#ifndef ENDGAME_H_INCLUDED
#define ENDGAME_H_INCLUDED
-#include <map>
+#include <unordered_map>
#include <memory>
#include <string>
#include <type_traits>
};
-/// The Endgames class stores the pointers to endgame evaluation and scaling
+/// The Endgames namespace handles the pointers to endgame evaluation and scaling
/// base objects in two std::map. We use polymorphism to invoke the actual
/// endgame function by calling its virtual operator().
namespace Endgames {
template<typename T> using Ptr = std::unique_ptr<EndgameBase<T>>;
- template<typename T> using Map = std::map<Key, Ptr<T>>;
-
+ template<typename T> using Map = std::unordered_map<Key, Ptr<T>>;
+
extern std::pair<Map<Value>, Map<ScaleFactor>> maps;
+ void init();
+
template<typename T>
Map<T>& map() {
return std::get<std::is_same<T, ScaleFactor>::value>(maps);
template<typename T>
const EndgameBase<T>* probe(Key key) {
- return map<T>().count(key) ? map<T>()[key].get() : nullptr;
+ auto it = map<T>().find(key);
+ return it != map<T>().end() ? it->second.get() : nullptr;
}
-
- void init();
}
#endif // #ifndef ENDGAME_H_INCLUDED