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It is more natural than using the family subtype and also use two single maps instead of a std::pair. No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
125 lines
3.2 KiB
C++
125 lines
3.2 KiB
C++
/*
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Stockfish, a UCI chess playing engine derived from Glaurung 2.1
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Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
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Copyright (C) 2008-2010 Marco Costalba, Joona Kiiski, Tord Romstad
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Stockfish is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Stockfish is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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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 "position.h"
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#include "types.h"
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/// EndgameType lists all supported endgames
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enum EndgameType {
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// Evaluation functions
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KXK, // Generic "mate lone king" eval
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KBNK, // KBN vs K
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KPK, // KP vs K
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KRKP, // KR vs KP
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KRKB, // KR vs KB
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KRKN, // KR vs KN
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KQKR, // KQ vs KR
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KBBKN, // KBB vs KN
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KNNK, // KNN vs K
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KmmKm, // K and two minors vs K and one or two minors
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// Scaling functions
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SCALE_FUNS,
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KBPsK, // KB+pawns vs K
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KQKRPs, // KQ vs KR+pawns
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KRPKR, // KRP vs KR
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KRPPKRP, // KRPP vs KRP
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KPsK, // King and pawns vs king
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KBPKB, // KBP vs KB
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KBPPKB, // KBPP vs KB
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KBPKN, // KBP vs KN
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KNPK, // KNP vs K
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KPKP // KP vs KP
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};
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/// Some magic to detect family type of endgame from its enum value
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template<bool> struct bool_to_type { typedef Value type; };
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template<> struct bool_to_type<true> { typedef ScaleFactor type; };
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template<EndgameType E> struct eg_family : public bool_to_type<(E > SCALE_FUNS)> {};
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/// Base and derived templates for endgame evaluation and scaling functions
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template<typename T>
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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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};
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template<EndgameType E, typename T = typename eg_family<E>::type>
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struct Endgame : public EndgameBase<T> {
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explicit Endgame(Color c) : strongerSide(c), weakerSide(opposite_color(c)) {}
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Color color() const { return strongerSide; }
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T apply(const Position&) const;
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private:
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Color strongerSide, weakerSide;
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};
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/// Endgames class stores in two std::map the pointers to endgame evaluation
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/// and scaling base objects. Then we use polymorphism to invoke the actual
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/// endgame function calling its apply() method that is virtual.
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struct 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 Map<Value>::type M1;
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typedef Map<ScaleFactor>::type M2;
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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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}
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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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