X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fendgame.cpp;h=c55013f3ac141f531c3bee0192a63ee4da85eb17;hp=c8c491fdd60aaf304b023f26f12170ffb614161b;hb=48e39c5c8e671a37f09732d4a55d93d5e2d38550;hpb=fe8f5b3497036859f00ed23dbb8abfccc311ab8e diff --git a/src/endgame.cpp b/src/endgame.cpp index c8c491fd..c55013f3 100644 --- a/src/endgame.cpp +++ b/src/endgame.cpp @@ -87,7 +87,7 @@ namespace { do fen += char(tolower(keyCode[i])); while (++i < keyCode.length()); // Add file padding and remaining empty ranks - fen += string(1, '0' + int(8 - keyCode.length())) + "/8/8/8/8/8/8/8 w - -"; + fen += string(1, '0' + int(8 - keyCode.length())) + "/8/8/8/8/8/8/8 w - - 0 10"; // Build a Position out of the fen string and get its material key return Position(fen, false, 0).get_material_key(); @@ -101,57 +101,59 @@ namespace { /// Endgames member definitions -template<> const Endgames::EFMap& Endgames::get() const { return maps.first; } -template<> const Endgames::SFMap& Endgames::get() const { return maps.second; } +template<> const Endgames::EFMap& Endgames::map() const { return maps.first; } +template<> const Endgames::SFMap& Endgames::map() const { return maps.second; } Endgames::Endgames() { - add >("KNNK"); - add >("KPK"); - add >("KBNK"); - add >("KRKP"); - add >("KRKB"); - add >("KRKN"); - add >("KQKR"); - add >("KBBKN"); - - add >("KNPK"); - add >("KRPKR"); - add >("KBPKB"); - add >("KBPPKB"); - add >("KBPKN"); - 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 = get().begin(); it != get().end(); ++it) + for (EFMap::const_iterator it = map().begin(); it != map().end(); ++it) delete it->second; - for (SFMap::const_iterator it = get().begin(); it != get().end(); ++it) + for (SFMap::const_iterator it = map().begin(); it != map().end(); ++it) delete it->second; } -template +template void Endgames::add(const string& keyCode) { - typedef typename T::Base F; - typedef std::map M; + typedef Endgame EG; + typedef typename EG::Base B; + typedef std::map M; - const_cast(get()).insert(std::pair(mat_key(keyCode), new T(WHITE))); - const_cast(get()).insert(std::pair(mat_key(swap_colors(keyCode)), new T(BLACK))); + 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))); } -template -T* Endgames::get(Key key) const { +template +EndgameBase* Endgames::get(Key key) const { - typename std::map::const_iterator it = get().find(key); - return it != get().end() ? it->second : NULL; + typedef EndgameBase E; + typename std::map::const_iterator it = map().find(key); + return it != map().end() ? it->second : NULL; } // Explicit template instantiations -template EF* Endgames::get(Key key) const; -template SF* Endgames::get(Key key) const; +template EF* Endgames::get(Key key) const; +template SF* Endgames::get(Key key) const; /// Mate with KX vs K. This function is used to evaluate positions with @@ -196,7 +198,7 @@ Value Endgame::apply(const Position& pos) const { Square winnerKSq = pos.king_square(strongerSide); Square loserKSq = pos.king_square(weakerSide); - Square bishopSquare = pos.piece_list(strongerSide, BISHOP, 0); + Square bishopSquare = pos.piece_list(strongerSide, BISHOP)[0]; // kbnk_mate_table() tries to drive toward corners A1 or H8, // if we have a bishop that cannot reach the above squares we @@ -231,14 +233,14 @@ Value Endgame::apply(const Position& pos) const { { wksq = pos.king_square(WHITE); bksq = pos.king_square(BLACK); - wpsq = pos.piece_list(WHITE, PAWN, 0); + wpsq = pos.piece_list(WHITE, PAWN)[0]; stm = pos.side_to_move(); } else { wksq = flip_square(pos.king_square(BLACK)); bksq = flip_square(pos.king_square(WHITE)); - wpsq = flip_square(pos.piece_list(BLACK, PAWN, 0)); + wpsq = flip_square(pos.piece_list(BLACK, PAWN)[0]); stm = opposite_color(pos.side_to_move()); } @@ -276,9 +278,9 @@ Value Endgame::apply(const Position& pos) const { int tempo = (pos.side_to_move() == strongerSide); wksq = pos.king_square(strongerSide); - wrsq = pos.piece_list(strongerSide, ROOK, 0); + wrsq = pos.piece_list(strongerSide, ROOK)[0]; bksq = pos.king_square(weakerSide); - bpsq = pos.piece_list(weakerSide, PAWN, 0); + bpsq = pos.piece_list(weakerSide, PAWN)[0]; if (strongerSide == BLACK) { @@ -347,7 +349,7 @@ Value Endgame::apply(const Position& pos) const { assert(pos.piece_count(weakerSide, KNIGHT) == 1); Square defendingKSq = pos.king_square(weakerSide); - Square nSq = pos.piece_list(weakerSide, KNIGHT, 0); + Square nSq = pos.piece_list(weakerSide, KNIGHT)[0]; int d = square_distance(defendingKSq, nSq); Value result = Value(10) @@ -394,7 +396,7 @@ Value Endgame::apply(const Position& pos) const { Value result = BishopValueEndgame; Square wksq = pos.king_square(strongerSide); Square bksq = pos.king_square(weakerSide); - Square nsq = pos.piece_list(weakerSide, KNIGHT, 0); + Square nsq = pos.piece_list(weakerSide, KNIGHT)[0]; // Bonus for attacking king close to defending king result += Value(DistanceBonus[square_distance(wksq, bksq)]); @@ -437,13 +439,13 @@ ScaleFactor Endgame::apply(const Position& pos) const { // be detected even when the weaker side has some pawns. Bitboard pawns = pos.pieces(PAWN, strongerSide); - File pawnFile = square_file(pos.piece_list(strongerSide, PAWN, 0)); + File pawnFile = square_file(pos.piece_list(strongerSide, PAWN)[0]); // All pawns are on a single rook file ? if ( (pawnFile == FILE_A || pawnFile == FILE_H) && (pawns & ~file_bb(pawnFile)) == EmptyBoardBB) { - Square bishopSq = pos.piece_list(strongerSide, BISHOP, 0); + Square bishopSq = pos.piece_list(strongerSide, BISHOP)[0]; Square queeningSq = relative_square(strongerSide, make_square(pawnFile, RANK_8)); Square kingSq = pos.king_square(weakerSide); @@ -496,7 +498,7 @@ ScaleFactor Endgame::apply(const Position& pos) const { && (pos.pieces(PAWN, weakerSide) & rank_bb(relative_rank(weakerSide, RANK_2))) && (pos.attacks_from(kingSq) & pos.pieces(PAWN, weakerSide))) { - Square rsq = pos.piece_list(weakerSide, ROOK, 0); + Square rsq = pos.piece_list(weakerSide, ROOK)[0]; if (pos.attacks_from(rsq, strongerSide) & pos.pieces(PAWN, weakerSide)) return SCALE_FACTOR_ZERO; } @@ -520,10 +522,10 @@ ScaleFactor Endgame::apply(const Position& pos) const { assert(pos.piece_count(weakerSide, PAWN) == 0); Square wksq = pos.king_square(strongerSide); - Square wrsq = pos.piece_list(strongerSide, ROOK, 0); - Square wpsq = pos.piece_list(strongerSide, PAWN, 0); + Square wrsq = pos.piece_list(strongerSide, ROOK)[0]; + Square wpsq = pos.piece_list(strongerSide, PAWN)[0]; Square bksq = pos.king_square(weakerSide); - Square brsq = pos.piece_list(weakerSide, ROOK, 0); + Square brsq = pos.piece_list(weakerSide, ROOK)[0]; // Orient the board in such a way that the stronger side is white, and the // pawn is on the left half of the board. @@ -637,8 +639,8 @@ ScaleFactor Endgame::apply(const Position& pos) const { assert(pos.non_pawn_material(weakerSide) == RookValueMidgame); assert(pos.piece_count(weakerSide, PAWN) == 1); - Square wpsq1 = pos.piece_list(strongerSide, PAWN, 0); - Square wpsq2 = pos.piece_list(strongerSide, PAWN, 1); + Square wpsq1 = pos.piece_list(strongerSide, PAWN)[0]; + Square wpsq2 = pos.piece_list(strongerSide, PAWN)[1]; Square bksq = pos.king_square(weakerSide); // Does the stronger side have a passed pawn? @@ -716,9 +718,9 @@ ScaleFactor Endgame::apply(const Position& pos) const { assert(pos.piece_count(weakerSide, BISHOP) == 1); assert(pos.piece_count(weakerSide, PAWN) == 0); - Square pawnSq = pos.piece_list(strongerSide, PAWN, 0); - Square strongerBishopSq = pos.piece_list(strongerSide, BISHOP, 0); - Square weakerBishopSq = pos.piece_list(weakerSide, BISHOP, 0); + Square pawnSq = pos.piece_list(strongerSide, PAWN)[0]; + Square strongerBishopSq = pos.piece_list(strongerSide, BISHOP)[0]; + Square weakerBishopSq = pos.piece_list(weakerSide, BISHOP)[0]; Square weakerKingSq = pos.king_square(weakerSide); // Case 1: Defending king blocks the pawn, and cannot be driven away @@ -771,15 +773,15 @@ ScaleFactor Endgame::apply(const Position& pos) const { assert(pos.piece_count(weakerSide, BISHOP) == 1); assert(pos.piece_count(weakerSide, PAWN) == 0); - Square wbsq = pos.piece_list(strongerSide, BISHOP, 0); - Square bbsq = pos.piece_list(weakerSide, BISHOP, 0); + Square wbsq = pos.piece_list(strongerSide, BISHOP)[0]; + Square bbsq = pos.piece_list(weakerSide, BISHOP)[0]; if (!opposite_color_squares(wbsq, bbsq)) return SCALE_FACTOR_NONE; Square ksq = pos.king_square(weakerSide); - Square psq1 = pos.piece_list(strongerSide, PAWN, 0); - Square psq2 = pos.piece_list(strongerSide, PAWN, 1); + Square psq1 = pos.piece_list(strongerSide, PAWN)[0]; + Square psq2 = pos.piece_list(strongerSide, PAWN)[1]; Rank r1 = square_rank(psq1); Rank r2 = square_rank(psq2); Square blockSq1, blockSq2; @@ -847,8 +849,8 @@ ScaleFactor Endgame::apply(const Position& pos) const { assert(pos.piece_count(weakerSide, KNIGHT) == 1); assert(pos.piece_count(weakerSide, PAWN) == 0); - Square pawnSq = pos.piece_list(strongerSide, PAWN, 0); - Square strongerBishopSq = pos.piece_list(strongerSide, BISHOP, 0); + Square pawnSq = pos.piece_list(strongerSide, PAWN)[0]; + Square strongerBishopSq = pos.piece_list(strongerSide, BISHOP)[0]; Square weakerKingSq = pos.king_square(weakerSide); if ( square_file(weakerKingSq) == square_file(pawnSq) @@ -873,7 +875,7 @@ ScaleFactor Endgame::apply(const Position& pos) const { assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO); assert(pos.piece_count(weakerSide, PAWN) == 0); - Square pawnSq = pos.piece_list(strongerSide, PAWN, 0); + Square pawnSq = pos.piece_list(strongerSide, PAWN)[0]; Square weakerKingSq = pos.king_square(weakerSide); if ( pawnSq == relative_square(strongerSide, SQ_A7) @@ -909,14 +911,14 @@ ScaleFactor Endgame::apply(const Position& pos) const { { wksq = pos.king_square(WHITE); bksq = pos.king_square(BLACK); - wpsq = pos.piece_list(WHITE, PAWN, 0); + wpsq = pos.piece_list(WHITE, PAWN)[0]; stm = pos.side_to_move(); } else { wksq = flip_square(pos.king_square(BLACK)); bksq = flip_square(pos.king_square(WHITE)); - wpsq = flip_square(pos.piece_list(BLACK, PAWN, 0)); + wpsq = flip_square(pos.piece_list(BLACK, PAWN)[0]); stm = opposite_color(pos.side_to_move()); }