template<Color Us>
Score evaluate(const Position& pos, Pawns::Entry* e) {
- const Color Them = (Us == WHITE ? BLACK : WHITE);
- const Direction Up = (Us == WHITE ? NORTH : SOUTH);
- const Direction Right = (Us == WHITE ? NORTH_EAST : SOUTH_WEST);
- const Direction Left = (Us == WHITE ? NORTH_WEST : SOUTH_EAST);
+ const Color Them = (Us == WHITE ? BLACK : WHITE);
+ const Direction Up = (Us == WHITE ? NORTH : SOUTH);
Bitboard b, neighbours, stoppers, doubled, supported, phalanx;
Bitboard lever, leverPush;
e->passedPawns[Us] = e->pawnAttacksSpan[Us] = e->weakUnopposed[Us] = 0;
e->semiopenFiles[Us] = 0xFF;
e->kingSquares[Us] = SQ_NONE;
- e->pawnAttacks[Us] = shift<Right>(ourPawns) | shift<Left>(ourPawns);
+ 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];
return e;
e->key = key;
- e->score = evaluate<WHITE>(pos, e) - evaluate<BLACK>(pos, e);
- e->asymmetry = popcount(e->semiopenFiles[WHITE] ^ e->semiopenFiles[BLACK]);
+ e->scores[WHITE] = evaluate<WHITE>(pos, e);
+ e->scores[BLACK] = evaluate<BLACK>(pos, e);
e->openFiles = popcount(e->semiopenFiles[WHITE] & e->semiopenFiles[BLACK]);
+ e->asymmetry = popcount( (e->passedPawns[WHITE] | e->passedPawns[BLACK])
+ | (e->semiopenFiles[WHITE] ^ e->semiopenFiles[BLACK]));
+
return e;
}