along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
-#include <algorithm> // For std::min
#include <cassert>
#include <cstring> // For std::memset
bool is_KBPsK(const Position& pos, Color us) {
return pos.non_pawn_material(us) == BishopValueMg
- && pos.count<BISHOP>(us) == 1
&& pos.count<PAWN >(us) >= 1;
}
bool is_KQKRPs(const Position& pos, Color us) {
return !pos.count<PAWN>(us)
&& pos.non_pawn_material(us) == QueenValueMg
- && pos.count<QUEEN>(us) == 1
&& pos.count<ROOK>(~us) == 1
&& pos.count<PAWN>(~us) >= 1;
}
Value npm_w = pos.non_pawn_material(WHITE);
Value npm_b = pos.non_pawn_material(BLACK);
- Value npm = std::max(EndgameLimit, std::min(npm_w + npm_b, MidgameLimit));
+ Value npm = clamp(npm_w + npm_b, EndgameLimit, MidgameLimit);
// Map total non-pawn material into [PHASE_ENDGAME, PHASE_MIDGAME]
e->gamePhase = Phase(((npm - EndgameLimit) * PHASE_MIDGAME) / (MidgameLimit - EndgameLimit));
// Let's look if we have a specialized evaluation function for this particular
// material configuration. Firstly we look for a fixed configuration one, then
// for a generic one if the previous search failed.
- if ((e->evaluationFunction = pos.this_thread()->endgames.probe<Value>(key)) != nullptr)
+ if ((e->evaluationFunction = Endgames::probe<Value>(key)) != nullptr)
return e;
for (Color c = WHITE; c <= BLACK; ++c)
// OK, we didn't find any special evaluation function for the current material
// configuration. Is there a suitable specialized scaling function?
- const EndgameBase<ScaleFactor>* sf;
+ const auto* sf = Endgames::probe<ScaleFactor>(key);
- if ((sf = pos.this_thread()->endgames.probe<ScaleFactor>(key)) != nullptr)
+ if (sf)
{
e->scalingFunction[sf->strongSide] = sf; // Only strong color assigned
return e;