} // namespace
+namespace Endgames {
+
+ std::pair<Map<Value>, Map<ScaleFactor>> maps;
+
+ void init() {
+
+ add<KPK>("KPK");
+ add<KNNK>("KNNK");
+ add<KBNK>("KBNK");
+ add<KRKP>("KRKP");
+ add<KRKB>("KRKB");
+ add<KRKN>("KRKN");
+ add<KQKP>("KQKP");
+ add<KQKR>("KQKR");
+ add<KNNKP>("KNNKP");
+
+ add<KNPK>("KNPK");
+ add<KNPKB>("KNPKB");
+ add<KRPKR>("KRPKR");
+ add<KRPKB>("KRPKB");
+ add<KBPKB>("KBPKB");
+ add<KBPKN>("KBPKN");
+ add<KBPPKB>("KBPPKB");
+ add<KRPPKRP>("KRPPKRP");
+ }
+}
+
+
/// Mate with KX vs K. This function is used to evaluate positions with
/// king and plenty of material vs a lone king. It simply gives the
/// attacking side a bonus for driving the defending king towards the edge
&& pos.count<PAWN>(weakSide) >= 1)
{
// Get weakSide pawn that is closest to the home rank
- Square weakPawnSq = backmost_sq(weakSide, pos.pieces(weakSide, PAWN));
+ Square weakPawnSq = frontmost_sq(strongSide, pos.pieces(weakSide, PAWN));
Square strongKingSq = pos.square<KING>(strongSide);
Square weakKingSq = pos.square<KING>(weakSide);
Square ksq = pos.square<KING>(weakSide);
Square psq1 = pos.squares<PAWN>(strongSide)[0];
Square psq2 = pos.squares<PAWN>(strongSide)[1];
- Rank r1 = rank_of(psq1);
- Rank r2 = rank_of(psq2);
Square blockSq1, blockSq2;
if (relative_rank(strongSide, psq1) > relative_rank(strongSide, psq2))
&& opposite_colors(ksq, wbsq)
&& ( bbsq == blockSq2
|| (pos.attacks_from<BISHOP>(blockSq2) & pos.pieces(weakSide, BISHOP))
- || distance(r1, r2) >= 2))
+ || distance<Rank>(psq1, psq2) >= 2))
return SCALE_FACTOR_DRAW;
else if ( ksq == blockSq2