template<Color Us>
Score evaluate(const Position& pos, Pawns::Entry* e) {
- constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
+ constexpr Color Them = ~Us;
constexpr Direction Up = pawn_push(Us);
Bitboard neighbours, stoppers, support, phalanx, opposed;
// (a) there is no stoppers except some levers
// (b) the only stoppers are the leverPush, but we outnumber them
// (c) there is only one front stopper which can be levered.
+ // (Refined in Evaluation::passed)
passed = !(stoppers ^ lever)
|| ( !(stoppers ^ leverPush)
&& popcount(phalanx) >= popcount(leverPush))
|| ( stoppers == blocked && r >= RANK_5
&& (shift<Up>(support) & ~(theirPawns | doubleAttackThem)));
+ passed &= !(forward_file_bb(Us, s) & ourPawns);
+
// Passed pawns will be properly scored later in evaluation when we have
// full attack info.
if (passed)
template<Color Us>
Score Entry::evaluate_shelter(const Position& pos, Square ksq) {
- constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
+ constexpr Color Them = ~Us;
Bitboard b = pos.pieces(PAWN) & ~forward_ranks_bb(Them, ksq);
Bitboard ourPawns = b & pos.pieces(Us);
b = theirPawns & file_bb(f);
int theirRank = b ? relative_rank(Us, frontmost_sq(Them, b)) : 0;
- File d = map_to_queenside(f);
+ File d = File(edge_distance(f));
bonus += make_score(ShelterStrength[d][ourRank], 0);
if (ourRank && (ourRank == theirRank - 1))