Fix build warnings
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2f5380f58a
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@ -114,16 +114,16 @@ int StateInfo::generateMoves(Stack<move_t, MOVE_COUNT> &moves)
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// 对于原有位置,遍历四个方向的着法,如果棋盘上为空位就加到结点列表中
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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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moves.push_back((move_t)move);
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move_t m = move_t((oldSquare << 8) + newSquare);
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moves.push_back((move_t)m);
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}
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}
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} else {
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// 对于棋盘上还有不到3个字,但允许飞子的情况,不要求在着法表中,是空位就行
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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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moves.push_back((move_t)move);
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move_t m = move_t((oldSquare << 8) + newSquare);
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moves.push_back((move_t)m);
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}
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}
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}
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@ -197,7 +197,7 @@ void AIAlgorithm::buildRoot()
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}
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Node *Node::addChild(
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const move_t &move,
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const move_t &m,
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AIAlgorithm *ai,
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StateInfo *st
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#ifdef BEST_MOVE_ENABLE
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@ -214,7 +214,7 @@ Node *Node::addChild(
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return nullptr;
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}
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newNode->move = move;
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newNode->move = m;
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#ifdef ALPHABETA_AI
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newNode->value = VALUE_ZERO;
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@ -288,12 +288,12 @@ Node *Node::addChild(
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// 若没有启用置换表,或启用了但为叶子节点,则 bestMove 为0
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square_t sq = SQ_0;
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if (move > 0) {
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if (m > 0) {
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// 摆子或者走子
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sq = (square_t)(move & 0x00ff);
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sq = (square_t)(m & 0x00ff);
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} else {
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// 吃子
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sq = (square_t)((-move) & 0x00ff);
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sq = (square_t)((-m) & 0x00ff);
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}
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int nMills = st->position->board.inHowManyMills(sq, st->position->sideToMove);
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@ -301,7 +301,7 @@ Node *Node::addChild(
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#ifdef SORT_MOVE_WITH_HUMAN_KNOWLEDGES
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// TODO: rule.allowRemoveMultiPieces 以及 适配打三棋之外的其他规则
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if (move > 0) {
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if (m > 0) {
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// 在任何阶段, 都检测落子点是否能使得本方成三
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// TODO: 为走子之前的统计故走棋阶段可能会从 @-0-@ 走成 0-@-@, 并未成三
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if (nMills > 0) {
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@ -346,11 +346,11 @@ Node *Node::addChild(
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#ifdef ALPHABETA_AI
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if (rule.nTotalPiecesEachSide == 12 &&
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st->getPiecesOnBoardCount(2) < 2 && // patch: 仅当白方第2着时
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Board::isStar(static_cast<square_t>(move))) {
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Board::isStar(static_cast<square_t>(m))) {
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newNode->rating += RATING_STAR_SQUARE;
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}
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#endif
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} else if (move < 0) {
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} else if (m < 0) {
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int nPlayerPiece = 0;
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int nOpponentPiece = 0;
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int nForbidden = 0;
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