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Better naming in endgame code
And small clean-up of magic bitboards code. No functional change. Closes #1138
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committed by
Joona Kiiski
parent
f907d5b7d9
commit
27ba611a3d
@@ -110,14 +110,6 @@ Endgames::Endgames() {
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}
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template<EndgameType E, typename T>
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void Endgames::add(const string& code) {
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StateInfo st;
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map<T>()[Position().set(code, WHITE, &st).material_key()] = std::unique_ptr<EndgameBase<T>>(new Endgame<E>(WHITE));
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map<T>()[Position().set(code, BLACK, &st).material_key()] = std::unique_ptr<EndgameBase<T>>(new Endgame<E>(BLACK));
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}
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/// Mate with KX vs K. This function is used to evaluate positions with
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/// king and plenty of material vs a lone king. It simply gives the
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/// attacking side a bonus for driving the defending king towards the edge
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