assert(verify_material(pos, strongSide, RookValueMg, 0));
assert(verify_material(pos, weakSide, VALUE_ZERO, 1));
- Square strongKing = relative_square(strongSide, pos.square<KING>(strongSide));
- Square weakKing = relative_square(strongSide, pos.square<KING>(weakSide));
- Square strongRook = relative_square(strongSide, pos.square<ROOK>(strongSide));
- Square weakPawn = relative_square(strongSide, pos.square<PAWN>(weakSide));
- Square queeningSquare = make_square(file_of(weakPawn), RANK_1);
+ Square strongKing = pos.square<KING>(strongSide);
+ Square weakKing = pos.square<KING>(weakSide);
+ Square strongRook = pos.square<ROOK>(strongSide);
+ Square weakPawn = pos.square<PAWN>(weakSide);
+ Square queeningSquare = make_square(file_of(weakPawn), relative_rank(weakSide, RANK_8));
Value result;
// If the stronger side's king is in front of the pawn, it's a win
- if (forward_file_bb(WHITE, strongKing) & weakPawn)
+ if (forward_file_bb(strongSide, strongKing) & weakPawn)
result = RookValueEg - distance(strongKing, weakPawn);
// If the weaker side's king is too far from the pawn and the rook,
// If the pawn is far advanced and supported by the defending king,
// the position is drawish
- else if ( rank_of(weakKing) <= RANK_3
+ else if ( relative_rank(strongSide, weakKing) <= RANK_3
&& distance(weakKing, weakPawn) == 1
- && rank_of(strongKing) >= RANK_4
+ && relative_rank(strongSide, strongKing) >= RANK_4
&& distance(strongKing, weakPawn) > 2 + (pos.side_to_move() == strongSide))
result = Value(80) - 8 * distance(strongKing, weakPawn);
else
- result = Value(200) - 8 * ( distance(strongKing, weakPawn + SOUTH)
- - distance(weakKing, weakPawn + SOUTH)
+ result = Value(200) - 8 * ( distance(strongKing, weakPawn + pawn_push(weakSide))
+ - distance(weakKing, weakPawn + pawn_push(weakSide))
- distance(weakPawn, queeningSquare));
return strongSide == pos.side_to_move() ? result : -result;