// and the attacked pieces.
template<Color Us, bool DoTrace>
// and the attacked pieces.
template<Color Us, bool DoTrace>
// status of the players.
Score evaluate_initiative(const Position& pos, int asymmetry, Value eg) {
// status of the players.
Score evaluate_initiative(const Position& pos, int asymmetry, Value eg) {
- int kingDistance = distance<File>(pos.square<KING>(WHITE), pos.square<KING>(BLACK))
- - distance<Rank>(pos.square<KING>(WHITE), pos.square<KING>(BLACK));
+ int kingDistance = distance<File>(pos.square<KING>(WHITE), pos.square<KING>(BLACK))
+ - distance<Rank>(pos.square<KING>(WHITE), pos.square<KING>(BLACK));
int pawns = pos.count<PAWN>(WHITE) + pos.count<PAWN>(BLACK);
// Compute the initiative bonus for the attacking side
int pawns = pos.count<PAWN>(WHITE) + pos.count<PAWN>(BLACK);
// Compute the initiative bonus for the attacking side
// Now apply the bonus: note that we find the attacking side by extracting
// the sign of the endgame value, and that we carefully cap the bonus so
// Now apply the bonus: note that we find the attacking side by extracting
// the sign of the endgame value, and that we carefully cap the bonus so