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effect5x3d.h
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1 /* effect5x3.h
2  */
3 #ifndef PROGRESS_EFFECT5X3D_H
4 #define PROGRESS_EFFECT5X3D_H
5 
6 #include "osl/progress.h"
7 #include "osl/numEffectState.h"
8 #include <algorithm>
9 namespace osl
10 {
11  namespace progress
12  {
19  struct Effect5x3d
20  {
29  static int makeProgress(Player defense, const NumEffectState& state,
30  Square king);
31  static int makeProgress(Player defense, const NumEffectState& state){
32  return makeProgress(defense,state,state.kingSquare(defense));
33  }
34  static int makeProgress(const NumEffectState& state)
35  {
36  return makeProgress(BLACK, state) + makeProgress(WHITE, state);
37  }
41  static const Progress16 progress16(int progress)
42  {
43  assert(progress >= 0);
44  const int rank = progress / 8 - 16; // 適当
45  return Progress16(std::max(std::min(rank, 15), 0));
46  }
52  {
53  assert(progress >= 0);
54  const int rank = progress / 8 - 8; // 調整中
55  return Progress16(std::max(std::min(rank, 15), 0));
56  }
57  private:
59  public:
60  explicit Effect5x3d(const NumEffectState& state)
61  {
64  }
65  void changeTurn() {}
66  int progress(Player p) const { return progresses[p]; }
67  const Progress16 progress16() const
68  {
69  return progress16(progresses[0] + progresses[1]);
70  }
71  const Progress16 progress16(Player p) const
72  {
73  return progress16each(progress(p));
74  }
75  // 必要なもの
76  void update(const NumEffectState& new_state, Move last_move);
77  };
78  } // namespace progress
79 } // namespace osl
80 
81 #endif /* PROGRESS_EFFECT5X3D_H */
82 // ;;; Local Variables:
83 // ;;; mode:c++
84 // ;;; c-basic-offset:2
85 // ;;; End:
osl::progress::Effect5x3d::progresses
CArray< int, 2 > progresses
Definition: effect5x3d.h:58
osl::progress::Effect5x3d::progress16each
static const Progress16 progress16each(int progress)
0-15 の値を返す.
Definition: effect5x3d.h:51
osl::progress::Progress16
ProgressN< 16 > Progress16
Definition: progress.h:42
osl::Square
Definition: basic_type.h:532
osl::eval::min
int min(Player p, int v1, int v2)
Definition: evalTraits.h:92
osl::WHITE
@ WHITE
Definition: basic_type.h:10
osl::Move
圧縮していない moveの表現 .
Definition: basic_type.h:1052
osl::progress::ProgressN
Definition: progress.h:15
osl::progress::Effect5x3d::progress16
const Progress16 progress16() const
Definition: effect5x3d.h:67
osl::progress::Effect5x3d::Effect5x3d
Effect5x3d(const NumEffectState &state)
Definition: effect5x3d.h:60
osl::eval::max
int max(Player p, int v1, int v2)
Definition: evalTraits.h:84
osl::progress::Effect5x3d::progress16
const Progress16 progress16(Player p) const
Definition: effect5x3d.h:71
osl::progress::Effect5x3d::makeProgress
static int makeProgress(const NumEffectState &state)
Definition: effect5x3d.h:34
osl::progress::Effect5x3d::changeTurn
void changeTurn()
Definition: effect5x3d.h:65
osl::progress::Effect5x3d::progress16
static const Progress16 progress16(int progress)
0-15 の値を返す
Definition: effect5x3d.h:41
osl::progress::Effect5x3d::progress
int progress(Player p) const
Definition: effect5x3d.h:66
osl::NumEffectState
利きを持つ局面
Definition: numEffectState.h:34
osl::SimpleState::kingSquare
Square kingSquare() const
Definition: simpleState.h:94
osl::progress::Effect5x3d::update
void update(const NumEffectState &new_state, Move last_move)
Definition: effect5x3d.cc:34
progress.h
osl::BLACK
@ BLACK
Definition: basic_type.h:9
osl::Player
Player
Definition: basic_type.h:8
numEffectState.h
osl::progress::Effect5x3d::makeProgress
static int makeProgress(Player defense, const NumEffectState &state)
Definition: effect5x3d.h:31
osl::progress::Effect5x3d
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: effect5x3d.h:20
osl::CArray< int, 2 >
osl::progress::Effect5x3d::makeProgress
static int makeProgress(Player defense, const NumEffectState &state, Square king)
王の位置を指定したprogressの計算.
Definition: effect5x3d.cc:8
osl
Definition: additionalEffect.h:6