S( 0, 0), S( 6, 13), S(6,13), S(14,29),
S(34,68), S(83,166), S(0, 0), S( 0, 0) };
+ // Levers bonus by rank
+ const Score Lever[RANK_NB] = {
+ S( 0, 0), S( 0, 0), S(0, 0), S(0, 0),
+ S(20,20), S(40,40), S(0, 0), S(0, 0) };
+
// Bonus for file distance of the two outermost pawns
const Score PawnsFileSpan = S(0, 15);
const Square Up = (Us == WHITE ? DELTA_N : DELTA_S);
const Square Right = (Us == WHITE ? DELTA_NE : DELTA_SW);
const Square Left = (Us == WHITE ? DELTA_NW : DELTA_SE);
+ const Piece pc = make_piece(Us, PAWN);
Bitboard b, p, doubled;
Square s;
File f;
- bool passed, isolated, opposed, connected, backward, candidate, unsupported;
+ bool passed, isolated, opposed, connected, backward, candidate, unsupported, lever;
Score value = SCORE_ZERO;
const Square* pl = pos.list<PAWN>(Us);
doubled = ourPawns & forward_bb(Us, s);
opposed = theirPawns & forward_bb(Us, s);
passed = !(theirPawns & passed_pawn_mask(Us, s));
+ lever = theirPawns & StepAttacksBB[pc][s];
// Test for backward pawn.
// If the pawn is passed, isolated, or connected it cannot be
if (!doubled)
e->candidatePawns[Us] |= s;
}
+
+ if (lever)
+ value += Lever[relative_rank(Us, s)];
}
// In endgame it's better to have pawns on both wings. So give a bonus according
if ( (MiddleEdges & make_square(f, rkThem))
&& file_of(ksq) == f
&& relative_rank(Us, ksq) == rkThem - 1)
- safety += Value(200);
+ safety += 200;
else
safety -= ShelterWeakness[rkUs]
+ StormDanger[rkUs == RANK_1 ? 0 : rkThem == rkUs + 1 ? 2 : 1][rkThem];