attackedBy[Us][ALL_PIECES] = attackedBy[Us][KING] | attackedBy[Us][PAWN];
attackedBy2[Us] = attackedBy[Us][KING] & attackedBy[Us][PAWN];
+ kingRing[Us] = kingAttackersCount[Them] = 0;
+
// Init our king safety tables only if we are going to use them
if (pos.non_pawn_material(Them) >= RookValueMg + KnightValueMg)
{
kingAttackersCount[Them] = popcount(kingRing[Us] & pe->pawn_attacks(Them));
kingAttacksCount[Them] = kingAttackersWeight[Them] = 0;
}
- else
- kingRing[Us] = kingAttackersCount[Them] = 0;
}