Square ksq = pos.square<KING>(Us);
kingSquares[Us] = ksq;
castlingRights[Us] = pos.castling_rights(Us);
+ auto compare = [](Score a, Score b) { return mg_value(a) <= mg_value(b); };
- Score shelters[3] = { evaluate_shelter<Us>(pos, ksq),
- make_score(-VALUE_INFINITE, 0),
- make_score(-VALUE_INFINITE, 0) };
+ Score shelter = evaluate_shelter<Us>(pos, ksq);
// If we can castle use the bonus after castling if it is bigger
+
if (pos.can_castle(Us & KING_SIDE))
- shelters[1] = evaluate_shelter<Us>(pos, relative_square(Us, SQ_G1));
+ shelter = std::max(shelter, evaluate_shelter<Us>(pos, relative_square(Us, SQ_G1)), compare);
if (pos.can_castle(Us & QUEEN_SIDE))
- shelters[2] = evaluate_shelter<Us>(pos, relative_square(Us, SQ_C1));
-
- for (int i : {1, 2})
- if (mg_value(shelters[i]) > mg_value(shelters[0]))
- shelters[0] = shelters[i];
+ shelter = std::max(shelter, evaluate_shelter<Us>(pos, relative_square(Us, SQ_C1)), compare);
// In endgame we like to bring our king near our closest pawn
Bitboard pawns = pos.pieces(Us, PAWN);
else while (pawns)
minPawnDist = std::min(minPawnDist, distance(ksq, pop_lsb(&pawns)));
- return shelters[0] - make_score(0, 16 * minPawnDist);
+ return shelter - make_score(0, 16 * minPawnDist);
}
// Explicit template instantiation