S(0, 0), S(0, 24), S(38, 71), S(38, 61), S(0, 38), S(36, 38)
};
- // ThreatByKing[on one/on many] contains bonuses for king attacks on
- // pawns or pieces which are not pawn-defended.
- constexpr Score ThreatByKing[] = { S(30, 62), S(-9, 160) };
-
// PassedRank[Rank] contains a bonus according to the rank of a passed pawn
constexpr Score PassedRank[RANK_NB] = {
S(0, 0), S(4, 17), S(7, 20), S(14, 36), S(42, 62), S(165, 171), S(279, 252)
// 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);
constexpr Score PawnlessFlank = S( 20, 80);
constexpr Score RookOnPawn = S( 8, 24);
constexpr Score SliderOnQueen = S( 42, 21);
+ constexpr Score ThreatByKing = S( 31, 75);
constexpr Score ThreatByPawnPush = S( 49, 30);
constexpr Score ThreatByRank = S( 16, 3);
constexpr Score ThreatBySafePawn = S(165,133);
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
score += ThreatByRank * (int)relative_rank(Them, s);
}
- b = weak & attackedBy[Us][KING];
- if (b)
- score += ThreatByKing[more_than_one(b)];
+ // Bonus for king attacks on pawns or pieces which are not pawn-defended
+ if (weak & attackedBy[Us][KING])
+ score += ThreatByKing;
score += Hanging * popcount(weak & ~attackedBy[Them][ALL_PIECES]);