#define S(mg, eg) make_score(mg, eg)
// Pawn penalties
- constexpr Score Isolated = S( 5, 15);
- constexpr Score Backward = S( 9, 24);
- constexpr Score Doubled = S(11, 56);
+ constexpr Score Backward = S( 9, 24);
+ constexpr Score Doubled = S(11, 56);
+ constexpr Score Isolated = S( 5, 15);
// 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( -3), V( 81), V( 93), V( 58), V( 39), V( 18), V( 25) },
- { V(-40), V( 61), V( 35), V(-49), V(-29), V(-11), V( -63) },
- { V( -7), V( 75), V( 23), V( -2), V( 32), V( 3), V( -45) },
- { V(-36), V(-13), V(-29), V(-52), V(-48), V(-67), V(-166) }
+ { V( -6), V( 81), V( 93), V( 58), V( 39), V( 18), V( 25) },
+ { V(-43), V( 61), V( 35), V(-49), V(-29), V(-11), V( -63) },
+ { V(-10), V( 75), V( 23), V( -2), V( 32), V( 3), V( -45) },
+ { V(-39), V(-13), V(-29), V(-52), V(-48), V(-67), V(-166) }
};
// Danger of enemy pawns moving toward our king by [distance from edge][rank].
// which could become passed after one or two pawn pushes when are
// not attacked more times than defended.
if ( !(stoppers ^ lever ^ leverPush)
- && !(ourPawns & forward_file_bb(Us, s))
&& popcount(supported) >= popcount(lever) - 1
&& popcount(phalanx) >= popcount(leverPush))
e->passedPawns[Us] |= s;
Bitboard ourPawns = b & pos.pieces(Us);
Bitboard theirPawns = b & pos.pieces(Them);
- Value safety = (ourPawns & file_bb(ksq)) ? Value(5) : Value(-5);
-
- if (shift<Down>(theirPawns) & (FileABB | FileHBB) & BlockRanks & ksq)
- safety += Value(374);
+ Value safety = (shift<Down>(theirPawns) & (FileABB | FileHBB) & BlockRanks & ksq) ?
+ Value(374) : Value(5);
File center = std::max(FILE_B, std::min(FILE_G, file_of(ksq)));
for (File f = File(center - 1); f <= File(center + 1); ++f)
/// when king square changes, which is about 20% of total king_safety() calls.
template<Color Us>
-Score Entry::do_king_safety(const Position& pos, Square ksq) {
+Score Entry::do_king_safety(const Position& pos) {
+ Square ksq = pos.square<KING>(Us);
kingSquares[Us] = ksq;
castlingRights[Us] = pos.can_castle(Us);
int minKingPawnDistance = 0;
Bitboard pawns = pos.pieces(Us, PAWN);
if (pawns)
- while (!(DistanceRingBB[ksq][minKingPawnDistance++] & pawns)) {}
+ while (!(DistanceRingBB[ksq][++minKingPawnDistance] & pawns)) {}
Value bonus = evaluate_shelter<Us>(pos, ksq);
// If we can castle use the bonus after the castling if it is bigger
- if (pos.can_castle(MakeCastling<Us, KING_SIDE>::right))
+ if (pos.can_castle(Us | KING_SIDE))
bonus = std::max(bonus, evaluate_shelter<Us>(pos, relative_square(Us, SQ_G1)));
- if (pos.can_castle(MakeCastling<Us, QUEEN_SIDE>::right))
+ if (pos.can_castle(Us | QUEEN_SIDE))
bonus = std::max(bonus, evaluate_shelter<Us>(pos, relative_square(Us, SQ_C1)));
return make_score(bonus, -16 * minKingPawnDistance);
}
// Explicit template instantiation
-template Score Entry::do_king_safety<WHITE>(const Position& pos, Square ksq);
-template Score Entry::do_king_safety<BLACK>(const Position& pos, Square ksq);
+template Score Entry::do_king_safety<WHITE>(const Position& pos);
+template Score Entry::do_king_safety<BLACK>(const Position& pos);
} // namespace Pawns