// the two kings in basic endgames.
const int DistanceBonus[8] = { 0, 0, 100, 80, 60, 40, 20, 10 };
- // Build corresponding key code for the opposite color: "KBPKN" -> "KNKBP"
- const string swap_colors(const string& keyCode) {
+ // Get the material key of a Position out of the given endgame key code
+ // like "KBPKN". The trick here is to first forge an ad-hoc fen string
+ // and then let a Position object to do the work for us. Note that the
+ // fen string could correspond to an illegal position.
+ Key key(const string& code, Color c) {
- size_t idx = keyCode.find('K', 1);
- return keyCode.substr(idx) + keyCode.substr(0, idx);
- }
-
- // Get the material key of a position out of the given endgame key code
- // like "KBPKN". The trick here is to first build up a FEN string and then
- // let a Position object to do the work for us. Note that the FEN string
- // could correspond to an illegal position.
- Key mat_key(const string& keyCode) {
+ assert(code.length() > 0 && code.length() < 8);
+ assert(code[0] == 'K');
- assert(keyCode.length() > 0 && keyCode.length() < 8);
- assert(keyCode[0] == 'K');
+ string sides[] = { code.substr(code.find('K', 1)), // Weaker
+ code.substr(0, code.find('K', 1)) }; // Stronger
- string fen;
- size_t i = 0;
+ transform(sides[c].begin(), sides[c].end(), sides[c].begin(), tolower);
- // First add white and then black pieces
- do fen += keyCode[i]; while (keyCode[++i] != 'K');
- do fen += char(tolower(keyCode[i])); while (++i < keyCode.length());
+ string fen = sides[0] + char('0' + int(8 - code.length()))
+ + sides[1] + "/8/8/8/8/8/8/8 w - - 0 10";
- // Add file padding and remaining empty ranks
- 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).material_key();
}
} // namespace
-/// Endgames member definitions
-
-template<> const Endgames::M1& Endgames::map<Endgames::M1>() const { return m1; }
-template<> const Endgames::M2& Endgames::map<Endgames::M2>() const { return m2; }
+/// Endgames members definitions
Endgames::Endgames() {
}
template<EndgameType E>
-void Endgames::add(const string& keyCode) {
+void Endgames::add(const string& code) {
typedef typename eg_family<E>::type T;
- typedef typename Map<T>::type M;
- const_cast<M&>(map<M>()).insert(std::make_pair(mat_key(keyCode), new Endgame<E>(WHITE)));
- const_cast<M&>(map<M>()).insert(std::make_pair(mat_key(swap_colors(keyCode)), new Endgame<E>(BLACK)));
+ map((T*)0)[key(code, WHITE)] = new Endgame<E>(WHITE);
+ map((T*)0)[key(code, BLACK)] = new Endgame<E>(BLACK);
}
#if !defined(ENDGAME_H_INCLUDED)
#define ENDGAME_H_INCLUDED
-#include <string>
#include <map>
+#include <string>
#include "position.h"
#include "types.h"
class Endgames {
- template<typename T>
- struct Map { typedef std::map<Key, EndgameBase<T>*> type; };
+ typedef std::map<Key, EndgameBase<Value>*> M1;
+ typedef std::map<Key, EndgameBase<ScaleFactor>*> M2;
+
+ M1 m1;
+ M2 m2;
+
+ M1& map(Value*) { return m1; }
+ M2& map(ScaleFactor*) { return m2; }
- typedef Map<Value>::type M1;
- typedef Map<ScaleFactor>::type M2;
+ template<EndgameType E> void add(const std::string& code);
public:
Endgames();
~Endgames();
- template<typename T>
- EndgameBase<T>* get(Key key) const {
-
- typedef typename Map<T>::type M;
- typename M::const_iterator it = map<M>().find(key);
- return it != map<M>().end() ? it->second : NULL;
+ template<typename T> EndgameBase<T>* get(Key key) {
+ return map((T*)0).count(key) ? map((T*)0)[key] : NULL;
}
-
-private:
- template<EndgameType E> void add(const std::string& keyCode);
- template<typename M> const M& map() const;
-
- M1 m1;
- M2 m2;
};
#endif // !defined(ENDGAME_H_INCLUDED)