e->passedPawns[Us] = e->pawnAttacksSpan[Us] = e->weakUnopposed[Us] = 0;
e->kingSquares[Us] = SQ_NONE;
e->pawnAttacks[Us] = pawn_attacks_bb<Us>(ourPawns);
- e->pawnsOnSquares[Us][BLACK] = popcount(ourPawns & DarkSquares);
- e->pawnsOnSquares[Us][WHITE] = pos.count<PAWN>(Us) - e->pawnsOnSquares[Us][BLACK];
// Loop through all pawns of the current color and score each pawn
while ((s = *pl++) != SQ_NONE)
e->key = key;
e->scores[WHITE] = evaluate<WHITE>(pos, e);
e->scores[BLACK] = evaluate<BLACK>(pos, e);
- e->passedCount= popcount(e->passedPawns[WHITE] | e->passedPawns[BLACK]);
return e;
}
Square ksq = pos.square<KING>(Us);
kingSquares[Us] = ksq;
castlingRights[Us] = pos.castling_rights(Us);
- int minKingPawnDistance = 0;
Bitboard pawns = pos.pieces(Us, PAWN);
- if (pawns)
- while (!(DistanceRingBB[ksq][++minKingPawnDistance] & pawns)) {}
+ int minPawnDist = pawns ? 8 : 0;
+
+ if (pawns & PseudoAttacks[KING][ksq])
+ minPawnDist = 1;
+
+ else while (pawns)
+ minPawnDist = std::min(minPawnDist, distance(ksq, pop_lsb(&pawns)));
Value bonus = evaluate_shelter<Us>(pos, ksq);
if (pos.can_castle(Us | QUEEN_SIDE))
bonus = std::max(bonus, evaluate_shelter<Us>(pos, relative_square(Us, SQ_C1)));
- return make_score(bonus, -16 * minKingPawnDistance);
+ return make_score(bonus, -16 * minPawnDist);
}
// Explicit template instantiation