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Assorted code style issues
I have removed the check for pieceCount[PAWN] > FILE_NB because totally useless. No functional change.
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+17
-16
@@ -117,7 +117,7 @@ namespace {
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// MobilityBonus[PieceType-2][attacked] contains bonuses for middle and end game,
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// indexed by piece type and number of attacked squares in the mobility area.
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const Score MobilityBonus[4][32] = {
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const Score MobilityBonus[][32] = {
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{ S(-75,-76), S(-57,-54), S( -9,-28), S( -2,-10), S( 6, 5), S( 14, 12), // Knights
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S( 22, 26), S( 29, 29), S( 36, 29) },
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{ S(-48,-59), S(-20,-23), S( 16, -3), S( 26, 13), S( 38, 24), S( 51, 42), // Bishops
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@@ -144,7 +144,7 @@ namespace {
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// RookOnFile[semiopen/open] contains bonuses for each rook when there is no
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// friendly pawn on the rook file.
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const Score RookOnFile[2] = { S(20, 7), S(45, 20) };
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const Score RookOnFile[] = { S(20, 7), S(45, 20) };
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// ThreatByMinor/ByRook[attacked PieceType] contains bonuses according to
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// which piece type attacks which one. Attacks on lesser pieces which are
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@@ -159,7 +159,7 @@ namespace {
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// ThreatByKing[on one/on many] contains bonuses for king attacks on
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// pawns or pieces which are not pawn-defended.
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const Score ThreatByKing[2] = { S(3, 62), S(9, 138) };
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const Score ThreatByKing[] = { S(3, 62), S(9, 138) };
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// Passed[mg/eg][Rank] contains midgame and endgame bonuses for passed pawns.
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// We don't use a Score because we process the two components independently.
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@@ -176,11 +176,11 @@ namespace {
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// Protector[PieceType-2][distance] contains a protecting bonus for our king,
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// indexed by piece type and distance between the piece and the king.
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const Score Protector[4][8] = {
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const Score Protector[][8] = {
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{ S(0, 0), S( 7, 9), S( 7, 1), S( 1, 5), S(-10,-4), S( -1,-4), S( -7,-3), S(-16,-10) }, // Knight
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{ S(0, 0), S(11, 8), S(-7,-1), S(-1,-2), S( -1,-7), S(-11,-3), S( -9,-1), S(-16, -1) }, // Bishop
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{ S(0, 0), S(10, 0), S(-2, 2), S(-5, 4), S( -6, 2), S(-14,-3), S( -2,-9), S(-12, -7) }, // Rook
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{ S(0, 0), S( 3,-5), S( 2,-5), S(-4, 0), S( -9,-6), S(-4, 7), S(-13,-7), S(-10, -7) } // Queen
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{ S(0, 0), S( 3,-5), S( 2,-5), S(-4, 0), S( -9,-6), S( -4, 7), S(-13,-7), S(-10, -7) } // Queen
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};
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// Assorted bonuses and penalties used by evaluation
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@@ -211,13 +211,14 @@ namespace {
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const int KingAttackWeights[PIECE_TYPE_NB] = { 0, 0, 78, 56, 45, 11 };
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// Penalties for enemy's safe checks
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const int QueenCheck = 810;
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const int RookCheck = 888;
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const int BishopCheck = 400;
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const int KnightCheck = 790;
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const int QueenCheck = 810;
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const int RookCheck = 888;
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const int BishopCheck = 400;
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const int KnightCheck = 790;
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// Threshold for lazy evaluation
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const Value LazyThreshold = Value(1500);
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// Threshold for lazy and space evaluation
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const Value LazyThreshold = Value(1500);
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const Value SpaceThreshold = Value(12222);
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// eval_init() initializes king and attack bitboards for a given color
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// adding pawn attacks. To be done at the beginning of the evaluation.
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@@ -262,8 +263,8 @@ namespace {
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template<bool DoTrace, Color Us = WHITE, PieceType Pt = KNIGHT>
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Score evaluate_pieces(const Position& pos, EvalInfo& ei, Score* mobility) {
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const PieceType NextPt = (Us == WHITE ? Pt : PieceType(Pt + 1));
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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const PieceType NextPt = (Us == WHITE ? Pt : PieceType(Pt + 1));
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const Bitboard OutpostRanks = (Us == WHITE ? Rank4BB | Rank5BB | Rank6BB
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: Rank5BB | Rank4BB | Rank3BB);
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const Square* pl = pos.squares<Pt>(Us);
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@@ -531,10 +532,10 @@ namespace {
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safeThreats = (shift<Right>(b) | shift<Left>(b)) & weak;
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score += ThreatBySafePawn * popcount(safeThreats);
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if (weak ^ safeThreats)
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score += ThreatByHangingPawn;
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score += ThreatBySafePawn * popcount(safeThreats);
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}
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// Squares strongly protected by the opponent, either because they attack the
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@@ -839,7 +840,7 @@ Value Eval::evaluate(const Position& pos) {
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- evaluate_passer_pawns<BLACK, DoTrace>(pos, ei);
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// Evaluate space for both sides, only during opening
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if (pos.non_pawn_material() >= 12222)
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if (pos.non_pawn_material() >= SpaceThreshold)
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score += evaluate_space<WHITE>(pos, ei)
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- evaluate_space<BLACK>(pos, ei);
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@@ -862,7 +863,7 @@ Value Eval::evaluate(const Position& pos) {
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Trace::add(IMBALANCE, ei.me->imbalance());
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Trace::add(PAWN, ei.pe->pawns_score());
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Trace::add(MOBILITY, mobility[WHITE], mobility[BLACK]);
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if (pos.non_pawn_material() >= 12222)
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if (pos.non_pawn_material() >= SpaceThreshold)
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Trace::add(SPACE, evaluate_space<WHITE>(pos, ei)
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, evaluate_space<BLACK>(pos, ei));
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Trace::add(TOTAL, score);
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