// PassedDanger[Rank] contains a term to weight the passed score
constexpr int PassedDanger[RANK_NB] = { 0, 0, 0, 2, 7, 12, 19 };
- // KingProtector[PieceType-2] contains a penalty according to distance from king
- constexpr Score KingProtector[] = { S(4, 6), S(6, 3), S(1, 0), S(0, -2) };
+ // KingProtector[knight/bishop] contains a penalty according to distance from king
+ constexpr Score KingProtector[] = { S(4, 6), S(6, 3) };
// Assorted bonuses and penalties
constexpr Score BishopPawns = S( 3, 5);
mobility[Us] += MobilityBonus[Pt - 2][mob];
- // Penalty if the piece is far from the king
- score -= KingProtector[Pt - 2] * distance(s, pos.square<KING>(Us));
-
if (Pt == BISHOP || Pt == KNIGHT)
{
// Bonus if piece is on an outpost square or can reach one
&& (pos.pieces(PAWN) & (s + pawn_push(Us))))
score += MinorBehindPawn;
+ // Penalty if the piece is far from the king
+ score -= KingProtector[Pt == BISHOP] * distance(s, pos.square<KING>(Us));
+
if (Pt == BISHOP)
{
// Penalty according to number of pawns on the same color square as the