// PassedDanger[Rank] contains a term to weight the passed score
constexpr int PassedDanger[RANK_NB] = { 0, 0, 0, 3, 7, 11, 20 };
- // KingProtector[knight/bishop] contains a penalty according to distance from king
- constexpr Score KingProtector[] = { S(5, 6), S(6, 5) };
-
// Assorted bonuses and penalties
constexpr Score BishopPawns = S( 3, 7);
constexpr Score CloseEnemies = S( 6, 0);
constexpr Score CorneredBishop = S( 50, 50);
constexpr Score Hanging = S( 52, 30);
constexpr Score HinderPassedPawn = S( 4, 0);
+ constexpr Score KingProtector = S( 6, 6);
constexpr Score KnightOnQueen = S( 21, 11);
constexpr Score LongDiagonalBishop = S( 22, 0);
constexpr Score MinorBehindPawn = S( 16, 0);
score += MinorBehindPawn;
// Penalty if the piece is far from the king
- score -= KingProtector[Pt == BISHOP] * distance(s, pos.square<KING>(Us));
+ score -= KingProtector * distance(s, pos.square<KING>(Us));
if (Pt == BISHOP)
{
score += Hanging * popcount(weak & ~attackedBy[Them][ALL_PIECES]);
- // Bonus for overload (non-pawn enemies attacked and defended exactly once)
+ // Bonus for overload (non-pawn enemies attacked once or more and defended exactly once)
b = nonPawnEnemies
- & attackedBy[Us][ALL_PIECES] & ~attackedBy2[Us]
+ & attackedBy[Us][ALL_PIECES]
& attackedBy[Them][ALL_PIECES] & ~attackedBy2[Them];
score += Overload * popcount(b);
}