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Use polymorphism to resolve map() overloading

The 2 overload functions map() accept a pointer to
EndgameBase<Value> or a pointer to EndgameBase<ScaleFactor>.

Because Endgame<E> is derived from one of them we can
directly use a pointer to this class to resolve the
overload as is needed in Endgames::add().

Also made class Endgames fully parametrized and no more
hardcoded to the types (Value or ScaleFactor) of endgames
stored.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba 2012-04-01 15:12:39 +01:00
parent 7eb6a488ad
commit dda0fa1a43
2 changed files with 15 additions and 16 deletions

View file

@ -116,10 +116,8 @@ Endgames::~Endgames() {
template<EndgameType E>
void Endgames::add(const string& code) {
typedef typename eg_family<E>::type T;
map((T*)0)[key(code, WHITE)] = new Endgame<E>(WHITE);
map((T*)0)[key(code, BLACK)] = new Endgame<E>(BLACK);
map((Endgame<E>*)0)[key(code, WHITE)] = new Endgame<E>(WHITE);
map((Endgame<E>*)0)[key(code, BLACK)] = new Endgame<E>(BLACK);
}
@ -133,13 +131,13 @@ Value Endgame<KXK>::operator()(const Position& pos) const {
assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO);
assert(pos.piece_count(weakerSide, PAWN) == VALUE_ZERO);
// Stalemate detection with lone king
// Stalemate detection with lone king
if ( pos.side_to_move() == weakerSide
&& !pos.in_check()
&& !MoveList<MV_LEGAL>(pos).size()) {
return VALUE_DRAW;
}
Square winnerKSq = pos.king_square(strongerSide);
Square loserKSq = pos.king_square(weakerSide);

View file

@ -61,11 +61,12 @@ enum EndgameType {
};
/// Some magic to detect family type of endgame from its enum value
/// Endgame functions can be of two types according if return a Value or a
/// ScaleFactor. Type eg_fun<int>::type equals to either ScaleFactor or Value
/// depending if the template parameter is 0 or 1.
template<bool> struct bool_to_type { typedef Value type; };
template<> struct bool_to_type<true> { typedef ScaleFactor type; };
template<EndgameType E> struct eg_family : public bool_to_type<(E > SCALE_FUNS)> {};
template<int> struct eg_fun { typedef Value type; };
template<> struct eg_fun<1> { typedef ScaleFactor type; };
/// Base and derived templates for endgame evaluation and scaling functions
@ -79,7 +80,7 @@ struct EndgameBase {
};
template<EndgameType E, typename T = typename eg_family<E>::type>
template<EndgameType E, typename T = typename eg_fun<(E > SCALE_FUNS)>::type>
struct Endgame : public EndgameBase<T> {
explicit Endgame(Color c) : strongerSide(c), weakerSide(~c) {}
@ -97,14 +98,14 @@ private:
class Endgames {
typedef std::map<Key, EndgameBase<Value>*> M1;
typedef std::map<Key, EndgameBase<ScaleFactor>*> M2;
typedef std::map<Key, EndgameBase<eg_fun<0>::type>*> M1;
typedef std::map<Key, EndgameBase<eg_fun<1>::type>*> M2;
M1 m1;
M2 m2;
M1& map(Value*) { return m1; }
M2& map(ScaleFactor*) { return m2; }
M1& map(M1::value_type::second_type) { return m1; }
M2& map(M2::value_type::second_type) { return m2; }
template<EndgameType E> void add(const std::string& code);
@ -113,7 +114,7 @@ public:
~Endgames();
template<typename T> EndgameBase<T>* probe(Key key) {
return map((T*)0).count(key) ? map((T*)0)[key] : NULL;
return map((EndgameBase<T>*)0).count(key) ? map((EndgameBase<T>*)0)[key] : NULL;
}
};