typedef EndgameBase<T> Base;
- EndgameBase(Color c) : strongerSide(c), weakerSide(opposite_color(c)) {}
virtual ~EndgameBase() {}
+ virtual Color color() const = 0;
virtual T apply(const Position&) const = 0;
- Color color() const { return strongerSide; }
-
-protected:
- Color strongerSide, weakerSide;
};
template<typename T, EndgameType>
struct Endgame : public EndgameBase<T> {
- explicit Endgame(Color c): EndgameBase<T>(c) {}
+ explicit Endgame(Color c) : strongerSide(c), weakerSide(opposite_color(c)) {}
+ Color color() const { return strongerSide; }
T apply(const Position&) const;
+
+private:
+ Color strongerSide, weakerSide;
};
const Value EndgameLimit = Value(3998);
// Scale factors used when one side has no more pawns
- const uint8_t NoPawnsSF[4] = { 6, 12, 32 };
+ const int NoPawnsSF[4] = { 6, 12, 32 };
// Polynomial material balance parameters
const Value RedundantQueenPenalty = Value(320);
// No pawns makes it difficult to win, even with a material advantage
if (pos.piece_count(WHITE, PAWN) == 0 && npm_w - npm_b <= BishopValueMidgame)
{
- mi->factor[WHITE] =
+ mi->factor[WHITE] = uint8_t
(npm_w == npm_b || npm_w < RookValueMidgame ? 0 : NoPawnsSF[Min(pos.piece_count(WHITE, BISHOP), 2)]);
}
if (pos.piece_count(BLACK, PAWN) == 0 && npm_b - npm_w <= BishopValueMidgame)
{
- mi->factor[BLACK] =
+ mi->factor[BLACK] = uint8_t
(npm_w == npm_b || npm_b < RookValueMidgame ? 0 : NoPawnsSF[Min(pos.piece_count(BLACK, BISHOP), 2)]);
}
{ pos.piece_count(BLACK, BISHOP) > 1, pos.piece_count(BLACK, PAWN), pos.piece_count(BLACK, KNIGHT),
pos.piece_count(BLACK, BISHOP) , pos.piece_count(BLACK, ROOK), pos.piece_count(BLACK, QUEEN) } };
- mi->value = (int16_t)(imbalance<WHITE>(pieceCount) - imbalance<BLACK>(pieceCount)) / 16;
+ mi->value = int16_t((imbalance<WHITE>(pieceCount) - imbalance<BLACK>(pieceCount)) / 16);
return mi;
}