along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
-
#if !defined(ENDGAME_H_INCLUDED)
#define ENDGAME_H_INCLUDED
-////
-//// Includes
-////
+#include <string>
+#include <map>
#include "position.h"
-#include "scale.h"
-#include "value.h"
+#include "types.h"
-////
-//// Types
-////
+/// EndgameType lists all supported endgames
enum EndgameType {
- // Evaluation functions
- KXK, // Generic "mate lone king" eval
- KBNK, // KBN vs K
- KPK, // KP vs K
- KRKP, // KR vs KP
- KRKB, // KR vs KB
- KRKN, // KR vs KN
- KQKR, // KQ vs KR
- KBBKN, // KBB vs KN
- KNNK, // KNN vs K
- KmmKm, // K and two minors vs K and one or two minors
-
- // Scaling functions
- KBPsK, // KB+pawns vs K
- KQKRPs, // KQ vs KR+pawns
- KRPKR, // KRP vs KR
- KRPPKRP, // KRPP vs KRP
- KPsK, // King and pawns vs king
- KBPKB, // KBP vs KB
- KBPPKB, // KBPP vs KB
- KBPKN, // KBP vs KN
- KNPK, // KNP vs K
- KPKP // KP vs KP
+ // Evaluation functions
+
+ KXK, // Generic "mate lone king" eval
+ KBNK, // KBN vs K
+ KPK, // KP vs K
+ KRKP, // KR vs KP
+ KRKB, // KR vs KB
+ KRKN, // KR vs KN
+ KQKR, // KQ vs KR
+ KBBKN, // KBB vs KN
+ KNNK, // KNN vs K
+ KmmKm, // K and two minors vs K and one or two minors
+
+
+ // Scaling functions
+
+ KBPsK, // KB+pawns vs K
+ KQKRPs, // KQ vs KR+pawns
+ KRPKR, // KRP vs KR
+ KRPPKRP, // KRPP vs KRP
+ KPsK, // King and pawns vs king
+ KBPKB, // KBP vs KB
+ KBPPKB, // KBPP vs KB
+ KBPKN, // KBP vs KN
+ KNPK, // KNP vs K
+ KPKP // KP vs KP
};
-/// Template abstract base class for all special endgame functions
+
+/// Base and derived templates for endgame evaluation and scaling functions
template<typename T>
-class EndgameFunctionBase {
-public:
- EndgameFunctionBase(Color c) : strongerSide(c), weakerSide(opposite_color(c)) {}
- virtual ~EndgameFunctionBase() {}
- virtual T apply(const Position&) = 0;
- Color color() const { return strongerSide; }
+struct EndgameBase {
-protected:
- Color strongerSide, weakerSide;
+ typedef EndgameBase<T> Base;
+
+ virtual ~EndgameBase() {}
+ virtual Color color() const = 0;
+ virtual T apply(const Position&) const = 0;
};
-typedef EndgameFunctionBase<Value> EndgameEvaluationFunctionBase;
-typedef EndgameFunctionBase<ScaleFactor> EndgameScalingFunctionBase;
+template<typename T, EndgameType>
+struct Endgame : public EndgameBase<T> {
-/// Templates subclass for various concrete endgames
+ explicit Endgame(Color c) : strongerSide(c), weakerSide(opposite_color(c)) {}
+ Color color() const { return strongerSide; }
+ T apply(const Position&) const;
-template<EndgameType>
-struct EvaluationFunction : public EndgameEvaluationFunctionBase {
- typedef EndgameEvaluationFunctionBase Base;
- explicit EvaluationFunction(Color c): EndgameEvaluationFunctionBase(c) {}
- Value apply(const Position&);
+private:
+ Color strongerSide, weakerSide;
};
-template<EndgameType>
-struct ScalingFunction : public EndgameScalingFunctionBase {
- typedef EndgameScalingFunctionBase Base;
- explicit ScalingFunction(Color c) : EndgameScalingFunctionBase(c) {}
- ScaleFactor apply(const Position&);
-};
+/// 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.
-////
-//// Prototypes
-////
+class Endgames {
-extern void init_bitbases();
+ typedef std::map<Key, EndgameBase<Value>* > EFMap;
+ typedef std::map<Key, EndgameBase<ScaleFactor>* > SFMap;
+
+public:
+ Endgames();
+ ~Endgames();
+ template<class T> T* get(Key key) const;
+private:
+ template<class T> void add(const std::string& keyCode);
+
+ // Here we store two maps, for evaluate and scaling functions...
+ std::pair<EFMap, SFMap> maps;
+
+ // ...and here is the accessing template function
+ template<typename T> const std::map<Key, T*>& get() const;
+};
#endif // !defined(ENDGAME_H_INCLUDED)