};
const Score ThreatByRook[PIECE_TYPE_NB] = {
- S(0, 0), S(0, 25), S(40, 62), S(40, 59), S( 0, 34), S(35, 48)
+ S(0, 0), S(0, 25), S(40, 62), S(40, 59), S(0, 34), S(35, 48)
};
// ThreatByKing[on one/on many] contains bonuses for king attacks on
safe = ~pos.pieces(Them);
safe &= ~ei.attackedBy[Us][ALL_PIECES] | (undefended & ei.attackedBy2[Them]);
- b1 = pos.attacks_from<ROOK >(ksq);
+ b1 = pos.attacks_from< ROOK>(ksq);
b2 = pos.attacks_from<BISHOP>(ksq);
// Enemy queen safe checks
// Adjust bonus based on the king's proximity
ebonus += distance(pos.square<KING>(Them), blockSq) * 5 * rr
- - distance(pos.square<KING>(Us ), blockSq) * 2 * rr;
+ - distance(pos.square<KING>( Us), blockSq) * 2 * rr;
// If blockSq is not the queening square then consider also a second push
if (relative_rank(Us, blockSq) != RANK_8)