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894 lines
32 KiB
C++
894 lines
32 KiB
C++
/*
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Stockfish, a UCI chess playing engine derived from Glaurung 2.1
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Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
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Copyright (C) 2008-2012 Marco Costalba, Joona Kiiski, Tord Romstad
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Stockfish is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Stockfish is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <algorithm>
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#include <cassert>
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#include "bitcount.h"
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#include "endgame.h"
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#include "pawns.h"
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using std::string;
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using namespace std;
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extern uint32_t probe_kpk_bitbase(Square wksq, Square wpsq, Square bksq, Color stm);
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namespace {
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// Table used to drive the defending king towards the edge of the board
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// in KX vs K and KQ vs KR endgames.
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const int MateTable[64] = {
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100, 90, 80, 70, 70, 80, 90, 100,
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90, 70, 60, 50, 50, 60, 70, 90,
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80, 60, 40, 30, 30, 40, 60, 80,
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70, 50, 30, 20, 20, 30, 50, 70,
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70, 50, 30, 20, 20, 30, 50, 70,
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80, 60, 40, 30, 30, 40, 60, 80,
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90, 70, 60, 50, 50, 60, 70, 90,
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100, 90, 80, 70, 70, 80, 90, 100,
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};
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// Table used to drive the defending king towards a corner square of the
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// right color in KBN vs K endgames.
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const int KBNKMateTable[64] = {
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200, 190, 180, 170, 160, 150, 140, 130,
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190, 180, 170, 160, 150, 140, 130, 140,
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180, 170, 155, 140, 140, 125, 140, 150,
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170, 160, 140, 120, 110, 140, 150, 160,
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160, 150, 140, 110, 120, 140, 160, 170,
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150, 140, 125, 140, 140, 155, 170, 180,
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140, 130, 140, 150, 160, 170, 180, 190,
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130, 140, 150, 160, 170, 180, 190, 200
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};
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// The attacking side is given a descending bonus based on distance between
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// the two kings in basic endgames.
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const int DistanceBonus[8] = { 0, 0, 100, 80, 60, 40, 20, 10 };
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// Get the material key of a Position out of the given endgame key code
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// like "KBPKN". The trick here is to first forge an ad-hoc fen string
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// and then let a Position object to do the work for us. Note that the
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// fen string could correspond to an illegal position.
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Key key(const string& code, Color c) {
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assert(code.length() > 0 && code.length() < 8);
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assert(code[0] == 'K');
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string sides[] = { code.substr(code.find('K', 1)), // Weaker
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code.substr(0, code.find('K', 1)) }; // Stronger
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transform(sides[c].begin(), sides[c].end(), sides[c].begin(), tolower);
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string fen = sides[0] + char('0' + int(8 - code.length()))
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+ sides[1] + "/8/8/8/8/8/8/8 w - - 0 10";
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return Position(fen, false, 0).material_key();
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}
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template<typename M>
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void delete_endgame(const typename M::value_type& p) { delete p.second; }
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} // namespace
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/// Endgames members definitions
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Endgames::Endgames() {
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add<KPK>("KPK");
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add<KNNK>("KNNK");
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add<KBNK>("KBNK");
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add<KRKP>("KRKP");
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add<KRKB>("KRKB");
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add<KRKN>("KRKN");
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add<KQKR>("KQKR");
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add<KBBKN>("KBBKN");
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add<KNPK>("KNPK");
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add<KRPKR>("KRPKR");
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add<KBPKB>("KBPKB");
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add<KBPKN>("KBPKN");
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add<KBPPKB>("KBPPKB");
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add<KRPPKRP>("KRPPKRP");
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}
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Endgames::~Endgames() {
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for_each(m1.begin(), m1.end(), delete_endgame<M1>);
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for_each(m2.begin(), m2.end(), delete_endgame<M2>);
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}
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template<EndgameType E>
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void Endgames::add(const string& code) {
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typedef typename eg_family<E>::type T;
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map((T*)0)[key(code, WHITE)] = new Endgame<E>(WHITE);
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map((T*)0)[key(code, BLACK)] = 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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/// of the board, and for keeping the distance between the two kings small.
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template<>
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Value Endgame<KXK>::operator()(const Position& pos) const {
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assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO);
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assert(pos.piece_count(weakerSide, PAWN) == VALUE_ZERO);
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Square winnerKSq = pos.king_square(strongerSide);
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Square loserKSq = pos.king_square(weakerSide);
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Value result = pos.non_pawn_material(strongerSide)
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+ pos.piece_count(strongerSide, PAWN) * PawnValueEndgame
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+ MateTable[loserKSq]
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+ DistanceBonus[square_distance(winnerKSq, loserKSq)];
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if ( pos.piece_count(strongerSide, QUEEN)
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|| pos.piece_count(strongerSide, ROOK)
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|| pos.piece_count(strongerSide, BISHOP) > 1)
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// TODO: check for two equal-colored bishops!
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result += VALUE_KNOWN_WIN;
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return strongerSide == pos.side_to_move() ? result : -result;
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}
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/// Mate with KBN vs K. This is similar to KX vs K, but we have to drive the
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/// defending king towards a corner square of the right color.
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template<>
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Value Endgame<KBNK>::operator()(const Position& pos) const {
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assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO);
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assert(pos.piece_count(weakerSide, PAWN) == VALUE_ZERO);
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assert(pos.non_pawn_material(strongerSide) == KnightValueMidgame + BishopValueMidgame);
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assert(pos.piece_count(strongerSide, BISHOP) == 1);
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assert(pos.piece_count(strongerSide, KNIGHT) == 1);
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assert(pos.piece_count(strongerSide, PAWN) == 0);
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Square winnerKSq = pos.king_square(strongerSide);
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Square loserKSq = pos.king_square(weakerSide);
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Square bishopSquare = pos.piece_list(strongerSide, BISHOP)[0];
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// kbnk_mate_table() tries to drive toward corners A1 or H8,
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// if we have a bishop that cannot reach the above squares we
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// mirror the kings so to drive enemy toward corners A8 or H1.
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if (opposite_colors(bishopSquare, SQ_A1))
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{
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winnerKSq = mirror(winnerKSq);
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loserKSq = mirror(loserKSq);
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}
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Value result = VALUE_KNOWN_WIN
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+ DistanceBonus[square_distance(winnerKSq, loserKSq)]
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+ KBNKMateTable[loserKSq];
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return strongerSide == pos.side_to_move() ? result : -result;
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}
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/// KP vs K. This endgame is evaluated with the help of a bitbase.
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template<>
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Value Endgame<KPK>::operator()(const Position& pos) const {
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assert(pos.non_pawn_material(strongerSide) == VALUE_ZERO);
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assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO);
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assert(pos.piece_count(strongerSide, PAWN) == 1);
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assert(pos.piece_count(weakerSide, PAWN) == 0);
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Square wksq, bksq, wpsq;
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Color stm;
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if (strongerSide == WHITE)
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{
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wksq = pos.king_square(WHITE);
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bksq = pos.king_square(BLACK);
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wpsq = pos.piece_list(WHITE, PAWN)[0];
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stm = pos.side_to_move();
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}
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else
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{
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wksq = ~pos.king_square(BLACK);
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bksq = ~pos.king_square(WHITE);
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wpsq = ~pos.piece_list(BLACK, PAWN)[0];
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stm = ~pos.side_to_move();
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}
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if (file_of(wpsq) >= FILE_E)
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{
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wksq = mirror(wksq);
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bksq = mirror(bksq);
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wpsq = mirror(wpsq);
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}
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if (!probe_kpk_bitbase(wksq, wpsq, bksq, stm))
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return VALUE_DRAW;
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Value result = VALUE_KNOWN_WIN
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+ PawnValueEndgame
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+ Value(rank_of(wpsq));
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return strongerSide == pos.side_to_move() ? result : -result;
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}
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/// KR vs KP. This is a somewhat tricky endgame to evaluate precisely without
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/// a bitbase. The function below returns drawish scores when the pawn is
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/// far advanced with support of the king, while the attacking king is far
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/// away.
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template<>
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Value Endgame<KRKP>::operator()(const Position& pos) const {
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assert(pos.non_pawn_material(strongerSide) == RookValueMidgame);
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assert(pos.piece_count(strongerSide, PAWN) == 0);
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assert(pos.non_pawn_material(weakerSide) == 0);
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assert(pos.piece_count(weakerSide, PAWN) == 1);
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Square wksq, wrsq, bksq, bpsq;
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int tempo = (pos.side_to_move() == strongerSide);
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wksq = pos.king_square(strongerSide);
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wrsq = pos.piece_list(strongerSide, ROOK)[0];
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bksq = pos.king_square(weakerSide);
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bpsq = pos.piece_list(weakerSide, PAWN)[0];
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if (strongerSide == BLACK)
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{
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wksq = ~wksq;
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wrsq = ~wrsq;
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bksq = ~bksq;
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bpsq = ~bpsq;
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}
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Square queeningSq = make_square(file_of(bpsq), RANK_1);
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Value result;
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// If the stronger side's king is in front of the pawn, it's a win
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if (wksq < bpsq && file_of(wksq) == file_of(bpsq))
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result = RookValueEndgame - Value(square_distance(wksq, bpsq));
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// If the weaker side's king is too far from the pawn and the rook,
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// it's a win
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else if ( square_distance(bksq, bpsq) - (tempo ^ 1) >= 3
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&& square_distance(bksq, wrsq) >= 3)
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result = RookValueEndgame - Value(square_distance(wksq, bpsq));
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// If the pawn is far advanced and supported by the defending king,
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// the position is drawish
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else if ( rank_of(bksq) <= RANK_3
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&& square_distance(bksq, bpsq) == 1
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&& rank_of(wksq) >= RANK_4
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&& square_distance(wksq, bpsq) - tempo > 2)
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result = Value(80 - square_distance(wksq, bpsq) * 8);
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else
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result = Value(200)
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- Value(square_distance(wksq, bpsq + DELTA_S) * 8)
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+ Value(square_distance(bksq, bpsq + DELTA_S) * 8)
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+ Value(square_distance(bpsq, queeningSq) * 8);
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return strongerSide == pos.side_to_move() ? result : -result;
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}
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/// KR vs KB. This is very simple, and always returns drawish scores. The
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/// score is slightly bigger when the defending king is close to the edge.
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template<>
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Value Endgame<KRKB>::operator()(const Position& pos) const {
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assert(pos.non_pawn_material(strongerSide) == RookValueMidgame);
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assert(pos.piece_count(strongerSide, PAWN) == 0);
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assert(pos.non_pawn_material(weakerSide) == BishopValueMidgame);
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assert(pos.piece_count(weakerSide, PAWN) == 0);
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assert(pos.piece_count(weakerSide, BISHOP) == 1);
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Value result = Value(MateTable[pos.king_square(weakerSide)]);
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return strongerSide == pos.side_to_move() ? result : -result;
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}
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/// KR vs KN. The attacking side has slightly better winning chances than
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/// in KR vs KB, particularly if the king and the knight are far apart.
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template<>
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Value Endgame<KRKN>::operator()(const Position& pos) const {
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assert(pos.non_pawn_material(strongerSide) == RookValueMidgame);
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assert(pos.piece_count(strongerSide, PAWN) == 0);
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assert(pos.non_pawn_material(weakerSide) == KnightValueMidgame);
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assert(pos.piece_count(weakerSide, PAWN) == 0);
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assert(pos.piece_count(weakerSide, KNIGHT) == 1);
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const int penalty[8] = { 0, 10, 14, 20, 30, 42, 58, 80 };
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Square bksq = pos.king_square(weakerSide);
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Square bnsq = pos.piece_list(weakerSide, KNIGHT)[0];
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Value result = Value(MateTable[bksq] + penalty[square_distance(bksq, bnsq)]);
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return strongerSide == pos.side_to_move() ? result : -result;
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}
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/// KQ vs KR. This is almost identical to KX vs K: We give the attacking
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/// king a bonus for having the kings close together, and for forcing the
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/// defending king towards the edge. If we also take care to avoid null move
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/// for the defending side in the search, this is usually sufficient to be
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/// able to win KQ vs KR.
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template<>
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Value Endgame<KQKR>::operator()(const Position& pos) const {
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assert(pos.non_pawn_material(strongerSide) == QueenValueMidgame);
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assert(pos.piece_count(strongerSide, PAWN) == 0);
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assert(pos.non_pawn_material(weakerSide) == RookValueMidgame);
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assert(pos.piece_count(weakerSide, PAWN) == 0);
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Square winnerKSq = pos.king_square(strongerSide);
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Square loserKSq = pos.king_square(weakerSide);
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Value result = QueenValueEndgame
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- RookValueEndgame
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+ MateTable[loserKSq]
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+ DistanceBonus[square_distance(winnerKSq, loserKSq)];
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return strongerSide == pos.side_to_move() ? result : -result;
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}
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template<>
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Value Endgame<KBBKN>::operator()(const Position& pos) const {
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assert(pos.piece_count(strongerSide, BISHOP) == 2);
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assert(pos.non_pawn_material(strongerSide) == 2*BishopValueMidgame);
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assert(pos.piece_count(weakerSide, KNIGHT) == 1);
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assert(pos.non_pawn_material(weakerSide) == KnightValueMidgame);
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assert(!pos.pieces(PAWN));
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Value result = BishopValueEndgame;
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Square wksq = pos.king_square(strongerSide);
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Square bksq = pos.king_square(weakerSide);
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Square nsq = pos.piece_list(weakerSide, KNIGHT)[0];
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// Bonus for attacking king close to defending king
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result += Value(DistanceBonus[square_distance(wksq, bksq)]);
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// Bonus for driving the defending king and knight apart
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result += Value(square_distance(bksq, nsq) * 32);
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// Bonus for restricting the knight's mobility
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result += Value((8 - popcount<Max15>(pos.attacks_from<KNIGHT>(nsq))) * 8);
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return strongerSide == pos.side_to_move() ? result : -result;
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}
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/// K and two minors vs K and one or two minors or K and two knights against
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/// king alone are always draw.
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template<>
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Value Endgame<KmmKm>::operator()(const Position&) const {
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return VALUE_DRAW;
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}
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template<>
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Value Endgame<KNNK>::operator()(const Position&) const {
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return VALUE_DRAW;
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}
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/// K, bishop and one or more pawns vs K. It checks for draws with rook pawns and
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/// a bishop of the wrong color. If such a draw is detected, SCALE_FACTOR_DRAW
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/// is returned. If not, the return value is SCALE_FACTOR_NONE, i.e. no scaling
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/// will be used.
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template<>
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ScaleFactor Endgame<KBPsK>::operator()(const Position& pos) const {
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assert(pos.non_pawn_material(strongerSide) == BishopValueMidgame);
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assert(pos.piece_count(strongerSide, BISHOP) == 1);
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assert(pos.piece_count(strongerSide, PAWN) >= 1);
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// No assertions about the material of weakerSide, because we want draws to
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// be detected even when the weaker side has some pawns.
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Bitboard pawns = pos.pieces(PAWN, strongerSide);
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File pawnFile = file_of(pos.piece_list(strongerSide, PAWN)[0]);
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// All pawns are on a single rook file ?
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if ( (pawnFile == FILE_A || pawnFile == FILE_H)
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&& !(pawns & ~file_bb(pawnFile)))
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{
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Square bishopSq = pos.piece_list(strongerSide, BISHOP)[0];
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Square queeningSq = relative_square(strongerSide, make_square(pawnFile, RANK_8));
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Square kingSq = pos.king_square(weakerSide);
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if ( opposite_colors(queeningSq, bishopSq)
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&& abs(file_of(kingSq) - pawnFile) <= 1)
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{
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// The bishop has the wrong color, and the defending king is on the
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// file of the pawn(s) or the neighboring file. Find the rank of the
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// frontmost pawn.
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Rank rank;
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if (strongerSide == WHITE)
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{
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for (rank = RANK_7; !(rank_bb(rank) & pawns); rank--) {}
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assert(rank >= RANK_2 && rank <= RANK_7);
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}
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else
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{
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for (rank = RANK_2; !(rank_bb(rank) & pawns); rank++) {}
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rank = Rank(rank ^ 7); // HACK to get the relative rank
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assert(rank >= RANK_2 && rank <= RANK_7);
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}
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// If the defending king has distance 1 to the promotion square or
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// is placed somewhere in front of the pawn, it's a draw.
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if ( square_distance(kingSq, queeningSq) <= 1
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|| relative_rank(strongerSide, kingSq) >= rank)
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return SCALE_FACTOR_DRAW;
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}
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}
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return SCALE_FACTOR_NONE;
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}
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/// K and queen vs K, rook and one or more pawns. It tests for fortress draws with
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/// a rook on the third rank defended by a pawn.
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template<>
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ScaleFactor Endgame<KQKRPs>::operator()(const Position& pos) const {
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assert(pos.non_pawn_material(strongerSide) == QueenValueMidgame);
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assert(pos.piece_count(strongerSide, QUEEN) == 1);
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assert(pos.piece_count(strongerSide, PAWN) == 0);
|
|
assert(pos.piece_count(weakerSide, ROOK) == 1);
|
|
assert(pos.piece_count(weakerSide, PAWN) >= 1);
|
|
|
|
Square kingSq = pos.king_square(weakerSide);
|
|
if ( relative_rank(weakerSide, kingSq) <= RANK_2
|
|
&& relative_rank(weakerSide, pos.king_square(strongerSide)) >= RANK_4
|
|
&& (pos.pieces(ROOK, weakerSide) & rank_bb(relative_rank(weakerSide, RANK_3)))
|
|
&& (pos.pieces(PAWN, weakerSide) & rank_bb(relative_rank(weakerSide, RANK_2)))
|
|
&& (pos.attacks_from<KING>(kingSq) & pos.pieces(PAWN, weakerSide)))
|
|
{
|
|
Square rsq = pos.piece_list(weakerSide, ROOK)[0];
|
|
if (pos.attacks_from<PAWN>(rsq, strongerSide) & pos.pieces(PAWN, weakerSide))
|
|
return SCALE_FACTOR_DRAW;
|
|
}
|
|
return SCALE_FACTOR_NONE;
|
|
}
|
|
|
|
|
|
/// K, rook and one pawn vs K and a rook. This function knows a handful of the
|
|
/// most important classes of drawn positions, but is far from perfect. It would
|
|
/// probably be a good idea to add more knowledge in the future.
|
|
///
|
|
/// 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>::operator()(const Position& pos) const {
|
|
|
|
assert(pos.non_pawn_material(strongerSide) == RookValueMidgame);
|
|
assert(pos.piece_count(strongerSide, PAWN) == 1);
|
|
assert(pos.non_pawn_material(weakerSide) == RookValueMidgame);
|
|
assert(pos.piece_count(weakerSide, PAWN) == 0);
|
|
|
|
Square wksq = pos.king_square(strongerSide);
|
|
Square wrsq = pos.piece_list(strongerSide, ROOK)[0];
|
|
Square wpsq = pos.piece_list(strongerSide, PAWN)[0];
|
|
Square bksq = pos.king_square(weakerSide);
|
|
Square brsq = pos.piece_list(weakerSide, ROOK)[0];
|
|
|
|
// Orient the board in such a way that the stronger side is white, and the
|
|
// pawn is on the left half of the board.
|
|
if (strongerSide == BLACK)
|
|
{
|
|
wksq = ~wksq;
|
|
wrsq = ~wrsq;
|
|
wpsq = ~wpsq;
|
|
bksq = ~bksq;
|
|
brsq = ~brsq;
|
|
}
|
|
if (file_of(wpsq) > FILE_D)
|
|
{
|
|
wksq = mirror(wksq);
|
|
wrsq = mirror(wrsq);
|
|
wpsq = mirror(wpsq);
|
|
bksq = mirror(bksq);
|
|
brsq = mirror(brsq);
|
|
}
|
|
|
|
File f = file_of(wpsq);
|
|
Rank r = rank_of(wpsq);
|
|
Square queeningSq = make_square(f, RANK_8);
|
|
int tempo = (pos.side_to_move() == strongerSide);
|
|
|
|
// If the pawn is not too far advanced and the defending king defends the
|
|
// queening square, use the third-rank defence.
|
|
if ( r <= RANK_5
|
|
&& square_distance(bksq, queeningSq) <= 1
|
|
&& wksq <= SQ_H5
|
|
&& (rank_of(brsq) == RANK_6 || (r <= RANK_3 && rank_of(wrsq) != RANK_6)))
|
|
return SCALE_FACTOR_DRAW;
|
|
|
|
// The defending side saves a draw by checking from behind in case the pawn
|
|
// has advanced to the 6th rank with the king behind.
|
|
if ( r == RANK_6
|
|
&& square_distance(bksq, queeningSq) <= 1
|
|
&& rank_of(wksq) + tempo <= RANK_6
|
|
&& (rank_of(brsq) == RANK_1 || (!tempo && abs(file_of(brsq) - f) >= 3)))
|
|
return SCALE_FACTOR_DRAW;
|
|
|
|
if ( r >= RANK_6
|
|
&& bksq == queeningSq
|
|
&& rank_of(brsq) == RANK_1
|
|
&& (!tempo || square_distance(wksq, wpsq) >= 2))
|
|
return SCALE_FACTOR_DRAW;
|
|
|
|
// White pawn on a7 and rook on a8 is a draw if black's king is on g7 or h7
|
|
// and the black rook is behind the pawn.
|
|
if ( wpsq == SQ_A7
|
|
&& wrsq == SQ_A8
|
|
&& (bksq == SQ_H7 || bksq == SQ_G7)
|
|
&& file_of(brsq) == FILE_A
|
|
&& (rank_of(brsq) <= RANK_3 || file_of(wksq) >= FILE_D || rank_of(wksq) <= RANK_5))
|
|
return SCALE_FACTOR_DRAW;
|
|
|
|
// If the defending king blocks the pawn and the attacking king is too far
|
|
// away, it's a draw.
|
|
if ( r <= RANK_5
|
|
&& bksq == wpsq + DELTA_N
|
|
&& square_distance(wksq, wpsq) - tempo >= 2
|
|
&& square_distance(wksq, brsq) - tempo >= 2)
|
|
return SCALE_FACTOR_DRAW;
|
|
|
|
// Pawn on the 7th rank supported by the rook from behind usually wins if the
|
|
// attacking king is closer to the queening square than the defending king,
|
|
// and the defending king cannot gain tempi by threatening the attacking rook.
|
|
if ( r == RANK_7
|
|
&& f != FILE_A
|
|
&& file_of(wrsq) == f
|
|
&& wrsq != queeningSq
|
|
&& (square_distance(wksq, queeningSq) < square_distance(bksq, queeningSq) - 2 + tempo)
|
|
&& (square_distance(wksq, queeningSq) < square_distance(bksq, wrsq) + tempo))
|
|
return ScaleFactor(SCALE_FACTOR_MAX - 2 * square_distance(wksq, queeningSq));
|
|
|
|
// Similar to the above, but with the pawn further back
|
|
if ( f != FILE_A
|
|
&& file_of(wrsq) == f
|
|
&& wrsq < wpsq
|
|
&& (square_distance(wksq, queeningSq) < square_distance(bksq, queeningSq) - 2 + tempo)
|
|
&& (square_distance(wksq, wpsq + DELTA_N) < square_distance(bksq, wpsq + DELTA_N) - 2 + tempo)
|
|
&& ( square_distance(bksq, wrsq) + tempo >= 3
|
|
|| ( square_distance(wksq, queeningSq) < square_distance(bksq, wrsq) + tempo
|
|
&& (square_distance(wksq, wpsq + DELTA_N) < square_distance(bksq, wrsq) + tempo))))
|
|
return ScaleFactor( SCALE_FACTOR_MAX
|
|
- 8 * square_distance(wpsq, queeningSq)
|
|
- 2 * square_distance(wksq, queeningSq));
|
|
|
|
// If the pawn is not far advanced, and the defending king is somewhere in
|
|
// the pawn's path, it's probably a draw.
|
|
if (r <= RANK_4 && bksq > wpsq)
|
|
{
|
|
if (file_of(bksq) == file_of(wpsq))
|
|
return ScaleFactor(10);
|
|
if ( abs(file_of(bksq) - file_of(wpsq)) == 1
|
|
&& square_distance(wksq, bksq) > 2)
|
|
return ScaleFactor(24 - 2 * square_distance(wksq, bksq));
|
|
}
|
|
return SCALE_FACTOR_NONE;
|
|
}
|
|
|
|
|
|
/// K, rook and two pawns vs K, rook and one pawn. There is only a single
|
|
/// pattern: If the stronger side has no passed pawns and the defending king
|
|
/// is actively placed, the position is drawish.
|
|
template<>
|
|
ScaleFactor Endgame<KRPPKRP>::operator()(const Position& pos) const {
|
|
|
|
assert(pos.non_pawn_material(strongerSide) == RookValueMidgame);
|
|
assert(pos.piece_count(strongerSide, PAWN) == 2);
|
|
assert(pos.non_pawn_material(weakerSide) == RookValueMidgame);
|
|
assert(pos.piece_count(weakerSide, PAWN) == 1);
|
|
|
|
Square wpsq1 = pos.piece_list(strongerSide, PAWN)[0];
|
|
Square wpsq2 = pos.piece_list(strongerSide, PAWN)[1];
|
|
Square bksq = pos.king_square(weakerSide);
|
|
|
|
// Does the stronger side have a passed pawn?
|
|
if ( pos.pawn_is_passed(strongerSide, wpsq1)
|
|
|| pos.pawn_is_passed(strongerSide, wpsq2))
|
|
return SCALE_FACTOR_NONE;
|
|
|
|
Rank r = std::max(relative_rank(strongerSide, wpsq1), relative_rank(strongerSide, wpsq2));
|
|
|
|
if ( file_distance(bksq, wpsq1) <= 1
|
|
&& file_distance(bksq, wpsq2) <= 1
|
|
&& relative_rank(strongerSide, bksq) > r)
|
|
{
|
|
switch (r) {
|
|
case RANK_2: return ScaleFactor(10);
|
|
case RANK_3: return ScaleFactor(10);
|
|
case RANK_4: return ScaleFactor(15);
|
|
case RANK_5: return ScaleFactor(20);
|
|
case RANK_6: return ScaleFactor(40);
|
|
default: assert(false);
|
|
}
|
|
}
|
|
return SCALE_FACTOR_NONE;
|
|
}
|
|
|
|
|
|
/// K and two or more pawns vs K. 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>::operator()(const Position& pos) const {
|
|
|
|
assert(pos.non_pawn_material(strongerSide) == VALUE_ZERO);
|
|
assert(pos.piece_count(strongerSide, PAWN) >= 2);
|
|
assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO);
|
|
assert(pos.piece_count(weakerSide, PAWN) == 0);
|
|
|
|
Square ksq = pos.king_square(weakerSide);
|
|
Bitboard pawns = pos.pieces(PAWN, strongerSide);
|
|
|
|
// Are all pawns on the 'a' file?
|
|
if (!(pawns & ~FileABB))
|
|
{
|
|
// Does the defending king block the pawns?
|
|
if ( square_distance(ksq, relative_square(strongerSide, SQ_A8)) <= 1
|
|
|| ( file_of(ksq) == FILE_A
|
|
&& !in_front_bb(strongerSide, ksq) & pawns))
|
|
return SCALE_FACTOR_DRAW;
|
|
}
|
|
// Are all pawns on the 'h' file?
|
|
else if (!(pawns & ~FileHBB))
|
|
{
|
|
// Does the defending king block the pawns?
|
|
if ( square_distance(ksq, relative_square(strongerSide, SQ_H8)) <= 1
|
|
|| ( file_of(ksq) == FILE_H
|
|
&& !in_front_bb(strongerSide, ksq) & pawns))
|
|
return SCALE_FACTOR_DRAW;
|
|
}
|
|
return SCALE_FACTOR_NONE;
|
|
}
|
|
|
|
|
|
/// K, bishop and a pawn vs K and a bishop. There are two rules: If the defending
|
|
/// king is somewhere along the path of the pawn, and the square of the king is
|
|
/// not of the same color as the stronger side's bishop, it's a draw. If the two
|
|
/// bishops have opposite color, it's almost always a draw.
|
|
template<>
|
|
ScaleFactor Endgame<KBPKB>::operator()(const Position& pos) const {
|
|
|
|
assert(pos.non_pawn_material(strongerSide) == BishopValueMidgame);
|
|
assert(pos.piece_count(strongerSide, BISHOP) == 1);
|
|
assert(pos.piece_count(strongerSide, PAWN) == 1);
|
|
assert(pos.non_pawn_material(weakerSide) == BishopValueMidgame);
|
|
assert(pos.piece_count(weakerSide, BISHOP) == 1);
|
|
assert(pos.piece_count(weakerSide, PAWN) == 0);
|
|
|
|
Square pawnSq = pos.piece_list(strongerSide, PAWN)[0];
|
|
Square strongerBishopSq = pos.piece_list(strongerSide, BISHOP)[0];
|
|
Square weakerBishopSq = pos.piece_list(weakerSide, BISHOP)[0];
|
|
Square weakerKingSq = pos.king_square(weakerSide);
|
|
|
|
// Case 1: Defending king blocks the pawn, and cannot be driven away
|
|
if ( file_of(weakerKingSq) == file_of(pawnSq)
|
|
&& relative_rank(strongerSide, pawnSq) < relative_rank(strongerSide, weakerKingSq)
|
|
&& ( opposite_colors(weakerKingSq, strongerBishopSq)
|
|
|| relative_rank(strongerSide, weakerKingSq) <= RANK_6))
|
|
return SCALE_FACTOR_DRAW;
|
|
|
|
// Case 2: Opposite colored bishops
|
|
if (opposite_colors(strongerBishopSq, weakerBishopSq))
|
|
{
|
|
// We assume that the position is drawn in the following three situations:
|
|
//
|
|
// a. The pawn is on rank 5 or further back.
|
|
// b. The defending king is somewhere in the pawn's path.
|
|
// c. The defending bishop attacks some square along the pawn's path,
|
|
// and is at least three squares away from the pawn.
|
|
//
|
|
// These rules are probably not perfect, but in practice they work
|
|
// reasonably well.
|
|
|
|
if (relative_rank(strongerSide, pawnSq) <= RANK_5)
|
|
return SCALE_FACTOR_DRAW;
|
|
else
|
|
{
|
|
Bitboard path = squares_in_front_of(strongerSide, pawnSq);
|
|
|
|
if (path & pos.pieces(KING, weakerSide))
|
|
return SCALE_FACTOR_DRAW;
|
|
|
|
if ( (pos.attacks_from<BISHOP>(weakerBishopSq) & path)
|
|
&& square_distance(weakerBishopSq, pawnSq) >= 3)
|
|
return SCALE_FACTOR_DRAW;
|
|
}
|
|
}
|
|
return SCALE_FACTOR_NONE;
|
|
}
|
|
|
|
|
|
/// K, bishop and two pawns vs K and bishop. It detects a few basic draws with
|
|
/// opposite-colored bishops.
|
|
template<>
|
|
ScaleFactor Endgame<KBPPKB>::operator()(const Position& pos) const {
|
|
|
|
assert(pos.non_pawn_material(strongerSide) == BishopValueMidgame);
|
|
assert(pos.piece_count(strongerSide, BISHOP) == 1);
|
|
assert(pos.piece_count(strongerSide, PAWN) == 2);
|
|
assert(pos.non_pawn_material(weakerSide) == BishopValueMidgame);
|
|
assert(pos.piece_count(weakerSide, BISHOP) == 1);
|
|
assert(pos.piece_count(weakerSide, PAWN) == 0);
|
|
|
|
Square wbsq = pos.piece_list(strongerSide, BISHOP)[0];
|
|
Square bbsq = pos.piece_list(weakerSide, BISHOP)[0];
|
|
|
|
if (!opposite_colors(wbsq, bbsq))
|
|
return SCALE_FACTOR_NONE;
|
|
|
|
Square ksq = pos.king_square(weakerSide);
|
|
Square psq1 = pos.piece_list(strongerSide, PAWN)[0];
|
|
Square psq2 = pos.piece_list(strongerSide, PAWN)[1];
|
|
Rank r1 = rank_of(psq1);
|
|
Rank r2 = rank_of(psq2);
|
|
Square blockSq1, blockSq2;
|
|
|
|
if (relative_rank(strongerSide, psq1) > relative_rank(strongerSide, psq2))
|
|
{
|
|
blockSq1 = psq1 + pawn_push(strongerSide);
|
|
blockSq2 = make_square(file_of(psq2), rank_of(psq1));
|
|
}
|
|
else
|
|
{
|
|
blockSq1 = psq2 + pawn_push(strongerSide);
|
|
blockSq2 = make_square(file_of(psq1), rank_of(psq2));
|
|
}
|
|
|
|
switch (file_distance(psq1, psq2))
|
|
{
|
|
case 0:
|
|
// Both pawns are on the same file. Easy draw if defender firmly controls
|
|
// some square in the frontmost pawn's path.
|
|
if ( file_of(ksq) == file_of(blockSq1)
|
|
&& relative_rank(strongerSide, ksq) >= relative_rank(strongerSide, blockSq1)
|
|
&& opposite_colors(ksq, wbsq))
|
|
return SCALE_FACTOR_DRAW;
|
|
else
|
|
return SCALE_FACTOR_NONE;
|
|
|
|
case 1:
|
|
// Pawns on neighboring files. Draw if defender firmly controls the square
|
|
// in front of the frontmost pawn's path, and the square diagonally behind
|
|
// this square on the file of the other pawn.
|
|
if ( ksq == blockSq1
|
|
&& opposite_colors(ksq, wbsq)
|
|
&& ( bbsq == blockSq2
|
|
|| (pos.attacks_from<BISHOP>(blockSq2) & pos.pieces(BISHOP, weakerSide))
|
|
|| abs(r1 - r2) >= 2))
|
|
return SCALE_FACTOR_DRAW;
|
|
|
|
else if ( ksq == blockSq2
|
|
&& opposite_colors(ksq, wbsq)
|
|
&& ( bbsq == blockSq1
|
|
|| (pos.attacks_from<BISHOP>(blockSq1) & pos.pieces(BISHOP, weakerSide))))
|
|
return SCALE_FACTOR_DRAW;
|
|
else
|
|
return SCALE_FACTOR_NONE;
|
|
|
|
default:
|
|
// The pawns are not on the same file or adjacent files. No scaling.
|
|
return SCALE_FACTOR_NONE;
|
|
}
|
|
}
|
|
|
|
|
|
/// K, bisop and a pawn vs K and knight. There is a single rule: If the defending
|
|
/// king is somewhere along the path of the pawn, and the square of the king is
|
|
/// not of the same color as the stronger side's bishop, it's a draw.
|
|
template<>
|
|
ScaleFactor Endgame<KBPKN>::operator()(const Position& pos) const {
|
|
|
|
assert(pos.non_pawn_material(strongerSide) == BishopValueMidgame);
|
|
assert(pos.piece_count(strongerSide, BISHOP) == 1);
|
|
assert(pos.piece_count(strongerSide, PAWN) == 1);
|
|
assert(pos.non_pawn_material(weakerSide) == KnightValueMidgame);
|
|
assert(pos.piece_count(weakerSide, KNIGHT) == 1);
|
|
assert(pos.piece_count(weakerSide, PAWN) == 0);
|
|
|
|
Square pawnSq = pos.piece_list(strongerSide, PAWN)[0];
|
|
Square strongerBishopSq = pos.piece_list(strongerSide, BISHOP)[0];
|
|
Square weakerKingSq = pos.king_square(weakerSide);
|
|
|
|
if ( file_of(weakerKingSq) == file_of(pawnSq)
|
|
&& relative_rank(strongerSide, pawnSq) < relative_rank(strongerSide, weakerKingSq)
|
|
&& ( opposite_colors(weakerKingSq, strongerBishopSq)
|
|
|| relative_rank(strongerSide, weakerKingSq) <= RANK_6))
|
|
return SCALE_FACTOR_DRAW;
|
|
|
|
return SCALE_FACTOR_NONE;
|
|
}
|
|
|
|
|
|
/// K, knight and a pawn vs K. There is a single rule: 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>::operator()(const Position& pos) const {
|
|
|
|
assert(pos.non_pawn_material(strongerSide) == KnightValueMidgame);
|
|
assert(pos.piece_count(strongerSide, KNIGHT) == 1);
|
|
assert(pos.piece_count(strongerSide, PAWN) == 1);
|
|
assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO);
|
|
assert(pos.piece_count(weakerSide, PAWN) == 0);
|
|
|
|
Square pawnSq = pos.piece_list(strongerSide, PAWN)[0];
|
|
Square weakerKingSq = pos.king_square(weakerSide);
|
|
|
|
if ( pawnSq == relative_square(strongerSide, SQ_A7)
|
|
&& square_distance(weakerKingSq, relative_square(strongerSide, SQ_A8)) <= 1)
|
|
return SCALE_FACTOR_DRAW;
|
|
|
|
if ( pawnSq == relative_square(strongerSide, SQ_H7)
|
|
&& square_distance(weakerKingSq, relative_square(strongerSide, SQ_H8)) <= 1)
|
|
return SCALE_FACTOR_DRAW;
|
|
|
|
return SCALE_FACTOR_NONE;
|
|
}
|
|
|
|
|
|
/// K and a pawn vs K and a pawn. This is done by removing the weakest side's
|
|
/// pawn and probing the KP vs K bitbase: If the weakest side has a draw without
|
|
/// the pawn, she probably has at least a draw with the pawn as well. The exception
|
|
/// is when the stronger side's pawn is far 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>::operator()(const Position& pos) const {
|
|
|
|
assert(pos.non_pawn_material(strongerSide) == VALUE_ZERO);
|
|
assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO);
|
|
assert(pos.piece_count(WHITE, PAWN) == 1);
|
|
assert(pos.piece_count(BLACK, PAWN) == 1);
|
|
|
|
Square wksq = pos.king_square(strongerSide);
|
|
Square bksq = pos.king_square(weakerSide);
|
|
Square wpsq = pos.piece_list(strongerSide, PAWN)[0];
|
|
Color stm = pos.side_to_move();
|
|
|
|
if (strongerSide == BLACK)
|
|
{
|
|
wksq = ~wksq;
|
|
bksq = ~bksq;
|
|
wpsq = ~wpsq;
|
|
stm = ~stm;
|
|
}
|
|
|
|
if (file_of(wpsq) >= FILE_E)
|
|
{
|
|
wksq = mirror(wksq);
|
|
bksq = mirror(bksq);
|
|
wpsq = mirror(wpsq);
|
|
}
|
|
|
|
// If the pawn has advanced to the fifth rank or further, and is not a
|
|
// rook pawn, it's too dangerous to assume that it's at least a draw.
|
|
if ( rank_of(wpsq) >= RANK_5
|
|
&& file_of(wpsq) != FILE_A)
|
|
return SCALE_FACTOR_NONE;
|
|
|
|
// Probe the KPK bitbase with the weakest side's pawn removed. If it's a draw,
|
|
// it's probably at least a draw even with the pawn.
|
|
return probe_kpk_bitbase(wksq, wpsq, bksq, stm) ? SCALE_FACTOR_NONE : SCALE_FACTOR_DRAW;
|
|
}
|