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Sync material.h with pawns.h

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba 2011-04-11 09:54:41 +02:00
parent 6738b65be9
commit 7a84b8ca34
2 changed files with 12 additions and 37 deletions

View file

@ -23,6 +23,7 @@
#include "endgame.h" #include "endgame.h"
#include "position.h" #include "position.h"
#include "tt.h" #include "tt.h"
#include "types.h"
const int MaterialTableSize = 1024; const int MaterialTableSize = 1024;
@ -58,6 +59,7 @@ private:
Phase gamePhase; Phase gamePhase;
}; };
/// The MaterialInfoTable class represents a pawn hash table. The most important /// The MaterialInfoTable class represents a pawn hash table. The most important
/// method is get_material_info, which returns a pointer to a MaterialInfo object. /// method is get_material_info, which returns a pointer to a MaterialInfo object.
class EndgameFunctions; class EndgameFunctions;
@ -68,20 +70,12 @@ public:
~MaterialInfoTable(); ~MaterialInfoTable();
MaterialInfo* get_material_info(const Position& pos); MaterialInfo* get_material_info(const Position& pos);
static Phase game_phase(const Position& pos); static Phase game_phase(const Position& pos);
private: private:
EndgameFunctions* funcs; EndgameFunctions* funcs;
}; };
/// MaterialInfo::material_value simply returns the material balance
/// evaluation that is independent from game phase.
inline Score MaterialInfo::material_value() const {
return make_score(value, value);
}
/// MaterialInfo::scale_factor takes a position and a color as input, and /// MaterialInfo::scale_factor takes a position and a color as input, and
/// returns a scale factor for the given color. We have to provide the /// returns a scale factor for the given color. We have to provide the
/// position in addition to the color, because the scale factor need not /// position in addition to the color, because the scale factor need not
@ -91,50 +85,30 @@ inline Score MaterialInfo::material_value() const {
inline ScaleFactor MaterialInfo::scale_factor(const Position& pos, Color c) const { inline ScaleFactor MaterialInfo::scale_factor(const Position& pos, Color c) const {
if (scalingFunction[c] != NULL) if (!scalingFunction[c])
{
ScaleFactor sf = scalingFunction[c]->apply(pos);
if (sf != SCALE_FACTOR_NONE)
return sf;
}
return ScaleFactor(factor[c]); return ScaleFactor(factor[c]);
ScaleFactor sf = scalingFunction[c]->apply(pos);
return sf == SCALE_FACTOR_NONE ? ScaleFactor(factor[c]) : sf;
} }
inline Score MaterialInfo::material_value() const {
/// MaterialInfo::space_weight() simply returns the weight for the space return make_score(value, value);
/// evaluation for this material configuration. }
inline int MaterialInfo::space_weight() const { inline int MaterialInfo::space_weight() const {
return spaceWeight; return spaceWeight;
} }
/// MaterialInfo::game_phase() returns the game phase according
/// to this material configuration.
inline Phase MaterialInfo::game_phase() const { inline Phase MaterialInfo::game_phase() const {
return gamePhase; return gamePhase;
} }
/// MaterialInfo::specialized_eval_exists decides whether there is a
/// specialized evaluation function for the current material configuration,
/// or if the normal evaluation function should be used.
inline bool MaterialInfo::specialized_eval_exists() const { inline bool MaterialInfo::specialized_eval_exists() const {
return evaluationFunction != NULL; return evaluationFunction != NULL;
} }
/// MaterialInfo::evaluate applies a specialized evaluation function
/// to a given position object. It should only be called when
/// specialized_eval_exists() returns 'true'.
inline Value MaterialInfo::evaluate(const Position& pos) const { inline Value MaterialInfo::evaluate(const Position& pos) const {
return evaluationFunction->apply(pos); return evaluationFunction->apply(pos);
} }

View file

@ -32,6 +32,7 @@ const int PawnTableSize = 16384;
/// to add further information in the future. A lookup to the pawn hash table /// to add further information in the future. A lookup to the pawn hash table
/// (performed by calling the get_pawn_info method in a PawnInfoTable object) /// (performed by calling the get_pawn_info method in a PawnInfoTable object)
/// returns a pointer to a PawnInfo object. /// returns a pointer to a PawnInfo object.
class PawnInfo { class PawnInfo {
friend class PawnInfoTable; friend class PawnInfoTable;