- // Is it the attackers turn to move?
- bool sente = (Them == pos.side_to_move());
-
- // Find the attacked squares around the king which has no defenders
- // apart from the king itself
- Bitboard undefended =
- ei.attacked_by(Them) & ~ei.attacked_by(Us, PAWN)
- & ~ei.attacked_by(Us, KNIGHT) & ~ei.attacked_by(Us, BISHOP)
- & ~ei.attacked_by(Us, ROOK) & ~ei.attacked_by(Us, QUEEN)
- & ei.attacked_by(Us, KING);
-
- Bitboard occ = pos.occupied_squares(), b, b2;
-
- // Initialize the 'attackUnits' variable, which is used later on as an
- // index to the SafetyTable[] array. The initial value is based on the
- // number and types of the attacking pieces, the number of attacked and
- // undefended squares around the king, the square of the king, and the
- // quality of the pawn shelter.
- int attackUnits =
- Min((ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them]) / 2, 25)
- + (ei.kingAdjacentZoneAttacksCount[Them] + count_1s_max_15<HasPopCnt>(undefended)) * 3
- + InitKingDanger[relative_square(Us, s)] - (shelter >> 5);
-
- // Analyse safe queen contact checks
- b = undefended & ei.attacked_by(Them, QUEEN) & ~pos.pieces_of_color(Them);
- if (b)
- {
- Bitboard attackedByOthers =
- ei.attacked_by(Them, PAWN) | ei.attacked_by(Them, KNIGHT)
- | ei.attacked_by(Them, BISHOP) | ei.attacked_by(Them, ROOK);
-
- b &= attackedByOthers;
+ // Is it the attackers turn to move?
+ sente = (Them == pos.side_to_move());
+
+ // Find the attacked squares around the king which has no defenders
+ // apart from the king itself
+ undefended = ei.attacked_by(Them) & ei.attacked_by(Us, KING);
+ undefended &= ~( ei.attacked_by(Us, PAWN) | ei.attacked_by(Us, KNIGHT)
+ | ei.attacked_by(Us, BISHOP) | ei.attacked_by(Us, ROOK)
+ | ei.attacked_by(Us, QUEEN));
+
+ // Initialize the 'attackUnits' variable, which is used later on as an
+ // index to the KingDangerTable[] array. The initial value is based on
+ // the number and types of the enemy's attacking pieces, the number of
+ // attacked and undefended squares around our king, the square of the
+ // king, and the quality of the pawn shelter.
+ attackUnits = Min(25, (ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them]) / 2)
+ + 3 * (ei.kingAdjacentZoneAttacksCount[Them] + count_1s_max_15<HasPopCnt>(undefended))
+ + InitKingDanger[relative_square(Us, ksq)]
+ - shelter / 32;
+
+ // Analyse safe queen contact checks
+ b = undefended & ei.attacked_by(Them, QUEEN) & ~pos.pieces_of_color(Them);