60 operator std::string() const& {
return const_cast<std::string const&
>(m_name); }
75 std::string getPieceList(
bBoard const& b)
const;
76 int8_t nFoldRepetition(
bBoard const& b)
const;
77 bool twoFoldRepetition(
bBoard const& b)
const;
78 bool threeFoldRepetition(
bBoard const& b)
const;
79 bool insufficientMaterial(
bBoard const& b)
const;
80 bool sameColorBishops(
bBoard const& b)
const;
144 piece_t const matchPiece)
const;
146 piece_t const matchPiece)
const;
148 rank_t const iRank)
const;
150 rank_t const iRank)
const;
152 rank_t const iRank)
const;
154 rank_t const iRank)
const;
162 piece_t const matchPiece)
const;
163 bool sameColourWhiteKing(
bBoard const& b,
case_t const iCol)
const;
164 bool sameColourBlackKing(
bBoard const& b,
case_t const iCol)
const;
PosEvalPiecesOnly(PosEvalPiecesOnly &&)=delete
PosEvalPiecesOnly & operator=(PosEvalPiecesOnly const &)=delete
PosEvalPiecesOnly & operator=(PosEvalPiecesOnly &&)=delete
PosEvalPiecesOnly(PosEvalPiecesOnly const &)=delete
bScore getEvaluation(bBoard const &b) const override
get pure material evaluation of score
~PosEvalPiecesOnly() override
~PosEvalPositionalBoard() override
bScore getEvaluation(bBoard const &b) const override
get positional evaluation
bScore getMatingEvaluation(bBoard const &b) const
PosEvalStaticBoard(PosEvalStaticBoard &&)=delete
bScore getEndgameEvaluation(bBoard const &b) const
~PosEvalStaticBoard() override
bScore getRelativeBoardEval(bBoard const &b) const
bScore getEvaluation(bBoard const &b) const override
get material and case related modification of score
PosEvalStaticBoard(PosEvalStaticBoard const &)=delete
PosEvalStaticBoard & operator=(PosEvalStaticBoard &&)=delete
bScore getPawnEndingEvaluation(bBoard const &b) const
PosEvalStaticBoard & operator=(PosEvalStaticBoard const &)=delete
virtual bScore getEvaluation(bBoard const &b) const =0
static bScore pieceValue(piece_t const p)
virtual ~bPositionEvaluation()
gameResult_t isGameEnded(bBoard const &b) const
See if board is in finite state, meaning game is ended.
bPositionEvaluation & operator=(bPositionEvaluation const &)=delete
bScore resultToScoreFlag(gameResult_t const sc) const
convert all draw scores to SCORE_THEORETIC_DRAW
bPositionEvaluation(bPositionEvaluation &&)=delete
static bScore centerplay_pieceValue(case_t const p)
bPositionEvaluation(bPositionEvaluation const &)=delete
static bScore mymove_pieceValue(piece_t const p)
bPositionEvaluation & operator=(bPositionEvaluation &&)=delete
constexpr bScore SCORE_ALMOST_NORMAL
constexpr bScore SCORE_MATE
enum gameResult gameResult_t
constexpr bScore SCORE_PUNDEFINED
constexpr bScore SCORE_PRACTICAL_DRAW
constexpr bScore SCORE_ALMOST_DRAW
constexpr bScore SCORE_RESIGN
constexpr bScore SCORE_CONVERGE_BYDEPTH
constexpr bScore SCORE_WINNING
constexpr bScore SCORE_POSITIVE
constexpr bScore SCORE_UNDEFINED
constexpr bScore SCORE_DRAW
constexpr bScore SCORE_BETAMARGIN
constexpr bScore SCORE_THEORETIC_DRAW
constexpr bScore SCORE_INFINITE
Allow index mapper for char values of piece into int in 1-12 range to reduce space and easy initialis...
bScore realScore(bScore const sc)