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https://github.com/sockspls/badfish
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Don't calculate pawnsOnSquares twice
And reformat some code while there. No functional change.
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1fd020a8ba
commit
5ea984ac35
1 changed files with 19 additions and 26 deletions
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@ -80,11 +80,12 @@ namespace {
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#undef V
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template<Color Us>
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Score evaluate_pawns(const Position& pos, Bitboard ourPawns,
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Bitboard theirPawns, Pawns::Entry* e) {
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Score evaluate(const Position& pos, Pawns::Entry* e) {
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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const Square Up = (Us == WHITE ? DELTA_N : DELTA_S);
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const Square Right = (Us == WHITE ? DELTA_NE : DELTA_SW);
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const Square Left = (Us == WHITE ? DELTA_NW : DELTA_SE);
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Bitboard b;
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Square s;
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@ -94,6 +95,16 @@ namespace {
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Score value = SCORE_ZERO;
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const Square* pl = pos.piece_list(Us, PAWN);
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Bitboard ourPawns = pos.pieces(Us, PAWN);
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Bitboard theirPawns = pos.pieces(Them, PAWN);
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e->passedPawns[Us] = 0;
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e->kingSquares[Us] = SQ_NONE;
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e->semiopenFiles[Us] = 0xFF;
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e->pawnAttacks[Us] = shift_bb<Right>(ourPawns) | shift_bb<Left>(ourPawns);
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e->pawnsOnSquares[Us][BLACK] = popcount<Max15>(ourPawns & BlackSquares);
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e->pawnsOnSquares[Us][WHITE] = pos.piece_count(Us, PAWN) - e->pawnsOnSquares[Us][BLACK];
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// Loop through all pawns of the current color and score each pawn
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while ((s = *pl++) != SQ_NONE)
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{
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@ -135,7 +146,7 @@ namespace {
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// Note that we are sure to find something because pawn is not passed
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// nor isolated, so loop is potentially infinite, but it isn't.
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while (!(b & (ourPawns | theirPawns)))
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Us == WHITE ? b <<= 8 : b >>= 8;
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b = shift_bb<Up>(b);
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// The friendly pawn needs to be at least two ranks closer than the
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// enemy pawn in order to help the potentially backward pawn advance.
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@ -175,15 +186,10 @@ namespace {
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value += CandidatePassed[relative_rank(Us, s)];
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}
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e->pawnsOnSquares[Us][BLACK] = popcount<Max15>(ourPawns & BlackSquares);
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e->pawnsOnSquares[Us][WHITE] = pos.piece_count(Us, PAWN) - e->pawnsOnSquares[Us][BLACK];
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e->pawnsOnSquares[Them][BLACK] = popcount<Max15>(theirPawns & BlackSquares);
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e->pawnsOnSquares[Them][WHITE] = pos.piece_count(Them, PAWN) - e->pawnsOnSquares[Them][BLACK];
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return value;
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}
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}
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} // namespace
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namespace Pawns {
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@ -196,24 +202,11 @@ Entry* probe(const Position& pos, Table& entries) {
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Key key = pos.pawn_key();
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Entry* e = entries[key];
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// If e->key matches the position's pawn hash key, it means that we
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// have analysed this pawn structure before, and we can simply return
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// the information we found the last time instead of recomputing it.
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if (e->key == key)
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return e;
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e->key = key;
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e->passedPawns[WHITE] = e->passedPawns[BLACK] = 0;
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e->kingSquares[WHITE] = e->kingSquares[BLACK] = SQ_NONE;
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e->semiopenFiles[WHITE] = e->semiopenFiles[BLACK] = 0xFF;
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Bitboard wPawns = pos.pieces(WHITE, PAWN);
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Bitboard bPawns = pos.pieces(BLACK, PAWN);
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e->pawnAttacks[WHITE] = shift_bb<DELTA_NE>(wPawns) | shift_bb<DELTA_NW>(wPawns);
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e->pawnAttacks[BLACK] = shift_bb<DELTA_SE>(bPawns) | shift_bb<DELTA_SW>(bPawns);
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e->value = evaluate_pawns<WHITE>(pos, wPawns, bPawns, e)
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- evaluate_pawns<BLACK>(pos, bPawns, wPawns, e);
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e->value = evaluate<WHITE>(pos, e) - evaluate<BLACK>(pos, e);
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return e;
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}
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