refactor: Rename piecesXXX to nPiecesXXX
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e330d5312c
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525088d280
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@ -67,17 +67,17 @@ Value Evaluation<T>::value()
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int nPiecesInHandDiff;
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int nPiecesOnBoardDiff;
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int piecesNeedRemove;
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int nPiecesNeedRemove;
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switch (pos.get_phase()) {
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case Phase::ready:
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break;
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case Phase::placing:
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nPiecesInHandDiff = pos.pieces_in_hand(BLACK) - pos.pieces_in_hand(WHITE);
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nPiecesInHandDiff = pos.n_pieces_in_hand(BLACK) - pos.n_pieces_in_hand(WHITE);
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value += nPiecesInHandDiff * VALUE_EACH_PIECE_INHAND;
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nPiecesOnBoardDiff = pos.pieces_on_board(BLACK) - pos.pieces_on_board(WHITE);
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nPiecesOnBoardDiff = pos.n_pieces_on_board(BLACK) - pos.n_pieces_on_board(WHITE);
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value += nPiecesOnBoardDiff * VALUE_EACH_PIECE_ONBOARD;
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switch (pos.get_action()) {
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@ -86,9 +86,9 @@ Value Evaluation<T>::value()
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break;
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case Action::remove:
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piecesNeedRemove = (pos.side_to_move() == BLACK) ?
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pos.pieces_need_remove() : -(pos.pieces_need_remove());
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value += piecesNeedRemove * VALUE_EACH_PIECE_PLACING_NEEDREMOVE;
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nPiecesNeedRemove = (pos.side_to_move() == BLACK) ?
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pos.n_pieces_to_remove() : -(pos.n_pieces_to_remove());
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value += nPiecesNeedRemove * VALUE_EACH_PIECE_PLACING_NEEDREMOVE;
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break;
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default:
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break;
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@ -97,11 +97,11 @@ Value Evaluation<T>::value()
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break;
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case Phase::moving:
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value = pos.pieces_on_board(BLACK) * VALUE_EACH_PIECE_ONBOARD -
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pos.pieces_on_board(WHITE) * VALUE_EACH_PIECE_ONBOARD;
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value = pos.n_pieces_on_board(BLACK) * VALUE_EACH_PIECE_ONBOARD -
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pos.n_pieces_on_board(WHITE) * VALUE_EACH_PIECE_ONBOARD;
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#ifdef EVALUATE_MOBILITY
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value += pos.get_mobility_diff(position->turn, position->piecesInHand[BLACK], position->piecesInHand[WHITE], false) * 10;
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value += pos.get_mobility_diff(position->turn, position->nPiecesInHand[BLACK], position->nPiecesInHand[WHITE], false) * 10;
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#endif /* EVALUATE_MOBILITY */
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switch (pos.get_action()) {
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@ -110,9 +110,9 @@ Value Evaluation<T>::value()
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break;
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case Action::remove:
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piecesNeedRemove = (pos.side_to_move() == BLACK) ?
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pos.pieces_need_remove() : -(pos.pieces_need_remove());
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value += piecesNeedRemove * VALUE_EACH_PIECE_MOVING_NEEDREMOVE;
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nPiecesNeedRemove = (pos.side_to_move() == BLACK) ?
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pos.n_pieces_to_remove() : -(pos.n_pieces_to_remove());
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value += nPiecesNeedRemove * VALUE_EACH_PIECE_MOVING_NEEDREMOVE;
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break;
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default:
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break;
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@ -121,7 +121,7 @@ Value Evaluation<T>::value()
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break;
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case Phase::gameOver:
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if (pos.pieces_on_board(BLACK) + pos.pieces_on_board(WHITE) >= EFFECTIVE_SQUARE_NB) {
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if (pos.n_pieces_on_board(BLACK) + pos.n_pieces_on_board(WHITE) >= EFFECTIVE_SQUARE_NB) {
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if (rule.isBlackLoseButNotDrawWhenBoardFull) {
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value -= VALUE_MATE;
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} else {
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@ -134,9 +134,9 @@ Value Evaluation<T>::value()
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value += delta;
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}
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else if (pos.pieces_on_board(BLACK) < rule.nPiecesAtLeast) {
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else if (pos.n_pieces_on_board(BLACK) < rule.nPiecesAtLeast) {
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value -= VALUE_MATE;
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} else if (pos.pieces_on_board(WHITE) < rule.nPiecesAtLeast) {
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} else if (pos.n_pieces_on_board(WHITE) < rule.nPiecesAtLeast) {
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value += VALUE_MATE;
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}
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@ -28,6 +28,9 @@
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namespace Mills
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{
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// Morris boards have concentric square rings joined by edges and an empty middle.
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// Morris games are typically played on the vertices not the cells.
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/*
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31 ----- 24 ----- 25
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| \ | / |
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@ -60,7 +60,7 @@ ExtMove *generate<MOVE>(Position &pos, ExtMove *moveList)
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continue;
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}
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if (pos.pieces_on_board(pos.side_to_move()) > rule.nPiecesAtLeast ||
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if (pos.n_pieces_on_board(pos.side_to_move()) > rule.nPiecesAtLeast ||
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!rule.flyingAllowed) {
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for (auto direction = MD_BEGIN; direction < MD_NB; ++direction) {
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to = static_cast<Square>(MoveList<LEGAL>::adjacentSquares[from][direction]);
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@ -273,9 +273,9 @@ Position &Position::set(const string &fenStr, Thread *th)
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// 5. Black on board / Black in hand / White on board / White in hand / need to remove
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ss >> std::skipws
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>> piecesOnBoard[BLACK] >> piecesInHand[BLACK]
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>> piecesOnBoard[WHITE] >> piecesInHand[WHITE]
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>> piecesNeedRemove;
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>> nPiecesOnBoard[BLACK] >> nPiecesInHand[BLACK]
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>> nPiecesOnBoard[WHITE] >> nPiecesInHand[WHITE]
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>> nPiecesNeedRemove;
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// 6-7. Halfmove clock and fullmove number
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@ -360,9 +360,9 @@ const string Position::fen() const
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ss << " ";
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ss << piecesOnBoard[BLACK] << " " << piecesInHand[BLACK] << " "
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<< piecesOnBoard[WHITE] << " " << piecesInHand[WHITE] << " "
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<< piecesNeedRemove << " ";
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ss << nPiecesOnBoard[BLACK] << " " << nPiecesInHand[BLACK] << " "
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<< nPiecesOnBoard[WHITE] << " " << nPiecesInHand[WHITE] << " "
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<< nPiecesNeedRemove << " ";
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ss << st.rule50 << " " << 1 + (gamePly - (sideToMove == BLACK)) / 2;
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@ -535,9 +535,9 @@ void Position::undo_move(Move m)
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}
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// TODO: Adjust
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//int piecesInHand[COLOR_NB]{ 0 };
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//int piecesOnBoard[COLOR_NB]{ 0 };
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//int piecesNeedRemove{ 0 };
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//int nPiecesInHand[COLOR_NB]{ 0 };
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//int nPiecesOnBoard[COLOR_NB]{ 0 };
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//int nPiecesNeedRemove{ 0 };
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// TODO End
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@ -666,17 +666,17 @@ bool Position::pos_is_ok() const
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///////////////////////////////////////////////////////////////////////////////
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int Position::pieces_on_board_count()
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int Position::n_pieces_on_board_count()
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{
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piecesOnBoard[BLACK] = piecesOnBoard[WHITE] = 0;
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nPiecesOnBoard[BLACK] = nPiecesOnBoard[WHITE] = 0;
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for (int f = 1; f < FILE_NB + 2; f++) {
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for (int r = 0; r < RANK_NB; r++) {
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Square s = static_cast<Square>(f * RANK_NB + r);
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if (board[s] & B_STONE) {
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piecesOnBoard[BLACK]++;
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nPiecesOnBoard[BLACK]++;
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} else if (board[s] & W_STONE) {
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piecesOnBoard[WHITE]++;
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nPiecesOnBoard[WHITE]++;
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}
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#if 0
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else if (board[s] & BAN_STONE) {
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@ -685,20 +685,20 @@ int Position::pieces_on_board_count()
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}
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}
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if (piecesOnBoard[BLACK] > rule.nTotalPiecesEachSide ||
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piecesOnBoard[WHITE] > rule.nTotalPiecesEachSide) {
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if (nPiecesOnBoard[BLACK] > rule.nTotalPiecesEachSide ||
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nPiecesOnBoard[WHITE] > rule.nTotalPiecesEachSide) {
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return -1;
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}
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return piecesOnBoard[BLACK] + piecesOnBoard[WHITE];
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return nPiecesOnBoard[BLACK] + nPiecesOnBoard[WHITE];
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}
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int Position::pieces_in_hand_count()
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int Position::n_pieces_in_hand_count()
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{
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piecesInHand[BLACK] = rule.nTotalPiecesEachSide - piecesOnBoard[BLACK];
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piecesInHand[WHITE] = rule.nTotalPiecesEachSide - piecesOnBoard[WHITE];
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nPiecesInHand[BLACK] = rule.nTotalPiecesEachSide - nPiecesOnBoard[BLACK];
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nPiecesInHand[WHITE] = rule.nTotalPiecesEachSide - nPiecesOnBoard[WHITE];
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return piecesInHand[BLACK] + piecesInHand[WHITE];
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return nPiecesInHand[BLACK] + nPiecesInHand[WHITE];
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}
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#ifdef THREEFOLD_REPETITION
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@ -726,9 +726,9 @@ bool Position::reset()
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memset(byTypeBB, 0, sizeof(byTypeBB));
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memset(byColorBB, 0, sizeof(byColorBB));
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piecesOnBoard[BLACK] = piecesOnBoard[WHITE] = 0;
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piecesInHand[BLACK] = piecesInHand[WHITE] = rule.nTotalPiecesEachSide;
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piecesNeedRemove = 0;
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nPiecesOnBoard[BLACK] = nPiecesOnBoard[WHITE] = 0;
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nPiecesInHand[BLACK] = nPiecesInHand[WHITE] = rule.nTotalPiecesEachSide;
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nPiecesNeedRemove = 0;
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millListSize = 0;
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MoveList<LEGAL>::create();
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@ -792,9 +792,9 @@ bool Position::put_piece(Square s, bool updateCmdlist)
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}
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if (phase == Phase::placing) {
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piece = (Piece)((0x01 | make_piece(sideToMove)) + rule.nTotalPiecesEachSide - piecesInHand[us]);
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piecesInHand[us]--;
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piecesOnBoard[us]++;
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piece = (Piece)((0x01 | make_piece(sideToMove)) + rule.nTotalPiecesEachSide - nPiecesInHand[us]);
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nPiecesInHand[us]--;
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nPiecesOnBoard[us]++;
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Piece pc = board[s] = piece;
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byTypeBB[ALL_PIECES] |= byTypeBB[type_of(pc)] |= s;
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@ -811,9 +811,9 @@ bool Position::put_piece(Square s, bool updateCmdlist)
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int n = add_mills(currentSquare);
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if (n == 0) {
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assert(piecesInHand[BLACK] >= 0 && piecesInHand[WHITE] >= 0);
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assert(nPiecesInHand[BLACK] >= 0 && nPiecesInHand[WHITE] >= 0);
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if (piecesInHand[BLACK] == 0 && piecesInHand[WHITE] == 0) {
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if (nPiecesInHand[BLACK] == 0 && nPiecesInHand[WHITE] == 0) {
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if (check_if_game_is_over()) {
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return true;
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}
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@ -836,7 +836,7 @@ bool Position::put_piece(Square s, bool updateCmdlist)
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change_side_to_move();
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}
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} else {
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piecesNeedRemove = rule.allowRemoveMultiPiecesWhenCloseMultiMill ? n : 1;
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nPiecesNeedRemove = rule.allowRemoveMultiPiecesWhenCloseMultiMill ? n : 1;
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update_key_misc();
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action = Action::remove;
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}
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@ -848,7 +848,7 @@ bool Position::put_piece(Square s, bool updateCmdlist)
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}
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// if illegal
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if (piecesOnBoard[sideToMove] > rule.nPiecesAtLeast ||
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if (nPiecesOnBoard[sideToMove] > rule.nPiecesAtLeast ||
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!rule.flyingAllowed) {
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if ((square_bb(s) & MoveList<LEGAL>::adjacentSquaresBB[currentSquare]) == 0) {
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return false;
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@ -890,7 +890,7 @@ bool Position::put_piece(Square s, bool updateCmdlist)
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return true;
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}
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} else {
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piecesNeedRemove = rule.allowRemoveMultiPiecesWhenCloseMultiMill ? n : 1;
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nPiecesNeedRemove = rule.allowRemoveMultiPiecesWhenCloseMultiMill ? n : 1;
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update_key_misc();
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action = Action::remove;
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}
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@ -909,7 +909,7 @@ bool Position::remove_piece(Square s, bool updateCmdlist)
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if (action != Action::remove)
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return false;
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if (piecesNeedRemove <= 0)
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if (nPiecesNeedRemove <= 0)
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return false;
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// if piece is not their
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@ -951,24 +951,24 @@ bool Position::remove_piece(Square s, bool updateCmdlist)
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st.rule50 = 0; // TODO: Need to move out?
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}
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piecesOnBoard[them]--;
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nPiecesOnBoard[them]--;
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if (piecesOnBoard[them] + piecesInHand[them] < rule.nPiecesAtLeast) {
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if (nPiecesOnBoard[them] + nPiecesInHand[them] < rule.nPiecesAtLeast) {
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set_gameover(sideToMove, GameOverReason::loseReasonlessThanThree);
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return true;
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}
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currentSquare = SQ_0;
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piecesNeedRemove--;
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nPiecesNeedRemove--;
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update_key_misc();
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if (piecesNeedRemove > 0) {
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if (nPiecesNeedRemove > 0) {
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return true;
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}
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if (phase == Phase::placing) {
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if (piecesInHand[BLACK] == 0 && piecesInHand[WHITE] == 0) {
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if (nPiecesInHand[BLACK] == 0 && nPiecesInHand[WHITE] == 0) {
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phase = Phase::moving;
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action = Action::select;
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@ -1123,7 +1123,7 @@ bool Position::check_if_game_is_over()
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return true;
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}
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if (piecesOnBoard[BLACK] + piecesOnBoard[WHITE] >= EFFECTIVE_SQUARE_NB) {
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if (nPiecesOnBoard[BLACK] + nPiecesOnBoard[WHITE] >= EFFECTIVE_SQUARE_NB) {
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if (rule.isBlackLoseButNotDrawWhenBoardFull) {
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set_gameover(WHITE, GameOverReason::loseReasonBoardIsFull);
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} else {
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@ -1227,7 +1227,7 @@ Key Position::update_key_misc()
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{
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st.key = st.key << Zobrist::KEY_MISC_BIT >> Zobrist::KEY_MISC_BIT;
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st.key |= static_cast<Key>(piecesNeedRemove) << (CHAR_BIT * sizeof(Key) - Zobrist::KEY_MISC_BIT);
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st.key |= static_cast<Key>(nPiecesNeedRemove) << (CHAR_BIT * sizeof(Key) - Zobrist::KEY_MISC_BIT);
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return st.key;
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}
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@ -1486,7 +1486,7 @@ int Position::surrounded_empty_squares_count(Square s, bool includeFobidden)
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int n = 0;
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if (piecesOnBoard[sideToMove] > rule.nPiecesAtLeast ||
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if (nPiecesOnBoard[sideToMove] > rule.nPiecesAtLeast ||
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!rule.flyingAllowed) {
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Square moveSquare;
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for (MoveDirection d = MD_BEGIN; d < MD_NB; ++d) {
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@ -1537,11 +1537,11 @@ void Position::surrounded_pieces_count(Square s, int &nOurPieces, int &nTheirPie
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bool Position::is_all_surrounded() const
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{
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// Full
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if (piecesOnBoard[BLACK] + piecesOnBoard[WHITE] >= EFFECTIVE_SQUARE_NB)
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if (nPiecesOnBoard[BLACK] + nPiecesOnBoard[WHITE] >= EFFECTIVE_SQUARE_NB)
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return true;
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// Can fly
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if (piecesOnBoard[sideToMove] <= rule.nPiecesAtLeast &&
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if (nPiecesOnBoard[sideToMove] <= rule.nPiecesAtLeast &&
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rule.flyingAllowed) {
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return false;
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}
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@ -142,13 +142,13 @@ public:
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static void print_board();
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int pieces_on_board_count();
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int pieces_in_hand_count();
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int n_pieces_on_board_count();
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int n_pieces_in_hand_count();
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int pieces_on_board(Color c);
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int pieces_in_hand(Color c);
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int n_pieces_on_board(Color c);
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int n_pieces_in_hand(Color c);
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int pieces_need_remove();
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int n_pieces_to_remove();
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static bool is_star_square(Square s);
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@ -178,9 +178,9 @@ public:
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Bitboard byTypeBB[PIECE_TYPE_NB];
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Bitboard byColorBB[COLOR_NB];
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// TODO: [0] is sum of Black and White
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int piecesInHand[COLOR_NB]{ 0, 12, 12 }; // TODO
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int piecesOnBoard[COLOR_NB]{ 0, 0, 0 };
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int piecesNeedRemove{ 0 };
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int nPiecesInHand[COLOR_NB]{ 0, 12, 12 }; // TODO
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int nPiecesOnBoard[COLOR_NB]{ 0, 0, 0 };
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int nPiecesNeedRemove{ 0 };
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int gamePly { 0 };
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Color sideToMove { NOCOLOR };
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Thread *thisThread;
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@ -261,9 +261,9 @@ inline Piece Position::moved_piece(Move m) const
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template<PieceType Pt> inline int Position::count(Color c) const
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{
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if (Pt == ON_BOARD) {
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return piecesOnBoard[c];
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return nPiecesOnBoard[c];
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} else if (Pt == IN_HAND) {
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return piecesInHand[c];
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return nPiecesInHand[c];
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}
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return 0;
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@ -380,19 +380,19 @@ inline const char *Position::cmd_line() const
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return cmdline;
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}
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inline int Position::pieces_on_board(Color c)
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inline int Position::n_pieces_on_board(Color c)
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{
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return piecesOnBoard[c];
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return nPiecesOnBoard[c];
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}
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inline int Position::pieces_in_hand(Color c)
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inline int Position::n_pieces_in_hand(Color c)
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{
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return piecesInHand[c];
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return nPiecesInHand[c];
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}
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inline int Position::pieces_need_remove()
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inline int Position::n_pieces_to_remove()
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{
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return piecesNeedRemove;
|
||||
return nPiecesNeedRemove;
|
||||
}
|
||||
|
||||
#endif // #ifndef POSITION_H_INCLUDED
|
||||
|
|
|
@ -294,7 +294,7 @@ Value search(Position *pos, Sanmill::Stack<Position> &ss, Depth depth, Depth ori
|
|||
#endif /* TRANSPOSITION_TABLE_ENABLE */
|
||||
|
||||
#if 0
|
||||
if (position->phase == Phase::placing && depth == 1 && pos->piecesNeedRemove > 0) {
|
||||
if (position->phase == Phase::placing && depth == 1 && pos->nPiecesNeedRemove > 0) {
|
||||
depth--;
|
||||
}
|
||||
#endif
|
||||
|
|
|
@ -46,9 +46,9 @@ class Position {
|
|||
|
||||
GameRecorder recorder;
|
||||
|
||||
Map<String, int> piecesInHand = {Color.black: -1, Color.white: -1};
|
||||
Map<String, int> piecesOnBoard = {Color.black: 0, Color.white: 0};
|
||||
int piecesNeedRemove = 0;
|
||||
Map<String, int> nPiecesInHand = {Color.black: -1, Color.white: -1};
|
||||
Map<String, int> nPiecesOnBoard = {Color.black: 0, Color.white: 0};
|
||||
int nPiecesNeedRemove = 0;
|
||||
|
||||
int gamePly = 0;
|
||||
String _sideToMove = Color.black;
|
||||
|
@ -102,9 +102,9 @@ class Position {
|
|||
|
||||
recorder = other.recorder;
|
||||
|
||||
piecesInHand = other.piecesInHand;
|
||||
piecesOnBoard = other.piecesOnBoard;
|
||||
piecesNeedRemove = other.piecesNeedRemove;
|
||||
nPiecesInHand = other.nPiecesInHand;
|
||||
nPiecesOnBoard = other.nPiecesOnBoard;
|
||||
nPiecesNeedRemove = other.nPiecesNeedRemove;
|
||||
|
||||
gamePly = other.gamePly;
|
||||
|
||||
|
@ -242,15 +242,15 @@ class Position {
|
|||
|
||||
ss += " ";
|
||||
|
||||
ss += piecesOnBoard[Color.black].toString() +
|
||||
ss += nPiecesOnBoard[Color.black].toString() +
|
||||
" " +
|
||||
piecesInHand[Color.black].toString() +
|
||||
nPiecesInHand[Color.black].toString() +
|
||||
" " +
|
||||
piecesOnBoard[Color.white].toString() +
|
||||
nPiecesOnBoard[Color.white].toString() +
|
||||
" " +
|
||||
piecesInHand[Color.white].toString() +
|
||||
nPiecesInHand[Color.white].toString() +
|
||||
" " +
|
||||
piecesNeedRemove.toString() +
|
||||
nPiecesNeedRemove.toString() +
|
||||
" ";
|
||||
|
||||
int sideIsBlack = _sideToMove == Color.black ? 1 : 0;
|
||||
|
@ -370,35 +370,35 @@ class Position {
|
|||
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
int piecesOnBoardCount() {
|
||||
piecesOnBoard[Color.black] = piecesOnBoard[Color.white] = 0;
|
||||
int nPiecesOnBoardCount() {
|
||||
nPiecesOnBoard[Color.black] = nPiecesOnBoard[Color.white] = 0;
|
||||
|
||||
for (int f = 1; f < fileExNumber; f++) {
|
||||
for (int r = 0; r < rankNumber; r++) {
|
||||
int s = f * rankNumber + r;
|
||||
if (board[s] == Piece.blackStone) {
|
||||
piecesOnBoard[Color.black]++;
|
||||
nPiecesOnBoard[Color.black]++;
|
||||
} else if (board[s] == Piece.whiteStone) {
|
||||
piecesOnBoard[Color.black]++;
|
||||
nPiecesOnBoard[Color.black]++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (piecesOnBoard[Color.black] > rule.nTotalPiecesEachSide ||
|
||||
piecesOnBoard[Color.white] > rule.nTotalPiecesEachSide) {
|
||||
if (nPiecesOnBoard[Color.black] > rule.nTotalPiecesEachSide ||
|
||||
nPiecesOnBoard[Color.white] > rule.nTotalPiecesEachSide) {
|
||||
return -1;
|
||||
}
|
||||
|
||||
return piecesOnBoard[Color.black] + piecesOnBoard[Color.white];
|
||||
return nPiecesOnBoard[Color.black] + nPiecesOnBoard[Color.white];
|
||||
}
|
||||
|
||||
int piecesInHandCount() {
|
||||
piecesInHand[Color.black] =
|
||||
rule.nTotalPiecesEachSide - piecesOnBoard[Color.black];
|
||||
piecesInHand[Color.white] =
|
||||
rule.nTotalPiecesEachSide - piecesOnBoard[Color.white];
|
||||
int nPiecesInHandCount() {
|
||||
nPiecesInHand[Color.black] =
|
||||
rule.nTotalPiecesEachSide - nPiecesOnBoard[Color.black];
|
||||
nPiecesInHand[Color.white] =
|
||||
rule.nTotalPiecesEachSide - nPiecesOnBoard[Color.white];
|
||||
|
||||
return piecesOnBoard[Color.black] + piecesOnBoard[Color.white];
|
||||
return nPiecesOnBoard[Color.black] + nPiecesOnBoard[Color.white];
|
||||
}
|
||||
|
||||
void clearBoard() {
|
||||
|
@ -428,12 +428,12 @@ class Position {
|
|||
|
||||
clearBoard();
|
||||
|
||||
if (piecesOnBoardCount() == -1) {
|
||||
if (nPiecesOnBoardCount() == -1) {
|
||||
return -1;
|
||||
}
|
||||
|
||||
piecesInHandCount();
|
||||
piecesNeedRemove = 0;
|
||||
nPiecesInHandCount();
|
||||
nPiecesNeedRemove = 0;
|
||||
|
||||
winner = Color.nobody;
|
||||
createMoveTable();
|
||||
|
@ -456,10 +456,10 @@ class Position {
|
|||
|
||||
clearBoard();
|
||||
|
||||
piecesOnBoard[Color.black] = piecesOnBoard[Color.white] = 0;
|
||||
piecesInHand[Color.black] =
|
||||
piecesInHand[Color.white] = rule.nTotalPiecesEachSide;
|
||||
piecesNeedRemove = 0;
|
||||
nPiecesOnBoard[Color.black] = nPiecesOnBoard[Color.white] = 0;
|
||||
nPiecesInHand[Color.black] =
|
||||
nPiecesInHand[Color.white] = rule.nTotalPiecesEachSide;
|
||||
nPiecesNeedRemove = 0;
|
||||
|
||||
currentSquare = 0;
|
||||
int i = 0; // TODO: rule
|
||||
|
@ -513,8 +513,8 @@ class Position {
|
|||
|
||||
if (phase == Phase.placing) {
|
||||
piece = sideToMove();
|
||||
piecesInHand[us]--;
|
||||
piecesOnBoard[us]++;
|
||||
nPiecesInHand[us]--;
|
||||
nPiecesOnBoard[us]++;
|
||||
|
||||
_grid[index] = piece;
|
||||
board[s] = piece;
|
||||
|
@ -527,9 +527,10 @@ class Position {
|
|||
|
||||
if (n == 0) {
|
||||
assert(
|
||||
piecesInHand[Color.black] >= 0 && piecesInHand[Color.white] >= 0);
|
||||
nPiecesInHand[Color.black] >= 0 && nPiecesInHand[Color.white] >= 0);
|
||||
|
||||
if (piecesInHand[Color.black] == 0 && piecesInHand[Color.white] == 0) {
|
||||
if (nPiecesInHand[Color.black] == 0 &&
|
||||
nPiecesInHand[Color.white] == 0) {
|
||||
if (checkIfGameIsOver()) {
|
||||
return true;
|
||||
}
|
||||
|
@ -552,7 +553,7 @@ class Position {
|
|||
changeSideToMove();
|
||||
}
|
||||
} else {
|
||||
piecesNeedRemove =
|
||||
nPiecesNeedRemove =
|
||||
rule.allowRemoveMultiPiecesWhenCloseMultiMill ? n : 1;
|
||||
action = Act.remove;
|
||||
}
|
||||
|
@ -562,7 +563,7 @@ class Position {
|
|||
}
|
||||
|
||||
// if illegal
|
||||
if (piecesOnBoard[sideToMove()] > rule.nPiecesAtLeast ||
|
||||
if (nPiecesOnBoard[sideToMove()] > rule.nPiecesAtLeast ||
|
||||
!rule.flyingAllowed) {
|
||||
int md;
|
||||
|
||||
|
@ -605,7 +606,7 @@ class Position {
|
|||
return true;
|
||||
}
|
||||
} else {
|
||||
piecesNeedRemove =
|
||||
nPiecesNeedRemove =
|
||||
rule.allowRemoveMultiPiecesWhenCloseMultiMill ? n : 1;
|
||||
action = Act.remove;
|
||||
}
|
||||
|
@ -621,7 +622,7 @@ class Position {
|
|||
|
||||
if (action != Act.remove) return false;
|
||||
|
||||
if (piecesNeedRemove <= 0) return false;
|
||||
if (nPiecesNeedRemove <= 0) return false;
|
||||
|
||||
// if piece is not their
|
||||
if (!(Color.opponent(sideToMove()) == board[s])) return false;
|
||||
|
@ -642,23 +643,23 @@ class Position {
|
|||
cmdline = "-(" + fileOf(s).toString() + "," + rankOf(s).toString() + ")";
|
||||
rule50 = 0; // TODO: Need to move out?
|
||||
|
||||
piecesOnBoard[them]--;
|
||||
nPiecesOnBoard[them]--;
|
||||
|
||||
if (piecesOnBoard[them] + piecesInHand[them] < rule.nPiecesAtLeast) {
|
||||
if (nPiecesOnBoard[them] + nPiecesInHand[them] < rule.nPiecesAtLeast) {
|
||||
setGameOver(sideToMove(), GameOverReason.loseReasonlessThanThree);
|
||||
return true;
|
||||
}
|
||||
|
||||
currentSquare = 0;
|
||||
|
||||
piecesNeedRemove--;
|
||||
nPiecesNeedRemove--;
|
||||
|
||||
if (piecesNeedRemove > 0) {
|
||||
if (nPiecesNeedRemove > 0) {
|
||||
return true;
|
||||
}
|
||||
|
||||
if (phase == Phase.placing) {
|
||||
if (piecesInHand[Color.black] == 0 && piecesInHand[Color.white] == 0) {
|
||||
if (nPiecesInHand[Color.black] == 0 && nPiecesInHand[Color.white] == 0) {
|
||||
phase = Phase.moving;
|
||||
action = Act.select;
|
||||
|
||||
|
@ -748,7 +749,7 @@ class Position {
|
|||
return true;
|
||||
}
|
||||
|
||||
if (piecesOnBoard[Color.black] + piecesOnBoard[Color.white] >=
|
||||
if (nPiecesOnBoard[Color.black] + nPiecesOnBoard[Color.white] >=
|
||||
rankNumber * fileNumber) {
|
||||
if (rule.isBlackLoseButNotDrawWhenBoardFull) {
|
||||
setGameOver(Color.white, GameOverReason.loseReasonBoardIsFull);
|
||||
|
@ -1407,14 +1408,14 @@ class Position {
|
|||
|
||||
bool isAllSurrounded() {
|
||||
// Full
|
||||
if (piecesOnBoard[Color.black] + piecesOnBoard[Color.white] >=
|
||||
if (nPiecesOnBoard[Color.black] + nPiecesOnBoard[Color.white] >=
|
||||
rankNumber * fileNumber) {
|
||||
//print("Board is full.");
|
||||
return true;
|
||||
}
|
||||
|
||||
// Can fly
|
||||
if (piecesOnBoard[sideToMove()] <= rule.nPiecesAtLeast &&
|
||||
if (nPiecesOnBoard[sideToMove()] <= rule.nPiecesAtLeast &&
|
||||
rule.flyingAllowed) {
|
||||
//print("Can fly.");
|
||||
return false;
|
||||
|
|
|
@ -1537,15 +1537,15 @@ void Game::setTips()
|
|||
|
||||
switch (p.phase) {
|
||||
case Phase::ready:
|
||||
tips = "轮到" + turnStr + "落子,剩余" + std::to_string(p.piecesInHand[BLACK]) + "子" +
|
||||
tips = "轮到" + turnStr + "落子,剩余" + std::to_string(p.nPiecesInHand[BLACK]) + "子" +
|
||||
" 比分 " + to_string(p.score[BLACK]) + ":" + to_string(p.score[WHITE]) + ", 和棋 " + to_string(p.score_draw);
|
||||
break;
|
||||
|
||||
case Phase::placing:
|
||||
if (p.action == Action::place) {
|
||||
tips = "轮到" + turnStr + "落子,剩余" + std::to_string(p.piecesInHand[p.sideToMove]) + "子";
|
||||
tips = "轮到" + turnStr + "落子,剩余" + std::to_string(p.nPiecesInHand[p.sideToMove]) + "子";
|
||||
} else if (p.action == Action::remove) {
|
||||
tips = "成三!轮到" + turnStr + "去子,需去" + std::to_string(p.piecesNeedRemove) + "子";
|
||||
tips = "成三!轮到" + turnStr + "去子,需去" + std::to_string(p.nPiecesNeedRemove) + "子";
|
||||
}
|
||||
break;
|
||||
|
||||
|
@ -1553,7 +1553,7 @@ void Game::setTips()
|
|||
if (p.action == Action::place || p.action == Action::select) {
|
||||
tips = "轮到" + turnStr + "选子移动";
|
||||
} else if (p.action == Action::remove) {
|
||||
tips = "成三!轮到" + turnStr + "去子,需去" + std::to_string(p.piecesNeedRemove) + "子";
|
||||
tips = "成三!轮到" + turnStr + "去子,需去" + std::to_string(p.nPiecesNeedRemove) + "子";
|
||||
}
|
||||
break;
|
||||
|
||||
|
|
Loading…
Reference in New Issue