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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>
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2 changed files with 28 additions and 48 deletions
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@ -60,33 +60,23 @@ namespace {
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// the two kings in basic endgames.
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const int DistanceBonus[8] = { 0, 0, 100, 80, 60, 40, 20, 10 };
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// Build corresponding key code for the opposite color: "KBPKN" -> "KNKBP"
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const string swap_colors(const string& keyCode) {
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// Get the material key of a Position out of the given endgame key code
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// like "KBPKN". The trick here is to first forge an ad-hoc fen string
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// and then let a Position object to do the work for us. Note that the
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// fen string could correspond to an illegal position.
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Key key(const string& code, Color c) {
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size_t idx = keyCode.find('K', 1);
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return keyCode.substr(idx) + keyCode.substr(0, idx);
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}
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assert(code.length() > 0 && code.length() < 8);
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assert(code[0] == 'K');
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// Get the material key of a position out of the given endgame key code
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// like "KBPKN". The trick here is to first build up a FEN string and then
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// let a Position object to do the work for us. Note that the FEN string
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// could correspond to an illegal position.
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Key mat_key(const string& keyCode) {
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string sides[] = { code.substr(code.find('K', 1)), // Weaker
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code.substr(0, code.find('K', 1)) }; // Stronger
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assert(keyCode.length() > 0 && keyCode.length() < 8);
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assert(keyCode[0] == 'K');
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transform(sides[c].begin(), sides[c].end(), sides[c].begin(), tolower);
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string fen;
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size_t i = 0;
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string fen = sides[0] + char('0' + int(8 - code.length()))
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+ sides[1] + "/8/8/8/8/8/8/8 w - - 0 10";
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// First add white and then black pieces
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do fen += keyCode[i]; while (keyCode[++i] != 'K');
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do fen += char(tolower(keyCode[i])); while (++i < keyCode.length());
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// Add file padding and remaining empty ranks
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fen += string(1, '0' + int(8 - keyCode.length())) + "/8/8/8/8/8/8/8 w - - 0 10";
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// Build a Position out of the fen string and get its material key
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return Position(fen, false, 0).material_key();
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}
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@ -96,10 +86,7 @@ namespace {
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} // namespace
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/// Endgames member definitions
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template<> const Endgames::M1& Endgames::map<Endgames::M1>() const { return m1; }
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template<> const Endgames::M2& Endgames::map<Endgames::M2>() const { return m2; }
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/// Endgames members definitions
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Endgames::Endgames() {
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@ -127,13 +114,12 @@ Endgames::~Endgames() {
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}
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template<EndgameType E>
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void Endgames::add(const string& keyCode) {
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void Endgames::add(const string& code) {
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typedef typename eg_family<E>::type T;
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typedef typename Map<T>::type M;
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const_cast<M&>(map<M>()).insert(std::make_pair(mat_key(keyCode), new Endgame<E>(WHITE)));
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const_cast<M&>(map<M>()).insert(std::make_pair(mat_key(swap_colors(keyCode)), new Endgame<E>(BLACK)));
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map((T*)0)[key(code, WHITE)] = new Endgame<E>(WHITE);
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map((T*)0)[key(code, BLACK)] = new Endgame<E>(BLACK);
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}
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@ -20,8 +20,8 @@
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#if !defined(ENDGAME_H_INCLUDED)
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#define ENDGAME_H_INCLUDED
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#include <string>
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#include <map>
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#include <string>
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#include "position.h"
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#include "types.h"
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@ -97,30 +97,24 @@ private:
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class Endgames {
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template<typename T>
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struct Map { typedef std::map<Key, EndgameBase<T>*> type; };
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typedef std::map<Key, EndgameBase<Value>*> M1;
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typedef std::map<Key, EndgameBase<ScaleFactor>*> M2;
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typedef Map<Value>::type M1;
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typedef Map<ScaleFactor>::type M2;
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M1 m1;
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M2 m2;
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M1& map(Value*) { return m1; }
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M2& map(ScaleFactor*) { return m2; }
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template<EndgameType E> void add(const std::string& code);
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public:
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Endgames();
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~Endgames();
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template<typename T>
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EndgameBase<T>* get(Key key) const {
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typedef typename Map<T>::type M;
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typename M::const_iterator it = map<M>().find(key);
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return it != map<M>().end() ? it->second : NULL;
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template<typename T> EndgameBase<T>* get(Key key) {
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return map((T*)0).count(key) ? map((T*)0)[key] : NULL;
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}
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private:
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template<EndgameType E> void add(const std::string& keyCode);
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template<typename M> const M& map() const;
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M1 m1;
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M2 m2;
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};
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#endif // !defined(ENDGAME_H_INCLUDED)
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