ei.pinnedPieces[Us] = pos.pinned_pieces(Us);
ei.attackedBy[Us][ALL_PIECES] = ei.attackedBy[Us][PAWN] = ei.pi->pawn_attacks(Us);
- Bitboard b = ei.attackedBy[Them][KING] = pos.attacks_from<KING>(pos.king_square(Them));
+ Bitboard b = ei.attackedBy[Them][KING] = pos.attacks_from<KING>(pos.square<KING>(Them));
// Init king safety tables only if we are going to use them
if (pos.non_pawn_material(Us) >= QueenValueMg)
const PieceType NextPt = (Us == WHITE ? Pt : PieceType(Pt + 1));
const Color Them = (Us == WHITE ? BLACK : WHITE);
- const Square* pl = pos.list<Pt>(Us);
+ const Square* pl = pos.squares<Pt>(Us);
ei.attackedBy[Us][Pt] = 0;
: pos.attacks_from<Pt>(s);
if (ei.pinnedPieces[Us] & s)
- b &= LineBB[pos.king_square(Us)][s];
+ b &= LineBB[pos.square<KING>(Us)][s];
ei.attackedBy[Us][ALL_PIECES] |= ei.attackedBy[Us][Pt] |= b;
// Penalize when trapped by the king, even more if king cannot castle
if (mob <= 3 && !ei.pi->semiopen_file(Us, file_of(s)))
{
- Square ksq = pos.king_square(Us);
+ Square ksq = pos.square<KING>(Us);
if ( ((file_of(ksq) < FILE_E) == (file_of(s) < file_of(ksq)))
&& (rank_of(ksq) == rank_of(s) || relative_rank(Us, ksq) == RANK_1)
Bitboard undefended, b, b1, b2, safe;
int attackUnits;
- const Square ksq = pos.king_square(Us);
+ const Square ksq = pos.square<KING>(Us);
// King shelter and enemy pawns storm
Score score = ei.pi->king_safety<Us>(pos, ksq);
Square blockSq = s + pawn_push(Us);
// Adjust bonus based on the king's proximity
- ebonus += distance(pos.king_square(Them), blockSq) * 5 * rr
- - distance(pos.king_square(Us ), blockSq) * 2 * rr;
+ ebonus += distance(pos.square<KING>(Them), blockSq) * 5 * rr
+ - distance(pos.square<KING>(Us ), blockSq) * 2 * rr;
// If blockSq is not the queening square then consider also a second push
if (relative_rank(Us, blockSq) != RANK_8)
- ebonus -= distance(pos.king_square(Us), blockSq + pawn_push(Us)) * rr;
+ ebonus -= distance(pos.square<KING>(Us), blockSq + pawn_push(Us)) * rr;
// If the pawn is free to advance, then increase the bonus
if (pos.empty(blockSq))
// Do not include in mobility squares protected by enemy pawns, or occupied
// by our blocked pawns or king.
Bitboard mobilityArea[] = {
- ~(ei.attackedBy[BLACK][PAWN] | blockedPawns[WHITE] | pos.king_square(WHITE)),
- ~(ei.attackedBy[WHITE][PAWN] | blockedPawns[BLACK] | pos.king_square(BLACK))
+ ~(ei.attackedBy[BLACK][PAWN] | blockedPawns[WHITE] | pos.square<KING>(WHITE)),
+ ~(ei.attackedBy[WHITE][PAWN] | blockedPawns[BLACK] | pos.square<KING>(BLACK))
};
// Evaluate pieces and mobility
// pawns are drawish.
else if ( abs(eg_value(score)) <= BishopValueEg
&& ei.pi->pawn_span(strongSide) <= 1
- && !pos.pawn_passed(~strongSide, pos.king_square(~strongSide)))
+ && !pos.pawn_passed(~strongSide, pos.square<KING>(~strongSide)))
sf = ei.pi->pawn_span(strongSide) ? ScaleFactor(56) : ScaleFactor(38);
}