if (ei.pi->passed_pawns())
evaluate_passed_pawns(pos, ei);
- Phase phase = pos.game_phase();
+ Phase phase = ei.mi->game_phase();
// Middle-game specific evaluation terms
if (phase > PHASE_ENDGAME)
assert(pos.is_ok());
- static const
- ScaleFactor sf[2] = {SCALE_FACTOR_NORMAL, SCALE_FACTOR_NORMAL};
+ static const ScaleFactor sf[2] = {SCALE_FACTOR_NORMAL, SCALE_FACTOR_NORMAL};
- Phase ph = pos.game_phase();
- Color stm = pos.side_to_move();
-
- return Sign[stm] * scale_by_game_phase(pos.value(), ph, sf);
+ Value v = scale_by_game_phase(pos.value(), MaterialInfoTable::game_phase(pos), sf);
+ return (pos.side_to_move() == WHITE ? v : -v);
}