/*
 
  Stockfish, a UCI chess playing engine derived from Glaurung 2.1
 
  Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
 
  Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad
 
  Copyright (C) 2015-2016 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad
 
 
 
  Stockfish is free software: you can redistribute it and/or modify
 
  it under the terms of the GNU General Public License as published by
 
  the Free Software Foundation, either version 3 of the License, or
 
  (at your option) any later version.
 
 
 
  Stockfish is distributed in the hope that it will be useful,
 
  but WITHOUT ANY WARRANTY; without even the implied warranty of
 
  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 
  GNU General Public License for more details.
 
 
 
  You should have received a copy of the GNU General Public License
 
  along with this program.  If not, see <http://www.gnu.org/licenses/>.
 
*/
 
 
 
#include <algorithm>
 
#include <cassert>
 
 
 
#include "bitboard.h"
 
#include "bitcount.h"
 
#include "pawns.h"
 
#include "position.h"
 
#include "thread.h"
 
 
 
namespace {
 
 
 
  #define V Value
 
  #define S(mg, eg) make_score(mg, eg)
 
 
 
  // Isolated pawn penalty by opposed flag and file
 
  const Score Isolated[2][FILE_NB] = {
 
    { S(31, 36), S(45, 41), S(50, 41), S(50, 41),
 
      S(50, 41), S(50, 41), S(45, 41), S(31, 36) },
 
    { S(21, 24), S(30, 28), S(33, 28), S(33, 28),
 
      S(33, 28), S(33, 28), S(30, 28), S(21, 24) } };
 
 
 
  // Backward pawn penalty by opposed flag
 
  const Score Backward[2] = { S(56, 33), S(41, 19) };
 
 
 
  // Unsupported pawn penalty for pawns which are neither isolated or backward,
 
  // by number of pawns it supports [less than 2 / exactly 2].
 
  const Score Unsupported[2] = { S(17, 8), S(21, 12) };
 
 
 
  // Connected pawn bonus by opposed, phalanx, twice supported and rank
 
  Score Connected[2][2][2][RANK_NB];
 
 
 
  // Doubled pawn penalty by file
 
  const Score Doubled[FILE_NB] = {
 
    S(11, 34), S(17, 38), S(19, 38), S(19, 38),
 
    S(19, 38), S(19, 38), S(17, 38), S(11, 34) };
 
 
 
  // Lever bonus by rank
 
  const Score Lever[RANK_NB] = {
 
    S( 0,  0), S( 0,  0), S(0, 0), S(0, 0),
 
    S(17, 16), S(33, 32), S(0, 0), S(0, 0) };
 
 
 
  // Weakness of our pawn shelter in front of the king by [distance from edge][rank]
 
  const Value ShelterWeakness[][RANK_NB] = {
 
    { V( 97), V(21), V(26), V(51), V(87), V( 89), V( 99) },
 
    { V(120), V( 0), V(28), V(76), V(88), V(103), V(104) },
 
    { V(101), V( 7), V(54), V(78), V(77), V( 92), V(101) },
 
    { V( 80), V(11), V(44), V(68), V(87), V( 90), V(119) } };
 
 
 
  // Danger of enemy pawns moving toward our king by [type][distance from edge][rank]
 
  const Value StormDanger[][4][RANK_NB] = {
 
    { { V( 0),  V(  67), V( 134), V(38), V(32) },
 
      { V( 0),  V(  57), V( 139), V(37), V(22) },
 
      { V( 0),  V(  43), V( 115), V(43), V(27) },
 
      { V( 0),  V(  68), V( 124), V(57), V(32) } },
 
    { { V(20),  V(  43), V( 100), V(56), V(20) },
 
      { V(23),  V(  20), V(  98), V(40), V(15) },
 
      { V(23),  V(  39), V( 103), V(36), V(18) },
 
      { V(28),  V(  19), V( 108), V(42), V(26) } },
 
    { { V( 0),  V(   0), V(  75), V(14), V( 2) },
 
      { V( 0),  V(   0), V( 150), V(30), V( 4) },
 
      { V( 0),  V(   0), V( 160), V(22), V( 5) },
 
      { V( 0),  V(   0), V( 166), V(24), V(13) } },
 
    { { V( 0),  V(-283), V(-281), V(57), V(31) },
 
      { V( 0),  V(  58), V( 141), V(39), V(18) },
 
      { V( 0),  V(  65), V( 142), V(48), V(32) },
 
      { V( 0),  V(  60), V( 126), V(51), V(19) } } };
 
 
 
  // Max bonus for king safety. Corresponds to start position with all the pawns
 
  // in front of the king and no enemy pawn on the horizon.
 
  const Value MaxSafetyBonus = V(258);
 
 
 
  #undef S
 
  #undef V
 
 
 
  template<Color Us>
 
  Score evaluate(const Position& pos, Pawns::Entry* e) {
 
 
 
    const Color  Them  = (Us == WHITE ? BLACK    : WHITE);
 
    const Square Up    = (Us == WHITE ? DELTA_N  : DELTA_S);
 
    const Square Right = (Us == WHITE ? DELTA_NE : DELTA_SW);
 
    const Square Left  = (Us == WHITE ? DELTA_NW : DELTA_SE);
 
 
 
    Bitboard b, neighbours, doubled, supported, phalanx;
 
    Square s;
 
    bool passed, isolated, opposed, backward, lever, connected;
 
    Score score = SCORE_ZERO;
 
    const Square* pl = pos.squares<PAWN>(Us);
 
    const Bitboard* pawnAttacksBB = StepAttacksBB[make_piece(Us, PAWN)];
 
 
 
    Bitboard ourPawns   = pos.pieces(Us  , PAWN);
 
    Bitboard theirPawns = pos.pieces(Them, PAWN);
 
 
 
    e->passedPawns[Us] = e->pawnAttacksSpan[Us] = 0;
 
    e->kingSquares[Us] = SQ_NONE;
 
    e->semiopenFiles[Us] = 0xFF;
 
    e->pawnAttacks[Us] = shift_bb<Right>(ourPawns) | shift_bb<Left>(ourPawns);
 
    e->pawnsOnSquares[Us][BLACK] = popcount<Max15>(ourPawns & DarkSquares);
 
    e->pawnsOnSquares[Us][WHITE] = pos.count<PAWN>(Us) - e->pawnsOnSquares[Us][BLACK];
 
 
 
    // Loop through all pawns of the current color and score each pawn
 
    while ((s = *pl++) != SQ_NONE)
 
    {
 
        assert(pos.piece_on(s) == make_piece(Us, PAWN));
 
 
 
        File f = file_of(s);
 
 
 
        e->semiopenFiles[Us] &= ~(1 << f);
 
        e->pawnAttacksSpan[Us] |= pawn_attack_span(Us, s);
 
 
 
        // Flag the pawn
 
        neighbours  =   ourPawns   & adjacent_files_bb(f);
 
        doubled     =   ourPawns   & forward_bb(Us, s);
 
        opposed     =   theirPawns & forward_bb(Us, s);
 
        passed      = !(theirPawns & passed_pawn_mask(Us, s));
 
        lever       =   theirPawns & pawnAttacksBB[s];
 
        phalanx     =   neighbours & rank_bb(s);
 
        supported   =   neighbours & rank_bb(s - Up);
 
        connected   =   supported | phalanx;
 
        isolated    =  !neighbours;
 
 
 
        // Test for backward pawn.
 
        // If the pawn is passed, isolated, lever or connected it cannot be
 
        // backward. If there are friendly pawns behind on adjacent files
 
        // or if it is sufficiently advanced, it cannot be backward either.
 
        if (   (passed | isolated | lever | connected)
 
            || (ourPawns & pawn_attack_span(Them, s))
 
            || (relative_rank(Us, s) >= RANK_5))
 
            backward = false;
 
        else
 
        {
 
            // We now know there are no friendly pawns beside or behind this
 
            // pawn on adjacent files. We now check whether the pawn is
 
            // backward by looking in the forward direction on the adjacent
 
            // files, and picking the closest pawn there.
 
            b = pawn_attack_span(Us, s) & (ourPawns | theirPawns);
 
            b = pawn_attack_span(Us, s) & rank_bb(backmost_sq(Us, b));
 
 
 
            // If we have an enemy pawn in the same or next rank, the pawn is
 
            // backward because it cannot advance without being captured.
 
            backward = (b | shift_bb<Up>(b)) & theirPawns;
 
        }
 
 
 
        assert(opposed | passed | (pawn_attack_span(Us, s) & theirPawns));
 
 
 
        // Passed pawns will be properly scored in evaluation because we need
 
        // full attack info to evaluate them. Only the frontmost passed
 
        // pawn on each file is considered a true passed pawn.
 
        if (passed && !doubled)
 
            e->passedPawns[Us] |= s;
 
 
 
        // Score this pawn
 
        if (isolated)
 
            score -= Isolated[opposed][f];
 
 
 
        else if (backward)
 
            score -= Backward[opposed];
 
 
 
        else if (!supported)
 
            score -= Unsupported[more_than_one(neighbours & rank_bb(s + Up))];
 
 
 
        if (connected)
 
            score += Connected[opposed][!!phalanx][more_than_one(supported)][relative_rank(Us, s)];
 
 
 
        if (doubled)
 
            score -= Doubled[f] / distance<Rank>(s, frontmost_sq(Us, doubled));
 
 
 
        if (lever)
 
            score += Lever[relative_rank(Us, s)];
 
    }
 
 
 
    b = e->semiopenFiles[Us] ^ 0xFF;
 
    e->pawnSpan[Us] = b ? int(msb(b) - lsb(b)) : 0;
 
 
 
    return score;
 
  }
 
 
 
} // namespace
 
 
 
namespace Pawns {
 
 
 
/// Pawns::init() initializes some tables needed by evaluation. Instead of using
 
/// hard-coded tables, when makes sense, we prefer to calculate them with a formula
 
/// to reduce independent parameters and to allow easier tuning and better insight.
 
 
 
void init()
 
{
 
  static const int Seed[RANK_NB] = { 0, 8, 19, 13, 71, 94, 169, 324 };
 
 
 
  for (int opposed = 0; opposed <= 1; ++opposed)
 
      for (int phalanx = 0; phalanx <= 1; ++phalanx)
 
          for (int apex = 0; apex <= 1; ++apex)
 
              for (Rank r = RANK_2; r < RANK_8; ++r)
 
  {
 
      int v = (Seed[r] + (phalanx ? (Seed[r + 1] - Seed[r]) / 2 : 0)) >> opposed;
 
      v += (apex ? v / 2 : 0);
 
      Connected[opposed][phalanx][apex][r] = make_score(v, v * 5 / 8);
 
  }
 
}
 
 
 
 
 
/// Pawns::probe() looks up the current position's pawns configuration in
 
/// the pawns hash table. It returns a pointer to the Entry if the position
 
/// is found. Otherwise a new Entry is computed and stored there, so we don't
 
/// have to recompute all when the same pawns configuration occurs again.
 
 
 
Entry* probe(const Position& pos) {
 
 
 
  Key key = pos.pawn_key();
 
  Entry* e = pos.this_thread()->pawnsTable[key];
 
 
 
  if (e->key == key)
 
      return e;
 
 
 
  e->key = key;
 
  e->score = evaluate<WHITE>(pos, e) - evaluate<BLACK>(pos, e);
 
  e->asymmetry = popcount<Max15>(e->semiopenFiles[WHITE] ^ e->semiopenFiles[BLACK]);
 
  return e;
 
}
 
 
 
 
 
/// Entry::shelter_storm() calculates shelter and storm penalties for the file
 
/// the king is on, as well as the two adjacent files.
 
 
 
template<Color Us>
 
Value Entry::shelter_storm(const Position& pos, Square ksq) {
 
 
 
  const Color Them = (Us == WHITE ? BLACK : WHITE);
 
 
 
  enum { NoFriendlyPawn, Unblocked, BlockedByPawn, BlockedByKing };
 
 
 
  Bitboard b = pos.pieces(PAWN) & (in_front_bb(Us, rank_of(ksq)) | rank_bb(ksq));
 
  Bitboard ourPawns = b & pos.pieces(Us);
 
  Bitboard theirPawns = b & pos.pieces(Them);
 
  Value safety = MaxSafetyBonus;
 
  File center = std::max(FILE_B, std::min(FILE_G, file_of(ksq)));
 
 
 
  for (File f = center - File(1); f <= center + File(1); ++f)
 
  {
 
      b = ourPawns & file_bb(f);
 
      Rank rkUs = b ? relative_rank(Us, backmost_sq(Us, b)) : RANK_1;
 
 
 
      b  = theirPawns & file_bb(f);
 
      Rank rkThem = b ? relative_rank(Us, frontmost_sq(Them, b)) : RANK_1;
 
 
 
      safety -=  ShelterWeakness[std::min(f, FILE_H - f)][rkUs]
 
               + StormDanger
 
                 [f == file_of(ksq) && rkThem == relative_rank(Us, ksq) + 1 ? BlockedByKing  :
 
                  rkUs   == RANK_1                                          ? NoFriendlyPawn :
 
                  rkThem == rkUs + 1                                        ? BlockedByPawn  : Unblocked]
 
                 [std::min(f, FILE_H - f)][rkThem];
 
  }
 
 
 
  return safety;
 
}
 
 
 
 
 
/// Entry::do_king_safety() calculates a bonus for king safety. It is called only
 
/// when king square changes, which is about 20% of total king_safety() calls.
 
 
 
template<Color Us>
 
Score Entry::do_king_safety(const Position& pos, Square ksq) {
 
 
 
  kingSquares[Us] = ksq;
 
  castlingRights[Us] = pos.can_castle(Us);
 
  int minKingPawnDistance = 0;
 
 
 
  Bitboard pawns = pos.pieces(Us, PAWN);
 
  if (pawns)
 
      while (!(DistanceRingBB[ksq][minKingPawnDistance++] & pawns)) {}
 
 
 
  if (relative_rank(Us, ksq) > RANK_4)
 
      return make_score(0, -16 * minKingPawnDistance);
 
 
 
  Value bonus = shelter_storm<Us>(pos, ksq);
 
 
 
  // If we can castle use the bonus after the castling if it is bigger
 
  if (pos.can_castle(MakeCastling<Us, KING_SIDE>::right))
 
      bonus = std::max(bonus, shelter_storm<Us>(pos, relative_square(Us, SQ_G1)));
 
 
 
  if (pos.can_castle(MakeCastling<Us, QUEEN_SIDE>::right))
 
      bonus = std::max(bonus, shelter_storm<Us>(pos, relative_square(Us, SQ_C1)));
 
 
 
  return make_score(bonus, -16 * minKingPawnDistance);
 
}
 
 
 
// Explicit template instantiation
 
template Score Entry::do_king_safety<WHITE>(const Position& pos, Square ksq);
 
template Score Entry::do_king_safety<BLACK>(const Position& pos, Square ksq);
 
 
 
} // namespace Pawns