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https://github.com/sockspls/badfish
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Convert apply_weight() to handle Score
No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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1 changed files with 6 additions and 12 deletions
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@ -319,7 +319,6 @@ namespace {
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void evaluate_passed_pawns(const Position& pos, EvalInfo& ei);
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void evaluate_trapped_bishop_a7h7(const Position& pos, Square s, Color us, EvalInfo& ei);
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void evaluate_trapped_bishop_a1h1(const Position& pos, Square s, Color us, EvalInfo& ei);
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inline Value apply_weight(Value v, int w);
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inline Score apply_weight(Score v, int wmg, int weg);
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Value scale_by_game_phase(const Score& v, Phase ph, const ScaleFactor sf[]);
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int weight_option(const std::string& opt, int weight);
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@ -935,12 +934,12 @@ namespace {
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// that the king safety scores can sometimes be very big, and that
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// capturing a single attacking piece can therefore result in a score
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// change far bigger than the value of the captured piece.
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Value v = apply_weight(SafetyTable[attackUnits], WeightKingSafety[Us]);
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Score v = apply_weight(Score(SafetyTable[attackUnits], 0), WeightKingSafety[Us], 0);
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ei.value -= Sign[Us] * Score(v, 0);
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ei.value -= Sign[Us] * v;
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if (Us == pos.side_to_move())
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ei.futilityMargin += v;
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ei.futilityMargin += v.mg();
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}
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}
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@ -1068,8 +1067,7 @@ namespace {
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}
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// Add the scores for this pawn to the middle game and endgame eval.
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ei.value += Score(apply_weight(Sign[Us] * mbonus, WeightPassedPawnsMidgame),
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apply_weight(Sign[Us] * ebonus, WeightPassedPawnsEndgame));
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ei.value += Sign[Us] * apply_weight(Score(mbonus, ebonus), WeightPassedPawnsMidgame, WeightPassedPawnsEndgame);
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} // while
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}
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@ -1229,18 +1227,14 @@ namespace {
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int space = count_1s_max_15<HasPopCnt>(safeSquares)
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+ count_1s_max_15<HasPopCnt>(behindFriendlyPawns & safeSquares);
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ei.value += Sign[Us] * Score(apply_weight(Value(space * ei.mi->space_weight()), WeightSpace), 0);
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ei.value += Sign[Us] * apply_weight(Score(space * ei.mi->space_weight(), 0), WeightSpace, 0);
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}
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// apply_weight() applies an evaluation weight to a value
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inline Value apply_weight(Value v, int w) {
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return (v*w) / 0x100;
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}
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inline Score apply_weight(Score v, int wmg, int weg) {
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return Score(v.mg()*wmg, v.eg()*weg) / 0x100;
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return Score(v.mg() * wmg, v.eg() * weg) / 0x100;
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}
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