const Bitboard Camp = (Us == WHITE ? AllSquares ^ Rank6BB ^ Rank7BB ^ Rank8BB
: AllSquares ^ Rank1BB ^ Rank2BB ^ Rank3BB);
const Square ksq = pos.square<KING>(Us);
Bitboard weak, b, b1, b2, safe, unsafeChecks;
const Bitboard Camp = (Us == WHITE ? AllSquares ^ Rank6BB ^ Rank7BB ^ Rank8BB
: AllSquares ^ Rank1BB ^ Rank2BB ^ Rank3BB);
const Square ksq = pos.square<KING>(Us);
Bitboard weak, b, b1, b2, safe, unsafeChecks;
// King shelter and enemy pawns storm
Score score = pe->king_safety<Us>(pos, ksq);
// King shelter and enemy pawns storm
Score score = pe->king_safety<Us>(pos, ksq);
- // the square is not defended by our pawns or occupied by a blocked pawn.
- unsafeChecks &= ~( attackedBy[Us][PAWN]
- | (pos.pieces(Them, PAWN) & shift<Up>(pos.pieces(PAWN))));
+ // the square is in the attacker's mobility area.
+ unsafeChecks &= mobilityArea[Them];
kingDanger += kingAttackersCount[Them] * kingAttackersWeight[Them]
+ 102 * kingAdjacentZoneAttacksCount[Them]
kingDanger += kingAttackersCount[Them] * kingAttackersWeight[Them]
+ 102 * kingAdjacentZoneAttacksCount[Them]