X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fendgame.cpp;h=3f8094b6d0c321c5105b7008b7eb9ea69df689f6;hp=0856883bf5e39a484241741f77a79ba9b2534f30;hb=35018fa3076a01a62bd4433771c5832d0ddc52e8;hpb=3b67636f0ecb2ec7e61e9f4adf02a7d4cae89f0a diff --git a/src/endgame.cpp b/src/endgame.cpp index 0856883b..3f8094b6 100644 --- a/src/endgame.cpp +++ b/src/endgame.cpp @@ -93,74 +93,59 @@ namespace { return Position(fen, false, 0).get_material_key(); } - typedef Endgames::EMap::type EFMap; - typedef Endgames::EMap::type SFMap; - } // namespace /// Endgames member definitions -template<> const EFMap& Endgames::map() const { return maps.first; } -template<> const SFMap& Endgames::map() const { return maps.second; } +template<> const Endgames::M1& Endgames::map() const { return m1; } +template<> const Endgames::M2& Endgames::map() const { return m2; } Endgames::Endgames() { - add("KPK"); - add("KNNK"); - add("KBNK"); - add("KRKP"); - add("KRKB"); - add("KRKN"); - add("KQKR"); - add("KBBKN"); - - add("KNPK"); - add("KRPKR"); - add("KBPKB"); - add("KBPKN"); - add("KBPPKB"); - add("KRPPKRP"); + add("KPK"); + add("KNNK"); + add("KBNK"); + add("KRKP"); + add("KRKB"); + add("KRKN"); + add("KQKR"); + add("KBBKN"); + + add("KNPK"); + add("KRPKR"); + add("KBPKB"); + add("KBPKN"); + add("KBPPKB"); + add("KRPPKRP"); } Endgames::~Endgames() { - for (EFMap::const_iterator it = map().begin(); it != map().end(); ++it) + for (M1::const_iterator it = m1.begin(); it != m1.end(); ++it) delete it->second; - for (SFMap::const_iterator it = map().begin(); it != map().end(); ++it) + for (M2::const_iterator it = m2.begin(); it != m2.end(); ++it) delete it->second; } -template +template void Endgames::add(const string& keyCode) { - typedef Endgame EG; - typedef typename EG::Base B; - typedef typename EMap::type M; + typedef typename eg_family::type T; + typedef typename Map::type M; - const_cast(map()).insert(std::pair(mat_key(keyCode), new EG(WHITE))); - const_cast(map()).insert(std::pair(mat_key(swap_colors(keyCode)), new EG(BLACK))); + const_cast(map()).insert(std::make_pair(mat_key(keyCode), new Endgame(WHITE))); + const_cast(map()).insert(std::make_pair(mat_key(swap_colors(keyCode)), new Endgame(BLACK))); } -template -EndgameBase* Endgames::get(Key key) const { - - typename EMap::type::const_iterator it = map().find(key); - return it != map().end() ? it->second : NULL; -} - -// Explicit template instantiations -template EndgameBase* Endgames::get(Key key) const; -template EndgameBase* Endgames::get(Key key) const; - /// Mate with KX vs K. This function is used to evaluate positions with /// King and plenty of material vs a lone king. It simply gives the /// attacking side a bonus for driving the defending king towards the edge /// of the board, and for keeping the distance between the two kings small. template<> -Value Endgame::apply(const Position& pos) const { +Value Endgame::apply(const Position& pos) const { assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO); assert(pos.piece_count(weakerSide, PAWN) == VALUE_ZERO); @@ -186,7 +171,7 @@ Value Endgame::apply(const Position& pos) const { /// Mate with KBN vs K. This is similar to KX vs K, but we have to drive the /// defending king towards a corner square of the right color. template<> -Value Endgame::apply(const Position& pos) const { +Value Endgame::apply(const Position& pos) const { assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO); assert(pos.piece_count(weakerSide, PAWN) == VALUE_ZERO); @@ -218,7 +203,7 @@ Value Endgame::apply(const Position& pos) const { /// KP vs K. This endgame is evaluated with the help of a bitbase. template<> -Value Endgame::apply(const Position& pos) const { +Value Endgame::apply(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == VALUE_ZERO); assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO); @@ -266,7 +251,7 @@ Value Endgame::apply(const Position& pos) const { /// far advanced with support of the king, while the attacking king is far /// away. template<> -Value Endgame::apply(const Position& pos) const { +Value Endgame::apply(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == RookValueMidgame); assert(pos.piece_count(strongerSide, PAWN) == 0); @@ -323,7 +308,7 @@ Value Endgame::apply(const Position& pos) const { /// KR vs KB. This is very simple, and always returns drawish scores. The /// score is slightly bigger when the defending king is close to the edge. template<> -Value Endgame::apply(const Position& pos) const { +Value Endgame::apply(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == RookValueMidgame); assert(pos.piece_count(strongerSide, PAWN) == 0); @@ -339,7 +324,7 @@ Value Endgame::apply(const Position& pos) const { /// KR vs KN. The attacking side has slightly better winning chances than /// in KR vs KB, particularly if the king and the knight are far apart. template<> -Value Endgame::apply(const Position& pos) const { +Value Endgame::apply(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == RookValueMidgame); assert(pos.piece_count(strongerSide, PAWN) == 0); @@ -365,7 +350,7 @@ Value Endgame::apply(const Position& pos) const { /// for the defending side in the search, this is usually sufficient to be /// able to win KQ vs KR. template<> -Value Endgame::apply(const Position& pos) const { +Value Endgame::apply(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == QueenValueMidgame); assert(pos.piece_count(strongerSide, PAWN) == 0); @@ -384,7 +369,7 @@ Value Endgame::apply(const Position& pos) const { } template<> -Value Endgame::apply(const Position& pos) const { +Value Endgame::apply(const Position& pos) const { assert(pos.piece_count(strongerSide, BISHOP) == 2); assert(pos.non_pawn_material(strongerSide) == 2*BishopValueMidgame); @@ -413,12 +398,12 @@ Value Endgame::apply(const Position& pos) const { /// K and two minors vs K and one or two minors or K and two knights against /// king alone are always draw. template<> -Value Endgame::apply(const Position&) const { +Value Endgame::apply(const Position&) const { return VALUE_DRAW; } template<> -Value Endgame::apply(const Position&) const { +Value Endgame::apply(const Position&) const { return VALUE_DRAW; } @@ -428,7 +413,7 @@ Value Endgame::apply(const Position&) const { /// returned. If not, the return value is SCALE_FACTOR_NONE, i.e. no scaling /// will be used. template<> -ScaleFactor Endgame::apply(const Position& pos) const { +ScaleFactor Endgame::apply(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == BishopValueMidgame); assert(pos.piece_count(strongerSide, BISHOP) == 1); @@ -482,7 +467,7 @@ ScaleFactor Endgame::apply(const Position& pos) const { /// It tests for fortress draws with a rook on the third rank defended by /// a pawn. template<> -ScaleFactor Endgame::apply(const Position& pos) const { +ScaleFactor Endgame::apply(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == QueenValueMidgame); assert(pos.piece_count(strongerSide, QUEEN) == 1); @@ -513,7 +498,7 @@ ScaleFactor Endgame::apply(const Position& pos) const { /// It would also be nice to rewrite the actual code for this function, /// which is mostly copied from Glaurung 1.x, and not very pretty. template<> -ScaleFactor Endgame::apply(const Position& pos) const { +ScaleFactor Endgame::apply(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == RookValueMidgame); assert(pos.piece_count(strongerSide, PAWN) == 1); @@ -631,7 +616,7 @@ ScaleFactor Endgame::apply(const Position& pos) const { /// single pattern: If the stronger side has no pawns and the defending king /// is actively placed, the position is drawish. template<> -ScaleFactor Endgame::apply(const Position& pos) const { +ScaleFactor Endgame::apply(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == RookValueMidgame); assert(pos.piece_count(strongerSide, PAWN) == 2); @@ -670,7 +655,7 @@ ScaleFactor Endgame::apply(const Position& pos) const { /// against king. There is just a single rule here: If all pawns are on /// the same rook file and are blocked by the defending king, it's a draw. template<> -ScaleFactor Endgame::apply(const Position& pos) const { +ScaleFactor Endgame::apply(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == VALUE_ZERO); assert(pos.piece_count(strongerSide, PAWN) >= 2); @@ -708,7 +693,7 @@ ScaleFactor Endgame::apply(const Position& pos) const { /// it's a draw. If the two bishops have opposite color, it's almost always /// a draw. template<> -ScaleFactor Endgame::apply(const Position& pos) const { +ScaleFactor Endgame::apply(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == BishopValueMidgame); assert(pos.piece_count(strongerSide, BISHOP) == 1); @@ -763,7 +748,7 @@ ScaleFactor Endgame::apply(const Position& pos) const { /// KBPPKBScalingFunction scales KBPP vs KB endgames. It detects a few basic /// draws with opposite-colored bishops. template<> -ScaleFactor Endgame::apply(const Position& pos) const { +ScaleFactor Endgame::apply(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == BishopValueMidgame); assert(pos.piece_count(strongerSide, BISHOP) == 1); @@ -839,7 +824,7 @@ ScaleFactor Endgame::apply(const Position& pos) const { /// square of the king is not of the same color as the stronger side's bishop, /// it's a draw. template<> -ScaleFactor Endgame::apply(const Position& pos) const { +ScaleFactor Endgame::apply(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == BishopValueMidgame); assert(pos.piece_count(strongerSide, BISHOP) == 1); @@ -866,7 +851,7 @@ ScaleFactor Endgame::apply(const Position& pos) const { /// If the pawn is a rook pawn on the 7th rank and the defending king prevents /// the pawn from advancing, the position is drawn. template<> -ScaleFactor Endgame::apply(const Position& pos) const { +ScaleFactor Endgame::apply(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == KnightValueMidgame); assert(pos.piece_count(strongerSide, KNIGHT) == 1); @@ -896,7 +881,7 @@ ScaleFactor Endgame::apply(const Position& pos) const { /// 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). template<> -ScaleFactor Endgame::apply(const Position& pos) const { +ScaleFactor Endgame::apply(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == VALUE_ZERO); assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO);