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Some reformatting in pawns.cpp
No functional change.
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parent
e8baf2b772
commit
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1 changed files with 14 additions and 15 deletions
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@ -57,7 +57,7 @@ namespace {
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S( 0, 0), S( 6, 13), S(6,13), S(14,29),
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S( 0, 0), S( 6, 13), S(6,13), S(14,29),
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S(34,68), S(83,166), S(0, 0), S( 0, 0) };
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S(34,68), S(83,166), S(0, 0), S( 0, 0) };
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// Levers bonus by rank
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// Levers bonus by rank
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const Score Lever[RANK_NB] = {
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const Score Lever[RANK_NB] = {
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S( 0, 0), S( 0, 0), S(0, 0), S(0, 0),
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S( 0, 0), S( 0, 0), S(0, 0), S(0, 0),
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S(20,20), S(40,40), S(0, 0), S(0, 0) };
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S(20,20), S(40,40), S(0, 0), S(0, 0) };
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@ -74,7 +74,7 @@ namespace {
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// Danger of enemy pawns moving toward our king indexed by
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// Danger of enemy pawns moving toward our king indexed by
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// [no friendly pawn | pawn unblocked | pawn blocked][rank of enemy pawn]
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// [no friendly pawn | pawn unblocked | pawn blocked][rank of enemy pawn]
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const Value StormDanger[3][RANK_NB] = {
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const Value StormDanger[][RANK_NB] = {
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{ V( 0), V(64), V(128), V(51), V(26) },
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{ V( 0), V(64), V(128), V(51), V(26) },
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{ V(26), V(32), V( 96), V(38), V(20) },
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{ V(26), V(32), V( 96), V(38), V(20) },
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{ V( 0), V( 0), V(160), V(25), V(13) } };
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{ V( 0), V( 0), V(160), V(25), V(13) } };
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@ -223,20 +223,19 @@ namespace Pawns {
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void init() {
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void init() {
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const int bonusesByFile[8] = { 1, 3, 3, 4, 4, 3, 3, 1 };
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const int bonusByFile[] = { 1, 3, 3, 4, 4, 3, 3, 1 };
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int bonus;
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for (Rank r = RANK_1; r < RANK_8; ++r)
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for (Rank r = RANK_1; r < RANK_8; ++r)
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for (File f = FILE_A; f <= FILE_H; ++f)
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for (File f = FILE_A; f <= FILE_H; ++f)
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{
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{
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bonus = r * (r-1) * (r-2) + bonusesByFile[f] * (r/2 + 1);
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int bonus = r * (r - 1) * (r - 2) + bonusByFile[f] * (r / 2 + 1);
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Connected[f][r] = make_score(bonus, bonus);
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Connected[f][r] = make_score(bonus, bonus);
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}
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}
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}
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}
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/// probe() takes a position object as input, computes a Entry object, and returns
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/// probe() takes a position as input, computes a Entry object, and returns a
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/// a pointer to it. The result is also stored in a hash table, so we don't have
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/// pointer to it. The result is also stored in a hash table, so we don't have
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/// to recompute everything when the same pawn structure occurs again.
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/// to recompute everything when the same pawn structure occurs again.
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Entry* probe(const Position& pos, Table& entries) {
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Entry* probe(const Position& pos, Table& entries) {
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@ -260,30 +259,30 @@ template<Color Us>
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Value Entry::shelter_storm(const Position& pos, Square ksq) {
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Value Entry::shelter_storm(const Position& pos, Square ksq) {
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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static const Bitboard MiddleEdges = (FileABB | FileHBB) & (Rank2BB | Rank3BB);
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const Bitboard Edges = (FileABB | FileHBB) & (Rank2BB | Rank3BB);
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Value safety = MaxSafetyBonus;
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Bitboard b = pos.pieces(PAWN) & (in_front_bb(Us, rank_of(ksq)) | rank_bb(ksq));
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Bitboard b = pos.pieces(PAWN) & (in_front_bb(Us, rank_of(ksq)) | rank_bb(ksq));
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Bitboard ourPawns = b & pos.pieces(Us);
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Bitboard ourPawns = b & pos.pieces(Us);
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Bitboard theirPawns = b & pos.pieces(Them);
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Bitboard theirPawns = b & pos.pieces(Them);
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Rank rkUs, rkThem;
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Value safety = MaxSafetyBonus;
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File kf = std::max(FILE_B, std::min(FILE_G, file_of(ksq)));
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File kf = std::max(FILE_B, std::min(FILE_G, file_of(ksq)));
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for (File f = kf - File(1); f <= kf + File(1); ++f)
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for (File f = kf - File(1); f <= kf + File(1); ++f)
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{
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{
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b = ourPawns & file_bb(f);
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b = ourPawns & file_bb(f);
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rkUs = b ? relative_rank(Us, backmost_sq(Us, b)) : RANK_1;
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Rank rkUs = b ? relative_rank(Us, backmost_sq(Us, b)) : RANK_1;
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b = theirPawns & file_bb(f);
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b = theirPawns & file_bb(f);
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rkThem = b ? relative_rank(Us, frontmost_sq(Them, b)) : RANK_1;
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Rank rkThem = b ? relative_rank(Us, frontmost_sq(Them, b)) : RANK_1;
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if ( (MiddleEdges & make_square(f, rkThem))
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if ( (Edges & make_square(f, rkThem))
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&& file_of(ksq) == f
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&& file_of(ksq) == f
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&& relative_rank(Us, ksq) == rkThem - 1)
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&& relative_rank(Us, ksq) == rkThem - 1)
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safety += 200;
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safety += 200;
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else
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else
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safety -= ShelterWeakness[rkUs]
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safety -= ShelterWeakness[rkUs]
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+ StormDanger[rkUs == RANK_1 ? 0 : rkThem == rkUs + 1 ? 2 : 1][rkThem];
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+ StormDanger[rkUs == RANK_1 ? 0 :
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rkThem != rkUs + 1 ? 1 : 2][rkThem];
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}
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}
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return safety;
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return safety;
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