/*
 
  Stockfish, a UCI chess playing engine derived from Glaurung 2.1
 
  Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
 
  Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad
 
  Copyright (C) 2015-2016 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad
 
 
 
  Stockfish is free software: you can redistribute it and/or modify
 
  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,
 
  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.
 
 
 
  You should have received a copy of the GNU General Public License
 
  along with this program.  If not, see <http://www.gnu.org/licenses/>.
 
*/
 
 
 
#ifndef MATERIAL_H_INCLUDED
 
#define MATERIAL_H_INCLUDED
 
 
 
#include "endgame.h"
 
#include "misc.h"
 
#include "position.h"
 
#include "types.h"
 
 
 
namespace Material {
 
 
 
/// Material::Entry contains various information about a material configuration.
 
/// It contains a material imbalance evaluation, a function pointer to a special
 
/// endgame evaluation function (which in most cases is NULL, meaning that the
 
/// standard evaluation function will be used), and scale factors.
 
///
 
/// The scale factors are used to scale the evaluation score up or down. For
 
/// instance, in KRB vs KR endgames, the score is scaled down by a factor of 4,
 
/// which will result in scores of absolute value less than one pawn.
 
 
 
struct Entry {
 
 
 
  Score imbalance() const { return make_score(value, value); }
 
  Phase game_phase() const { return gamePhase; }
 
  bool specialized_eval_exists() const { return evaluationFunction != nullptr; }
 
  Value evaluate(const Position& pos) const { return (*evaluationFunction)(pos); }
 
 
 
  // scale_factor takes a position and a color as input and returns a scale factor
 
  // for the given color. We have to provide the position in addition to the color
 
  // because the scale factor may also be a function which should be applied to
 
  // the position. For instance, in KBP vs K endgames, the scaling function looks
 
  // for rook pawns and wrong-colored bishops.
 
  ScaleFactor scale_factor(const Position& pos, Color c) const {
 
    return   !scalingFunction[c]
 
          || (*scalingFunction[c])(pos) == SCALE_FACTOR_NONE ? ScaleFactor(factor[c])
 
                                                             : (*scalingFunction[c])(pos);
 
  }
 
 
 
  Key key;
 
  int16_t value;
 
  uint8_t factor[COLOR_NB];
 
  EndgameBase<Value>* evaluationFunction;
 
  EndgameBase<ScaleFactor>* scalingFunction[COLOR_NB]; // Could be one for each
 
                                                       // side (e.g. KPKP, KBPsKs)
 
  Phase gamePhase;
 
};
 
 
 
typedef HashTable<Entry, 8192> Table;
 
 
 
Entry* probe(const Position& pos);
 
 
 
} // namespace Material
 
 
 
#endif // #ifndef MATERIAL_H_INCLUDED