// Scaling functions
+ SCALE_FUNS,
KBPsK, // KB+pawns vs K
KQKRPs, // KQ vs KR+pawns
};
+/// Some magic to detect family type of endgame from its enum value
+
+template<bool> struct bool_to_type { typedef Value type; };
+template<> struct bool_to_type<true> { typedef ScaleFactor type; };
+template<EndgameType E> struct eg_family : public bool_to_type<(E > SCALE_FUNS)> {};
+
+
/// Base and derived templates for endgame evaluation and scaling functions
template<typename T>
struct EndgameBase {
- typedef EndgameBase<T> Base;
-
virtual ~EndgameBase() {}
virtual Color color() const = 0;
virtual T apply(const Position&) const = 0;
};
-template<typename T, EndgameType>
+template<EndgameType E, typename T = typename eg_family<E>::type>
struct Endgame : public EndgameBase<T> {
explicit Endgame(Color c) : strongerSide(c), weakerSide(opposite_color(c)) {}
/// and scaling base objects. Then we use polymorphism to invoke the actual
/// endgame function calling its apply() method that is virtual.
-class Endgames {
+struct Endgames {
- typedef std::map<Key, EndgameBase<Value>* > EFMap;
- typedef std::map<Key, EndgameBase<ScaleFactor>* > SFMap;
+ template<typename T>
+ struct EMap { typedef std::map<Key, EndgameBase<T>*> type; };
-public:
Endgames();
~Endgames();
template<typename T> EndgameBase<T>* get(Key key) const;
private:
- template<typename T, EndgameType E> void add(const std::string& keyCode);
+ template<EndgameType E> void add(const std::string& keyCode);
// Here we store two maps, for evaluate and scaling functions...
- std::pair<EFMap, SFMap> maps;
+ std::pair<EMap<Value>::type, EMap<ScaleFactor>::type> maps;
// ...and here is the accessing template function
- template<typename T> const std::map<Key, T*>& map() const;
+ template<typename T> const typename EMap<T>::type& map() const;
};
#endif // !defined(ENDGAME_H_INCLUDED)