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https://github.com/sockspls/badfish
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Sync material.h with pawns.h
No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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2 changed files with 12 additions and 37 deletions
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@ -23,6 +23,7 @@
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#include "endgame.h"
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#include "position.h"
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#include "tt.h"
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#include "types.h"
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const int MaterialTableSize = 1024;
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@ -58,6 +59,7 @@ private:
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Phase gamePhase;
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};
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/// The MaterialInfoTable class represents a pawn hash table. The most important
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/// method is get_material_info, which returns a pointer to a MaterialInfo object.
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class EndgameFunctions;
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@ -68,20 +70,12 @@ public:
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~MaterialInfoTable();
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MaterialInfo* get_material_info(const Position& pos);
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static Phase game_phase(const Position& pos);
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private:
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EndgameFunctions* funcs;
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};
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/// MaterialInfo::material_value simply returns the material balance
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/// evaluation that is independent from game phase.
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inline Score MaterialInfo::material_value() const {
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return make_score(value, value);
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}
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/// MaterialInfo::scale_factor takes a position and a color as input, and
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/// returns a scale factor for the given color. We have to provide the
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/// position in addition to the color, because the scale factor need not
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@ -91,50 +85,30 @@ inline Score MaterialInfo::material_value() const {
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inline ScaleFactor MaterialInfo::scale_factor(const Position& pos, Color c) const {
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if (scalingFunction[c] != NULL)
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{
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ScaleFactor sf = scalingFunction[c]->apply(pos);
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if (sf != SCALE_FACTOR_NONE)
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return sf;
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}
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if (!scalingFunction[c])
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return ScaleFactor(factor[c]);
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ScaleFactor sf = scalingFunction[c]->apply(pos);
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return sf == SCALE_FACTOR_NONE ? ScaleFactor(factor[c]) : sf;
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}
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/// MaterialInfo::space_weight() simply returns the weight for the space
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/// evaluation for this material configuration.
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inline Score MaterialInfo::material_value() const {
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return make_score(value, value);
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}
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inline int MaterialInfo::space_weight() const {
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return spaceWeight;
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}
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/// MaterialInfo::game_phase() returns the game phase according
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/// to this material configuration.
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inline Phase MaterialInfo::game_phase() const {
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return gamePhase;
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}
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/// MaterialInfo::specialized_eval_exists decides whether there is a
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/// specialized evaluation function for the current material configuration,
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/// or if the normal evaluation function should be used.
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inline bool MaterialInfo::specialized_eval_exists() const {
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return evaluationFunction != NULL;
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}
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/// MaterialInfo::evaluate applies a specialized evaluation function
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/// to a given position object. It should only be called when
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/// specialized_eval_exists() returns 'true'.
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inline Value MaterialInfo::evaluate(const Position& pos) const {
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return evaluationFunction->apply(pos);
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}
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@ -32,6 +32,7 @@ const int PawnTableSize = 16384;
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/// to add further information in the future. A lookup to the pawn hash table
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/// (performed by calling the get_pawn_info method in a PawnInfoTable object)
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/// returns a pointer to a PawnInfo object.
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class PawnInfo {
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friend class PawnInfoTable;
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