- /* 
-   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) 2015-2018 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 { 
-     ScaleFactor sf = scalingFunction[c] ? (*scalingFunction[c])(pos) 
-                                         :  SCALE_FACTOR_NONE; 
-     return sf != SCALE_FACTOR_NONE ? sf : ScaleFactor(factor[c]); 
-   } 
-   
-   Key key; 
-   EndgameBase<Value>* evaluationFunction; 
-   EndgameBase<ScaleFactor>* scalingFunction[COLOR_NB]; // Could be one for each 
-                                                        // side (e.g. KPKP, KBPsKs) 
-   int16_t value; 
-   uint8_t factor[COLOR_NB]; 
-   Phase gamePhase; 
- }; 
-   
- typedef HashTable<Entry, 8192> Table; 
-   
- Entry* probe(const Position& pos); 
-   
- } // namespace Material 
-   
- #endif // #ifndef MATERIAL_H_INCLUDED 
-