if ( pos.count<QUEEN>(strongSide)
|| pos.count<ROOK>(strongSide)
+ ||(pos.count<BISHOP>(strongSide) && pos.count<KNIGHT>(strongSide))
|| pos.bishop_pair(strongSide))
result += VALUE_KNOWN_WIN;
// If the stronger side's king is in front of the pawn, it's a win
if (wksq < psq && file_of(wksq) == file_of(psq))
- result = RookValueEg - Value(square_distance(wksq, psq));
+ result = RookValueEg - square_distance(wksq, psq);
// If the weaker side's king is too far from the pawn and the rook,
// it's a win.
else if ( square_distance(bksq, psq) >= 3 + (pos.side_to_move() == weakSide)
&& square_distance(bksq, rsq) >= 3)
- result = RookValueEg - Value(square_distance(wksq, psq));
+ result = RookValueEg - square_distance(wksq, psq);
// If the pawn is far advanced and supported by the defending king,
// the position is drawish
&& square_distance(bksq, psq) == 1
&& rank_of(wksq) >= RANK_4
&& square_distance(wksq, psq) > 2 + (pos.side_to_move() == strongSide))
- result = Value(80 - square_distance(wksq, psq) * 8);
+ result = Value(80) - 8 * square_distance(wksq, psq);
else
- result = Value(200)
- - Value(square_distance(wksq, psq + DELTA_S) * 8)
- + Value(square_distance(bksq, psq + DELTA_S) * 8)
- + Value(square_distance(psq, queeningSq) * 8);
+ result = Value(200) - 8 * ( square_distance(wksq, psq + DELTA_S)
+ - square_distance(bksq, psq + DELTA_S)
+ - square_distance(psq, queeningSq));
return strongSide == pos.side_to_move() ? result : -result;
}