if ( pos.count<QUEEN>(strongSide)
|| pos.count<ROOK>(strongSide)
||(pos.count<BISHOP>(strongSide) && pos.count<KNIGHT>(strongSide))
- ||(pos.count<BISHOP>(strongSide) > 1 && opposite_colors(pos.squares<BISHOP>(strongSide)[0],
- pos.squares<BISHOP>(strongSide)[1])))
+ || ( (pos.pieces(strongSide, BISHOP) & ~DarkSquares)
+ && (pos.pieces(strongSide, BISHOP) & DarkSquares)))
result = std::min(result + VALUE_KNOWN_WIN, VALUE_MATE_IN_MAX_PLY - 1);
return strongSide == pos.side_to_move() ? result : -result;
// If all pawns are ahead of the king, on a single rook file and
// the king is within one file of the pawns, it's a draw.
- if ( !(pawns & ~in_front_bb(weakSide, rank_of(ksq)))
+ if ( !(pawns & ~forward_ranks_bb(weakSide, ksq))
&& !((pawns & ~FileABB) && (pawns & ~FileHBB))
&& distance<File>(ksq, lsb(pawns)) <= 1)
return SCALE_FACTOR_DRAW;
if (relative_rank(strongSide, pawnSq) <= RANK_5)
return SCALE_FACTOR_DRAW;
- Bitboard path = forward_bb(strongSide, pawnSq);
+ Bitboard path = forward_file_bb(strongSide, pawnSq);
if (path & pos.pieces(weakSide, KING))
return SCALE_FACTOR_DRAW;
// King needs to get close to promoting pawn to prevent knight from blocking.
// Rules for this are very tricky, so just approximate.
- if (forward_bb(strongSide, pawnSq) & pos.attacks_from<BISHOP>(bishopSq))
+ if (forward_file_bb(strongSide, pawnSq) & pos.attacks_from<BISHOP>(bishopSq))
return ScaleFactor(distance(weakKingSq, pawnSq));
return SCALE_FACTOR_NONE;