Namespaces | Defines | Functions
addEffectWithEffect.tcc File Reference
#include "osl/move_generator/addEffectWithEffect.h"
#include "osl/move_generator/open.h"
#include "osl/move_generator/open.tcc"
#include "osl/move_generator/pieceOnBoard.tcc"
#include "osl/checkmate/king8Info.h"
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Namespaces

namespace  osl
 

attackDefense.h


namespace  osl::move_generator
 

低レベルの指手生成


namespace  osl::move_generator::detail

Defines

#define _GENERATER_ADD_EFFECT_WITH_EFFECT_TCC

Functions

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.
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
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?
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()
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 &notPieceMask, 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()
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 &notPieceMask)
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.
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)

Define Documentation

Definition at line 2 of file addEffectWithEffect.tcc.

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