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Use operator() instead of apply() in endgames
It is more idiomatic for a functor (a function object) as are the endgames. Suggested by Rein Halbersma. No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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3 changed files with 24 additions and 24 deletions
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@ -146,7 +146,7 @@ void Endgames::add(const string& keyCode) {
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/// attacking side a bonus for driving the defending king towards the edge
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/// of the board, and for keeping the distance between the two kings small.
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template<>
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Value Endgame<KXK>::apply(const Position& pos) const {
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Value Endgame<KXK>::operator()(const Position& pos) const {
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assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO);
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assert(pos.piece_count(weakerSide, PAWN) == VALUE_ZERO);
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@ -172,7 +172,7 @@ Value Endgame<KXK>::apply(const Position& pos) const {
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/// Mate with KBN vs K. This is similar to KX vs K, but we have to drive the
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/// defending king towards a corner square of the right color.
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template<>
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Value Endgame<KBNK>::apply(const Position& pos) const {
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Value Endgame<KBNK>::operator()(const Position& pos) const {
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assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO);
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assert(pos.piece_count(weakerSide, PAWN) == VALUE_ZERO);
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@ -204,7 +204,7 @@ Value Endgame<KBNK>::apply(const Position& pos) const {
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/// KP vs K. This endgame is evaluated with the help of a bitbase.
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template<>
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Value Endgame<KPK>::apply(const Position& pos) const {
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Value Endgame<KPK>::operator()(const Position& pos) const {
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assert(pos.non_pawn_material(strongerSide) == VALUE_ZERO);
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assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO);
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@ -252,7 +252,7 @@ Value Endgame<KPK>::apply(const Position& pos) const {
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/// far advanced with support of the king, while the attacking king is far
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/// away.
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template<>
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Value Endgame<KRKP>::apply(const Position& pos) const {
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Value Endgame<KRKP>::operator()(const Position& pos) const {
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assert(pos.non_pawn_material(strongerSide) == RookValueMidgame);
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assert(pos.piece_count(strongerSide, PAWN) == 0);
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@ -309,7 +309,7 @@ Value Endgame<KRKP>::apply(const Position& pos) const {
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/// KR vs KB. This is very simple, and always returns drawish scores. The
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/// score is slightly bigger when the defending king is close to the edge.
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template<>
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Value Endgame<KRKB>::apply(const Position& pos) const {
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Value Endgame<KRKB>::operator()(const Position& pos) const {
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assert(pos.non_pawn_material(strongerSide) == RookValueMidgame);
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assert(pos.piece_count(strongerSide, PAWN) == 0);
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@ -325,7 +325,7 @@ Value Endgame<KRKB>::apply(const Position& pos) const {
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/// KR vs KN. The attacking side has slightly better winning chances than
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/// in KR vs KB, particularly if the king and the knight are far apart.
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template<>
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Value Endgame<KRKN>::apply(const Position& pos) const {
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Value Endgame<KRKN>::operator()(const Position& pos) const {
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assert(pos.non_pawn_material(strongerSide) == RookValueMidgame);
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assert(pos.piece_count(strongerSide, PAWN) == 0);
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@ -351,7 +351,7 @@ Value Endgame<KRKN>::apply(const Position& pos) const {
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/// for the defending side in the search, this is usually sufficient to be
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/// able to win KQ vs KR.
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template<>
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Value Endgame<KQKR>::apply(const Position& pos) const {
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Value Endgame<KQKR>::operator()(const Position& pos) const {
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assert(pos.non_pawn_material(strongerSide) == QueenValueMidgame);
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assert(pos.piece_count(strongerSide, PAWN) == 0);
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@ -370,7 +370,7 @@ Value Endgame<KQKR>::apply(const Position& pos) const {
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}
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template<>
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Value Endgame<KBBKN>::apply(const Position& pos) const {
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Value Endgame<KBBKN>::operator()(const Position& pos) const {
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assert(pos.piece_count(strongerSide, BISHOP) == 2);
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assert(pos.non_pawn_material(strongerSide) == 2*BishopValueMidgame);
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@ -399,12 +399,12 @@ Value Endgame<KBBKN>::apply(const Position& pos) const {
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/// K and two minors vs K and one or two minors or K and two knights against
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/// king alone are always draw.
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template<>
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Value Endgame<KmmKm>::apply(const Position&) const {
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Value Endgame<KmmKm>::operator()(const Position&) const {
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return VALUE_DRAW;
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}
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template<>
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Value Endgame<KNNK>::apply(const Position&) const {
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Value Endgame<KNNK>::operator()(const Position&) const {
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return VALUE_DRAW;
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}
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@ -414,7 +414,7 @@ Value Endgame<KNNK>::apply(const Position&) const {
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/// returned. If not, the return value is SCALE_FACTOR_NONE, i.e. no scaling
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/// will be used.
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template<>
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ScaleFactor Endgame<KBPsK>::apply(const Position& pos) const {
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ScaleFactor Endgame<KBPsK>::operator()(const Position& pos) const {
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assert(pos.non_pawn_material(strongerSide) == BishopValueMidgame);
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assert(pos.piece_count(strongerSide, BISHOP) == 1);
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@ -468,7 +468,7 @@ ScaleFactor Endgame<KBPsK>::apply(const Position& pos) const {
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/// It tests for fortress draws with a rook on the third rank defended by
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/// a pawn.
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template<>
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ScaleFactor Endgame<KQKRPs>::apply(const Position& pos) const {
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ScaleFactor Endgame<KQKRPs>::operator()(const Position& pos) const {
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assert(pos.non_pawn_material(strongerSide) == QueenValueMidgame);
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assert(pos.piece_count(strongerSide, QUEEN) == 1);
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@ -499,7 +499,7 @@ ScaleFactor Endgame<KQKRPs>::apply(const Position& pos) const {
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/// It would also be nice to rewrite the actual code for this function,
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/// which is mostly copied from Glaurung 1.x, and not very pretty.
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template<>
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ScaleFactor Endgame<KRPKR>::apply(const Position& pos) const {
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ScaleFactor Endgame<KRPKR>::operator()(const Position& pos) const {
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assert(pos.non_pawn_material(strongerSide) == RookValueMidgame);
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assert(pos.piece_count(strongerSide, PAWN) == 1);
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@ -617,7 +617,7 @@ ScaleFactor Endgame<KRPKR>::apply(const Position& pos) const {
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/// single pattern: If the stronger side has no pawns and the defending king
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/// is actively placed, the position is drawish.
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template<>
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ScaleFactor Endgame<KRPPKRP>::apply(const Position& pos) const {
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ScaleFactor Endgame<KRPPKRP>::operator()(const Position& pos) const {
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assert(pos.non_pawn_material(strongerSide) == RookValueMidgame);
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assert(pos.piece_count(strongerSide, PAWN) == 2);
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@ -656,7 +656,7 @@ ScaleFactor Endgame<KRPPKRP>::apply(const Position& pos) const {
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/// against king. There is just a single rule here: If all pawns are on
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/// the same rook file and are blocked by the defending king, it's a draw.
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template<>
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ScaleFactor Endgame<KPsK>::apply(const Position& pos) const {
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ScaleFactor Endgame<KPsK>::operator()(const Position& pos) const {
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assert(pos.non_pawn_material(strongerSide) == VALUE_ZERO);
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assert(pos.piece_count(strongerSide, PAWN) >= 2);
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@ -694,7 +694,7 @@ ScaleFactor Endgame<KPsK>::apply(const Position& pos) const {
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/// it's a draw. If the two bishops have opposite color, it's almost always
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/// a draw.
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template<>
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ScaleFactor Endgame<KBPKB>::apply(const Position& pos) const {
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ScaleFactor Endgame<KBPKB>::operator()(const Position& pos) const {
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assert(pos.non_pawn_material(strongerSide) == BishopValueMidgame);
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assert(pos.piece_count(strongerSide, BISHOP) == 1);
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@ -749,7 +749,7 @@ ScaleFactor Endgame<KBPKB>::apply(const Position& pos) const {
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/// KBPPKBScalingFunction scales KBPP vs KB endgames. It detects a few basic
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/// draws with opposite-colored bishops.
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template<>
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ScaleFactor Endgame<KBPPKB>::apply(const Position& pos) const {
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ScaleFactor Endgame<KBPPKB>::operator()(const Position& pos) const {
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assert(pos.non_pawn_material(strongerSide) == BishopValueMidgame);
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assert(pos.piece_count(strongerSide, BISHOP) == 1);
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@ -825,7 +825,7 @@ ScaleFactor Endgame<KBPPKB>::apply(const Position& pos) const {
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/// square of the king is not of the same color as the stronger side's bishop,
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/// it's a draw.
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template<>
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ScaleFactor Endgame<KBPKN>::apply(const Position& pos) const {
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ScaleFactor Endgame<KBPKN>::operator()(const Position& pos) const {
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assert(pos.non_pawn_material(strongerSide) == BishopValueMidgame);
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assert(pos.piece_count(strongerSide, BISHOP) == 1);
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@ -852,7 +852,7 @@ ScaleFactor Endgame<KBPKN>::apply(const Position& pos) const {
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/// If the pawn is a rook pawn on the 7th rank and the defending king prevents
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/// the pawn from advancing, the position is drawn.
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template<>
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ScaleFactor Endgame<KNPK>::apply(const Position& pos) const {
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ScaleFactor Endgame<KNPK>::operator()(const Position& pos) const {
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assert(pos.non_pawn_material(strongerSide) == KnightValueMidgame);
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assert(pos.piece_count(strongerSide, KNIGHT) == 1);
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@ -882,7 +882,7 @@ ScaleFactor Endgame<KNPK>::apply(const Position& pos) const {
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/// advanced and not on a rook file; in this case it is often possible to win
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/// (e.g. 8/4k3/3p4/3P4/6K1/8/8/8 w - - 0 1).
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template<>
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ScaleFactor Endgame<KPKP>::apply(const Position& pos) const {
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ScaleFactor Endgame<KPKP>::operator()(const Position& pos) const {
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assert(pos.non_pawn_material(strongerSide) == VALUE_ZERO);
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assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO);
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@ -75,7 +75,7 @@ struct EndgameBase {
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virtual ~EndgameBase() {}
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virtual Color color() const = 0;
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virtual T apply(const Position&) const = 0;
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virtual T operator()(const Position&) const = 0;
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};
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@ -84,7 +84,7 @@ struct Endgame : public EndgameBase<T> {
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explicit Endgame(Color c) : strongerSide(c), weakerSide(flip(c)) {}
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Color color() const { return strongerSide; }
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T apply(const Position&) const;
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T operator()(const Position&) const;
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private:
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Color strongerSide, weakerSide;
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@ -97,12 +97,12 @@ inline ScaleFactor MaterialInfo::scale_factor(const Position& pos, Color c) cons
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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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ScaleFactor sf = (*scalingFunction[c])(pos);
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return sf == SCALE_FACTOR_NONE ? ScaleFactor(factor[c]) : sf;
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}
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inline Value MaterialInfo::evaluate(const Position& pos) const {
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return evaluationFunction->apply(pos);
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return (*evaluationFunction)(pos);
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}
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inline Score MaterialInfo::material_value() const {
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