perfect: Enable PERFECT_AI_SUPPORT only on MSVC
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744a0df873
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e2f87cb477
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@ -52,7 +52,7 @@
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//#define PVS_AI
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#define MTDF_AI
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#ifdef WIN32
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#ifdef _MSC_VER
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#define PERFECT_AI_SUPPORT
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#endif
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@ -31,7 +31,9 @@
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#include "option.h"
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#include "test.h"
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#ifdef PERFECT_AI_SUPPORT
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#include "perfect/perfect.h"
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#endif
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#ifdef TEST_MODE
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#ifdef QT_GUI_LIB
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@ -220,9 +222,11 @@ void Test::readFromMemory()
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sharedMemory.unlock();
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readStr = str;
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#ifdef PERFECT_AI_SUPPORT
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if (gameOptions.getPerfectAiEnabled()) {
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perfect_command(str.toStdString().c_str());
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}
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#endif
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emit command(str.toStdString());
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}
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@ -40,7 +40,9 @@
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#include "client.h"
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#include "option.h"
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#ifdef PERFECT_AI_SUPPORT
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#include "perfect/perfect.h"
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#endif
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using namespace std;
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@ -230,9 +232,11 @@ void Game::gameReset()
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moveHistory.emplace_back(bak);
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}
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#ifdef PERFECT_AI_SUPPORT
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if (gameOptions.getPerfectAiEnabled()) {
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perfect_reset();
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}
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#endif
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position.reset();
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elapsedSeconds[BLACK] = elapsedSeconds[WHITE] = 0;
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@ -596,11 +600,13 @@ void Game::setPerfectAi(bool enabled)
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gameOptions.setPerfectAiEnabled(enabled);
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settings->setValue("Options/PerfectAI", enabled);
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#ifdef PERFECT_AI_SUPPORT
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if (enabled) {
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perfect_reset();
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} else {
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perfect_exit();
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}
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#endif
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}
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void Game::setIDS(bool enabled)
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@ -918,9 +924,11 @@ bool Game::actionPiece(QPointF p)
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}
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if (result) {
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#ifdef PERFECT_AI_SUPPORT
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if (gameOptions.getPerfectAiEnabled()) {
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perfect_command((char *)position.record);
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}
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#endif
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moveHistory.emplace_back(position.record);
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