attacks or pieces (but not pawns). Are those
// squares which are attacked by the enemy also attacked by us ?
// If yes, big bonus (but smaller than when there are no enemy attacks),
// if no, somewhat smaller bonus.
- ebonus += Value(tr * ((b3 & b4) == b3 ? 13 : 8));
+ ebonus += Value(tr * ((unsafeSquares & defendedSquares) == unsafeSquares ? 13 : 8));
// At last, add a small bonus when there are no *friendly* pieces
// in the pawn's path.
// At last, add a small bonus when there are no *friendly* pieces
// in the pawn's path.
- if ((b2 & pos.pieces_of_color(Us)) == EmptyBoardBB)
+ if (!(squaresToQueen & pos.pieces_of_color(Us)))
ebonus += Value(tr);
}
} // tr != 0
ebonus += Value(tr);
}
} // tr != 0
- // If the pawn is supported by a friendly pawn, increase bonus
- Bitboard b1 = pos.pieces(PAWN, Us) & neighboring_files_bb(s);
- if (b1 & rank_bb(s))
+ // Increase the bonus if the passed pawn is supported by a friendly pawn
+ // on the same rank and a bit smaller if it's on the previous rank.
+ supportingPawns = pos.pieces(PAWN, Us) & neighboring_files_bb(s);
+ if (supportingPawns & rank_bb(s))
- else if (pos.attacks_from<PAWN>(s, Them) & b1)
+ else if (supportingPawns & rank_bb(s - pawn_push(Us)))
ebonus += Value(r * 12);
// Rook pawns are a special case: They are sometimes worse, and
ebonus += Value(r * 12);
// Rook pawns are a special case: They are sometimes worse, and