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0f712ad)
Also simplify a bit the code removing useless
named constants.
No functional change.
/// the strength of the enemy attack are added up into an integer, which
/// is used as an index to KingDangerTable[].
/// the strength of the enemy attack are added up into an integer, which
/// is used as an index to KingDangerTable[].
- // Attack weights for each piece type and table indexed on piece type
- const int QueenAttackWeight = 5;
- const int RookAttackWeight = 3;
- const int BishopAttackWeight = 2;
- const int KnightAttackWeight = 2;
-
- const int AttackWeight[] = { 0, 0, KnightAttackWeight, BishopAttackWeight, RookAttackWeight, QueenAttackWeight };
+ // KingAttackWeights[] contains king attack weights by piece type
+ const int KingAttackWeights[8] = { 0, 0, 2, 2, 3, 5 };
// Bonuses for enemy's safe checks
const int QueenContactCheckBonus = 3;
// Bonuses for enemy's safe checks
const int QueenContactCheckBonus = 3;
if (b & ei.kingZone[Us])
{
ei.kingAttackersCount[Us]++;
if (b & ei.kingZone[Us])
{
ei.kingAttackersCount[Us]++;
- ei.kingAttackersWeight[Us] += AttackWeight[Piece];
+ ei.kingAttackersWeight[Us] += KingAttackWeights[Piece];
Bitboard bb = (b & ei.attackedBy[Them][KING]);
if (bb)
ei.kingAdjacentZoneAttacksCount[Us] += count_1s_max_15<HasPopCnt>(bb);
Bitboard bb = (b & ei.attackedBy[Them][KING]);
if (bb)
ei.kingAdjacentZoneAttacksCount[Us] += count_1s_max_15<HasPopCnt>(bb);