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Properly indent evaluate_king()
No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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b95b1a9705
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1 changed files with 94 additions and 95 deletions
189
src/evaluate.cpp
189
src/evaluate.cpp
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@ -708,7 +708,7 @@ namespace {
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Bitboard undefended, attackedByOthers, escapeSquares, occ, b, b1, b2, safe;
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Bitboard undefended, attackedByOthers, escapeSquares, occ, b, b1, b2, safe;
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Square from, to;
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Square from, to;
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bool sente;
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bool sente;
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int attackUnits, count, shelter = 0;
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int attackUnits, shelter = 0;
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const Square ksq = pos.king_square(Us);
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const Square ksq = pos.king_square(Us);
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// King shelter
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// King shelter
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@ -725,125 +725,124 @@ namespace {
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&& pos.non_pawn_material(Them) >= QueenValueMidgame + RookValueMidgame
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&& pos.non_pawn_material(Them) >= QueenValueMidgame + RookValueMidgame
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&& ei.kingAdjacentZoneAttacksCount[Them])
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&& ei.kingAdjacentZoneAttacksCount[Them])
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{
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{
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// Is it the attackers turn to move?
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// Is it the attackers turn to move?
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sente = (Them == pos.side_to_move());
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sente = (Them == pos.side_to_move());
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// Find the attacked squares around the king which has no defenders
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// Find the attacked squares around the king which has no defenders
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// apart from the king itself
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// apart from the king itself
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undefended = ei.attacked_by(Them) & ei.attacked_by(Us, KING);
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undefended = ei.attacked_by(Them) & ei.attacked_by(Us, KING);
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undefended &= ~( ei.attacked_by(Us, PAWN) | ei.attacked_by(Us, KNIGHT)
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undefended &= ~( ei.attacked_by(Us, PAWN) | ei.attacked_by(Us, KNIGHT)
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| ei.attacked_by(Us, BISHOP) | ei.attacked_by(Us, ROOK)
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| ei.attacked_by(Us, BISHOP) | ei.attacked_by(Us, ROOK)
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| ei.attacked_by(Us, QUEEN));
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| ei.attacked_by(Us, QUEEN));
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// Initialize the 'attackUnits' variable, which is used later on as an
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// Initialize the 'attackUnits' variable, which is used later on as an
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// index to the KingDangerTable[] array. The initial value is based on
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// index to the KingDangerTable[] array. The initial value is based on
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// the number and types of the enemy's attacking pieces, the number of
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// the number and types of the enemy's attacking pieces, the number of
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// attacked and undefended squares around our king, the square of the
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// attacked and undefended squares around our king, the square of the
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// king, and the quality of the pawn shelter.
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// king, and the quality of the pawn shelter.
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attackUnits = Min(25, (ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them]) / 2)
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attackUnits = Min(25, (ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them]) / 2)
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+ 3 * (ei.kingAdjacentZoneAttacksCount[Them] + count_1s_max_15<HasPopCnt>(undefended))
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+ 3 * (ei.kingAdjacentZoneAttacksCount[Them] + count_1s_max_15<HasPopCnt>(undefended))
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+ InitKingDanger[relative_square(Us, ksq)]
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+ InitKingDanger[relative_square(Us, ksq)]
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- (shelter >> 5);
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- shelter / 32;
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// Analyse safe queen contact checks
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// Analyse safe queen contact checks
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b = undefended & ei.attacked_by(Them, QUEEN) & ~pos.pieces_of_color(Them);
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b = undefended & ei.attacked_by(Them, QUEEN) & ~pos.pieces_of_color(Them);
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if (b)
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{
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attackedByOthers = ei.attacked_by(Them, PAWN) | ei.attacked_by(Them, KNIGHT)
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| ei.attacked_by(Them, BISHOP) | ei.attacked_by(Them, ROOK);
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b &= attackedByOthers;
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// Squares attacked by the queen and supported by another enemy piece and
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// not defended by other pieces but our king.
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if (b)
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if (b)
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{
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{
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// The bitboard b now contains the squares available for safe queen
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attackedByOthers = ei.attacked_by(Them, PAWN) | ei.attacked_by(Them, KNIGHT)
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// contact checks.
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| ei.attacked_by(Them, BISHOP) | ei.attacked_by(Them, ROOK);
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count = count_1s_max_15<HasPopCnt>(b);
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attackUnits += QueenContactCheckBonus * count * (sente ? 2 : 1);
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// Is there a mate threat?
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b &= attackedByOthers;
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if (QueenContactMates && !pos.is_check())
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// Squares attacked by the queen and supported by another enemy piece and
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// not defended by other pieces but our king.
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if (b)
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{
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{
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escapeSquares = pos.attacks_from<KING>(ksq) & ~pos.pieces_of_color(Us) & ~attackedByOthers;
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// The bitboard b now contains the squares available for safe queen
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occ = pos.occupied_squares();
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// contact checks.
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while (b)
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attackUnits += QueenContactCheckBonus * count_1s_max_15<HasPopCnt>(b) * (sente ? 2 : 1);
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// Is there a mate threat?
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if (QueenContactMates && !pos.is_check())
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{
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{
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to = pop_1st_bit(&b);
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escapeSquares = pos.attacks_from<KING>(ksq) & ~pos.pieces_of_color(Us) & ~attackedByOthers;
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occ = pos.occupied_squares();
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// Do we have escape squares from queen contact check attack ?
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while (b)
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if (!(escapeSquares & ~queen_attacks_bb(to, occ & ClearMaskBB[ksq])))
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{
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{
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// We have a mate, unless the queen is pinned or there
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to = pop_1st_bit(&b);
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// is an X-ray attack through the queen.
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for (int i = 0; i < pos.piece_count(Them, QUEEN); i++)
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{
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from = pos.piece_list(Them, QUEEN, i);
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if ( bit_is_set(pos.attacks_from<QUEEN>(from), to)
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&& !bit_is_set(pos.pinned_pieces(Them), from)
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&& !(rook_attacks_bb(to, occ & ClearMaskBB[from]) & pos.pieces(ROOK, QUEEN, Us))
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&& !(bishop_attacks_bb(to, occ & ClearMaskBB[from]) & pos.pieces(BISHOP, QUEEN, Us)))
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// Set the mate threat move
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// Do we have escape squares from queen contact check attack ?
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ei.mateThreat[Them] = make_move(from, to);
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if (!(escapeSquares & ~queen_attacks_bb(to, occ & ClearMaskBB[ksq])))
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{
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// We have a mate, unless the queen is pinned or there
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// is an X-ray attack through the queen.
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for (int i = 0; i < pos.piece_count(Them, QUEEN); i++)
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{
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from = pos.piece_list(Them, QUEEN, i);
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if ( bit_is_set(pos.attacks_from<QUEEN>(from), to)
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&& !bit_is_set(pos.pinned_pieces(Them), from)
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&& !(rook_attacks_bb(to, occ & ClearMaskBB[from]) & pos.pieces(ROOK, QUEEN, Us))
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&& !(bishop_attacks_bb(to, occ & ClearMaskBB[from]) & pos.pieces(BISHOP, QUEEN, Us)))
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// Set the mate threat move
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ei.mateThreat[Them] = make_move(from, to);
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}
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}
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}
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}
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}
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}
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}
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}
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}
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}
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}
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}
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// Analyse enemy's safe distance checks
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// Analyse enemy's safe distance checks
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safe = ~(pos.pieces_of_color(Them) | ei.attacked_by(Us));
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safe = ~(pos.pieces_of_color(Them) | ei.attacked_by(Us));
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b1 = pos.attacks_from<ROOK>(ksq) & safe;
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b1 = pos.attacks_from<ROOK>(ksq) & safe;
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b2 = pos.attacks_from<BISHOP>(ksq) & safe;
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b2 = pos.attacks_from<BISHOP>(ksq) & safe;
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// Enemy rooks safe checks
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// Enemy rooks safe checks
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b = b1 & ei.attacked_by(Them, ROOK);
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b = b1 & ei.attacked_by(Them, ROOK);
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if (b)
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if (b)
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attackUnits += RookCheckBonus * count_1s_max_15<HasPopCnt>(b);
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attackUnits += RookCheckBonus * count_1s_max_15<HasPopCnt>(b);
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// Enemy bishops safe checks
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// Enemy bishops safe checks
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b = b2 & ei.attacked_by(Them, BISHOP);
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b = b2 & ei.attacked_by(Them, BISHOP);
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if (b)
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if (b)
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attackUnits += BishopCheckBonus * count_1s_max_15<HasPopCnt>(b);
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attackUnits += BishopCheckBonus * count_1s_max_15<HasPopCnt>(b);
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// Enemy queens safe checks
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// Enemy queens safe checks
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b = (b1 | b2) & ei.attacked_by(Them, QUEEN);
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b = (b1 | b2) & ei.attacked_by(Them, QUEEN);
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if (b)
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if (b)
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attackUnits += QueenCheckBonus * count_1s_max_15<HasPopCnt>(b);
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attackUnits += QueenCheckBonus * count_1s_max_15<HasPopCnt>(b);
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// Enemy knights safe checks
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// Enemy knights safe checks
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b = pos.attacks_from<KNIGHT>(ksq) & ei.attacked_by(Them, KNIGHT) & safe;
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b = pos.attacks_from<KNIGHT>(ksq) & ei.attacked_by(Them, KNIGHT) & safe;
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if (b)
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if (b)
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attackUnits += KnightCheckBonus * count_1s_max_15<HasPopCnt>(b);
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attackUnits += KnightCheckBonus * count_1s_max_15<HasPopCnt>(b);
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// Analyse discovered checks (only for non-pawns right now, consider
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// Analyse discovered checks (only for non-pawns right now, consider
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// adding pawns later).
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// adding pawns later).
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b = pos.discovered_check_candidates(Them) & ~pos.pieces(PAWN);
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b = pos.discovered_check_candidates(Them) & ~pos.pieces(PAWN);
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if (b)
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if (b)
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attackUnits += DiscoveredCheckBonus * count_1s_max_15<HasPopCnt>(b) * (sente ? 2 : 1);
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attackUnits += DiscoveredCheckBonus * count_1s_max_15<HasPopCnt>(b) * (sente ? 2 : 1);
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// Has a mate threat been found? We don't do anything here if the
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// Has a mate threat been found? We don't do anything here if the
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// side with the mating move is the side to move, because in that
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// side with the mating move is the side to move, because in that
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// case the mating side will get a huge bonus at the end of the main
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// case the mating side will get a huge bonus at the end of the main
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// evaluation function instead.
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// evaluation function instead.
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if (ei.mateThreat[Them] != MOVE_NONE)
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if (ei.mateThreat[Them] != MOVE_NONE)
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attackUnits += MateThreatBonus;
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attackUnits += MateThreatBonus;
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// Ensure that attackUnits is between 0 and 99, in order to avoid array
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// Ensure that attackUnits is between 0 and 99, in order to avoid array
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// out of bounds errors.
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// out of bounds errors.
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attackUnits = Min(99, Max(0, attackUnits));
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attackUnits = Min(99, Max(0, attackUnits));
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// Finally, extract the king danger score from the KingDangerTable[]
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// Finally, extract the king danger score from the KingDangerTable[]
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// array and subtract the score from evaluation. Set also ei.kingDanger[]
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// array and subtract the score from evaluation. Set also ei.kingDanger[]
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// value that will be used for pruning because this value can sometimes
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// value that will be used for pruning because this value can sometimes
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// be very big, and so capturing a single attacking piece can therefore
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// be very big, and so capturing a single attacking piece can therefore
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// result in a score change far bigger than the value of the captured piece.
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// result in a score change far bigger than the value of the captured piece.
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ei.value -= Sign[Us] * KingDangerTable[Us][attackUnits];
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ei.value -= Sign[Us] * KingDangerTable[Us][attackUnits];
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ei.kingDanger[Us] = mg_value(KingDangerTable[Us][attackUnits]);
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ei.kingDanger[Us] = mg_value(KingDangerTable[Us][attackUnits]);
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}
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}
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}
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}
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