X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fendgame.h;h=681b379f6341c74f5a98c897b613bd96f71ada31;hp=195c2365cbe2e6aac15377428e8e28b05109b2a3;hb=c9dcda6ac488c0058ebd567e1f52e30b8cd0db20;hpb=6963c3802d73c61396af32eb7fc6a4e4a76763ae diff --git a/src/endgame.h b/src/endgame.h index 195c2365..681b379f 100644 --- a/src/endgame.h +++ b/src/endgame.h @@ -1,7 +1,7 @@ /* Stockfish, a UCI chess playing engine derived from Glaurung 2.1 Copyright (C) 2004-2008 Tord Romstad (Glaurung author) - Copyright (C) 2008-2010 Marco Costalba, Joona Kiiski, Tord Romstad + Copyright (C) 2008-2014 Marco Costalba, Joona Kiiski, Tord Romstad Stockfish is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by @@ -17,11 +17,11 @@ along with this program. If not, see . */ -#if !defined(ENDGAME_H_INCLUDED) +#ifndef ENDGAME_H_INCLUDED #define ENDGAME_H_INCLUDED -#include #include +#include #include "position.h" #include "types.h" @@ -33,39 +33,43 @@ enum EndgameType { // Evaluation functions + KNNK, // KNN vs K KXK, // Generic "mate lone king" eval KBNK, // KBN vs K KPK, // KP vs K KRKP, // KR vs KP KRKB, // KR vs KB KRKN, // KR vs KN + KQKP, // KQ vs KP KQKR, // KQ vs KR KBBKN, // KBB vs KN - KNNK, // KNN vs K KmmKm, // K and two minors vs K and one or two minors // Scaling functions SCALE_FUNS, - KBPsK, // KB+pawns vs K - KQKRPs, // KQ vs KR+pawns + KBPsK, // KB and pawns vs K + KQKRPs, // KQ vs KR and pawns KRPKR, // KRP vs KR + KRPKB, // KRP vs KB KRPPKRP, // KRPP vs KRP - KPsK, // King and pawns vs king + KPsK, // K and pawns vs K KBPKB, // KBP vs KB KBPPKB, // KBPP vs KB KBPKN, // KBP vs KN KNPK, // KNP vs K + KNPKB, // KNP vs KB KPKP // KP vs KP }; -/// Some magic to detect family type of endgame from its enum value +/// Endgame functions can be of two types depending on whether they return a +/// Value or a ScaleFactor. Type eg_fun::type returns either ScaleFactor +/// or Value depending on whether the template parameter is 0 or 1. -template struct bool_to_type { typedef Value type; }; -template<> struct bool_to_type { typedef ScaleFactor type; }; -template struct eg_family : public bool_to_type<(E > SCALE_FUNS)> {}; +template struct eg_fun { typedef Value type; }; +template<> struct eg_fun<1> { typedef ScaleFactor type; }; /// Base and derived templates for endgame evaluation and scaling functions @@ -75,43 +79,45 @@ struct EndgameBase { virtual ~EndgameBase() {} virtual Color color() const = 0; - virtual T apply(const Position&) const = 0; + virtual T operator()(const Position&) const = 0; }; -template::type> +template SCALE_FUNS)>::type> struct Endgame : public EndgameBase { - explicit Endgame(Color c) : strongerSide(c), weakerSide(opposite_color(c)) {} - Color color() const { return strongerSide; } - T apply(const Position&) const; + explicit Endgame(Color c) : strongSide(c), weakSide(~c) {} + Color color() const { return strongSide; } + T operator()(const Position&) const; private: - Color strongerSide, weakerSide; + const Color strongSide, weakSide; }; -/// Endgames class stores in two std::map the pointers to endgame evaluation -/// and scaling base objects. Then we use polymorphism to invoke the actual -/// endgame function calling its apply() method that is virtual. +/// The Endgames class stores the pointers to endgame evaluation and scaling +/// base objects in two std::map typedefs. We then use polymorphism to invoke +/// the actual endgame function by calling its virtual operator(). -struct Endgames { +class Endgames { - template - struct EMap { typedef std::map*> type; }; + typedef std::map::type>*> M1; + typedef std::map::type>*> M2; - Endgames(); - ~Endgames(); - template EndgameBase* get(Key key) const; + M1 m1; + M2 m2; -private: - template void add(const std::string& keyCode); + M1& map(M1::mapped_type) { return m1; } + M2& map(M2::mapped_type) { return m2; } - // Here we store two maps, for evaluate and scaling functions... - std::pair::type, EMap::type> maps; + template void add(const std::string& code); + +public: + Endgames(); + ~Endgames(); - // ...and here is the accessing template function - template const typename EMap::type& map() const; + template T probe(Key key, T& eg) + { return eg = map(eg).count(key) ? map(eg)[key] : NULL; } }; -#endif // !defined(ENDGAME_H_INCLUDED) +#endif // #ifndef ENDGAME_H_INCLUDED