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Rename kingZone[] and reverse the king's color
Seems easier to understand to me. From Critter. No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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1 changed files with 8 additions and 8 deletions
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@ -44,20 +44,20 @@ namespace {
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// all squares attacked by the given color.
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// all squares attacked by the given color.
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Bitboard attackedBy[2][8];
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Bitboard attackedBy[2][8];
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// kingZone[color] is the zone around the enemy king which is considered
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// kingRing[color] is the zone around the king which is considered
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// by the king safety evaluation. This consists of the squares directly
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// by the king safety evaluation. This consists of the squares directly
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// adjacent to the king, and the three (or two, for a king on an edge file)
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// adjacent to the king, and the three (or two, for a king on an edge file)
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// squares two ranks in front of the king. For instance, if black's king
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// squares two ranks in front of the king. For instance, if black's king
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// is on g8, kingZone[WHITE] is a bitboard containing the squares f8, h8,
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// is on g8, kingRing[BLACK] is a bitboard containing the squares f8, h8,
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// f7, g7, h7, f6, g6 and h6.
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// f7, g7, h7, f6, g6 and h6.
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Bitboard kingZone[2];
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Bitboard kingRing[2];
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// kingAttackersCount[color] is the number of pieces of the given color
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// kingAttackersCount[color] is the number of pieces of the given color
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// which attack a square in the kingZone of the enemy king.
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// which attack a square in the kingRing of the enemy king.
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int kingAttackersCount[2];
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int kingAttackersCount[2];
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// kingAttackersWeight[color] is the sum of the "weight" of the pieces of the
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// kingAttackersWeight[color] is the sum of the "weight" of the pieces of the
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// given color which attack a square in the kingZone of the enemy king. The
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// given color which attack a square in the kingRing of the enemy king. The
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// weights of the individual piece types are given by the variables
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// weights of the individual piece types are given by the variables
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// QueenAttackWeight, RookAttackWeight, BishopAttackWeight and
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// QueenAttackWeight, RookAttackWeight, BishopAttackWeight and
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// KnightAttackWeight in evaluate.cpp
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// KnightAttackWeight in evaluate.cpp
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@ -436,12 +436,12 @@ namespace {
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if ( pos.piece_count(Us, QUEEN)
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if ( pos.piece_count(Us, QUEEN)
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&& pos.non_pawn_material(Us) >= QueenValueMidgame + RookValueMidgame)
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&& pos.non_pawn_material(Us) >= QueenValueMidgame + RookValueMidgame)
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{
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{
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ei.kingZone[Us] = (b | (Us == WHITE ? b >> 8 : b << 8));
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ei.kingRing[Them] = (b | (Us == WHITE ? b >> 8 : b << 8));
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b &= ei.attackedBy[Us][PAWN];
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b &= ei.attackedBy[Us][PAWN];
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ei.kingAttackersCount[Us] = b ? count_1s<Max15>(b) / 2 : 0;
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ei.kingAttackersCount[Us] = b ? count_1s<Max15>(b) / 2 : 0;
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ei.kingAdjacentZoneAttacksCount[Us] = ei.kingAttackersWeight[Us] = 0;
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ei.kingAdjacentZoneAttacksCount[Us] = ei.kingAttackersWeight[Us] = 0;
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} else
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} else
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ei.kingZone[Us] = ei.kingAttackersCount[Us] = 0;
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ei.kingRing[Them] = ei.kingAttackersCount[Us] = 0;
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}
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}
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@ -505,7 +505,7 @@ namespace {
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ei.attackedBy[Us][Piece] |= b;
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ei.attackedBy[Us][Piece] |= b;
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// King attacks
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// King attacks
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if (b & ei.kingZone[Us])
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if (b & ei.kingRing[Them])
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{
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{
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ei.kingAttackersCount[Us]++;
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ei.kingAttackersCount[Us]++;
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ei.kingAttackersWeight[Us] += KingAttackWeights[Piece];
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ei.kingAttackersWeight[Us] += KingAttackWeights[Piece];
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