constexpr Score KnightOnQueen = S( 20, 12);
constexpr Score LongDiagonalBishop = S( 44, 0);
constexpr Score MinorBehindPawn = S( 16, 0);
- constexpr Score Overload = S( 12, 6);
constexpr Score PawnlessFlank = S( 18, 94);
constexpr Score RestrictedPiece = S( 7, 6);
constexpr Score RookOnPawn = S( 10, 28);
attackedBy[Us][Pt] |= b;
attackedBy[Us][ALL_PIECES] |= b;
- if (b & kingRing[Them])
+ if (b & kingRing[Them] & ~double_pawn_attacks_bb<Them>(pos.pieces(Them, PAWN)))
{
kingAttackersCount[Us]++;
kingAttackersWeight[Us] += KingAttackWeights[Pt];
{
File kf = file_of(pos.square<KING>(Us));
if ((kf < FILE_E) == (file_of(s) < kf))
- score -= (TrappedRook - make_score(mob * 22, 0)) * (1 + !pos.can_castle(Us));
+ score -= (TrappedRook - make_score(mob * 22, 0)) * (1 + !pos.castling_rights(Us));
}
}
Score score = SCORE_ZERO;
// Non-pawn enemies
- nonPawnEnemies = pos.pieces(Them) ^ pos.pieces(Them, PAWN);
+ nonPawnEnemies = pos.pieces(Them) & ~pos.pieces(Them, PAWN);
// Squares strongly protected by the enemy, either because they defend the
// square with a pawn, or because they defend the square twice and we don't.
if (weak & attackedBy[Us][KING])
score += ThreatByKing;
- score += Hanging * popcount(weak & ~attackedBy[Them][ALL_PIECES]);
-
- b = weak & nonPawnEnemies & attackedBy[Them][ALL_PIECES];
- score += Overload * popcount(b);
+ b = ~attackedBy[Them][ALL_PIECES]
+ | (nonPawnEnemies & attackedBy2[Us]);
+ score += Hanging * popcount(weak & b);
}
// Bonus for restricting their piece moves