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stockfish/src/endgame.h

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/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
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
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
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
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#if !defined(ENDGAME_H_INCLUDED)
#define ENDGAME_H_INCLUDED
#include <string>
#include <map>
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#include "position.h"
#include "types.h"
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/// EndgameType lists all supported endgames
enum EndgameType {
// Evaluation functions
KXK, // Generic "mate lone king" eval
KBNK, // KBN vs K
KPK, // KP vs K
KRKP, // KR vs KP
KRKB, // KR vs KB
KRKN, // KR vs KN
KQKR, // KQ vs KR
KBBKN, // KBB vs KN
KNNK, // KNN vs K
KmmKm, // K and two minors vs K and one or two minors
// Scaling functions
SCALE_FUNS,
KBPsK, // KB+pawns vs K
KQKRPs, // KQ vs KR+pawns
KRPKR, // KRP vs KR
KRPPKRP, // KRPP vs KRP
KPsK, // King and pawns vs king
KBPKB, // KBP vs KB
KBPPKB, // KBPP vs KB
KBPKN, // KBP vs KN
KNPK, // KNP vs K
KPKP // KP vs KP
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};
/// Some magic to detect family type of endgame from its enum value
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)> {};
/// Base and derived templates for endgame evaluation and scaling functions
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template<typename T>
struct EndgameBase {
virtual ~EndgameBase() {}
virtual Color color() const = 0;
virtual T apply(const Position&) const = 0;
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};
template<EndgameType E, typename T = typename eg_family<E>::type>
struct Endgame : public EndgameBase<T> {
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explicit Endgame(Color c) : strongerSide(c), weakerSide(flip(c)) {}
Color color() const { return strongerSide; }
T apply(const Position&) const;
private:
Color strongerSide, weakerSide;
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};
/// Endgames class stores in two std::map the pointers to endgame evaluation
/// and scaling base objects. Then we use polymorphism to invoke the actual
/// endgame function calling its apply() method that is virtual.
struct Endgames {
template<typename T>
struct Map { typedef std::map<Key, EndgameBase<T>*> type; };
typedef Map<Value>::type M1;
typedef Map<ScaleFactor>::type M2;
Endgames();
~Endgames();
template<typename T>
EndgameBase<T>* get(Key key) const {
typedef typename Map<T>::type M;
typename M::const_iterator it = map<M>().find(key);
return it != map<M>().end() ? it->second : NULL;
}
private:
template<EndgameType E> void add(const std::string& keyCode);
template<typename M> const M& map() const;
M1 m1;
M2 m2;
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};
#endif // !defined(ENDGAME_H_INCLUDED)