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Convert apply_weight() to handle Score

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba 2009-11-07 14:32:26 +01:00
parent 4626ec2890
commit 1ab01f1c14

View file

@ -319,7 +319,6 @@ namespace {
void evaluate_passed_pawns(const Position& pos, EvalInfo& ei);
void evaluate_trapped_bishop_a7h7(const Position& pos, Square s, Color us, EvalInfo& ei);
void evaluate_trapped_bishop_a1h1(const Position& pos, Square s, Color us, EvalInfo& ei);
inline Value apply_weight(Value v, int w);
inline Score apply_weight(Score v, int wmg, int weg);
Value scale_by_game_phase(const Score& v, Phase ph, const ScaleFactor sf[]);
int weight_option(const std::string& opt, int weight);
@ -935,12 +934,12 @@ namespace {
// that the king safety scores can sometimes be very big, and that
// capturing a single attacking piece can therefore result in a score
// change far bigger than the value of the captured piece.
Value v = apply_weight(SafetyTable[attackUnits], WeightKingSafety[Us]);
Score v = apply_weight(Score(SafetyTable[attackUnits], 0), WeightKingSafety[Us], 0);
ei.value -= Sign[Us] * Score(v, 0);
ei.value -= Sign[Us] * v;
if (Us == pos.side_to_move())
ei.futilityMargin += v;
ei.futilityMargin += v.mg();
}
}
@ -1068,8 +1067,7 @@ namespace {
}
// Add the scores for this pawn to the middle game and endgame eval.
ei.value += Score(apply_weight(Sign[Us] * mbonus, WeightPassedPawnsMidgame),
apply_weight(Sign[Us] * ebonus, WeightPassedPawnsEndgame));
ei.value += Sign[Us] * apply_weight(Score(mbonus, ebonus), WeightPassedPawnsMidgame, WeightPassedPawnsEndgame);
} // while
}
@ -1229,18 +1227,14 @@ namespace {
int space = count_1s_max_15<HasPopCnt>(safeSquares)
+ count_1s_max_15<HasPopCnt>(behindFriendlyPawns & safeSquares);
ei.value += Sign[Us] * Score(apply_weight(Value(space * ei.mi->space_weight()), WeightSpace), 0);
ei.value += Sign[Us] * apply_weight(Score(space * ei.mi->space_weight(), 0), WeightSpace, 0);
}
// apply_weight() applies an evaluation weight to a value
inline Value apply_weight(Value v, int w) {
return (v*w) / 0x100;
}
inline Score apply_weight(Score v, int wmg, int weg) {
return Score(v.mg()*wmg, v.eg()*weg) / 0x100;
return Score(v.mg() * wmg, v.eg() * weg) / 0x100;
}