/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
- Copyright (C) 2008-2010 Marco Costalba, Joona Kiiski, Tord Romstad
+ Copyright (C) 2008-2012 Marco Costalba, Joona Kiiski, Tord Romstad
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
#if !defined(ENDGAME_H_INCLUDED)
#define ENDGAME_H_INCLUDED
-#include <string>
#include <map>
+#include <string>
#include "position.h"
#include "types.h"
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
virtual ~EndgameBase() {}
virtual Color color() const = 0;
- virtual T apply(const Position&) const = 0;
+ virtual T operator()(const Position&) const = 0;
};
-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(opposite_color(c)) {}
+ explicit Endgame(Color c) : strongerSide(c), weakerSide(~c) {}
Color color() const { return strongerSide; }
- T apply(const Position&) const;
+ T operator()(const Position&) const;
private:
Color strongerSide, weakerSide;
/// 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 apply() method that is virtual.
-
-struct Endgames {
+/// endgame function calling its operator() that is virtual.
- template<typename T>
- struct Map { typedef std::map<Key, EndgameBase<T>*> type; };
+class Endgames {
- typedef Map<Value>::type M1;
- typedef Map<ScaleFactor>::type M2;
+ typedef std::map<Key, EndgameBase<eg_fun<0>::type>*> M1;
+ typedef std::map<Key, EndgameBase<eg_fun<1>::type>*> M2;
- Endgames();
- ~Endgames();
+ M1 m1;
+ M2 m2;
- template<typename T>
- EndgameBase<T>* get(Key key) const {
+ M1& map(M1::mapped_type) { return m1; }
+ M2& map(M2::mapped_type) { return m2; }
- typedef typename Map<T>::type M;
- typename M::const_iterator it = map<M>().find(key);
- return it != map<M>().end() ? it->second : NULL;
- }
+ template<EndgameType E> void add(const std::string& code);
-private:
- template<EndgameType E> void add(const std::string& keyCode);
- template<typename M> const M& map() const;
+public:
+ Endgames();
+ ~Endgames();
- M1 m1;
- M2 m2;
+ template<typename T> T probe(Key key, T& eg)
+ { return eg = map(eg).count(key) ? map(eg)[key] : NULL; }
};
#endif // !defined(ENDGAME_H_INCLUDED)