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Simplify previous patch
No functional change.
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1 changed files with 10 additions and 21 deletions
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@ -899,30 +899,19 @@ Value do_evaluate(const Position& pos, Value& margin) {
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else
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else
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unsafeSquares = squaresToQueen & (ei.attackedBy[Them][ALL_PIECES] | pos.pieces(Them));
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unsafeSquares = squaresToQueen & (ei.attackedBy[Them][ALL_PIECES] | pos.pieces(Them));
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// Default bonus for the empty square in front
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// If there aren't enemy attacks huge bonus, a bit smaller if at
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int bonusMultiplier = 3;
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// least block square is not attacked, otherwise smallest bonus.
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int k = !unsafeSquares ? 15 : !(unsafeSquares & blockSq) ? 9 : 3;
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if ((defendedSquares & SquareBB[blockSq]) != 0)
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// Big bonus if the path to queen is fully defended, a bit less
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{
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// if at least block square is defended.
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// Defending the square in front
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if (defendedSquares == squaresToQueen)
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bonusMultiplier += 2;
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k += 6;
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if ((unsafeSquares & defendedSquares) == unsafeSquares)
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// Defending all the attacked squares
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// bigger bonus if we are defending everything
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bonusMultiplier += (squaresToQueen == defendedSquares) ? 4 : 2;
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}
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if ((unsafeSquares & SquareBB[blockSq]) == 0)
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else if (defendedSquares & blockSq)
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{
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k += (unsafeSquares & defendedSquares) == unsafeSquares ? 4 : 2;
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// The square infront isn't attacked
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bonusMultiplier += 6;
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if (!unsafeSquares)
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bonusMultiplier += 6;
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}
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Value bonus = Value(rr * bonusMultiplier);
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mbonus += Value(k * rr), ebonus += Value(k * rr);
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ebonus += bonus;
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mbonus += bonus;
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}
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}
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} // rr != 0
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} // rr != 0
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