S(-20,-12), S( 1, -8), S( 2, 10), S( 9, 10)
};
- // KingProtector[PieceType-2] * "distance to own king" determines a bonus for each piece.
- const Score KingProtector[] = {S(-3, -5), S(-4, -3), S(-3, 0), S(-1, 1) };
+ // KingProtector[PieceType-2] contains a bonus according to distance from king
+ const Score KingProtector[] = { S(-3, -5), S(-4, -3), S(-3, 0), S(-1, 1) };
// Assorted bonuses and penalties used by evaluation
const Score MinorBehindPawn = S( 16, 0);
int mob = popcount(b & ei.mobilityArea[Us]);
- mobility[Us] += MobilityBonus[Pt-2][mob];
+ mobility[Us] += MobilityBonus[Pt - 2][mob];
- score += KingProtector[Pt-2] * distance(s, pos.square<KING>(Us));
+ // Bonus for this piece as a king protector
+ score += KingProtector[Pt - 2] * distance(s, pos.square<KING>(Us));
if (Pt == BISHOP || Pt == KNIGHT)
{