- for (Color c = WHITE; c <= BLACK; c++)
- if ( pos.piece_count(c, PAWN) == 0
- && pos.non_pawn_material(c) - pos.non_pawn_material(opposite_color(c)) <= BishopValueMidgame)
- {
- if ( pos.non_pawn_material(c) == pos.non_pawn_material(opposite_color(c))
- || pos.non_pawn_material(c) < RookValueMidgame)
- mi->factor[c] = 0;
- else
- {
- switch (pos.piece_count(c, BISHOP)) {
- case 2:
- mi->factor[c] = 32;
- break;
- case 1:
- mi->factor[c] = 12;
- break;
- case 0:
- mi->factor[c] = 6;
- break;
- }
- }
- }
+ if (pos.piece_count(WHITE, PAWN) == 0 && npm_w - npm_b <= BishopValueMidgame)
+ {
+ mi->factor[WHITE] =
+ (npm_w == npm_b || npm_w < RookValueMidgame ? 0 : NoPawnsSF[Min(pos.piece_count(WHITE, BISHOP), 2)]);
+ }
+
+ if (pos.piece_count(BLACK, PAWN) == 0 && npm_b - npm_w <= BishopValueMidgame)
+ {
+ mi->factor[BLACK] =
+ (npm_w == npm_b || npm_b < RookValueMidgame ? 0 : NoPawnsSF[Min(pos.piece_count(BLACK, BISHOP), 2)]);
+ }