Key key, pawnKey, materialKey;
int castleRights, rule50, pliesFromNull;
Square epSquare;
- Value mgValue, egValue;
+ Score value;
Value npMaterial[2];
PieceType capture;
Key get_material_key() const;
// Incremental evaluation
- Value mg_value() const;
- Value eg_value() const;
+ Score value() const;
Value non_pawn_material(Color c) const;
Phase game_phase() const;
template<GamePhase> Value pst_delta(Piece piece, Square from, Square to) const;
: EgPieceSquareTable[piece][to] - EgPieceSquareTable[piece][from]);
}
-inline Value Position::mg_value() const {
- return st->mgValue;
-}
-
-inline Value Position::eg_value() const {
- return st->egValue;
+inline Score Position::value() const {
+ return st->value;
}
inline Value Position::non_pawn_material(Color c) const {