/// Entry::shelter_storm() calculates shelter and storm penalties for the file
            /// the king is on, as well as the two adjacent files.
            public Value shelter_storm(Position pos, Square ksq, Color Us)
            {
                Color Them = (Us == ColorS.WHITE ? ColorS.BLACK : ColorS.WHITE);

                Value    safety = Pawns.MaxSafetyBonus;
                Bitboard b = pos.pieces_piecetype(PieceTypeS.PAWN) & (BitBoard.in_front_bb(Us, Types.rank_of(ksq)) | BitBoard.rank_bb_square(ksq));
                Bitboard ourPawns = b & pos.pieces_color(Us);
                Bitboard theirPawns = b & pos.pieces_color(Them);
                Rank     rkUs, rkThem;
                File     kf = Math.Max(FileS.FILE_B, Math.Min(FileS.FILE_G, Types.file_of(ksq)));

                for (File f = kf - 1; f <= kf + 1; ++f)
                {
                    b    = ourPawns & BitBoard.file_bb_file(f);
                    rkUs = b != 0 ? Types.relative_rank_square(Us, BitBoard.backmost_sq(Us, b)) : RankS.RANK_1;

                    b      = theirPawns & BitBoard.file_bb_file(f);
                    rkThem = b != 0 ? Types.relative_rank_square(Us, BitBoard.frontmost_sq(Them, b)) : RankS.RANK_1;

                    if ((MiddleEdges & BitBoard.SquareBB[Types.make_square(f, rkThem)]) != 0 &&
                        Types.file_of(ksq) == f &&
                        Types.relative_rank_square(Us, ksq) == rkThem - 1)
                    {
                        safety += 200;
                    }
                    else
                    {
                        safety -= ShelterWeakness[rkUs]
                                  + StormDanger[rkUs == RankS.RANK_1 ? 0 : rkThem == rkUs + 1 ? 2 : 1][rkThem];
                    }
                }

                return(safety);
            }
        // polyglot_key() returns the PolyGlot hash key of the given position
        public static Key polyglot_key(Position pos)
        {
            Key      key = 0;
            Bitboard b   = pos.pieces();

            while (b != 0)
            {
                Square s  = BitBoard.pop_lsb(ref b);
                Piece  pc = pos.piece_on(s);
                // PolyGlot pieces are: BP = 0, WP = 1, BN = 2, ... BK = 10, WK = 11
                int pieceOfs = 2 * (Types.type_of_piece(pc) - 1) + ((Types.color_of(pc) == ColorS.WHITE) ? 1 : 0);
                key ^= PG[psq + (64 * pieceOfs + s)];
            }

            b = (ulong)pos.can_castle_castleright(CastlingRightS.ANY_CASTLING);

            while (b != 0)
            {
                key ^= PG[castle + BitBoard.pop_lsb(ref b)];
            }

            if (pos.ep_square() != SquareS.SQ_NONE)
            {
                key ^= PG[enpassant + Types.file_of(pos.ep_square())];
            }

            if (pos.side_to_move() == ColorS.WHITE)
            {
                key ^= PG[turn + 0];
            }

            return(key);
        }
        public static bool probe_kpk(Square wksq, Square wpsq, Square bksq, Color us)
        {
            Debug.Assert(Types.file_of(wpsq) <= FileS.FILE_D);

            uint idx = index(us, bksq, wksq, wpsq);

            return((KPKBitbase[idx / 32] & (1U << (int)(idx & 0x1F))) != 0);
        }
        /// KBP vs KB. There are two rules: if the defending king is somewhere along the
        /// path of the pawn, and the square of the king is not of the same color as the
        /// stronger side's bishop, it's a draw. If the two bishops have opposite color,
        /// it's almost always a draw.
        public ScaleFactor KBPKB(Position pos)
        {
            Debug.Assert(verify_material(pos, strongSide, ValueS.BishopValueMg, 1));
            Debug.Assert(verify_material(pos, weakSide, ValueS.BishopValueMg, 0));

            Square pawnSq           = pos.list(strongSide, PieceTypeS.PAWN)[0];
            Square strongerBishopSq = pos.list(strongSide, PieceTypeS.BISHOP)[0];
            Square weakerBishopSq   = pos.list(weakSide, PieceTypeS.BISHOP)[0];
            Square weakerKingSq     = pos.king_square(weakSide);

            // Case 1: Defending king blocks the pawn, and cannot be driven away
            if (Types.file_of(weakerKingSq) == Types.file_of(pawnSq) &&
                Types.relative_rank_square(strongSide, pawnSq) < Types.relative_rank_square(strongSide, weakerKingSq) &&
                (Types.opposite_colors(weakerKingSq, strongerBishopSq) ||
                 Types.relative_rank_square(strongSide, weakerKingSq) <= RankS.RANK_6))
            {
                return(ScaleFactorS.SCALE_FACTOR_DRAW);
            }

            // Case 2: Opposite colored bishops
            if (Types.opposite_colors(strongerBishopSq, weakerBishopSq))
            {
                // We assume that the position is drawn in the following three situations:
                //
                //   a. The pawn is on rank 5 or further back.
                //   b. The defending king is somewhere in the pawn's path.
                //   c. The defending bishop attacks some square along the pawn's path,
                //      and is at least three squares away from the pawn.
                //
                // These rules are probably not perfect, but in practice they work
                // reasonably well.

                if (Types.relative_rank_square(strongSide, pawnSq) <= RankS.RANK_5)
                {
                    return(ScaleFactorS.SCALE_FACTOR_DRAW);
                }
                else
                {
                    Bitboard path = BitBoard.forward_bb(strongSide, pawnSq);

                    if ((path & pos.pieces_color_piecetype(weakSide, PieceTypeS.KING)) != 0)
                    {
                        return(ScaleFactorS.SCALE_FACTOR_DRAW);
                    }

                    if (((pos.attacks_from_square_piecetype(weakerBishopSq, PieceTypeS.BISHOP) & path) != 0) &&
                        BitBoard.square_distance(weakerBishopSq, pawnSq) >= 3)
                    {
                        return(ScaleFactorS.SCALE_FACTOR_DRAW);
                    }
                }
            }

            return(ScaleFactorS.SCALE_FACTOR_NONE);
        }
        // Map the square as if strongSide is white and strongSide's only pawn
        // is on the left half of the board.
        public Square normalize(Position pos, Color strongSide, Square sq)
        {
            Debug.Assert(pos.count(strongSide, PieceTypeS.PAWN) == 1);

            if (Types.file_of(pos.list(strongSide, PieceTypeS.PAWN)[0]) >= FileS.FILE_E)
            {
                sq = (Square)(sq ^ 7); // Mirror SQ_H1 -> SQ_A1
            }
            if (strongSide == ColorS.BLACK)
            {
                sq = Types.notSquare(sq);
            }

            return(sq);
        }
        /// KR vs KP. This is a somewhat tricky endgame to evaluate precisely without
        /// a bitbase. The function below returns drawish scores when the pawn is
        /// far advanced with support of the king, while the attacking king is far
        /// away.
        public Value KRKP(Position pos)
        {
            Debug.Assert(verify_material(pos, strongSide, ValueS.RookValueMg, 0));
            Debug.Assert(verify_material(pos, weakSide, ValueS.VALUE_ZERO, 1));

            Square wksq = Types.relative_square(strongSide, pos.king_square(strongSide));
            Square bksq = Types.relative_square(strongSide, pos.king_square(weakSide));
            Square rsq  = Types.relative_square(strongSide, pos.list(strongSide, PieceTypeS.ROOK)[0]);
            Square psq  = Types.relative_square(strongSide, pos.list(weakSide, PieceTypeS.PAWN)[0]);

            Square queeningSq = Types.make_square(Types.file_of(psq), RankS.RANK_1);
            Value  result;

            // If the stronger side's king is in front of the pawn, it's a win
            if (wksq < psq && Types.file_of(wksq) == Types.file_of(psq))
            {
                result = ValueS.RookValueEg - (BitBoard.square_distance(wksq, psq));
            }

            // If the weaker side's king is too far from the pawn and the rook,
            // it's a win
            else if (BitBoard.square_distance(bksq, psq) >= 3 + ((pos.side_to_move() == weakSide)?1:0) &&
                     BitBoard.square_distance(bksq, rsq) >= 3)
            {
                result = ValueS.RookValueEg - (BitBoard.square_distance(wksq, psq));
            }

            // If the pawn is far advanced and supported by the defending king,
            // the position is drawish
            else if (Types.rank_of(bksq) <= RankS.RANK_3 &&
                     BitBoard.square_distance(bksq, psq) == 1 &&
                     Types.rank_of(wksq) >= RankS.RANK_4 &&
                     BitBoard.square_distance(wksq, psq) > 2 + ((pos.side_to_move() == strongSide)?1:0))
            {
                result = 80 - 8 * BitBoard.square_distance(wksq, psq);
            }
            else
            {
                result = (Value)(200) - 8 * (BitBoard.square_distance(wksq, psq + SquareS.DELTA_S)
                                             - BitBoard.square_distance(bksq, psq + SquareS.DELTA_S)
                                             - BitBoard.square_distance(psq, queeningSq));
            }

            return(strongSide == pos.side_to_move() ? result : -result);
        }
        /// KBP vs KN. There is a single rule: If the defending king is somewhere along
        /// the path of the pawn, and the square of the king is not of the same color as
        /// the stronger side's bishop, it's a draw.
        public ScaleFactor KBPKN(Position pos)
        {
            Debug.Assert(verify_material(pos, strongSide, ValueS.BishopValueMg, 1));
            Debug.Assert(verify_material(pos, weakSide, ValueS.KnightValueMg, 0));

            Square pawnSq           = pos.list(strongSide, PieceTypeS.PAWN)[0];
            Square strongerBishopSq = pos.list(strongSide, PieceTypeS.BISHOP)[0];
            Square weakerKingSq     = pos.king_square(weakSide);

            if (Types.file_of(weakerKingSq) == Types.file_of(pawnSq) &&
                Types.relative_rank_square(strongSide, pawnSq) < Types.relative_rank_square(strongSide, weakerKingSq) &&
                (Types.opposite_colors(weakerKingSq, strongerBishopSq) ||
                 Types.relative_rank_square(strongSide, weakerKingSq) <= RankS.RANK_6))
            {
                return(ScaleFactorS.SCALE_FACTOR_DRAW);
            }

            return(ScaleFactorS.SCALE_FACTOR_NONE);
        }
        /// KP vs KP. This is done by removing the weakest side's pawn and probing the
        /// KP vs K bitbase: If the weakest side has a draw without the pawn, it probably
        /// has at least a draw with the pawn as well. The exception is when the stronger
        /// side's pawn is far advanced and not on a rook file; in this case it is often
        /// possible to win (e.g. 8/4k3/3p4/3P4/6K1/8/8/8 w - - 0 1).
        public ScaleFactor KPKP(Position pos)
        {
            Debug.Assert(verify_material(pos, strongSide, ValueS.VALUE_ZERO, 1));
            Debug.Assert(verify_material(pos, weakSide, ValueS.VALUE_ZERO, 1));

            // Assume strongSide is white and the pawn is on files A-D
            Square wksq = normalize(pos, strongSide, pos.king_square(strongSide));
            Square bksq = normalize(pos, strongSide, pos.king_square(weakSide));
            Square psq  = normalize(pos, strongSide, pos.list(strongSide, PieceTypeS.PAWN)[0]);

            Color us = strongSide == pos.side_to_move() ? ColorS.WHITE : ColorS.BLACK;

            // If the pawn has advanced to the fifth rank or further, and is not a
            // rook pawn, it's too dangerous to assume that it's at least a draw.
            if (Types.rank_of(psq) >= RankS.RANK_5 && Types.file_of(psq) != FileS.FILE_A)
            {
                return(ScaleFactorS.SCALE_FACTOR_NONE);
            }

            // Probe the KPK bitbase with the weakest side's pawn removed. If it's a draw,
            // it's probably at least a draw even with the pawn.
            return(Bitbases.probe_kpk(wksq, psq, bksq, us) ? ScaleFactorS.SCALE_FACTOR_NONE : ScaleFactorS.SCALE_FACTOR_DRAW);
        }
        /// Bitboards::init() initializes various bitboard tables. It is called at
        /// startup and relies on global objects to be already zero-initialized.
        public static void init()
        {
            for (Square s = SquareS.SQ_A1; s <= SquareS.SQ_H8; ++s)
            {
                BSFTable[bsf_index(SquareBB[s] = 1UL << s)] = s;
            }

            for (Bitboard b = 1; b < 256; ++b)
            {
                MS1BTable[b] = more_than_one(b) ? MS1BTable[b - 1] : lsb(b);
            }

            for (File f = FileS.FILE_A; f <= FileS.FILE_H; ++f)
            {
                FileBB[f] = f > FileS.FILE_A ? FileBB[f - 1] << 1 : FileABB;
            }

            for (Rank r = RankS.RANK_1; r <= RankS.RANK_8; ++r)
            {
                RankBB[r] = r > RankS.RANK_1 ? RankBB[r - 1] << 8 : Rank1BB;
            }

            for (File f = FileS.FILE_A; f <= FileS.FILE_H; ++f)
            {
                AdjacentFilesBB[f] = (f > FileS.FILE_A ? FileBB[f - 1] : 0) | (f < FileS.FILE_H ? FileBB[f + 1] : 0);
            }

            for (int c = ColorS.WHITE; c <= ColorS.BLACK; c++)
            {
                InFrontBB[c] = new Bitboard[RankS.RANK_NB];
            }

            for (Rank r = RankS.RANK_1; r < RankS.RANK_8; ++r)
            {
                InFrontBB[ColorS.WHITE][r] = ~(InFrontBB[ColorS.BLACK][r + 1] = InFrontBB[ColorS.BLACK][r] | RankBB[r]);
            }

            for (int c = ColorS.WHITE; c <= ColorS.BLACK; c++)
            {
                ForwardBB[c]      = new Bitboard[SquareS.SQUARE_NB];
                PawnAttackSpan[c] = new Bitboard[SquareS.SQUARE_NB];
                PassedPawnMask[c] = new Bitboard[SquareS.SQUARE_NB];
            }

            for (Color c = ColorS.WHITE; c <= ColorS.BLACK; ++c)
            {
                for (Square s = SquareS.SQ_A1; s <= SquareS.SQ_H8; ++s)
                {
                    ForwardBB[c][s]      = InFrontBB[c][Types.rank_of(s)] & FileBB[Types.file_of(s)];
                    PawnAttackSpan[c][s] = InFrontBB[c][Types.rank_of(s)] & AdjacentFilesBB[Types.file_of(s)];
                    PassedPawnMask[c][s] = ForwardBB[c][s] | PawnAttackSpan[c][s];
                }
            }

            for (Square c = 0; c < SquareS.SQUARE_NB; c++)
            {
                SquareDistance[c]  = new int[SquareS.SQUARE_NB];
                DistanceRingsBB[c] = new Bitboard[8];
            }

            for (Square s1 = SquareS.SQ_A1; s1 <= SquareS.SQ_H8; ++s1)
            {
                for (Square s2 = SquareS.SQ_A1; s2 <= SquareS.SQ_H8; ++s2)
                {
                    if (s1 != s2)
                    {
                        SquareDistance[s1][s2] = Math.Max(file_distance(s1, s2), rank_distance(s1, s2));
                        DistanceRingsBB[s1][SquareDistance[s1][s2] - 1] |= SquareBB[s2];
                    }
                }
            }

            int[][] steps = new int[7][];
            steps[0] = new int[] { 0, 0, 0, 0, 0, 0, 0, 0, 0 };
            steps[1] = new int[] { 7, 9, 0, 0, 0, 0, 0, 0, 0 };
            steps[2] = new int[] { 17, 15, 10, 6, -6, -10, -15, -17, 0 };
            steps[3] = new int[] { 0, 0, 0, 0, 0, 0, 0, 0, 0 };
            steps[4] = new int[] { 0, 0, 0, 0, 0, 0, 0, 0, 0 };
            steps[5] = new int[] { 0, 0, 0, 0, 0, 0, 0, 0, 0 };
            steps[6] = new int[] { 9, 7, -7, -9, 8, 1, -1, -8, 0 };

            for (Piece p = PieceS.NO_PIECE; p < PieceS.PIECE_NB; p++)
            {
                StepAttacksBB[p] = new Bitboard[SquareS.SQUARE_NB];
            }

            for (Color c = ColorS.WHITE; c <= ColorS.BLACK; ++c)
            {
                for (PieceType pt = PieceTypeS.PAWN; pt <= PieceTypeS.KING; ++pt)
                {
                    for (Square s = SquareS.SQ_A1; s <= SquareS.SQ_H8; ++s)
                    {
                        for (int i = 0; steps[pt][i] != 0; ++i)
                        {
                            Square to = s + (Square)(c == ColorS.WHITE ? steps[pt][i] : -steps[pt][i]);

                            if (Types.is_ok_square(to) && BitBoard.square_distance(s, to) < 3)
                            {
                                StepAttacksBB[Types.make_piece(c, pt)][s] |= SquareBB[to];
                            }
                        }
                    }
                }
            }


            Square[] RDeltas = new Square[] { SquareS.DELTA_N, SquareS.DELTA_E, SquareS.DELTA_S, SquareS.DELTA_W };
            Square[] BDeltas = new Square[] { SquareS.DELTA_NE, SquareS.DELTA_SE, SquareS.DELTA_SW, SquareS.DELTA_NW };

            init_magics(PieceTypeS.ROOK, RAttacks, RMagics, RMasks, RShifts, RDeltas, magic_index);
            init_magics(PieceTypeS.BISHOP, BAttacks, BMagics, BMasks, BShifts, BDeltas, magic_index);

            for (PieceType pt = PieceTypeS.NO_PIECE_TYPE; pt < PieceTypeS.PIECE_TYPE_NB; pt++)
            {
                PseudoAttacks[pt] = new Bitboard[SquareS.SQUARE_NB];
            }

            for (Square s = SquareS.SQ_A1; s <= SquareS.SQ_H8; s++)
            {
                BetweenBB[s] = new Bitboard[SquareS.SQUARE_NB];
                LineBB[s]    = new Bitboard[SquareS.SQUARE_NB];
            }

            for (Square s1 = SquareS.SQ_A1; s1 <= SquareS.SQ_H8; ++s1)
            {
                PseudoAttacks[PieceTypeS.QUEEN][s1]  = PseudoAttacks[PieceTypeS.BISHOP][s1] = attacks_bb_SBBPT(s1, 0, PieceTypeS.BISHOP);
                PseudoAttacks[PieceTypeS.QUEEN][s1] |= PseudoAttacks[PieceTypeS.ROOK][s1] = attacks_bb_SBBPT(s1, 0, PieceTypeS.ROOK);

                for (Square s2 = SquareS.SQ_A1; s2 <= SquareS.SQ_H8; ++s2)
                {
                    Piece pc = (PseudoAttacks[PieceTypeS.BISHOP][s1] & SquareBB[s2]) != 0 ? PieceS.W_BISHOP :
                               (PseudoAttacks[PieceTypeS.ROOK][s1] & SquareBB[s2]) != 0 ? PieceS.W_ROOK : PieceS.NO_PIECE;

                    if (pc == PieceS.NO_PIECE)
                    {
                        continue;
                    }

                    LineBB[s1][s2]    = (attacks_bb_PSBB(pc, s1, 0) & attacks_bb_PSBB(pc, s2, 0)) | SquareBB[s1] | SquareBB[s2];
                    BetweenBB[s1][s2] = attacks_bb_PSBB(pc, s1, SquareBB[s2]) & attacks_bb_PSBB(pc, s2, SquareBB[s1]);
                }
            }
        }
 public static Bitboard file_bb_square(Square s)
 {
     return(FileBB[Types.file_of(s)]);
 }
 public static int file_distance(Square s1, Square s2)
 {
     return(Math.Abs(Types.file_of(s1) - Types.file_of(s2)));
 }
 // A KPK bitbase index is an integer in [0, IndexMax] range
 //
 // Information is mapped in a way that minimizes the number of iterations:
 //
 // bit  0- 5: white king square (from SQ_A1 to SQ_H8)
 // bit  6-11: black king square (from SQ_A1 to SQ_H8)
 // bit    12: side to move (WHITE or BLACK)
 // bit 13-14: white pawn file (from FILE_A to FILE_D)
 // bit 15-17: white pawn RANK_7 - rank (from RANK_7 - RANK_7 to RANK_7 - RANK_2)
 public static uint index(Color us, Square bksq, Square wksq, Square psq)
 {
     return((uint)(wksq + (bksq << 6) + (us << 12) + (Types.file_of(psq) << 13) + ((RankS.RANK_7 - Types.rank_of(psq)) << 15)));
 }
        /// KRP vs KR. This function knows a handful of the most important classes of
        /// drawn positions, but is far from perfect. It would probably be a good idea
        /// to add more knowledge in the future.
        ///
        /// It would also be nice to rewrite the actual code for this function,
        /// which is mostly copied from Glaurung 1.x, and isn't very pretty.
        public ScaleFactor KRPKR(Position pos)
        {
            Debug.Assert(verify_material(pos, strongSide, ValueS.RookValueMg, 1));
            Debug.Assert(verify_material(pos, weakSide, ValueS.RookValueMg, 0));

            // Assume strongSide is white and the pawn is on files A-D
            Square wksq = normalize(pos, strongSide, pos.king_square(strongSide));
            Square bksq = normalize(pos, strongSide, pos.king_square(weakSide));
            Square wrsq = normalize(pos, strongSide, pos.list(strongSide, PieceTypeS.ROOK)[0]);
            Square wpsq = normalize(pos, strongSide, pos.list(strongSide, PieceTypeS.PAWN)[0]);
            Square brsq = normalize(pos, strongSide, pos.list(weakSide, PieceTypeS.ROOK)[0]);

            File   f          = Types.file_of(wpsq);
            Rank   r          = Types.rank_of(wpsq);
            Square queeningSq = Types.make_square(f, RankS.RANK_8);
            int    tempo      = (pos.side_to_move() == strongSide ? 1 : 0);

            // If the pawn is not too far advanced and the defending king defends the
            // queening square, use the third-rank defence.
            if (r <= RankS.RANK_5 &&
                BitBoard.square_distance(bksq, queeningSq) <= 1 &&
                wksq <= SquareS.SQ_H5 &&
                (Types.rank_of(brsq) == RankS.RANK_6 || (r <= RankS.RANK_3 && Types.rank_of(wrsq) != RankS.RANK_6)))
            {
                return(ScaleFactorS.SCALE_FACTOR_DRAW);
            }

            // The defending side saves a draw by checking from behind in case the pawn
            // has advanced to the 6th rank with the king behind.
            if (r == RankS.RANK_6 &&
                BitBoard.square_distance(bksq, queeningSq) <= 1 &&
                Types.rank_of(wksq) + tempo <= RankS.RANK_6 &&
                (Types.rank_of(brsq) == RankS.RANK_1 || (0 == tempo && Math.Abs(Types.file_of(brsq) - f) >= 3)))
            {
                return(ScaleFactorS.SCALE_FACTOR_DRAW);
            }

            if (r >= RankS.RANK_6 &&
                bksq == queeningSq &&
                Types.rank_of(brsq) == RankS.RANK_1 &&
                (0 == tempo || BitBoard.square_distance(wksq, wpsq) >= 2))
            {
                return(ScaleFactorS.SCALE_FACTOR_DRAW);
            }

            // White pawn on a7 and rook on a8 is a draw if black's king is on g7 or h7
            // and the black rook is behind the pawn.
            if (wpsq == SquareS.SQ_A7 &&
                wrsq == SquareS.SQ_A8 &&
                (bksq == SquareS.SQ_H7 || bksq == SquareS.SQ_G7) &&
                Types.file_of(brsq) == FileS.FILE_A &&
                (Types.rank_of(brsq) <= RankS.RANK_3 || Types.file_of(wksq) >= FileS.FILE_D || Types.rank_of(wksq) <= RankS.RANK_5))
            {
                return(ScaleFactorS.SCALE_FACTOR_DRAW);
            }

            // If the defending king blocks the pawn and the attacking king is too far
            // away, it's a draw.
            if (r <= RankS.RANK_5 &&
                bksq == wpsq + SquareS.DELTA_N &&
                BitBoard.square_distance(wksq, wpsq) - tempo >= 2 &&
                BitBoard.square_distance(wksq, brsq) - tempo >= 2)
            {
                return(ScaleFactorS.SCALE_FACTOR_DRAW);
            }

            // Pawn on the 7th rank supported by the rook from behind usually wins if the
            // attacking king is closer to the queening square than the defending king,
            // and the defending king cannot gain tempi by threatening the attacking rook.
            if (r == RankS.RANK_7 &&
                f != FileS.FILE_A &&
                Types.file_of(wrsq) == f &&
                wrsq != queeningSq &&
                (BitBoard.square_distance(wksq, queeningSq) < BitBoard.square_distance(bksq, queeningSq) - 2 + tempo) &&
                (BitBoard.square_distance(wksq, queeningSq) < BitBoard.square_distance(bksq, wrsq) + tempo))
            {
                return((ScaleFactor)(ScaleFactorS.SCALE_FACTOR_MAX - 2 * BitBoard.square_distance(wksq, queeningSq)));
            }

            // Similar to the above, but with the pawn further back
            if (f != FileS.FILE_A &&
                Types.file_of(wrsq) == f &&
                wrsq < wpsq &&
                (BitBoard.square_distance(wksq, queeningSq) < BitBoard.square_distance(bksq, queeningSq) - 2 + tempo) &&
                (BitBoard.square_distance(wksq, wpsq + SquareS.DELTA_N) < BitBoard.square_distance(bksq, wpsq + SquareS.DELTA_N) - 2 + tempo) &&
                (BitBoard.square_distance(bksq, wrsq) + tempo >= 3 ||
                 (BitBoard.square_distance(wksq, queeningSq) < BitBoard.square_distance(bksq, wrsq) + tempo &&
                  (BitBoard.square_distance(wksq, wpsq + SquareS.DELTA_N) < BitBoard.square_distance(bksq, wrsq) + tempo))))
            {
                return((ScaleFactor)(ScaleFactorS.SCALE_FACTOR_MAX
                                     - 8 * BitBoard.square_distance(wpsq, queeningSq)
                                     - 2 * BitBoard.square_distance(wksq, queeningSq)));
            }

            // If the pawn is not far advanced, and the defending king is somewhere in
            // the pawn's path, it's probably a draw.
            if (r <= RankS.RANK_4 && bksq > wpsq)
            {
                if (Types.file_of(bksq) == Types.file_of(wpsq))
                {
                    return(10);
                }
                if (Math.Abs(Types.file_of(bksq) - Types.file_of(wpsq)) == 1 &&
                    BitBoard.square_distance(wksq, bksq) > 2)
                {
                    return(24 - 2 * BitBoard.square_distance(wksq, bksq));
                }
            }
            return(ScaleFactorS.SCALE_FACTOR_NONE);
        }
        /// KB and one or more pawns vs K. It checks for draws with rook pawns and
        /// a bishop of the wrong color. If such a draw is detected, SCALE_FACTOR_DRAW
        /// is returned. If not, the return value is SCALE_FACTOR_NONE, i.e. no scaling
        /// will be used.
        public ScaleFactor KBPsK(Position pos)
        {
            Debug.Assert(pos.non_pawn_material(strongSide) == ValueS.BishopValueMg);
            Debug.Assert(pos.count(strongSide, PieceTypeS.PAWN) >= 1);

            // No assertions about the material of weakSide, because we want draws to
            // be detected even when the weaker side has some pawns.

            Bitboard pawns    = pos.pieces_color_piecetype(strongSide, PieceTypeS.PAWN);
            File     pawnFile = Types.file_of(pos.list(strongSide, PieceTypeS.PAWN)[0]);

            // All pawns are on a single rook file ?
            if ((pawnFile == FileS.FILE_A || pawnFile == FileS.FILE_H) &&
                0 == (pawns & ~BitBoard.file_bb_file(pawnFile)))
            {
                Square bishopSq   = pos.list(strongSide, PieceTypeS.BISHOP)[0];
                Square queeningSq = Types.relative_square(strongSide, Types.make_square(pawnFile, RankS.RANK_8));
                Square kingSq     = pos.king_square(weakSide);

                if (Types.opposite_colors(queeningSq, bishopSq) &&
                    BitBoard.square_distance(queeningSq, kingSq) <= 1)
                {
                    return(ScaleFactorS.SCALE_FACTOR_DRAW);
                }
            }

            // If all the pawns are on the same B or G file, then it's potentially a draw
            if ((pawnFile == FileS.FILE_B || pawnFile == FileS.FILE_G) &&
                0 == (pos.pieces_piecetype(PieceTypeS.PAWN) & ~BitBoard.file_bb_file(pawnFile)) &&
                pos.non_pawn_material(weakSide) == 0 &&
                pos.count(weakSide, PieceTypeS.PAWN) >= 1)
            {
                // Get weakSide pawn that is closest to the home rank
                Square weakPawnSq = BitBoard.backmost_sq(weakSide, pos.pieces_color_piecetype(weakSide, PieceTypeS.PAWN));

                Square strongKingSq = pos.king_square(strongSide);
                Square weakKingSq   = pos.king_square(weakSide);
                Square bishopSq     = pos.list(strongSide, PieceTypeS.BISHOP)[0];

                // There's potential for a draw if our pawn is blocked on the 7th rank,
                // the bishop cannot attack it or they only have one pawn left
                if (Types.relative_rank_square(strongSide, weakPawnSq) == RankS.RANK_7 &&
                    (pos.pieces_color_piecetype(strongSide, PieceTypeS.PAWN) & BitBoard.SquareBB[(weakPawnSq + Types.pawn_push(weakSide))]) != 0 &&
                    (Types.opposite_colors(bishopSq, weakPawnSq) || pos.count(strongSide, PieceTypeS.PAWN) == 1))
                {
                    int strongKingDist = BitBoard.square_distance(weakPawnSq, strongKingSq);
                    int weakKingDist   = BitBoard.square_distance(weakPawnSq, weakKingSq);

                    // It's a draw if the weak king is on its back two ranks, within 2
                    // squares of the blocking pawn and the strong king is not
                    // closer. (I think this rule only fails in practically
                    // unreachable positions such as 5k1K/6p1/6P1/8/8/3B4/8/8 w
                    // and positions where qsearch will immediately correct the
                    // problem such as 8/4k1p1/6P1/1K6/3B4/8/8/8 w)
                    if (Types.relative_rank_square(strongSide, weakKingSq) >= RankS.RANK_7 &&
                        weakKingDist <= 2 &&
                        weakKingDist <= strongKingDist)
                    {
                        return(ScaleFactorS.SCALE_FACTOR_DRAW);
                    }
                }
            }

            return(ScaleFactorS.SCALE_FACTOR_NONE);
        }
Exemple #15
0
        // evaluate_pieces() assigns bonuses and penalties to the pieces of a given color
        public static Score evaluate_pieces(Position pos, EvalInfo ei, Score[] mobility, Bitboard[] mobilityArea, PieceType Pt, Color Us, bool Trace)
        {
            if (Us == ColorS.WHITE && Pt == PieceTypeS.KING)
            {
                return(ScoreS.SCORE_ZERO);
            }

            Bitboard b;
            Square   s;
            Score    score = ScoreS.SCORE_ZERO;

            PieceType NextPt = (Us == ColorS.WHITE ? Pt : (Pt + 1));
            Color     Them   = (Us == ColorS.WHITE ? ColorS.BLACK : ColorS.WHITE);

            Square[] pl    = pos.list(Us, Pt);
            int      plPos = 0;

            ei.attackedBy[Us][Pt] = 0;

            while ((s = pl[plPos++]) != SquareS.SQ_NONE)
            {
                // Find attacked squares, including x-ray attacks for bishops and rooks
                b = Pt == PieceTypeS.BISHOP ? BitBoard.attacks_bb_SBBPT(s, pos.pieces() ^ pos.pieces_color_piecetype(Us, PieceTypeS.QUEEN), PieceTypeS.BISHOP)
                  : Pt == PieceTypeS.ROOK ? BitBoard.attacks_bb_SBBPT(s, pos.pieces() ^ pos.pieces_color_piecetype(Us, PieceTypeS.ROOK, PieceTypeS.QUEEN), PieceTypeS.ROOK)
                                    : pos.attacks_from_square_piecetype(s, Pt);

                if ((ei.pinnedPieces[Us] & BitBoard.SquareBB[s]) != 0)
                {
                    b &= BitBoard.LineBB[pos.king_square(Us)][s];
                }

                ei.attackedBy[Us][PieceTypeS.ALL_PIECES] |= ei.attackedBy[Us][Pt] |= b;

                if ((b & ei.kingRing[Them]) != 0)
                {
                    ei.kingAttackersCount[Us]++;
                    ei.kingAttackersWeight[Us] += KingAttackWeights[Pt];
                    Bitboard bb = (b & ei.attackedBy[Them][PieceTypeS.KING]);
                    if (bb != 0)
                    {
                        ei.kingAdjacentZoneAttacksCount[Us] += Bitcount.popcount_Max15(bb);
                    }
                }

                if (Pt == PieceTypeS.QUEEN)
                {
                    b &= ~(ei.attackedBy[Them][PieceTypeS.KNIGHT]
                           | ei.attackedBy[Them][PieceTypeS.BISHOP]
                           | ei.attackedBy[Them][PieceTypeS.ROOK]);
                }

                int mob = (Pt != PieceTypeS.QUEEN ? Bitcount.popcount_Max15(b & mobilityArea[Us])
                                                  : Bitcount.popcount(b & mobilityArea[Us]));

                mobility[Us] += MobilityBonus[Pt][mob];

                // Decrease score if we are attacked by an enemy pawn. The remaining part
                // of threat evaluation must be done later when we have full attack info.
                if ((ei.attackedBy[Them][PieceTypeS.PAWN] & BitBoard.SquareBB[s]) != 0)
                {
                    score -= ThreatenedByPawn[Pt];
                }

                if (Pt == PieceTypeS.BISHOP || Pt == PieceTypeS.KNIGHT)
                {
                    // Penalty for bishop with same coloured pawns
                    if (Pt == PieceTypeS.BISHOP)
                    {
                        score -= BishopPawns * ei.pi.pawns_on_same_color_squares(Us, s);
                    }

                    // Bishop and knight outposts squares
                    if (0 == (pos.pieces_color_piecetype(Them, PieceTypeS.PAWN) & BitBoard.pawn_attack_span(Us, s)))
                    {
                        score += evaluate_outposts(pos, ei, s, Pt, Us);
                    }

                    // Bishop or knight behind a pawn
                    if (Types.relative_rank_square(Us, s) < RankS.RANK_5 &&
                        (pos.pieces_piecetype(PieceTypeS.PAWN) & BitBoard.SquareBB[(s + Types.pawn_push(Us))]) != 0)
                    {
                        score += MinorBehindPawn;
                    }
                }

                if (Pt == PieceTypeS.ROOK)
                {
                    // Rook piece attacking enemy pawns on the same rank/file
                    if (Types.relative_rank_square(Us, s) >= RankS.RANK_5)
                    {
                        Bitboard pawns = pos.pieces_color_piecetype(Them, PieceTypeS.PAWN) & BitBoard.PseudoAttacks[PieceTypeS.ROOK][s];
                        if (pawns != 0)
                        {
                            score += Bitcount.popcount_Max15(pawns) * RookOnPawn;
                        }
                    }

                    // Give a bonus for a rook on a open or semi-open file
                    if (ei.pi.semiopen_file(Us, Types.file_of(s)) != 0)
                    {
                        score += ei.pi.semiopen_file(Them, Types.file_of(s)) != 0 ? RookOpenFile : RookSemiopenFile;
                    }

                    if (mob > 3 || ei.pi.semiopen_file(Us, Types.file_of(s)) != 0)
                    {
                        continue;
                    }

                    Square ksq = pos.king_square(Us);

                    // Penalize rooks which are trapped by a king. Penalize more if the
                    // king has lost its castling capability.
                    if (((Types.file_of(ksq) < FileS.FILE_E) == (Types.file_of(s) < Types.file_of(ksq))) &&
                        (Types.rank_of(ksq) == Types.rank_of(s) || Types.relative_rank_square(Us, ksq) == RankS.RANK_1) &&
                        0 == ei.pi.semiopen_side(Us, Types.file_of(ksq), Types.file_of(s) < Types.file_of(ksq)))
                    {
                        score -= (TrappedRook - Types.make_score(mob * 8, 0)) * (1 + (pos.can_castle_color(Us) == 0 ? 1 : 0));
                    }
                }

                // An important Chess960 pattern: A cornered bishop blocked by a friendly
                // pawn diagonally in front of it is a very serious problem, especially
                // when that pawn is also blocked.
                if (Pt == PieceTypeS.BISHOP &&
                    pos.is_chess960() != 0 &&
                    (s == Types.relative_square(Us, SquareS.SQ_A1) || s == Types.relative_square(Us, SquareS.SQ_H1)))
                {
                    Square d = Types.pawn_push(Us) + (Types.file_of(s) == FileS.FILE_A ? SquareS.DELTA_E : SquareS.DELTA_W);
                    if (pos.piece_on(s + d) == Types.make_piece(Us, PieceTypeS.PAWN))
                    {
                        score -= !pos.empty(s + d + Types.pawn_push(Us)) ? TrappedBishopA1H1 * 4
                            : pos.piece_on(s + d + d) == Types.make_piece(Us, PieceTypeS.PAWN) ? TrappedBishopA1H1 * 2
                                                                            : TrappedBishopA1H1;
                    }
                }
            }

            if (Trace)
            {
                Tracing.terms[Us][Pt] = score;
            }

            return(score - evaluate_pieces(pos, ei, mobility, mobilityArea, NextPt, Them, Trace));
        }
        public static Score evaluate(Position pos, Pawns.Entry e, Color Us)
        {
            Color  Them  = (Us == ColorS.WHITE ? ColorS.BLACK : ColorS.WHITE);
            Square Up    = (Us == ColorS.WHITE ? SquareS.DELTA_N : SquareS.DELTA_S);
            Square Right = (Us == ColorS.WHITE ? SquareS.DELTA_NE : SquareS.DELTA_SW);
            Square Left  = (Us == ColorS.WHITE ? SquareS.DELTA_NW : SquareS.DELTA_SE);

            Bitboard b, p, doubled;
            Square   s;
            File     f;
            Rank     r;
            bool     passed, isolated, opposed, connected, backward, candidate, unsupported;
            Score    value = ScoreS.SCORE_ZERO;

            Square[] pl    = pos.list(Us, PieceTypeS.PAWN);
            int      plPos = 0;

            Bitboard ourPawns   = pos.pieces_color_piecetype(Us, PieceTypeS.PAWN);
            Bitboard theirPawns = pos.pieces_color_piecetype(Them, PieceTypeS.PAWN);

            e.passedPawns[Us]   = e.candidatePawns[Us] = 0;
            e.kingSquares[Us]   = SquareS.SQ_NONE;
            e.semiopenFiles[Us] = 0xFF;
            e.pawnAttacks[Us]   = BitBoard.shift_bb(ourPawns, Right) | BitBoard.shift_bb(ourPawns, Left);
            e.pawnsOnSquares[Us][ColorS.BLACK] = Bitcount.popcount_Max15(ourPawns & BitBoard.DarkSquares);
            e.pawnsOnSquares[Us][ColorS.WHITE] = pos.count(Us, PieceTypeS.PAWN) - e.pawnsOnSquares[Us][ColorS.BLACK];

            // Loop through all pawns of the current color and score each pawn
            while ((s = pl[plPos++]) != SquareS.SQ_NONE)
            {
                Debug.Assert(pos.piece_on(s) == Types.make_piece(Us, PieceTypeS.PAWN));

                f = Types.file_of(s);


                // This file cannot be semi-open
                e.semiopenFiles[Us] &= ~(1 << f);

                // Previous rank
                p = BitBoard.rank_bb_square(s - Types.pawn_push(Us));

                // Our rank plus previous one
                b = BitBoard.rank_bb_square(s) | p;

                // Flag the pawn as passed, isolated, doubled,
                // unsupported or connected (but not the backward one).
                connected   = (ourPawns & BitBoard.adjacent_files_bb(f) & b) != 0;
                unsupported = (0 == (ourPawns & BitBoard.adjacent_files_bb(f) & p));
                isolated    = (0 == (ourPawns & BitBoard.adjacent_files_bb(f)));
                doubled     = ourPawns & BitBoard.forward_bb(Us, s);
                opposed     = (theirPawns & BitBoard.forward_bb(Us, s)) != 0;
                passed      = (0 == (theirPawns & BitBoard.passed_pawn_mask(Us, s)));

                // Test for backward pawn.
                // If the pawn is passed, isolated, or connected it cannot be
                // backward. If there are friendly pawns behind on adjacent files
                // or if it can capture an enemy pawn it cannot be backward either.
                if ((passed | isolated | connected) ||
                    (ourPawns & BitBoard.pawn_attack_span(Them, s)) != 0 ||
                    (pos.attacks_from_pawn(s, Us) & theirPawns) != 0)
                {
                    backward = false;
                }
                else
                {
                    // We now know that there are no friendly pawns beside or behind this
                    // pawn on adjacent files. We now check whether the pawn is
                    // backward by looking in the forward direction on the adjacent
                    // files, and picking the closest pawn there.
                    b = BitBoard.pawn_attack_span(Us, s) & (ourPawns | theirPawns);
                    b = BitBoard.pawn_attack_span(Us, s) & BitBoard.rank_bb_square(BitBoard.backmost_sq(Us, b));

                    // If we have an enemy pawn in the same or next rank, the pawn is
                    // backward because it cannot advance without being captured.
                    backward = ((b | BitBoard.shift_bb(b, Up)) & theirPawns) != 0;
                }

                Debug.Assert(opposed | passed | (BitBoard.pawn_attack_span(Us, s) & theirPawns) != 0);

                // A not-passed pawn is a candidate to become passed, if it is free to
                // advance and if the number of friendly pawns beside or behind this
                // pawn on adjacent files is higher than or equal to the number of
                // enemy pawns in the forward direction on the adjacent files.
                candidate = !(opposed | passed | backward | isolated) &&
                            (b = BitBoard.pawn_attack_span(Them, s + Types.pawn_push(Us)) & ourPawns) != 0 &&
                            Bitcount.popcount_Max15(b) >= Bitcount.popcount_Max15(BitBoard.pawn_attack_span(Us, s) & theirPawns);

                // Passed pawns will be properly scored in evaluation because we need
                // full attack info to evaluate passed pawns. Only the frontmost passed
                // pawn on each file is considered a true passed pawn.
                if (passed && 0 == doubled)
                {
                    e.passedPawns[Us] |= BitBoard.SquareBB[s];
                }

                // Score this pawn
                if (isolated)
                {
                    value -= Isolated[opposed ? 1 : 0][f];
                }

                if (unsupported && !isolated)
                {
                    value -= UnsupportedPawnPenalty;
                }

                if (doubled != 0)
                {
                    value -= Types.divScore(Doubled[f], BitBoard.rank_distance(s, BitBoard.lsb(doubled)));
                }

                if (backward)
                {
                    value -= Backward[opposed ? 1 : 0][f];
                }

                if (connected)
                {
                    value += Connected[f][Types.relative_rank_square(Us, s)];
                }

                if (candidate)
                {
                    value += CandidatePassed[Types.relative_rank_square(Us, s)];

                    if (0 == doubled)
                    {
                        e.candidatePawns[Us] |= BitBoard.SquareBB[s];
                    }
                }
            }

            // In endgame it's better to have pawns on both wings. So give a bonus according
            // to file distance between left and right outermost pawns.
            if (pos.count(Us, PieceTypeS.PAWN) > 1)
            {
                b      = (Bitboard)(e.semiopenFiles[Us] ^ 0xFF);
                value += PawnsFileSpan * (BitBoard.msb(b) - BitBoard.lsb(b));
            }

            return(value);
        }
Exemple #17
0
        /// move_to_san() takes a position and a legal Move as input and returns its
        /// short algebraic notation representation.
        public static string move_to_san(Position pos, Move m)
        {
            if (m == MoveS.MOVE_NONE)
            {
                return("(none)");
            }

            if (m == MoveS.MOVE_NULL)
            {
                return("(null)");
            }

            Debug.Assert((new MoveList(pos, GenTypeS.LEGAL).contains(m)));

            Bitboard  others, b;
            string    san  = "";
            Color     us   = pos.side_to_move();
            Square    from = Types.from_sq(m);
            Square    to   = Types.to_sq(m);
            Piece     pc   = pos.piece_on(from);
            PieceType pt   = Types.type_of_piece(pc);

            if (Types.type_of_move(m) == MoveTypeS.CASTLING)
            {
                san = to > from ? "O-O" : "O-O-O";
            }
            else
            {
                if (pt != PieceTypeS.PAWN)
                {
                    san = "" + PieceToChar[ColorS.WHITE][pt]; // Upper case

                    // A disambiguation occurs if we have more then one piece of type 'pt'
                    // that can reach 'to' with a legal move.
                    others = b = (pos.attacks_from_piece_square(pc, to) & pos.pieces_color_piecetype(us, pt)) ^ BitBoard.SquareBB[from];

                    while (b != 0)
                    {
                        Square s = BitBoard.pop_lsb(ref b);
                        if (!pos.legal(Types.make_move(s, to), pos.pinned_pieces(us)))
                        {
                            others ^= BitBoard.SquareBB[s];
                        }
                    }

                    if (0 == others)
                    { /* Disambiguation is not needed */
                    }

                    else if (0 == (others & BitBoard.file_bb_square(from)))
                    {
                        san += Types.file_to_char(Types.file_of(from));
                    }

                    else if (0 == (others & BitBoard.rank_bb_square(from)))
                    {
                        san += Types.rank_to_char(Types.rank_of(from));
                    }

                    else
                    {
                        san += Types.square_to_string(from);
                    }
                }
                else if (pos.capture(m))
                {
                    san = "" + Types.file_to_char(Types.file_of(from));
                }

                if (pos.capture(m))
                {
                    san += 'x';
                }

                san += Types.square_to_string(to);

                if (Types.type_of_move(m) == MoveTypeS.PROMOTION)
                {
                    san += "=" + PieceToChar[ColorS.WHITE][Types.promotion_type(m)];
                }
            }

            if (pos.gives_check(m, new CheckInfo(pos)))
            {
                StateInfo st = new StateInfo();
                pos.do_move(m, st);
                san += (new MoveList(pos, GenTypeS.LEGAL)).size() > 0 ? "+" : "#";
                pos.undo_move(m);
            }

            return(san);
        }
        /// KBPP vs KB. It detects a few basic draws with opposite-colored bishops
        public ScaleFactor KBPPKB(Position pos)
        {
            Debug.Assert(verify_material(pos, strongSide, ValueS.BishopValueMg, 2));
            Debug.Assert(verify_material(pos, weakSide, ValueS.BishopValueMg, 0));

            Square wbsq = pos.list(strongSide, PieceTypeS.BISHOP)[0];
            Square bbsq = pos.list(weakSide, PieceTypeS.BISHOP)[0];

            if (!Types.opposite_colors(wbsq, bbsq))
            {
                return(ScaleFactorS.SCALE_FACTOR_NONE);
            }

            Square ksq = pos.king_square(weakSide);
            Square psq1 = pos.list(strongSide, PieceTypeS.PAWN)[0];
            Square psq2 = pos.list(strongSide, PieceTypeS.PAWN)[1];
            Rank   r1 = Types.rank_of(psq1);
            Rank   r2 = Types.rank_of(psq2);
            Square blockSq1, blockSq2;

            if (Types.relative_rank_square(strongSide, psq1) > Types.relative_rank_square(strongSide, psq2))
            {
                blockSq1 = psq1 + Types.pawn_push(strongSide);
                blockSq2 = Types.make_square(Types.file_of(psq2), Types.rank_of(psq1));
            }
            else
            {
                blockSq1 = psq2 + Types.pawn_push(strongSide);
                blockSq2 = Types.make_square(Types.file_of(psq1), Types.rank_of(psq2));
            }

            switch (BitBoard.file_distance(psq1, psq2))
            {
            case 0:
                // Both pawns are on the same file. It's an easy draw if the defender firmly
                // controls some square in the frontmost pawn's path.
                if (Types.file_of(ksq) == Types.file_of(blockSq1) &&
                    Types.relative_rank_square(strongSide, ksq) >= Types.relative_rank_square(strongSide, blockSq1) &&
                    Types.opposite_colors(ksq, wbsq))
                {
                    return(ScaleFactorS.SCALE_FACTOR_DRAW);
                }
                else
                {
                    return(ScaleFactorS.SCALE_FACTOR_NONE);
                }

            case 1:
                // Pawns on adjacent files. It's a draw if the defender firmly controls the
                // square in front of the frontmost pawn's path, and the square diagonally
                // behind this square on the file of the other pawn.
                if (ksq == blockSq1 &&
                    Types.opposite_colors(ksq, wbsq) &&
                    (bbsq == blockSq2 ||
                     (pos.attacks_from_square_piecetype(blockSq2, PieceTypeS.BISHOP) & pos.pieces_color_piecetype(weakSide, PieceTypeS.BISHOP)) != 0 ||
                     Math.Abs(r1 - r2) >= 2))
                {
                    return(ScaleFactorS.SCALE_FACTOR_DRAW);
                }

                else if (ksq == blockSq2 &&
                         Types.opposite_colors(ksq, wbsq) &&
                         (bbsq == blockSq1 ||
                          (pos.attacks_from_square_piecetype(blockSq1, PieceTypeS.BISHOP) & pos.pieces_color_piecetype(weakSide, PieceTypeS.BISHOP)) != 0))
                {
                    return(ScaleFactorS.SCALE_FACTOR_DRAW);
                }
                else
                {
                    return(ScaleFactorS.SCALE_FACTOR_NONE);
                }

            default:
                // The pawns are not on the same file or adjacent files. No scaling.
                return(ScaleFactorS.SCALE_FACTOR_NONE);
            }
        }