if (Pt == QUEEN)
{
// Penalty if any relative pin or discovered attack against the queen
- if (pos.slider_blockers(pos.pieces(), pos.pieces(Them, ROOK, BISHOP), s))
+ if (pos.slider_blockers(pos.pieces(Them, ROOK, BISHOP), s))
score -= WeakQueen;
}
}
// evaluate_threats() assigns bonuses according to the types of the attacking
// and the attacked pieces.
- const Bitboard WhiteCamp = Rank4BB | Rank5BB | Rank6BB | Rank7BB | Rank8BB;
- const Bitboard BlackCamp = Rank5BB | Rank4BB | Rank3BB | Rank2BB | Rank1BB;
+ const Bitboard WhiteCamp = Rank1BB | Rank2BB | Rank3BB | Rank4BB | Rank5BB;
+ const Bitboard BlackCamp = Rank8BB | Rank7BB | Rank6BB | Rank5BB | Rank4BB;
const Bitboard QueenSide = FileABB | FileBBB | FileCBB | FileDBB;
const Bitboard CenterFiles = FileCBB | FileDBB | FileEBB | FileFBB;
const Bitboard KingSide = FileEBB | FileFBB | FileGBB | FileHBB;
score += ThreatByPawnPush * popcount(b);
// King tropism: firstly, find squares that we attack in the enemy king flank
- b = ei.attackedBy[Us][ALL_PIECES] & KingFlank[Us][file_of(pos.square<KING>(Them))];
+ b = ei.attackedBy[Us][ALL_PIECES] & KingFlank[Them][file_of(pos.square<KING>(Them))];
// Secondly, add to the bitboard the squares which we attack twice in that flank
// but which are not protected by a enemy pawn. Note the trick to shift away the
// ...count safe + (behind & safe) with a single popcount
int bonus = popcount((Us == WHITE ? safe << 32 : safe >> 32) | (behind & safe));
+ bonus = std::min(16, bonus);
int weight = pos.count<ALL_PIECES>(Us);
- return make_score(bonus * weight * weight / 22, 0);
+ return make_score(bonus * weight * weight / 22, 0);
}
// Endings where weaker side can place his king in front of the opponent's
// pawns are drawish.
else if ( abs(eg) <= BishopValueEg
- && ei.pi->pawn_span(strongSide) <= 1
+ && pos.count<PAWN>(strongSide) <= 2
&& !pos.pawn_passed(~strongSide, pos.square<KING>(~strongSide)))
- sf = ei.pi->pawn_span(strongSide) ? ScaleFactor(51) : ScaleFactor(37);
+ sf = ScaleFactor(37 + 7 * pos.count<PAWN>(strongSide));
}
return sf;