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https://github.com/sockspls/badfish
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Simplify some obsolete code in king safety
Now that QueenCheckBonus and friends are always > 0 we can remove a bunch of useless 'if' statements. No functional change.
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1 changed files with 30 additions and 48 deletions
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@ -216,7 +216,7 @@ namespace {
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const int AttackWeight[] = { 0, 0, KnightAttackWeight, BishopAttackWeight, RookAttackWeight, QueenAttackWeight };
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// Bonuses for safe checks
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// Bonuses for enemy's safe checks
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const int QueenContactCheckBonus = 3;
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const int DiscoveredCheckBonus = 3;
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const int QueenCheckBonus = 2;
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@ -705,16 +705,16 @@ namespace {
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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Bitboard undefended, attackedByOthers, escapeSquares, occ, b, 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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bool sente;
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int attackUnits, count, shelter = 0;
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const Square s = 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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if (relative_rank(Us, s) <= RANK_4)
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if (relative_rank(Us, ksq) <= RANK_4)
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{
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shelter = ei.pi->get_king_shelter(pos, Us, s);
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shelter = ei.pi->get_king_shelter(pos, Us, ksq);
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ei.value += Sign[Us] * make_score(shelter, 0);
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}
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@ -742,7 +742,7 @@ namespace {
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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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+ 3 * (ei.kingAdjacentZoneAttacksCount[Them] + count_1s_max_15<HasPopCnt>(undefended))
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+ InitKingDanger[relative_square(Us, s)]
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+ InitKingDanger[relative_square(Us, ksq)]
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- (shelter >> 5);
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// Analyse safe queen contact checks
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@ -766,14 +766,14 @@ namespace {
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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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escapeSquares = pos.attacks_from<KING>(s) & ~pos.pieces_of_color(Us) & ~attackedByOthers;
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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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while (b)
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{
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to = pop_1st_bit(&b);
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// Do we have escape squares from queen contact check attack ?
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if (!(escapeSquares & ~queen_attacks_bb(to, occ & ClearMaskBB[s])))
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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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@ -794,55 +794,37 @@ namespace {
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}
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}
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// Analyse 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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if (QueenCheckBonus > 0 || RookCheckBonus > 0)
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{
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b = pos.attacks_from<ROOK>(s) & 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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// Queen checks
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b2 = b & ei.attacked_by(Them, QUEEN);
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if (b2)
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attackUnits += QueenCheckBonus * count_1s_max_15<HasPopCnt>(b2);
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// Enemy rooks safe checks
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b = b1 & ei.attacked_by(Them, ROOK);
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if (b)
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attackUnits += RookCheckBonus * count_1s_max_15<HasPopCnt>(b);
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// Rook checks
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b2 = b & ei.attacked_by(Them, ROOK);
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if (b2)
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attackUnits += RookCheckBonus * count_1s_max_15<HasPopCnt>(b2);
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}
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if (QueenCheckBonus > 0 || BishopCheckBonus > 0)
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{
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b = pos.attacks_from<BISHOP>(s) & safe;
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// Enemy bishops safe checks
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b = b2 & ei.attacked_by(Them, BISHOP);
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if (b)
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attackUnits += BishopCheckBonus * count_1s_max_15<HasPopCnt>(b);
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// Queen checks
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b2 = b & ei.attacked_by(Them, QUEEN);
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if (b2)
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attackUnits += QueenCheckBonus * count_1s_max_15<HasPopCnt>(b2);
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// Enemy queens safe checks
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b = (b1 | b2) & ei.attacked_by(Them, QUEEN);
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if (b)
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attackUnits += QueenCheckBonus * count_1s_max_15<HasPopCnt>(b);
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// Bishop checks
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b2 = b & ei.attacked_by(Them, BISHOP);
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if (b2)
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attackUnits += BishopCheckBonus * count_1s_max_15<HasPopCnt>(b2);
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}
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if (KnightCheckBonus > 0)
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{
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b = pos.attacks_from<KNIGHT>(s) & safe;
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// Knight checks
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b2 = b & ei.attacked_by(Them, KNIGHT);
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if (b2)
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attackUnits += KnightCheckBonus * count_1s_max_15<HasPopCnt>(b2);
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}
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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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if (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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// adding pawns later).
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if (DiscoveredCheckBonus)
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{
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b = pos.discovered_check_candidates(Them) & ~pos.pieces(PAWN);
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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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}
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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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