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Better use STL algorithms in Endgame functions

This leads to a further and unexpected simplification
of this already very size optimized code.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba 2011-12-29 13:18:03 +01:00
parent 9cb187762a
commit 4554d8b2ac
2 changed files with 28 additions and 48 deletions

View file

@ -60,33 +60,23 @@ namespace {
// the two kings in basic endgames. // the two kings in basic endgames.
const int DistanceBonus[8] = { 0, 0, 100, 80, 60, 40, 20, 10 }; const int DistanceBonus[8] = { 0, 0, 100, 80, 60, 40, 20, 10 };
// Build corresponding key code for the opposite color: "KBPKN" -> "KNKBP" // Get the material key of a Position out of the given endgame key code
const string swap_colors(const string& keyCode) { // like "KBPKN". The trick here is to first forge an ad-hoc fen string
// and then let a Position object to do the work for us. Note that the
// fen string could correspond to an illegal position.
Key key(const string& code, Color c) {
size_t idx = keyCode.find('K', 1); assert(code.length() > 0 && code.length() < 8);
return keyCode.substr(idx) + keyCode.substr(0, idx); assert(code[0] == 'K');
}
// Get the material key of a position out of the given endgame key code string sides[] = { code.substr(code.find('K', 1)), // Weaker
// like "KBPKN". The trick here is to first build up a FEN string and then code.substr(0, code.find('K', 1)) }; // Stronger
// let a Position object to do the work for us. Note that the FEN string
// could correspond to an illegal position.
Key mat_key(const string& keyCode) {
assert(keyCode.length() > 0 && keyCode.length() < 8); transform(sides[c].begin(), sides[c].end(), sides[c].begin(), tolower);
assert(keyCode[0] == 'K');
string fen; string fen = sides[0] + char('0' + int(8 - code.length()))
size_t i = 0; + sides[1] + "/8/8/8/8/8/8/8 w - - 0 10";
// First add white and then black pieces
do fen += keyCode[i]; while (keyCode[++i] != 'K');
do fen += char(tolower(keyCode[i])); while (++i < keyCode.length());
// Add file padding and remaining empty ranks
fen += string(1, '0' + int(8 - keyCode.length())) + "/8/8/8/8/8/8/8 w - - 0 10";
// Build a Position out of the fen string and get its material key
return Position(fen, false, 0).material_key(); return Position(fen, false, 0).material_key();
} }
@ -96,10 +86,7 @@ namespace {
} // namespace } // namespace
/// Endgames member definitions /// Endgames members definitions
template<> const Endgames::M1& Endgames::map<Endgames::M1>() const { return m1; }
template<> const Endgames::M2& Endgames::map<Endgames::M2>() const { return m2; }
Endgames::Endgames() { Endgames::Endgames() {
@ -127,13 +114,12 @@ Endgames::~Endgames() {
} }
template<EndgameType E> template<EndgameType E>
void Endgames::add(const string& keyCode) { void Endgames::add(const string& code) {
typedef typename eg_family<E>::type T; typedef typename eg_family<E>::type T;
typedef typename Map<T>::type M;
const_cast<M&>(map<M>()).insert(std::make_pair(mat_key(keyCode), new Endgame<E>(WHITE))); map((T*)0)[key(code, WHITE)] = new Endgame<E>(WHITE);
const_cast<M&>(map<M>()).insert(std::make_pair(mat_key(swap_colors(keyCode)), new Endgame<E>(BLACK))); map((T*)0)[key(code, BLACK)] = new Endgame<E>(BLACK);
} }

View file

@ -20,8 +20,8 @@
#if !defined(ENDGAME_H_INCLUDED) #if !defined(ENDGAME_H_INCLUDED)
#define ENDGAME_H_INCLUDED #define ENDGAME_H_INCLUDED
#include <string>
#include <map> #include <map>
#include <string>
#include "position.h" #include "position.h"
#include "types.h" #include "types.h"
@ -97,30 +97,24 @@ private:
class Endgames { class Endgames {
template<typename T> typedef std::map<Key, EndgameBase<Value>*> M1;
struct Map { typedef std::map<Key, EndgameBase<T>*> type; }; typedef std::map<Key, EndgameBase<ScaleFactor>*> M2;
typedef Map<Value>::type M1; M1 m1;
typedef Map<ScaleFactor>::type M2; M2 m2;
M1& map(Value*) { return m1; }
M2& map(ScaleFactor*) { return m2; }
template<EndgameType E> void add(const std::string& code);
public: public:
Endgames(); Endgames();
~Endgames(); ~Endgames();
template<typename T> template<typename T> EndgameBase<T>* get(Key key) {
EndgameBase<T>* get(Key key) const { return map((T*)0).count(key) ? map((T*)0)[key] : NULL;
typedef typename Map<T>::type M;
typename M::const_iterator it = map<M>().find(key);
return it != map<M>().end() ? it->second : NULL;
} }
private:
template<EndgameType E> void add(const std::string& keyCode);
template<typename M> const M& map() const;
M1 m1;
M2 m2;
}; };
#endif // !defined(ENDGAME_H_INCLUDED) #endif // !defined(ENDGAME_H_INCLUDED)