X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fmaterial.h;h=bba46d3f7ff71250968d553e6e7c47dc87740116;hp=5fa2e678dfac04a37b54ae354d82b4e54245c4ce;hb=721d5576811e5b641f73c07bdeb122d114cae7ca;hpb=044ad593b3c9fa8ab70f9b2ebfc2c36ce398eb5f diff --git a/src/material.h b/src/material.h index 5fa2e678..bba46d3f 100644 --- a/src/material.h +++ b/src/material.h @@ -51,9 +51,10 @@ class MaterialInfo { public: MaterialInfo() : key(0) { clear(); } - Value material_value() const; + Score material_value() const; ScaleFactor scale_factor(const Position& pos, Color c) const; int space_weight() const; + Phase game_phase() const; bool specialized_eval_exists() const; Value evaluate(const Position& pos) const; @@ -66,21 +67,14 @@ private: EndgameEvaluationFunctionBase* evaluationFunction; EndgameScalingFunctionBase* scalingFunction[2]; int spaceWeight; + Phase gamePhase; }; - -/// EndgameFunctions class stores the endgame evaluation functions std::map. -/// Because STL library is not thread safe even for read access, the maps, -/// although with identical content, are replicated for each thread. This -/// is faster then using locks with an unique set of global maps. - -class EndgameFunctions; - - /// The MaterialInfoTable class represents a pawn hash table. It is basically /// just an array of MaterialInfo objects and a few methods for accessing these /// objects. The most important method is get_material_info, which looks up a /// position in the table and returns a pointer to a MaterialInfo object. +class EndgameFunctions; class MaterialInfoTable { @@ -89,6 +83,8 @@ public: ~MaterialInfoTable(); MaterialInfo* get_material_info(const Position& pos); + static Phase game_phase(const Position& pos); + private: unsigned size; MaterialInfo* entries; @@ -100,12 +96,13 @@ private: //// Inline functions //// + /// MaterialInfo::material_value simply returns the material balance /// evaluation that is independent from game phase. -inline Value MaterialInfo::material_value() const { +inline Score MaterialInfo::material_value() const { - return Value(value); + return make_score(value, value); } @@ -149,6 +146,14 @@ inline int MaterialInfo::space_weight() const { return spaceWeight; } +/// MaterialInfo::game_phase() returns the game phase according +/// to this material configuration. + +inline Phase MaterialInfo::game_phase() const { + + return gamePhase; +} + /// MaterialInfo::specialized_eval_exists decides whether there is a /// specialized evaluation function for the current material configuration,