Square d = pawn_push(Us) + (file_of(s) == FILE_A ? DELTA_E : DELTA_W);
if (pos.piece_on(s + d) == make_piece(Us, PAWN))
{
Square d = pawn_push(Us) + (file_of(s) == FILE_A ? DELTA_E : DELTA_W);
if (pos.piece_on(s + d) == make_piece(Us, PAWN))
{
score -= 2*TrappedBishopA1H1Penalty;
else if (pos.piece_on(s + 2*d) == make_piece(Us, PAWN))
score -= TrappedBishopA1H1Penalty;
score -= 2*TrappedBishopA1H1Penalty;
else if (pos.piece_on(s + 2*d) == make_piece(Us, PAWN))
score -= TrappedBishopA1H1Penalty;
attackUnits = std::min(25, (ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them]) / 2)
+ 3 * (ei.kingAdjacentZoneAttacksCount[Them] + popcount<Max15>(undefended))
+ InitKingDanger[relative_square(Us, ksq)]
attackUnits = std::min(25, (ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them]) / 2)
+ 3 * (ei.kingAdjacentZoneAttacksCount[Them] + popcount<Max15>(undefended))
+ InitKingDanger[relative_square(Us, ksq)]
// Analyse enemy's safe queen contact checks. First find undefended
// squares around the king attacked by enemy queen...
// Analyse enemy's safe queen contact checks. First find undefended
// squares around the king attacked by enemy queen...
ebonus -= Value(square_distance(pos.king_square(Us), blockSq + pawn_push(Us)) * rr);
// If the pawn is free to advance, increase bonus
ebonus -= Value(square_distance(pos.king_square(Us), blockSq + pawn_push(Us)) * rr);
// If the pawn is free to advance, increase bonus
{
squaresToQueen = forward_bb(Us, s);
defendedSquares = squaresToQueen & ei.attackedBy[Us][0];
{
squaresToQueen = forward_bb(Us, s);
defendedSquares = squaresToQueen & ei.attackedBy[Us][0];