- ebonus -= Value(square_distance(ourKingSq, blockSq) * 3 * tr);
- ebonus -= Value(square_distance(ourKingSq, blockSq + pawn_push(us)) * 1 * tr);
- ebonus += Value(square_distance(theirKingSq, blockSq) * 6 * tr);
-
- // If the pawn is free to advance, increase bonus
- if (pos.square_is_empty(blockSq))
- {
- b2 = squares_in_front_of(us, s);
- b3 = b2 & ei.attacked_by(them);
- b4 = b2 & ei.attacked_by(us);
-
- // If there is an enemy rook or queen attacking the pawn from behind,
- // add all X-ray attacks by the rook or queen.
- if ( bit_is_set(ei.attacked_by(them,ROOK) | ei.attacked_by(them,QUEEN),s)
- && (squares_behind(us, s) & pos.rooks_and_queens(them)))
- b3 = b2;
-
- // Squares attacked or occupied by enemy pieces
- b3 |= (b2 & pos.pieces_of_color(them));
-
- // There are no enemy pawns in the pawn's path
- assert((b2 & pos.pieces_of_color_and_type(them, PAWN)) == EmptyBoardBB);
-
- // Are any of the squares in the pawn's path attacked or occupied by the enemy?
- if (b3 == EmptyBoardBB)
- // No enemy attacks or pieces, huge bonus!
- ebonus += Value(tr * (b2 == b4 ? 17 : 15));
- else
- // OK, there are enemy attacks or pieces (but not pawns). Are those
- // squares which are attacked by the enemy also attacked by us?
- // If yes, big bonus (but smaller than when there are no enemy attacks),
- // if no, somewhat smaller bonus.
- ebonus += Value(tr * ((b3 & b4) == b3 ? 13 : 8));
-
- // At last, add a small bonus when there are no *friendly* pieces
- // in the pawn's path.
- if ((b2 & pos.pieces_of_color(us)) == EmptyBoardBB)
- ebonus += Value(tr);
- }
+ b2 = squares_in_front_of(Us, s);
+ b3 = b2 & ei.attacked_by(Them);
+ b4 = b2 & ei.attacked_by(Us);
+
+ // If there is an enemy rook or queen attacking the pawn from behind,
+ // add all X-ray attacks by the rook or queen.
+ if ( bit_is_set(ei.attacked_by(Them, ROOK) | ei.attacked_by(Them, QUEEN), s)
+ && (squares_behind(Us, s) & pos.pieces(ROOK, QUEEN, Them)))
+ b3 = b2;
+
+ // Squares attacked or occupied by enemy pieces
+ b3 |= (b2 & pos.pieces_of_color(Them));
+
+ // There are no enemy pawns in the pawn's path
+ assert((b2 & pos.pieces(PAWN, Them)) == EmptyBoardBB);
+
+ // Are any of the squares in the pawn's path attacked or occupied by the enemy?
+ if (b3 == EmptyBoardBB)
+ // No enemy attacks or pieces, huge bonus!
+ ebonus += Value(tr * (b2 == b4 ? 17 : 15));
+ else
+ // OK, there are enemy attacks or pieces (but not pawns). Are those
+ // squares which are attacked by the enemy also attacked by us?
+ // If yes, big bonus (but smaller than when there are no enemy attacks),
+ // if no, somewhat smaller bonus.
+ ebonus += Value(tr * ((b3 & b4) == b3 ? 13 : 8));
+
+ // At last, add a small bonus when there are no *friendly* pieces
+ // in the pawn's path.
+ if ((b2 & pos.pieces_of_color(Us)) == EmptyBoardBB)
+ ebonus += Value(tr);