- // (KStormTable[] or QStormTable[]). This score is increased if
- // there are enemy pawns on adjacent files in front of the pawn.
- // This is because we want to be able to open files against the
- // enemy king, and to avoid blocking the pawn structure (e.g. white
- // pawns on h6, g5, black pawns on h7, g6, f7).
-
- // Kingside and queenside pawn storms
- int KBonus = KStormTable[relative_square(us, s)];
- int QBonus = QStormTable[relative_square(us, s)];
- bool outPostFlag = (KBonus > 0 && (outpost_mask(us, s) & theirPawns));
- bool passedFlag = (QBonus > 0 && (passed_pawn_mask(us, s) & theirPawns));
-
- switch (f) {
-
- case FILE_A:
- QBonus += passedFlag * QBonus / 2;
- break;
-
- case FILE_B:
- QBonus += passedFlag * (QBonus / 2 + QBonus / 4);
- break;
-
- case FILE_C:
- QBonus += passedFlag * QBonus / 2;
- break;
-
- case FILE_F:
- KBonus += outPostFlag * KBonus / 4;
- break;
-
- case FILE_G:
- KBonus += outPostFlag * (KBonus / 2 + KBonus / 4);
- break;
-
- case FILE_H:
- KBonus += outPostFlag * KBonus / 2;
- break;
-
- default:
- break;
+ // (KStormTable[] or QStormTable[]). Pawns which seem to have good
+ // chances of creating an open file by exchanging itself against an
+ // enemy pawn on an adjacent file gets an additional bonus.
+
+ // Kingside pawn storms
+ bonus = KStormTable[relative_square(us, s)];
+ if (f >= FILE_F)
+ {
+ Bitboard b = outpost_mask(us, s) & theirPawns & (FileFBB | FileGBB | FileHBB);
+ while (b)
+ {
+ Square s2 = pop_1st_bit(&b);
+ if (!(theirPawns & neighboring_files_bb(s2) & rank_bb(s2)))
+ {
+ // The enemy pawn has no pawn beside itself, which makes it
+ // particularly vulnerable. Big bonus, especially against a
+ // weakness on the rook file.
+ if (square_file(s2) == FILE_H)
+ bonus += 4*StormLeverBonus[f] - 8*square_distance(s, s2);
+ else
+ bonus += 2*StormLeverBonus[f] - 4*square_distance(s, s2);
+ } else
+ // There is at least one enemy pawn beside the enemy pawn we look
+ // at, which means that the pawn has somewhat better chances of
+ // defending itself by advancing. Smaller bonus.
+ bonus += StormLeverBonus[f] - 2*square_distance(s, s2);
+ }
+ }
+ pi->ksStormValue[us] += bonus;
+
+ // Queenside pawn storms
+ bonus = QStormTable[relative_square(us, s)];
+ if (f <= FILE_C)
+ {
+ Bitboard b = outpost_mask(us, s) & theirPawns & (FileABB | FileBBB | FileCBB);
+ while (b)
+ {
+ Square s2 = pop_1st_bit(&b);
+ if (!(theirPawns & neighboring_files_bb(s2) & rank_bb(s2)))
+ {
+ // The enemy pawn has no pawn beside itself, which makes it
+ // particularly vulnerable. Big bonus, especially against a
+ // weakness on the rook file.
+ if (square_file(s2) == FILE_A)
+ bonus += 4*StormLeverBonus[f] - 16*square_distance(s, s2);
+ else
+ bonus += 2*StormLeverBonus[f] - 8*square_distance(s, s2);
+ } else
+ // There is at least one enemy pawn beside the enemy pawn we look
+ // at, which means that the pawn has somewhat better chances of
+ // defending itself by advancing. Smaller bonus.
+ bonus += StormLeverBonus[f] - 4*square_distance(s, s2);
+ }