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Properly indent evaluate_king()

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba 2010-05-06 19:10:04 +01:00
parent b95b1a9705
commit 7488d216fd

View file

@ -708,7 +708,7 @@ namespace {
Bitboard undefended, attackedByOthers, escapeSquares, occ, b, b1, b2, safe;
Square from, to;
bool sente;
int attackUnits, count, shelter = 0;
int attackUnits, shelter = 0;
const Square ksq = pos.king_square(Us);
// King shelter
@ -725,125 +725,124 @@ namespace {
&& pos.non_pawn_material(Them) >= QueenValueMidgame + RookValueMidgame
&& ei.kingAdjacentZoneAttacksCount[Them])
{
// Is it the attackers turn to move?
sente = (Them == pos.side_to_move());
// Is it the attackers turn to move?
sente = (Them == pos.side_to_move());
// Find the attacked squares around the king which has no defenders
// apart from the king itself
undefended = ei.attacked_by(Them) & ei.attacked_by(Us, KING);
undefended &= ~( ei.attacked_by(Us, PAWN) | ei.attacked_by(Us, KNIGHT)
| ei.attacked_by(Us, BISHOP) | ei.attacked_by(Us, ROOK)
| ei.attacked_by(Us, QUEEN));
// Find the attacked squares around the king which has no defenders
// apart from the king itself
undefended = ei.attacked_by(Them) & ei.attacked_by(Us, KING);
undefended &= ~( ei.attacked_by(Us, PAWN) | ei.attacked_by(Us, KNIGHT)
| ei.attacked_by(Us, BISHOP) | ei.attacked_by(Us, ROOK)
| ei.attacked_by(Us, QUEEN));
// Initialize the 'attackUnits' variable, which is used later on as an
// index to the KingDangerTable[] array. The initial value is based on
// the number and types of the enemy's attacking pieces, the number of
// attacked and undefended squares around our king, the square of the
// king, and the quality of the pawn shelter.
attackUnits = Min(25, (ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them]) / 2)
+ 3 * (ei.kingAdjacentZoneAttacksCount[Them] + count_1s_max_15<HasPopCnt>(undefended))
+ InitKingDanger[relative_square(Us, ksq)]
- (shelter >> 5);
// Initialize the 'attackUnits' variable, which is used later on as an
// index to the KingDangerTable[] array. The initial value is based on
// the number and types of the enemy's attacking pieces, the number of
// attacked and undefended squares around our king, the square of the
// king, and the quality of the pawn shelter.
attackUnits = Min(25, (ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them]) / 2)
+ 3 * (ei.kingAdjacentZoneAttacksCount[Them] + count_1s_max_15<HasPopCnt>(undefended))
+ InitKingDanger[relative_square(Us, ksq)]
- shelter / 32;
// Analyse safe queen contact checks
b = undefended & ei.attacked_by(Them, QUEEN) & ~pos.pieces_of_color(Them);
if (b)
{
attackedByOthers = ei.attacked_by(Them, PAWN) | ei.attacked_by(Them, KNIGHT)
| ei.attacked_by(Them, BISHOP) | ei.attacked_by(Them, ROOK);
b &= attackedByOthers;
// Squares attacked by the queen and supported by another enemy piece and
// not defended by other pieces but our king.
// Analyse safe queen contact checks
b = undefended & ei.attacked_by(Them, QUEEN) & ~pos.pieces_of_color(Them);
if (b)
{
// The bitboard b now contains the squares available for safe queen
// contact checks.
count = count_1s_max_15<HasPopCnt>(b);
attackUnits += QueenContactCheckBonus * count * (sente ? 2 : 1);
attackedByOthers = ei.attacked_by(Them, PAWN) | ei.attacked_by(Them, KNIGHT)
| ei.attacked_by(Them, BISHOP) | ei.attacked_by(Them, ROOK);
// Is there a mate threat?
if (QueenContactMates && !pos.is_check())
b &= attackedByOthers;
// Squares attacked by the queen and supported by another enemy piece and
// not defended by other pieces but our king.
if (b)
{
escapeSquares = pos.attacks_from<KING>(ksq) & ~pos.pieces_of_color(Us) & ~attackedByOthers;
occ = pos.occupied_squares();
while (b)
// The bitboard b now contains the squares available for safe queen
// contact checks.
attackUnits += QueenContactCheckBonus * count_1s_max_15<HasPopCnt>(b) * (sente ? 2 : 1);
// Is there a mate threat?
if (QueenContactMates && !pos.is_check())
{
to = pop_1st_bit(&b);
// Do we have escape squares from queen contact check attack ?
if (!(escapeSquares & ~queen_attacks_bb(to, occ & ClearMaskBB[ksq])))
escapeSquares = pos.attacks_from<KING>(ksq) & ~pos.pieces_of_color(Us) & ~attackedByOthers;
occ = pos.occupied_squares();
while (b)
{
// We have a mate, unless the queen is pinned or there
// is an X-ray attack through the queen.
for (int i = 0; i < pos.piece_count(Them, QUEEN); i++)
{
from = pos.piece_list(Them, QUEEN, i);
if ( bit_is_set(pos.attacks_from<QUEEN>(from), to)
&& !bit_is_set(pos.pinned_pieces(Them), from)
&& !(rook_attacks_bb(to, occ & ClearMaskBB[from]) & pos.pieces(ROOK, QUEEN, Us))
&& !(bishop_attacks_bb(to, occ & ClearMaskBB[from]) & pos.pieces(BISHOP, QUEEN, Us)))
to = pop_1st_bit(&b);
// Set the mate threat move
ei.mateThreat[Them] = make_move(from, to);
// Do we have escape squares from queen contact check attack ?
if (!(escapeSquares & ~queen_attacks_bb(to, occ & ClearMaskBB[ksq])))
{
// We have a mate, unless the queen is pinned or there
// is an X-ray attack through the queen.
for (int i = 0; i < pos.piece_count(Them, QUEEN); i++)
{
from = pos.piece_list(Them, QUEEN, i);
if ( bit_is_set(pos.attacks_from<QUEEN>(from), to)
&& !bit_is_set(pos.pinned_pieces(Them), from)
&& !(rook_attacks_bb(to, occ & ClearMaskBB[from]) & pos.pieces(ROOK, QUEEN, Us))
&& !(bishop_attacks_bb(to, occ & ClearMaskBB[from]) & pos.pieces(BISHOP, QUEEN, Us)))
// Set the mate threat move
ei.mateThreat[Them] = make_move(from, to);
}
}
}
}
}
}
}
// Analyse enemy's safe distance checks
safe = ~(pos.pieces_of_color(Them) | ei.attacked_by(Us));
// Analyse enemy's safe distance checks
safe = ~(pos.pieces_of_color(Them) | ei.attacked_by(Us));
b1 = pos.attacks_from<ROOK>(ksq) & safe;
b2 = pos.attacks_from<BISHOP>(ksq) & safe;
b1 = pos.attacks_from<ROOK>(ksq) & safe;
b2 = pos.attacks_from<BISHOP>(ksq) & safe;
// Enemy rooks safe checks
b = b1 & ei.attacked_by(Them, ROOK);
if (b)
attackUnits += RookCheckBonus * count_1s_max_15<HasPopCnt>(b);
// Enemy rooks safe checks
b = b1 & ei.attacked_by(Them, ROOK);
if (b)
attackUnits += RookCheckBonus * count_1s_max_15<HasPopCnt>(b);
// Enemy bishops safe checks
b = b2 & ei.attacked_by(Them, BISHOP);
if (b)
attackUnits += BishopCheckBonus * count_1s_max_15<HasPopCnt>(b);
// Enemy bishops safe checks
b = b2 & ei.attacked_by(Them, BISHOP);
if (b)
attackUnits += BishopCheckBonus * count_1s_max_15<HasPopCnt>(b);
// Enemy queens safe checks
b = (b1 | b2) & ei.attacked_by(Them, QUEEN);
if (b)
attackUnits += QueenCheckBonus * count_1s_max_15<HasPopCnt>(b);
// Enemy queens safe checks
b = (b1 | b2) & ei.attacked_by(Them, QUEEN);
if (b)
attackUnits += QueenCheckBonus * count_1s_max_15<HasPopCnt>(b);
// Enemy knights safe checks
b = pos.attacks_from<KNIGHT>(ksq) & ei.attacked_by(Them, KNIGHT) & safe;
if (b)
attackUnits += KnightCheckBonus * count_1s_max_15<HasPopCnt>(b);
// Enemy knights safe checks
b = pos.attacks_from<KNIGHT>(ksq) & ei.attacked_by(Them, KNIGHT) & safe;
if (b)
attackUnits += KnightCheckBonus * count_1s_max_15<HasPopCnt>(b);
// Analyse discovered checks (only for non-pawns right now, consider
// adding pawns later).
b = pos.discovered_check_candidates(Them) & ~pos.pieces(PAWN);
if (b)
attackUnits += DiscoveredCheckBonus * count_1s_max_15<HasPopCnt>(b) * (sente ? 2 : 1);
// Analyse discovered checks (only for non-pawns right now, consider
// adding pawns later).
b = pos.discovered_check_candidates(Them) & ~pos.pieces(PAWN);
if (b)
attackUnits += DiscoveredCheckBonus * count_1s_max_15<HasPopCnt>(b) * (sente ? 2 : 1);
// Has a mate threat been found? We don't do anything here if the
// side with the mating move is the side to move, because in that
// case the mating side will get a huge bonus at the end of the main
// evaluation function instead.
if (ei.mateThreat[Them] != MOVE_NONE)
attackUnits += MateThreatBonus;
// Has a mate threat been found? We don't do anything here if the
// side with the mating move is the side to move, because in that
// case the mating side will get a huge bonus at the end of the main
// evaluation function instead.
if (ei.mateThreat[Them] != MOVE_NONE)
attackUnits += MateThreatBonus;
// Ensure that attackUnits is between 0 and 99, in order to avoid array
// out of bounds errors.
attackUnits = Min(99, Max(0, attackUnits));
// Ensure that attackUnits is between 0 and 99, in order to avoid array
// out of bounds errors.
attackUnits = Min(99, Max(0, attackUnits));
// Finally, extract the king danger score from the KingDangerTable[]
// array and subtract the score from evaluation. Set also ei.kingDanger[]
// value that will be used for pruning because this value can sometimes
// be very big, and so capturing a single attacking piece can therefore
// result in a score change far bigger than the value of the captured piece.
ei.value -= Sign[Us] * KingDangerTable[Us][attackUnits];
ei.kingDanger[Us] = mg_value(KingDangerTable[Us][attackUnits]);
// Finally, extract the king danger score from the KingDangerTable[]
// array and subtract the score from evaluation. Set also ei.kingDanger[]
// value that will be used for pruning because this value can sometimes
// be very big, and so capturing a single attacking piece can therefore
// result in a score change far bigger than the value of the captured piece.
ei.value -= Sign[Us] * KingDangerTable[Us][attackUnits];
ei.kingDanger[Us] = mg_value(KingDangerTable[Us][attackUnits]);
}
}