constexpr Score Isolated = S( 5, 15);
// Connected pawn bonus
- constexpr int Connected[RANK_NB] = { 0, 13, 24, 18, 65, 100, 175, 330 };
+ constexpr int Connected[RANK_NB] = { 0, 13, 17, 24, 59, 96, 171 };
// Strength of pawn shelter for our king by [distance from edge][rank].
// RANK_1 = 0 is used for files where we have no pawn, or pawn is behind our king.
Bitboard theirPawns = pos.pieces(Them, PAWN);
e->passedPawns[Us] = e->pawnAttacksSpan[Us] = e->weakUnopposed[Us] = 0;
- e->semiopenFiles[Us] = 0xFF;
e->kingSquares[Us] = SQ_NONE;
e->pawnAttacks[Us] = pawn_attacks_bb<Us>(ourPawns);
e->pawnsOnSquares[Us][BLACK] = popcount(ourPawns & DarkSquares);
assert(pos.piece_on(s) == make_piece(Us, PAWN));
File f = file_of(s);
+ Rank r = relative_rank(Us, s);
- e->semiopenFiles[Us] &= ~(1 << f);
e->pawnAttacksSpan[Us] |= pawn_attack_span(Us, s);
// Flag the pawn
&& popcount(phalanx) >= popcount(leverPush))
e->passedPawns[Us] |= s;
- else if ( stoppers == square_bb(s + Up)
- && relative_rank(Us, s) >= RANK_5)
+ else if (stoppers == square_bb(s + Up) && r >= RANK_5)
{
b = shift<Up>(support) & ~theirPawns;
while (b)
// Score this pawn
if (support | phalanx)
{
- int r = relative_rank(Us, s);
- int v = phalanx ? Connected[r] + Connected[r + 1] : 2 * Connected[r];
+ int v = (phalanx ? 3 : 2) * Connected[r];
v = 17 * popcount(support) + (v >> (opposed + 1));
score += make_score(v, v * (r - 2) / 4);
}