: Pt == ROOK ? attacks_bb< ROOK>(s, pos.pieces() ^ pos.pieces(QUEEN) ^ pos.pieces(Us, ROOK))
: pos.attacks_from<Pt>(s);
: Pt == ROOK ? attacks_bb< ROOK>(s, pos.pieces() ^ pos.pieces(QUEEN) ^ pos.pieces(Us, ROOK))
: pos.attacks_from<Pt>(s);
- Bitboard pinners;
- if (pos.slider_blockers(pos.pieces(Them, ROOK, BISHOP), s, pinners))
+ Bitboard queenPinners;
+ if (pos.slider_blockers(pos.pieces(Them, ROOK, BISHOP), s, queenPinners))
- Bitboard weak, b, b1, b2, safe, unsafeChecks;
+ Bitboard weak, b, b1, b2, safe, unsafeChecks, pinned;
// King shelter and enemy pawns storm
Score score = pe->king_safety<Us>(pos, ksq);
// King shelter and enemy pawns storm
Score score = pe->king_safety<Us>(pos, ksq);
// Unsafe or occupied checking squares will also be considered, as long as
// the square is in the attacker's mobility area.
unsafeChecks &= mobilityArea[Them];
// Unsafe or occupied checking squares will also be considered, as long as
// the square is in the attacker's mobility area.
unsafeChecks &= mobilityArea[Them];
kingDanger += kingAttackersCount[Them] * kingAttackersWeight[Them]
+ 102 * kingAdjacentZoneAttacksCount[Them]
+ 191 * popcount(kingRing[Us] & weak)
kingDanger += kingAttackersCount[Them] * kingAttackersWeight[Them]
+ 102 * kingAdjacentZoneAttacksCount[Them]
+ 191 * popcount(kingRing[Us] & weak)