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
};
-/// Some magic to detect family type of endgame from its enum value
+/// Endgame functions can be of two types according if return a Value or a
+/// ScaleFactor. Type eg_fun<int>::type equals to either ScaleFactor or Value
+/// depending if the template parameter is 0 or 1.
-template<bool> struct bool_to_type { typedef Value type; };
-template<> struct bool_to_type<true> { typedef ScaleFactor type; };
-template<EndgameType E> struct eg_family : public bool_to_type<(E > SCALE_FUNS)> {};
+template<int> struct eg_fun { typedef Value type; };
+template<> struct eg_fun<1> { typedef ScaleFactor type; };
/// Base and derived templates for endgame evaluation and scaling functions
};
-template<EndgameType E, typename T = typename eg_family<E>::type>
+template<EndgameType E, typename T = typename eg_fun<(E > SCALE_FUNS)>::type>
struct Endgame : public EndgameBase<T> {
- explicit Endgame(Color c) : strongerSide(c), weakerSide(flip(c)) {}
+ explicit Endgame(Color c) : strongerSide(c), weakerSide(~c) {}
Color color() const { return strongerSide; }
T operator()(const Position&) const;
/// 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 operator() method that is virtual.
+/// endgame function calling its operator() that is virtual.
class Endgames {
- typedef std::map<Key, EndgameBase<Value>*> M1;
- typedef std::map<Key, EndgameBase<ScaleFactor>*> M2;
+ typedef std::map<Key, EndgameBase<eg_fun<0>::type>*> M1;
+ typedef std::map<Key, EndgameBase<eg_fun<1>::type>*> M2;
M1 m1;
M2 m2;
- M1& map(Value*) { return m1; }
- M2& map(ScaleFactor*) { return m2; }
+ M1& map(M1::mapped_type) { return m1; }
+ M2& map(M2::mapped_type) { return m2; }
template<EndgameType E> void add(const std::string& code);
public:
Endgames();
- ~Endgames();
+ ~Endgames();
- template<typename T> EndgameBase<T>* get(Key key) {
- return map((T*)0).count(key) ? map((T*)0)[key] : NULL;
- }
+ template<typename T> T probe(Key key, T& eg)
+ { return eg = map(eg).count(key) ? map(eg)[key] : NULL; }
};
#endif // !defined(ENDGAME_H_INCLUDED)