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Use 'adjacent' instead of 'neighboring'

It is more correct and specific. Another naming
improvement while reading Critter sources.

No functional changes.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba 2012-01-14 18:03:57 +01:00
parent e1907e349f
commit 3ec94abcdb
5 changed files with 30 additions and 30 deletions

View file

@ -40,8 +40,8 @@ Bitboard ClearMaskBB[65];
Bitboard FileBB[8];
Bitboard RankBB[8];
Bitboard NeighboringFilesBB[8];
Bitboard ThisAndNeighboringFilesBB[8];
Bitboard AdjacentFilesBB[8];
Bitboard ThisAndAdjacentFilesBB[8];
Bitboard InFrontBB[2][8];
Bitboard StepAttacksBB[16][64];
Bitboard BetweenBB[64][64];
@ -173,8 +173,8 @@ void bitboards_init() {
for (int f = FILE_A; f <= FILE_H; f++)
{
NeighboringFilesBB[f] = (f > FILE_A ? FileBB[f - 1] : 0) | (f < FILE_H ? FileBB[f + 1] : 0);
ThisAndNeighboringFilesBB[f] = FileBB[f] | NeighboringFilesBB[f];
AdjacentFilesBB[f] = (f > FILE_A ? FileBB[f - 1] : 0) | (f < FILE_H ? FileBB[f + 1] : 0);
ThisAndAdjacentFilesBB[f] = FileBB[f] | AdjacentFilesBB[f];
}
for (int rw = RANK_7, rb = RANK_2; rw >= RANK_1; rw--, rb++)
@ -187,8 +187,8 @@ void bitboards_init() {
for (Square s = SQ_A1; s <= SQ_H8; s++)
{
SquaresInFrontMask[c][s] = in_front_bb(c, s) & file_bb(s);
PassedPawnMask[c][s] = in_front_bb(c, s) & this_and_neighboring_files_bb(file_of(s));
AttackSpanMask[c][s] = in_front_bb(c, s) & neighboring_files_bb(file_of(s));
PassedPawnMask[c][s] = in_front_bb(c, s) & this_and_adjacent_files_bb(file_of(s));
AttackSpanMask[c][s] = in_front_bb(c, s) & adjacent_files_bb(file_of(s));
}
for (Square s1 = SQ_A1; s1 <= SQ_H8; s1++)

View file

@ -24,8 +24,8 @@
#include "types.h"
extern Bitboard FileBB[8];
extern Bitboard NeighboringFilesBB[8];
extern Bitboard ThisAndNeighboringFilesBB[8];
extern Bitboard AdjacentFilesBB[8];
extern Bitboard ThisAndAdjacentFilesBB[8];
extern Bitboard RankBB[8];
extern Bitboard InFrontBB[2][8];
@ -102,19 +102,19 @@ inline Bitboard file_bb(Square s) {
}
/// neighboring_files_bb takes a file as input and returns a bitboard representing
/// all squares on the neighboring files.
/// adjacent_files_bb takes a file as input and returns a bitboard representing
/// all squares on the adjacent files.
inline Bitboard neighboring_files_bb(File f) {
return NeighboringFilesBB[f];
inline Bitboard adjacent_files_bb(File f) {
return AdjacentFilesBB[f];
}
/// this_and_neighboring_files_bb takes a file as input and returns a bitboard
/// representing all squares on the given and neighboring files.
/// this_and_adjacent_files_bb takes a file as input and returns a bitboard
/// representing all squares on the given and adjacent files.
inline Bitboard this_and_neighboring_files_bb(File f) {
return ThisAndNeighboringFilesBB[f];
inline Bitboard this_and_adjacent_files_bb(File f) {
return ThisAndAdjacentFilesBB[f];
}
@ -197,7 +197,7 @@ inline Bitboard squares_in_front_of(Color c, Square s) {
/// passed_pawn_mask takes a color and a square as input, and returns a
/// bitboard mask which can be used to test if a pawn of the given color on
/// the given square is a passed pawn. Definition of the table is:
/// PassedPawnMask[c][s] = in_front_bb(c, s) & this_and_neighboring_files_bb(s)
/// PassedPawnMask[c][s] = in_front_bb(c, s) & this_and_adjacent_files_bb(s)
inline Bitboard passed_pawn_mask(Color c, Square s) {
return PassedPawnMask[c][s];
@ -207,7 +207,7 @@ inline Bitboard passed_pawn_mask(Color c, Square s) {
/// attack_span_mask takes a color and a square as input, and returns a bitboard
/// representing all squares that can be attacked by a pawn of the given color
/// when it moves along its file starting from the given square. Definition is:
/// AttackSpanMask[c][s] = in_front_bb(c, s) & neighboring_files_bb(s);
/// AttackSpanMask[c][s] = in_front_bb(c, s) & adjacent_files_bb(s);
inline Bitboard attack_span_mask(Color c, Square s) {
return AttackSpanMask[c][s];

View file

@ -416,7 +416,7 @@ ScaleFactor Endgame<KBPsK>::operator()(const Position& pos) const {
&& abs(file_of(kingSq) - pawnFile) <= 1)
{
// The bishop has the wrong color, and the defending king is on the
// file of the pawn(s) or the neighboring file. Find the rank of the
// file of the pawn(s) or the adjacent file. Find the rank of the
// frontmost pawn.
Rank rank;
if (strongerSide == WHITE)
@ -768,7 +768,7 @@ ScaleFactor Endgame<KBPPKB>::operator()(const Position& pos) const {
return SCALE_FACTOR_NONE;
case 1:
// Pawns on neighboring files. Draw if defender firmly controls the square
// Pawns on adjacent files. Draw if defender firmly controls the square
// in front of the frontmost pawn's path, and the square diagonally behind
// this square on the file of the other pawn.
if ( ksq == blockSq1

View file

@ -841,7 +841,7 @@ namespace {
// Increase the bonus if the passed pawn is supported by a friendly pawn
// on the same rank and a bit smaller if it's on the previous rank.
supportingPawns = pos.pieces(PAWN, Us) & neighboring_files_bb(file_of(s));
supportingPawns = pos.pieces(PAWN, Us) & adjacent_files_bb(file_of(s));
if (supportingPawns & rank_bb(s))
ebonus += Value(r * 20);
@ -967,7 +967,7 @@ namespace {
pliesToGo = 2 * movesToGo - int(loserSide == pos.side_to_move());
// Generate list of blocking pawns and supporters
supporters = neighboring_files_bb(file_of(s)) & candidates;
supporters = adjacent_files_bb(file_of(s)) & candidates;
opposed = squares_in_front_of(loserSide, s) & pos.pieces(PAWN, winnerSide);
blockers = passed_pawn_mask(loserSide, s) & pos.pieces(PAWN, winnerSide);

View file

@ -145,22 +145,22 @@ Score PawnInfoTable::evaluate_pawns(const Position& pos, Bitboard ourPawns,
passed = !(theirPawns & passed_pawn_mask(Us, s));
doubled = ourPawns & squares_in_front_of(Us, s);
opposed = theirPawns & squares_in_front_of(Us, s);
isolated = !(ourPawns & neighboring_files_bb(f));
chain = ourPawns & neighboring_files_bb(f) & b;
isolated = !(ourPawns & adjacent_files_bb(f));
chain = ourPawns & adjacent_files_bb(f) & b;
// Test for backward pawn
backward = false;
// If the pawn is passed, isolated, or member of a pawn chain it cannot
// be backward. If there are friendly pawns behind on neighboring files
// be backward. If there are friendly pawns behind on adjacent files
// or if can capture an enemy pawn it cannot be backward either.
if ( !(passed | isolated | chain)
&& !(ourPawns & attack_span_mask(Them, s))
&& !(pos.attacks_from<PAWN>(s, Us) & theirPawns))
{
// We now know that there are no friendly pawns beside or behind this
// pawn on neighboring files. We now check whether the pawn is
// backward by looking in the forward direction on the neighboring
// pawn on adjacent files. We now check whether the pawn is
// backward by looking in the forward direction on the adjacent
// files, and seeing whether we meet a friendly or an enemy pawn first.
b = pos.attacks_from<PAWN>(s, Us);
@ -178,8 +178,8 @@ Score PawnInfoTable::evaluate_pawns(const Position& pos, Bitboard ourPawns,
// A not passed pawn is a candidate to become passed if it is free to
// advance and if the number of friendly pawns beside or behind this
// pawn on neighboring files is higher or equal than the number of
// enemy pawns in the forward direction on the neighboring files.
// pawn on adjacent files is higher or equal than the number of
// enemy pawns in the forward direction on the adjacent files.
candidate = !(opposed | passed | backward | isolated)
&& (b = attack_span_mask(Them, s + pawn_push(Us)) & ourPawns) != 0
&& popcount<Max15>(b) >= popcount<Max15>(attack_span_mask(Us, s) & theirPawns);
@ -222,7 +222,7 @@ Score PawnInfo::updateShelter(const Position& pos, Square ksq) {
if (relative_rank(Us, ksq) <= RANK_4)
{
pawns = pos.pieces(PAWN, Us) & this_and_neighboring_files_bb(file_of(ksq));
pawns = pos.pieces(PAWN, Us) & this_and_adjacent_files_bb(file_of(ksq));
r = ksq & (7 << 3);
for (int i = 0; i < 3; i++)
{