Phase phase = mi->game_phase();
- // Middle-game specific evaluation terms
- if (phase > PHASE_ENDGAME)
+ // Evaluate space for both sides, only in middle-game.
+ if (phase > PHASE_ENDGAME && mi->space_weight() > 0)
{
- // Evaluate pawn storms in positions with opposite castling
- if ( square_file(pos.king_square(WHITE)) >= FILE_E
- && square_file(pos.king_square(BLACK)) <= FILE_D)
-
- bonus += make_score(ei.pi->queenside_storm_value(WHITE) - ei.pi->kingside_storm_value(BLACK), 0);
-
- else if ( square_file(pos.king_square(WHITE)) <= FILE_D
- && square_file(pos.king_square(BLACK)) >= FILE_E)
-
- bonus += make_score(ei.pi->kingside_storm_value(WHITE) - ei.pi->queenside_storm_value(BLACK), 0);
-
- // Evaluate space for both sides
- if (mi->space_weight() > 0)
- {
- 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]);
- }
+ 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]);
}
// If we don't already have an unusual scale factor, check for opposite
const Square ksq = pos.king_square(Us);
// King shelter
- Score bonus = ei.pi->king_shelter(pos, Us, ksq);
+ Score bonus = ei.pi->king_shelter<Us>(pos, ksq);
// King safety. This is quite complicated, and is almost certainly far
// from optimally tuned.
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)]
- - mg_value(ei.pi->king_shelter(pos, Us, ksq)) / 32;
+ - mg_value(ei.pi->king_shelter<Us>(pos, ksq)) / 32;
// Analyse enemy's safe queen contact checks. First find undefended
// squares around the king attacked by enemy queen...