{ S(20, 28), S(29, 31), S(33, 31), S(33, 31),
S(33, 31), S(33, 31), S(29, 31), S(20, 28) } };
- // Connected pawn bonus by opposed, phalanx flags and rank
- Score Connected[2][2][RANK_NB];
+ // Connected pawn bonus by opposed, phalanx, twice supported and rank
+ Score Connected[2][2][2][RANK_NB];
// Levers bonus by rank
const Score Lever[RANK_NB] = {
if (backward)
score -= Backward[opposed][f];
- if (connected) {
- score += Connected[opposed][phalanx][relative_rank(Us, s)];
- if (more_than_one(supported)) {
- //apex bonus: pawn on s is supported twice
- score += Connected[opposed][phalanx][relative_rank(Us, s)] / 2;
- }
- }
+ if (connected)
+ score += Connected[opposed][phalanx][more_than_one(supported)][relative_rank(Us, s)];
if (lever)
score += Lever[relative_rank(Us, s)];
for (int opposed = 0; opposed <= 1; ++opposed)
for (int phalanx = 0; phalanx <= 1; ++phalanx)
- for (Rank r = RANK_2; r < RANK_8; ++r)
- {
- int bonus = Seed[r] + (phalanx ? (Seed[r + 1] - Seed[r]) / 2 : 0);
- bonus >>= opposed;
- Connected[opposed][phalanx][r] = make_score( 3 * bonus / 2, bonus);
- }
+ for (int apex = 0; apex <= 1; ++apex)
+ for (Rank r = RANK_2; r < RANK_8; ++r)
+ {
+ int v = (Seed[r] + (phalanx ? (Seed[r + 1] - Seed[r]) / 2 : 0)) >> opposed;
+ v += (apex ? v / 2 : 0);
+ Connected[opposed][phalanx][apex][r] = make_score(3 * v / 2, v);
+ }
}