template<Color Us>
int imbalance(const int pieceCount[][PIECE_TYPE_NB]) {
- constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
+ constexpr Color Them = ~Us;
int bonus = 0;
Value npm_w = pos.non_pawn_material(WHITE);
Value npm_b = pos.non_pawn_material(BLACK);
- Value npm = clamp(npm_w + npm_b, EndgameLimit, MidgameLimit);
+ Value npm = Utility::clamp(npm_w + npm_b, EndgameLimit, MidgameLimit);
// Map total non-pawn material into [PHASE_ENDGAME, PHASE_MIDGAME]
e->gamePhase = Phase(((npm - EndgameLimit) * PHASE_MIDGAME) / (MidgameLimit - EndgameLimit));