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osl::progress::Effect5x3d Struct Reference

玉の周囲5x3の領域の利きの数ら計算した自玉のまわりの利きの数。 5x3領域は盤面内になるように補正する. 黒と白の両方の進行度を持つ. Effect5x3 との違い持駒の重みなし More...

#include <effect5x3d.h>

Collaboration diagram for osl::progress::Effect5x3d:
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Public Member Functions

 Effect5x3d (const NumEffectState &state)
 
void changeTurn ()
 
int progress (Player p) const
 
const Progress16 progress16 () const
 
const Progress16 progress16 (Player p) const
 
void update (const NumEffectState &new_state, Move last_move)
 

Static Public Member Functions

static int makeProgress (Player defense, const NumEffectState &state, Square king)
 王の位置を指定したprogressの計算. More...
 
static int makeProgress (Player defense, const NumEffectState &state)
 
static int makeProgress (const NumEffectState &state)
 
static const Progress16 progress16 (int progress)
 0-15 の値を返す More...
 
static const Progress16 progress16each (int progress)
 0-15 の値を返す. More...
 

Private Attributes

CArray< int, 2 > progresses
 

Detailed Description

玉の周囲5x3の領域の利きの数ら計算した自玉のまわりの利きの数。 5x3領域は盤面内になるように補正する. 黒と白の両方の進行度を持つ. Effect5x3 との違い持駒の重みなし

Definition at line 21 of file effect5x3d.h.

Constructor & Destructor Documentation

osl::progress::Effect5x3d::Effect5x3d ( const NumEffectState &  state)
inlineexplicit

Definition at line 62 of file effect5x3d.h.

References osl::BLACK, makeProgress(), progresses, and osl::WHITE.

Member Function Documentation

void osl::progress::Effect5x3d::changeTurn ( )
inline

Definition at line 67 of file effect5x3d.h.

int osl::progress::Effect5x3d::makeProgress ( Player  defense,
const NumEffectState &  state,
Square  king 
)
static

王の位置を指定したprogressの計算.

Parameters
defense- こちらの玉に注目したprogress
state- 盤面
king- 玉の位置がここにあるとする. 一般には,盤面から玉の位置は特定できるが,差分計算の途中では 一致しないとして呼び出すことがある.

Definition at line 7 of file effect5x3d.cc.

References center, osl::progress::Effect5x3_Table, osl::progress::Effect5x3Table::getDefenseEffect(), target, osl::Square::x(), and osl::Square::y().

Referenced by Effect5x3d(), and makeProgress().

static int osl::progress::Effect5x3d::makeProgress ( Player  defense,
const NumEffectState &  state 
)
inlinestatic

Definition at line 33 of file effect5x3d.h.

References makeProgress().

static int osl::progress::Effect5x3d::makeProgress ( const NumEffectState &  state)
inlinestatic

Definition at line 36 of file effect5x3d.h.

References osl::BLACK, makeProgress(), and osl::WHITE.

int osl::progress::Effect5x3d::progress ( Player  p) const
inline

Definition at line 68 of file effect5x3d.h.

References progresses.

Referenced by progress16().

static const Progress16 osl::progress::Effect5x3d::progress16 ( int  progress)
inlinestatic
const Progress16 osl::progress::Effect5x3d::progress16 ( ) const
inline

Definition at line 69 of file effect5x3d.h.

References progresses.

const Progress16 osl::progress::Effect5x3d::progress16 ( Player  p) const
inline

Definition at line 73 of file effect5x3d.h.

References progress(), and progress16each().

static const Progress16 osl::progress::Effect5x3d::progress16each ( int  progress)
inlinestatic

0-15 の値を返す.

プレイヤ個人毎

Definition at line 53 of file effect5x3d.h.

References osl::eval::max(), and osl::eval::min().

Referenced by progress16().

void osl::progress::Effect5x3d::update ( const NumEffectState &  new_state,
Move  last_move 
)

Member Data Documentation

CArray<int,2> osl::progress::Effect5x3d::progresses
private

Definition at line 60 of file effect5x3d.h.

Referenced by Effect5x3d(), progress(), and progress16().


The documentation for this struct was generated from the following files: