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eval.h
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32 lines (22 loc) · 2.02 KB
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#include "moves.h"
#include "gamestate.h"
#include "pieces.h"
#include "sq_tables_eval.h"
#define inf 20000
#pragma once
double evaluate_checkmate(const vector<vector<char>> &board, const vector<vector<vector<Piece>>> &oppcontrol_squares,
const vector<string> &valid_moves, bool turn, string FEN);
double evaluate_material(const vector<vector<char>> &board);
double evaluate_pawn_structure(const vector<vector<char>> &board, const vector<vector<vector<Piece>>> &control_squares,
const vector<vector<vector<Piece>>> &oppcontrol_squares, bool turn, string FEN);
bool checkPawn(int col, int row, bool turn, const vector<vector<char>> &board, bool dir);
double evaluate_outposts(const vector<vector<char>> &board, const vector<vector<vector<Piece>>> &control_squares, const vector<vector<vector<Piece>>> &oppcontrol_squares, bool turn);
double hanging_piece_penalty(const vector<vector<char>> &board, const vector<vector<vector<Piece>>> &control_squares, const vector<vector<vector<Piece>>> &oppcontrol_squares, bool turn);
double weaker_attacked_penalty(const vector<vector<char>> &board, const vector<vector<vector<Piece>>> &control_squares, const vector<vector<vector<Piece>>> &oppcontrol_squares, bool turn);
// short getStage(int material_count);
double mobility(vector<vector<char>> &board, const vector<vector<vector<Piece>>> &control_squares, const vector<vector<vector<Piece>>> &oppcontrol_squares, vector<string> my_moves, vector<string> opp_moves, bool turn = 0, bool enpassant = 0,string epsquare = "",int castling = 15);
double pieces_eval(const vector<vector<char>> &board, const vector<Piece> pieces, const vector<Piece> oppPieces, bool turn = 0);
double eval_kingsafety(const vector<vector<char>> &board, const vector<vector<vector<Piece>>> &control_squares, const vector<vector<vector<Piece>>> &oppcontrol_squares, bool turn);
double trapped_eval(const vector<Piece> whitetrapped, const vector<Piece> blacktrapped);
extern int gamePhase;
extern psTables pst;