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Use operator() instead of apply() in endgames
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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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mcostalba committed Dec 5, 2011
1 parent 11a7980 commit 98352a5
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Showing 3 changed files with 24 additions and 24 deletions.
40 changes: 20 additions & 20 deletions src/endgame.cpp
Expand Up @@ -146,7 +146,7 @@ void Endgames::add(const string& keyCode) {
/// attacking side a bonus for driving the defending king towards the edge
/// of the board, and for keeping the distance between the two kings small.
template<>
Value Endgame<KXK>::apply(const Position& pos) const {
Value Endgame<KXK>::operator()(const Position& pos) const {

assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO);
assert(pos.piece_count(weakerSide, PAWN) == VALUE_ZERO);
Expand All @@ -172,7 +172,7 @@ Value Endgame<KXK>::apply(const Position& pos) const {
/// Mate with KBN vs K. This is similar to KX vs K, but we have to drive the
/// defending king towards a corner square of the right color.
template<>
Value Endgame<KBNK>::apply(const Position& pos) const {
Value Endgame<KBNK>::operator()(const Position& pos) const {

assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO);
assert(pos.piece_count(weakerSide, PAWN) == VALUE_ZERO);
Expand Down Expand Up @@ -204,7 +204,7 @@ Value Endgame<KBNK>::apply(const Position& pos) const {

/// KP vs K. This endgame is evaluated with the help of a bitbase.
template<>
Value Endgame<KPK>::apply(const Position& pos) const {
Value Endgame<KPK>::operator()(const Position& pos) const {

assert(pos.non_pawn_material(strongerSide) == VALUE_ZERO);
assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO);
Expand Down Expand Up @@ -252,7 +252,7 @@ Value Endgame<KPK>::apply(const Position& pos) const {
/// far advanced with support of the king, while the attacking king is far
/// away.
template<>
Value Endgame<KRKP>::apply(const Position& pos) const {
Value Endgame<KRKP>::operator()(const Position& pos) const {

assert(pos.non_pawn_material(strongerSide) == RookValueMidgame);
assert(pos.piece_count(strongerSide, PAWN) == 0);
Expand Down Expand Up @@ -309,7 +309,7 @@ Value Endgame<KRKP>::apply(const Position& pos) const {
/// KR vs KB. This is very simple, and always returns drawish scores. The
/// score is slightly bigger when the defending king is close to the edge.
template<>
Value Endgame<KRKB>::apply(const Position& pos) const {
Value Endgame<KRKB>::operator()(const Position& pos) const {

assert(pos.non_pawn_material(strongerSide) == RookValueMidgame);
assert(pos.piece_count(strongerSide, PAWN) == 0);
Expand All @@ -325,7 +325,7 @@ Value Endgame<KRKB>::apply(const Position& pos) const {
/// KR vs KN. The attacking side has slightly better winning chances than
/// in KR vs KB, particularly if the king and the knight are far apart.
template<>
Value Endgame<KRKN>::apply(const Position& pos) const {
Value Endgame<KRKN>::operator()(const Position& pos) const {

assert(pos.non_pawn_material(strongerSide) == RookValueMidgame);
assert(pos.piece_count(strongerSide, PAWN) == 0);
Expand All @@ -351,7 +351,7 @@ Value Endgame<KRKN>::apply(const Position& pos) const {
/// for the defending side in the search, this is usually sufficient to be
/// able to win KQ vs KR.
template<>
Value Endgame<KQKR>::apply(const Position& pos) const {
Value Endgame<KQKR>::operator()(const Position& pos) const {

assert(pos.non_pawn_material(strongerSide) == QueenValueMidgame);
assert(pos.piece_count(strongerSide, PAWN) == 0);
Expand All @@ -370,7 +370,7 @@ Value Endgame<KQKR>::apply(const Position& pos) const {
}

template<>
Value Endgame<KBBKN>::apply(const Position& pos) const {
Value Endgame<KBBKN>::operator()(const Position& pos) const {

assert(pos.piece_count(strongerSide, BISHOP) == 2);
assert(pos.non_pawn_material(strongerSide) == 2*BishopValueMidgame);
Expand Down Expand Up @@ -399,12 +399,12 @@ Value Endgame<KBBKN>::apply(const Position& pos) const {
/// K and two minors vs K and one or two minors or K and two knights against
/// king alone are always draw.
template<>
Value Endgame<KmmKm>::apply(const Position&) const {
Value Endgame<KmmKm>::operator()(const Position&) const {
return VALUE_DRAW;
}

template<>
Value Endgame<KNNK>::apply(const Position&) const {
Value Endgame<KNNK>::operator()(const Position&) const {
return VALUE_DRAW;
}

Expand All @@ -414,7 +414,7 @@ Value Endgame<KNNK>::apply(const Position&) const {
/// returned. If not, the return value is SCALE_FACTOR_NONE, i.e. no scaling
/// will be used.
template<>
ScaleFactor Endgame<KBPsK>::apply(const Position& pos) const {
ScaleFactor Endgame<KBPsK>::operator()(const Position& pos) const {

assert(pos.non_pawn_material(strongerSide) == BishopValueMidgame);
assert(pos.piece_count(strongerSide, BISHOP) == 1);
Expand Down Expand Up @@ -468,7 +468,7 @@ ScaleFactor Endgame<KBPsK>::apply(const Position& pos) const {
/// It tests for fortress draws with a rook on the third rank defended by
/// a pawn.
template<>
ScaleFactor Endgame<KQKRPs>::apply(const Position& pos) const {
ScaleFactor Endgame<KQKRPs>::operator()(const Position& pos) const {

assert(pos.non_pawn_material(strongerSide) == QueenValueMidgame);
assert(pos.piece_count(strongerSide, QUEEN) == 1);
Expand Down Expand Up @@ -499,7 +499,7 @@ ScaleFactor Endgame<KQKRPs>::apply(const Position& pos) const {
/// It would also be nice to rewrite the actual code for this function,
/// which is mostly copied from Glaurung 1.x, and not very pretty.
template<>
ScaleFactor Endgame<KRPKR>::apply(const Position& pos) const {
ScaleFactor Endgame<KRPKR>::operator()(const Position& pos) const {

assert(pos.non_pawn_material(strongerSide) == RookValueMidgame);
assert(pos.piece_count(strongerSide, PAWN) == 1);
Expand Down Expand Up @@ -617,7 +617,7 @@ ScaleFactor Endgame<KRPKR>::apply(const Position& pos) const {
/// single pattern: If the stronger side has no pawns and the defending king
/// is actively placed, the position is drawish.
template<>
ScaleFactor Endgame<KRPPKRP>::apply(const Position& pos) const {
ScaleFactor Endgame<KRPPKRP>::operator()(const Position& pos) const {

assert(pos.non_pawn_material(strongerSide) == RookValueMidgame);
assert(pos.piece_count(strongerSide, PAWN) == 2);
Expand Down Expand Up @@ -656,7 +656,7 @@ ScaleFactor Endgame<KRPPKRP>::apply(const Position& pos) const {
/// against king. There is just a single rule here: If all pawns are on
/// the same rook file and are blocked by the defending king, it's a draw.
template<>
ScaleFactor Endgame<KPsK>::apply(const Position& pos) const {
ScaleFactor Endgame<KPsK>::operator()(const Position& pos) const {

assert(pos.non_pawn_material(strongerSide) == VALUE_ZERO);
assert(pos.piece_count(strongerSide, PAWN) >= 2);
Expand Down Expand Up @@ -694,7 +694,7 @@ ScaleFactor Endgame<KPsK>::apply(const Position& pos) const {
/// it's a draw. If the two bishops have opposite color, it's almost always
/// a draw.
template<>
ScaleFactor Endgame<KBPKB>::apply(const Position& pos) const {
ScaleFactor Endgame<KBPKB>::operator()(const Position& pos) const {

assert(pos.non_pawn_material(strongerSide) == BishopValueMidgame);
assert(pos.piece_count(strongerSide, BISHOP) == 1);
Expand Down Expand Up @@ -749,7 +749,7 @@ ScaleFactor Endgame<KBPKB>::apply(const Position& pos) const {
/// KBPPKBScalingFunction scales KBPP vs KB endgames. It detects a few basic
/// draws with opposite-colored bishops.
template<>
ScaleFactor Endgame<KBPPKB>::apply(const Position& pos) const {
ScaleFactor Endgame<KBPPKB>::operator()(const Position& pos) const {

assert(pos.non_pawn_material(strongerSide) == BishopValueMidgame);
assert(pos.piece_count(strongerSide, BISHOP) == 1);
Expand Down Expand Up @@ -825,7 +825,7 @@ ScaleFactor Endgame<KBPPKB>::apply(const Position& pos) const {
/// square of the king is not of the same color as the stronger side's bishop,
/// it's a draw.
template<>
ScaleFactor Endgame<KBPKN>::apply(const Position& pos) const {
ScaleFactor Endgame<KBPKN>::operator()(const Position& pos) const {

assert(pos.non_pawn_material(strongerSide) == BishopValueMidgame);
assert(pos.piece_count(strongerSide, BISHOP) == 1);
Expand All @@ -852,7 +852,7 @@ ScaleFactor Endgame<KBPKN>::apply(const Position& pos) const {
/// If the pawn is a rook pawn on the 7th rank and the defending king prevents
/// the pawn from advancing, the position is drawn.
template<>
ScaleFactor Endgame<KNPK>::apply(const Position& pos) const {
ScaleFactor Endgame<KNPK>::operator()(const Position& pos) const {

assert(pos.non_pawn_material(strongerSide) == KnightValueMidgame);
assert(pos.piece_count(strongerSide, KNIGHT) == 1);
Expand Down Expand Up @@ -882,7 +882,7 @@ ScaleFactor Endgame<KNPK>::apply(const Position& pos) const {
/// advanced and not on a rook file; in this case it is often possible to win
/// (e.g. 8/4k3/3p4/3P4/6K1/8/8/8 w - - 0 1).
template<>
ScaleFactor Endgame<KPKP>::apply(const Position& pos) const {
ScaleFactor Endgame<KPKP>::operator()(const Position& pos) const {

assert(pos.non_pawn_material(strongerSide) == VALUE_ZERO);
assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO);
Expand Down
4 changes: 2 additions & 2 deletions src/endgame.h
Expand Up @@ -75,7 +75,7 @@ struct EndgameBase {

virtual ~EndgameBase() {}
virtual Color color() const = 0;
virtual T apply(const Position&) const = 0;
virtual T operator()(const Position&) const = 0;
};


Expand All @@ -84,7 +84,7 @@ struct Endgame : public EndgameBase<T> {

explicit Endgame(Color c) : strongerSide(c), weakerSide(flip(c)) {}
Color color() const { return strongerSide; }
T apply(const Position&) const;
T operator()(const Position&) const;

private:
Color strongerSide, weakerSide;
Expand Down
4 changes: 2 additions & 2 deletions src/material.h
Expand Up @@ -97,12 +97,12 @@ inline ScaleFactor MaterialInfo::scale_factor(const Position& pos, Color c) cons
if (!scalingFunction[c])
return ScaleFactor(factor[c]);

ScaleFactor sf = scalingFunction[c]->apply(pos);
ScaleFactor sf = (*scalingFunction[c])(pos);
return sf == SCALE_FACTOR_NONE ? ScaleFactor(factor[c]) : sf;
}

inline Value MaterialInfo::evaluate(const Position& pos) const {
return evaluationFunction->apply(pos);
return (*evaluationFunction)(pos);
}

inline Score MaterialInfo::material_value() const {
Expand Down

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