Better naming in endgame code

And small clean-up of magic bitboards code.

No functional change.

Closes #1138
This commit is contained in:
Marco Costalba
2017-06-04 11:03:23 +02:00
committed by Joona Kiiski
parent f907d5b7d9
commit 27ba611a3d
8 changed files with 75 additions and 92 deletions

View File

@@ -110,14 +110,6 @@ Endgames::Endgames() {
}
template<EndgameType E, typename T>
void Endgames::add(const string& code) {
StateInfo st;
map<T>()[Position().set(code, WHITE, &st).material_key()] = std::unique_ptr<EndgameBase<T>>(new Endgame<E>(WHITE));
map<T>()[Position().set(code, BLACK, &st).material_key()] = std::unique_ptr<EndgameBase<T>>(new Endgame<E>(BLACK));
}
/// Mate with KX vs K. This function is used to evaluate positions with
/// king and plenty of material vs a lone king. It simply gives the
/// attacking side a bonus for driving the defending king towards the edge