S(-30,-14), S(-9, -8), S( 0, 9), S( -1, 7)
};
- // PassedDanger[Rank] contains a term to weight the passed score
- constexpr int PassedDanger[RANK_NB] = { 0, 0, 0, 3, 7, 11, 20 };
-
// Assorted bonuses and penalties
constexpr Score BishopPawns = S( 3, 7);
constexpr Score CloseEnemies = S( 6, 0);
Score score = pe->king_safety<Us>(pos);
// Find the squares that opponent attacks in our king flank, and the squares
- // which are attacked twice in that flank but not defended by our pawns.
+ // which are attacked twice in that flank.
kingFlank = KingFlank[file_of(ksq)];
b1 = attackedBy[Them][ALL_PIECES] & kingFlank & Camp;
b2 = b1 & attackedBy2[Them];
assert(!(pos.pieces(Them, PAWN) & forward_file_bb(Us, s + Up)));
int r = relative_rank(Us, s);
- int w = PassedDanger[r];
Score bonus = PassedRank[r];
- if (w)
+ if (r > RANK_3)
{
+ int w = (r-2) * (r-2) + 2;
Square blockSq = s + Up;
// Adjust bonus based on the king's proximity
bonus += make_score(k * w, k * w);
}
- } // w != 0
+ } // rank > RANK_3
// Scale down bonus for candidate passers which need more than one
// pawn push to become passed, or have a pawn in front of them.