const Square* pl = pos.list<PAWN>(Us);
const Bitboard* pawnAttacksBB = StepAttacksBB[make_piece(Us, PAWN)];
- Bitboard ourPawns = pos.pieces(Us, PAWN);
+ Bitboard ourPawns = pos.pieces(Us , PAWN);
Bitboard theirPawns = pos.pieces(Them, PAWN);
e->passedPawns[Us] = e->candidatePawns[Us] = 0;
value += Connected[f][relative_rank(Us, s)];
if (lever)
- value += Lever[relative_rank(Us, s)];
+ value += Lever[relative_rank(Us, s)];
if (candidate)
{
}
}
+ b = e->semiopenFiles[Us] ^ 0xFF;
+ e->pawnSpan[Us] = b ? int(msb(b) - lsb(b)) : 0;
+
// In endgame it's better to have pawns on both wings. So give a bonus according
// to file distance between left and right outermost pawns.
- if (pos.count<PAWN>(Us) > 1)
- {
- b = e->semiopenFiles[Us] ^ 0xFF;
- value += PawnsFileSpan * int(msb(b) - lsb(b));
- }
+ value += PawnsFileSpan * e->pawnSpan[Us];
return value;
}