refactor: movegen: generateMoves() 参数 parent 改名为 node
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@ -28,7 +28,7 @@
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#include "position.h"
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void Game::generateMoves(AIAlgorithm *ai,
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Node *parent,
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Node *node,
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Node *root
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#ifdef BEST_MOVE_ENABLE
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, move_t bestMove
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@ -54,8 +54,8 @@ void Game::generateMoves(AIAlgorithm *ai,
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}
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// 否则如果是空位
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if (position->phase != PHASE_READY || parent != root) {
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parent->addChild(ai, this, VALUE_ZERO, RATING_ZERO, (move_t)square
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if (position->phase != PHASE_READY || node != root) {
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node->addChild(ai, this, VALUE_ZERO, RATING_ZERO, (move_t)square
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#ifdef BEST_MOVE_ENABLE
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, bestMove
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#endif // BEST_MOVE_ENABLE
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@ -63,7 +63,7 @@ void Game::generateMoves(AIAlgorithm *ai,
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} else {
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// 若为先手,则抢占星位
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if (Board::isStar(square)) {
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parent->addChild(ai, this, VALUE_INFINITE, RATING_STAR_SQUARE, (move_t)square
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node->addChild(ai, this, VALUE_INFINITE, RATING_STAR_SQUARE, (move_t)square
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#ifdef BEST_MOVE_ENABLE
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, bestMove
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#endif // BEST_MOVE_ENABLE
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@ -94,7 +94,7 @@ void Game::generateMoves(AIAlgorithm *ai,
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newSquare = static_cast<square_t>(MoveList::moveTable[oldSquare][direction]);
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if (newSquare && !boardLocations[newSquare]) {
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move_t move = move_t((oldSquare << 8) + newSquare);
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parent->addChild(ai, this, VALUE_ZERO, RATING_ZERO, move
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node->addChild(ai, this, VALUE_ZERO, RATING_ZERO, move
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#ifdef BEST_MOVE_ENABLE
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, bestMove
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#endif // BEST_MOVE_ENABLE
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@ -106,7 +106,7 @@ void Game::generateMoves(AIAlgorithm *ai,
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for (newSquare = SQ_BEGIN; newSquare < SQ_END; newSquare = static_cast<square_t>(newSquare + 1)) {
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if (!boardLocations[newSquare]) {
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move_t move = move_t((oldSquare << 8) + newSquare);
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parent->addChild(ai, this, VALUE_ZERO, RATING_ZERO, move
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node->addChild(ai, this, VALUE_ZERO, RATING_ZERO, move
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#ifdef BEST_MOVE_ENABLE
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, bestMove
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#endif // BEST_MOVE_ENABLE
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@ -127,7 +127,7 @@ void Game::generateMoves(AIAlgorithm *ai,
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for (int i = Board::MOVE_PRIORITY_TABLE_SIZE - 1; i >= 0; i--) {
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square = static_cast<square_t>(MoveList::movePriorityTable[i]);
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if (boardLocations[square] & opponent) {
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parent->addChild(ai, this, VALUE_ZERO, RATING_ZERO, (move_t)-square
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node->addChild(ai, this, VALUE_ZERO, RATING_ZERO, (move_t)-square
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#ifdef BEST_MOVE_ENABLE
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, bestMove
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#endif // BEST_MOVE_ENABLE
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@ -142,7 +142,7 @@ void Game::generateMoves(AIAlgorithm *ai,
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square = static_cast<square_t>(MoveList::movePriorityTable[i]);
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if (boardLocations[square] & opponent) {
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if (rule.allowRemoveMill || !position->board.inHowManyMills(square)) {
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parent->addChild(ai, this, VALUE_ZERO, RATING_ZERO, (move_t)-square
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node->addChild(ai, this, VALUE_ZERO, RATING_ZERO, (move_t)-square
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#ifdef BEST_MOVE_ENABLE
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, bestMove
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#endif // BEST_MOVE_ENABLE
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@ -157,7 +157,7 @@ void Game::generateMoves(AIAlgorithm *ai,
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}
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// 赋值
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parent->sideToMove = position->sideToMove;
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node->sideToMove = position->sideToMove;
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}
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void MoveList::create()
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@ -114,7 +114,7 @@ public:
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// 着法生成
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void generateMoves(AIAlgorithm *ai,
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Node *parent,
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Node *node,
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Node *root
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#ifdef BEST_MOVE_ENABLE
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, move_t bestMove
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