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)
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);
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]);