Searched refs:PieceValue (Results 1 – 16 of 16) sorted by relevance
83 if (ShouldStay() && (Hold.PieceMask & PieceValue))95 PieceValue = GetPieceValueTrans(PieceValue);98 if ((Hold.PieceMask & PieceValue) == PieceValue)111 Hold.PieceMask |= PieceValue;
29 int PieceValue;63 if (Hold.PieceMask & PieceValue)79 if (Hold.PieceMask & PieceValue)96 Hold.PieceMask |= PieceValue;
23 arc << WeaponClass << FullWeapon << PieceValue; in DECLARE_POINTER()91 if (hold->PieceMask & PieceValue) in TryPickup()104 if (hold->PieceMask & PieceValue) in TryPickup()113 hold->PieceMask |= PieceValue; in TryPickup()
16 int PieceValue; variable
117 Score score = make_score(PieceValue[MG][pc], PieceValue[EG][pc]); in init()
105 m.value = int(PieceValue[MG][pos.piece_on(to_sq(m))]) * 6 in score()119 m.value = PieceValue[MG][pos.piece_on(to_sq(m))] in score()
355 si->nonPawnMaterial[color_of(pc)] += PieceValue[MG][pc]; in set_state()755 st->nonPawnMaterial[them] -= PieceValue[MG][captured]; in do_move()849 st->nonPawnMaterial[us] += PieceValue[MG][promotion]; in do_move()1075 int swap = PieceValue[MG][piece_on(to)] - threshold; in see_ge()1079 swap = PieceValue[MG][piece_on(from)] - swap; in see_ge()
211 constexpr Value PieceValue[PHASE_NB][PIECE_NB] = { variable
1491 futilityValue = futilityBase + PieceValue[EG][pos.piece_on(to_sq(move))]; in qsearch()
233 Engine::PieceValue (pieceT piece) in PieceValue() function in Engine1967 if (mover == KING) { return PieceValue(board[target]); } in SEE()1970 int fastResult = PieceValue(board[target]) - PieceValue(mover); in SEE()2134 swaplist[0] = PieceValue (board[target]); in SEE()2135 int attackedVal = PieceValue (mover); in SEE()2157 int attackValue = PieceValue(board[attackSquare]); in SEE()2161 int newValue = PieceValue(board[newSquare]); in SEE()
148 int PieceValue (pieceT piece);
161 int PieceValue(pieceT piece) const;
239 int Engine::PieceValue(pieceT piece) const in PieceValue() function in Engine2450 return PieceValue(board[target]); in SEE()2454 int fastResult = PieceValue(board[target]) - PieceValueFromClass(mover); in SEE()2701 swaplist[0] = PieceValue(board[target]); in SEE()2729 int attackValue = PieceValue(board[attackSquare]); in SEE()2737 int newValue = PieceValue(board[newSquare]); in SEE()
1866 PieceValue(short sq, short side) in PieceValue() function2271 pscore[c1] += PieceValue(sq, side); in ScorePosition()2273 pscore[c1] += (svalue[sq] = PieceValue(sq, side)); in ScorePosition()
538 return FourthWeaponPiece(item).PieceValue;
2047 defaults->PieceValue = 1 << (i-1); in DEFINE_CLASS_PROPERTY()