- // Doubled pawn penalty by file
- const Score Doubled[FILE_NB] = {
- S(13, 43), S(20, 48), S(23, 48), S(23, 48),
- S(23, 48), S(23, 48), S(20, 48), S(13, 43) };
-
- // Isolated pawn penalty by opposed flag and file
- const Score Isolated[2][FILE_NB] = {
- { S(37, 45), S(54, 52), S(60, 52), S(60, 52),
- S(60, 52), S(60, 52), S(54, 52), S(37, 45) },
- { S(25, 30), S(36, 35), S(40, 35), S(40, 35),
- S(40, 35), S(40, 35), S(36, 35), S(25, 30) } };
-
- // Backward pawn penalty by opposed flag and file
- const Score Backward[2][FILE_NB] = {
- { S(30, 42), S(43, 46), S(49, 46), S(49, 46),
- S(49, 46), S(49, 46), S(43, 46), S(30, 42) },
- { S(20, 28), S(29, 31), S(33, 31), S(33, 31),
- S(33, 31), S(33, 31), S(29, 31), S(20, 28) } };
-
- // Connected pawn bonus by opposed, phalanx flags and rank
- Score Connected[2][2][RANK_NB];
-
- // 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) };
-
- // Unsupported pawn penalty
- const Score UnsupportedPawnPenalty = S(20, 10);
-
- // Weakness of our pawn shelter in front of the king by [distance from edge][rank]
- const Value ShelterWeakness[][RANK_NB] = {
- { V( 99), V(23), V(24), V(54), V(85), V( 93), V(107) },
- { V(119), V( 2), V(28), V(72), V(96), V(104), V(114) },
- { V(103), V( 6), V(47), V(74), V(84), V(103), V( 94) },
- { V( 78), V(10), V(41), V(64), V(88), V( 92), V(115) } };
-
- // Danger of enemy pawns moving toward our king by [type][distance from edge][rank]
- const Value StormDanger[][4][RANK_NB] = {
- { { V( 0), V( 65), V( 125), V(37), V(30) },
- { V( 0), V( 57), V( 136), V(39), V(24) },
- { V( 0), V( 50), V( 114), V(45), V(29) },
- { V( 0), V( 58), V( 129), V(56), V(34) } },
- { { V(20), V( 45), V( 91), V(47), V(20) },
- { V(25), V( 23), V( 105), V(38), V(14) },
- { V(21), V( 37), V( 99), V(35), V(21) },
- { V(30), V( 18), V( 105), V(38), V(28) } },
- { { V( 0), V( 0), V( 81), V(13), V( 4) },
- { V( 0), V( 0), V( 169), V(30), V( 4) },
- { V( 0), V( 0), V( 166), V(24), V( 6) },
- { V( 0), V( 0), V( 164), V(24), V(11) } },
- { { V( 0), V(-289), V(-297), V(57), V(29) },
- { V( 0), V( 66), V( 136), V(43), V(16) },
- { V( 0), V( 66), V( 141), V(50), V(31) },
- { V( 0), V( 63), V( 126), V(52), V(23) } } };
-
- // Max bonus for king safety. Corresponds to start position with all the pawns
- // in front of the king and no enemy pawn on the horizon.
- const Value MaxSafetyBonus = V(252);
+ // Pawn penalties
+ constexpr Score Isolated = S(13, 16);
+ constexpr Score Backward = S(17, 11);
+ constexpr Score Doubled = S(13, 40);
+
+ // Connected pawn bonus by opposed, phalanx, #support and rank
+ Score Connected[2][2][3][RANK_NB];
+
+ // 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.
+ constexpr Value ShelterStrength[int(FILE_NB) / 2][RANK_NB] = {
+ { V( 7), V(76), V( 84), V( 38), V( 7), V( 30), V(-19) },
+ { V(-13), V(83), V( 42), V(-27), V( 2), V(-32), V(-45) },
+ { V(-26), V(63), V( 5), V(-44), V( -5), V( 2), V(-59) },
+ { V(-19), V(53), V(-11), V(-22), V(-12), V(-51), V(-60) }
+ };
+
+ // Danger of enemy pawns moving toward our king by [distance from edge][rank].
+ // RANK_1 = 0 is used for files where the enemy has no pawn, or their pawn
+ // is behind our king.
+ constexpr Value UnblockedStorm[int(FILE_NB) / 2][RANK_NB] = {
+ { V( 25), V( 79), V(107), V( 51), V( 27), V( 0), V( 0) },
+ { V( 5), V( 35), V(121), V( -2), V( 15), V(-10), V(-10) },
+ { V(-20), V( 22), V( 98), V( 36), V( 7), V(-20), V(-20) },
+ { V(-27), V( 24), V( 80), V( 25), V( -4), V(-30), V(-30) }
+ };
+
+ // Danger of blocked enemy pawns storming our king, by rank
+ constexpr Value BlockedStorm[RANK_NB] =
+ { V( 0), V( 0), V( 75), V(-10), V(-20), V(-20), V(-20) };