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Small evaluate_passed_pawns() cleanup
Mainly renamed local variables with sensible names. No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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1 changed files with 22 additions and 23 deletions
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@ -788,6 +788,7 @@ namespace {
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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Bitboard squaresToQueen, defendedSquares, unsafeSquares, supportingPawns;
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Bitboard b = ei.pi->passed_pawns() & pos.pieces_of_color(Us);
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Bitboard b = ei.pi->passed_pawns() & pos.pieces_of_color(Us);
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while (b)
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while (b)
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@ -804,11 +805,11 @@ namespace {
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Value mbonus = Value(20 * tr);
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Value mbonus = Value(20 * tr);
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Value ebonus = Value(10 + r * r * 10);
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Value ebonus = Value(10 + r * r * 10);
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// Adjust bonus based on king proximity
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if (tr)
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if (tr)
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{
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{
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Square blockSq = s + pawn_push(Us);
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Square blockSq = s + pawn_push(Us);
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// Adjust bonus based on kings proximity
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ebonus -= Value(square_distance(pos.king_square(Us), blockSq) * 3 * tr);
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ebonus -= Value(square_distance(pos.king_square(Us), blockSq) * 3 * tr);
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ebonus -= Value(square_distance(pos.king_square(Us), blockSq + pawn_push(Us)) * 1 * tr);
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ebonus -= Value(square_distance(pos.king_square(Us), blockSq + pawn_push(Us)) * 1 * tr);
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ebonus += Value(square_distance(pos.king_square(Them), blockSq) * 6 * tr);
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ebonus += Value(square_distance(pos.king_square(Them), blockSq) * 6 * tr);
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@ -816,47 +817,45 @@ namespace {
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// If the pawn is free to advance, increase bonus
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// If the pawn is free to advance, increase bonus
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if (pos.square_is_empty(blockSq))
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if (pos.square_is_empty(blockSq))
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{
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{
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squaresToQueen = squares_in_front_of(Us, s);
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defendedSquares = squaresToQueen & ei.attacked_by(Us);
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// There are no enemy pawns in the pawn's path
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// There are no enemy pawns in the pawn's path
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Bitboard b2 = squares_in_front_of(Us, s);
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assert(!(squaresToQueen & pos.pieces(PAWN, Them)));
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assert((b2 & pos.pieces(PAWN, Them)) == EmptyBoardBB);
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// Squares attacked by us
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Bitboard b4 = b2 & ei.attacked_by(Us);
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// Squares attacked or occupied by enemy pieces
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Bitboard b3 = b2 & (ei.attacked_by(Them) | pos.pieces_of_color(Them));
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// If there is an enemy rook or queen attacking the pawn from behind,
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// If there is an enemy rook or queen attacking the pawn from behind,
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// add all X-ray attacks by the rook or queen.
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// add all X-ray attacks by the rook or queen. Otherwise consider only
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// the squares in the pawn's path attacked or occupied by the enemy.
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if ( (squares_behind(Us, s) & pos.pieces(ROOK, QUEEN, Them))
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if ( (squares_behind(Us, s) & pos.pieces(ROOK, QUEEN, Them))
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&& (squares_behind(Us, s) & pos.pieces(ROOK, QUEEN, Them) & pos.attacks_from<QUEEN>(s)))
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&& (squares_behind(Us, s) & pos.pieces(ROOK, QUEEN, Them) & pos.attacks_from<QUEEN>(s)))
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b3 = b2;
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unsafeSquares = squaresToQueen;
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else
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unsafeSquares = squaresToQueen & (ei.attacked_by(Them) | pos.pieces_of_color(Them));
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// Are any of the squares in the pawn's path attacked or occupied by the enemy?
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// If there aren't enemy attacks or pieces along the path to queen give
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if (b3 == EmptyBoardBB)
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// huge bonus. Even bigger if we protect the pawn's path.
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// No enemy attacks or pieces, huge bonus!
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if (!unsafeSquares)
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// Even bigger if we protect the pawn's path
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ebonus += Value(tr * (squaresToQueen == defendedSquares ? 17 : 15));
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ebonus += Value(tr * (b2 == b4 ? 17 : 15));
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else
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else
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// OK, there are enemy attacks or pieces (but not pawns). Are those
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// OK, there are enemy attacks or pieces (but not pawns). Are those
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// squares which are attacked by the enemy also attacked by us ?
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// squares which are attacked by the enemy also attacked by us ?
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// If yes, big bonus (but smaller than when there are no enemy attacks),
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// If yes, big bonus (but smaller than when there are no enemy attacks),
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// if no, somewhat smaller bonus.
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// if no, somewhat smaller bonus.
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ebonus += Value(tr * ((b3 & b4) == b3 ? 13 : 8));
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ebonus += Value(tr * ((unsafeSquares & defendedSquares) == unsafeSquares ? 13 : 8));
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// At last, add a small bonus when there are no *friendly* pieces
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// At last, add a small bonus when there are no *friendly* pieces
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// in the pawn's path.
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// in the pawn's path.
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if ((b2 & pos.pieces_of_color(Us)) == EmptyBoardBB)
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if (!(squaresToQueen & pos.pieces_of_color(Us)))
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ebonus += Value(tr);
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ebonus += Value(tr);
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}
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}
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} // tr != 0
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} // tr != 0
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// If the pawn is supported by a friendly pawn, increase bonus
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// Increase the bonus if the passed pawn is supported by a friendly pawn
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Bitboard b1 = pos.pieces(PAWN, Us) & neighboring_files_bb(s);
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// on the same rank and a bit smaller if it's on the previous rank.
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if (b1 & rank_bb(s))
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supportingPawns = pos.pieces(PAWN, Us) & neighboring_files_bb(s);
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if (supportingPawns & rank_bb(s))
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ebonus += Value(r * 20);
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ebonus += Value(r * 20);
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else if (pos.attacks_from<PAWN>(s, Them) & b1)
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else if (supportingPawns & rank_bb(s - pawn_push(Us)))
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ebonus += Value(r * 12);
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ebonus += Value(r * 12);
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// Rook pawns are a special case: They are sometimes worse, and
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// Rook pawns are a special case: They are sometimes worse, and
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