ネームスペース |
namespace | osl |
namespace | osl::move_generator |
namespace | osl::move_generator::detail |
関数 |
template<osl::Player P, class Action > |
void | osl::move_generator::detail::generateMovePiecePtypeMask (const NumEffectState &state, Piece p, Square to, Piece toP, Action &action, unsigned int ptypeMask) |
| マスtoに移動可能な駒pを移動する手を生成する. ptypeMaskで指定されたptypeになる場合以外は手を生成しない.
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template<osl::Player P, class Action > |
void | osl::move_generator::detail::generateMoveToPtypeMaskWithPieceMask (const NumEffectState &state, Square to, Piece toP, Action &action, unsigned int ptypeMask, PieceMask pieceMask) |
| あるマスに利きを持つすべての駒の中で, ptypeMaskで指定されたptypeになる場合は移動する手を生成する
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template<osl::Player P, class Action > |
void | osl::move_generator::detail::generateMoveToPtypeMask (const NumEffectState &state, Square to, Piece toP, Action &action, unsigned int ptypeMask) |
template<osl::Player P> |
bool | osl::move_generator::detail::blockingU (const NumEffectState &state, Square pos) |
| 敵玉の前に歩を置いた場合に遮った利きで敵玉にlibertyが生まれるかどうか?
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template<osl::Player P, int DirType, class Action > |
void | osl::move_generator::detail::generateDir (const NumEffectState &state, Square target, Action &action, bool &hasPawnCheckmate, Offset dirOffset, Direction Dir, Direction primDir, int ptypeMaskNotKing) |
| int DirType : 0 - U 1 - LRD 2 - UL,UR,DL,DR dirOffset = DirectionPlayerTraits<Dir,P>::offset()
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template<osl::Player P, int DirType, class Action , Direction Dir> |
void | osl::move_generator::detail::generateDir (const NumEffectState &state, Square target, Action &action, bool &hasPawnCheckmate) |
template<osl::Player P, int DirType, class Action > |
void | osl::move_generator::detail::generateDirNotKing (const NumEffectState &state, Square target, Action &action, CArray< unsigned char, 8 > &pieceMobility, int &spaces, PieceMask const ¬PieceMask, Offset dirOffset, Direction Dir, Direction primDir, int ptypeMask, Direction dirByBlack) |
| int DirType : 0 - U 1 - LRD 2 - UL,UR,DL,DR dirOffset = DirectionPlayerTraits<Dir,P>::offset()
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template<osl::Player P, int DirType, class Action , Direction Dir> |
void | osl::move_generator::detail::generateDirNotKing (const NumEffectState &state, Square target, Action &action, CArray< unsigned char, 8 > &pieceMobility, int &spaces, PieceMask const ¬PieceMask) |
template<osl::Player P, osl::Direction Dir, class Action , bool hasKnight> |
void | osl::move_generator::detail::generateKnightDir (const NumEffectState &state, Square target, Action &action) |
template<osl::Player P, class Action > |
void | osl::move_generator::detail::generateKnightAll (const NumEffectState &state, Square target, Action &action) |
template<osl::Player P, class Action > |
void | osl::move_generator::detail::generateDrop (Square target, Action &action, int spaceMask, osl::Ptype T, int dirMask, Offset offset) |
template<osl::Player P, class Action , Direction Dir> |
void | osl::move_generator::detail::generateDropDir (Square target, Action &action, int spaceMask, osl::Ptype T) |
template<Player P, class Action , bool mustCareSilver> |
void | osl::move_generator::detail::generateOpenOrCapture (const NumEffectState &state, Square target, Piece p, int num, Action &action) |
template<osl::Player P, class Action > |
void | osl::move_generator::detail::generateRookLongMove (const NumEffectState &state, Square target, Action &action) |
template<osl::Player P, class Action > |
void | osl::move_generator::detail::generateRookLongMoveNotKing (const NumEffectState &state, Square target, Action &action, CArray< unsigned char, 8 > const &pieceMobility) |
template<Player P, Ptype T, class Action > |
void | osl::move_generator::detail::generateBishopLongMove (const NumEffectState &state, Square target, Action &action, Piece p, int num) |
template<osl::Player P, Ptype T, class Action > |
void | osl::move_generator::detail::generateBishopLongMoveNotKing (const NumEffectState &state, Square target, Action &action, CArray< unsigned char, 8 > const &pieceMobility, Piece p, int num) |
template<Player P, class Action > |
void | osl::move_generator::detail::generateDropGold (const NumEffectState &state, Square target, Action &action, int spaces) |
template<Player P, class Action > |
void | osl::move_generator::detail::generateDropSilver (const NumEffectState &state, Square target, Action &action, int spaces) |
template<Player P, class Action , bool allEmpty> |
void | osl::move_generator::detail::generateDropBishop (const NumEffectState &state, Square target, Action &action, Square ul, Square dr, Square ur, Square dl) |
| allEmpty - shadow attackを生成する場合は,posがemptyでないこともある.
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template<Player P, class Action , bool allEmpty> |
void | osl::move_generator::detail::generateDropRook (const NumEffectState &state, Square target, Action &action, Square l, Square r, Square d, Square u) |
template<osl::Player P, class Action > |
void | osl::move_generator::detail::generateKing (const NumEffectState &state, Square target, Action &action, bool &hasPawnCheckmate) |
template<osl::Player P, class Action > |
void | osl::move_generator::detail::generateNotKing (const NumEffectState &state, Square target, Action &action) |