bonus += evaluate_passed_pawns<WHITE>(pos, ei)
- evaluate_passed_pawns<BLACK>(pos, ei);
- Phase phase = mi->game_phase();
-
// Evaluate space for both sides, only in middle-game.
- if (phase > PHASE_ENDGAME && mi->space_weight() > 0)
+ if (mi->space_weight())
{
int s = evaluate_space<WHITE, HasPopCnt>(pos, ei) - evaluate_space<BLACK, HasPopCnt>(pos, ei);
bonus += apply_weight(make_score(s * mi->space_weight(), 0), Weights[Space]);
// Scale winning side if position is more drawish that what it appears
ScaleFactor sf = eg_value(bonus) > VALUE_ZERO ? mi->scale_factor(pos, WHITE)
: mi->scale_factor(pos, BLACK);
+ Phase phase = mi->game_phase();
// If we don't already have an unusual scale factor, check for opposite
// colored bishop endgames, and use a lower scale for those.
const Color Them = (Us == WHITE ? BLACK : WHITE);
Bitboard b = ei.attackedBy[Them][KING] = pos.attacks_from<KING>(pos.king_square(Them));
- ei.kingZone[Us] = (b | (Us == WHITE ? b >> 8 : b << 8));
ei.attackedBy[Us][PAWN] = ei.pi->pawn_attacks(Us);
ei.updateKingTables[Us] = pos.piece_count(Us, QUEEN) && pos.non_pawn_material(Us) >= QueenValueMidgame + RookValueMidgame;
if (ei.updateKingTables[Us])
{
+ ei.kingZone[Us] = (b | (Us == WHITE ? b >> 8 : b << 8));
b &= ei.attackedBy[Us][PAWN];
ei.kingAttackersCount[Us] = b ? count_1s<Max15>(b) / 2 : EmptyBoardBB;
ei.kingAdjacentZoneAttacksCount[Us] = ei.kingAttackersWeight[Us] = EmptyBoardBB;