// kingRing[color] are the squares adjacent to the king, plus (only for a
// king on its first rank) the squares two ranks in front. For instance,
// if black's king is on g8, kingRing[BLACK] is f8, h8, f7, g7, h7, f6, g6
- // and h6. It is set to 0 when king safety evaluation is skipped.
+ // and h6.
Bitboard kingRing[COLOR_NB];
// kingAttackersCount[color] is the number of pieces of the given color
Score score = SCORE_ZERO;
// Non-pawn enemies
- nonPawnEnemies = pos.pieces(Them) & ~pos.pieces(Them, PAWN);
+ nonPawnEnemies = pos.pieces(Them) & ~pos.pieces(PAWN);
// Squares strongly protected by the enemy, either because they defend the
// square with a pawn, or because they defend the square twice and we don't.
behind |= (Us == WHITE ? behind >> 16 : behind << 16);
int bonus = popcount(safe) + popcount(behind & safe);
- int weight = pos.count<ALL_PIECES>(Us)
- - 2 * popcount(pe->semiopenFiles[WHITE] & pe->semiopenFiles[BLACK]);
+ int weight = pos.count<ALL_PIECES>(Us)
+ - 2 * popcount(pe->semiopenFiles[WHITE] & pe->semiopenFiles[BLACK]);
Score score = make_score(bonus * weight * weight / 16, 0);