addEffect8.tcc File Reference

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addEffect8.tcc File Reference
`#include "osl/move_generator/addEffect8.h"`
`#include "osl/move_generator/pieceOnBoard.h"`
`#include "osl/move_generator/addEffect8Table.h"`
`#include "osl/misc/loki.h"`
`#include <boost/static_assert.hpp>`
Include dependency graph for addEffect8.tcc:
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Go to the source code of this file.

## Classes
class | osl::move_generator::addeffect8::ShortPieceAction< P, T, Action >
| promote可能な足の短い駒による利きの生成用 Functor More...
class | osl::move_generator::addeffect8::GoldAction< P, Action >
| Goldによる利きの生成用 Functor. More...
class | osl::move_generator::addeffect8::LongPieceAction< P, T, Action >
| promote可能な足の長い駒による利きの生成用 Functor More...

## Namespaces
| osl
| attackDefense.h
| osl::move_generator
| 低レベルの指手生成
| osl::move_generator::addeffect8

## Constant Groups
| osl
| attackDefense.h
| osl::move_generator
| 低レベルの指手生成
| osl::move_generator::addeffect8

## Macros
#define | _MOVE_GENERATOR_ADD_EFFECT8_TCC

## Functions
template<Player P, Ptype T, class Action >
void | osl::move_generator::addeffect8::generateShortDrop (NumEffectState const &state, Square target, Action &action)
| 5x5領域への駒のdropによる手生成. More...
template<Player P, Ptype T, class Action >
void | osl::move_generator::addeffect8::generateLongDropWithOffset (NumEffectState const &state, Square to, Square from, Offset offset, int countMax, Action &action)
| 方向を決めて，long dropを作成する． More...
template<Player P, Ptype T, class Action >
void | osl::move_generator::addeffect8::generateLongDrop (NumEffectState const &state, Square target, Action &action)
| 長い利きを持つ駒のdropによる手生成. More...
template<Player P, Ptype T, class Action >
void | osl::move_generator::addeffect8::generateShortMove (NumEffectState const &state, Piece attacker, Square target, Action &action)
| unblockableな動きでunblockableな利きをつける手生成. More...
template<Player P>
bool | osl::move_generator::addeffect8::findBlocker (NumEffectState const &state, Piece attacker, Square target, Square from, Square &pos, Piece &blocker, Offset offset)
| fromにプレイヤーPの駒がある． toは玉の8近傍でPがfromから長い利きを持ちうるマスだとする． 味方の駒で8近傍への利きをblockしている駒(味方か敵かを問わず)があるかどうかをチェックし， あるならblockerに入れてtrueを返す More...
template<Player P, Ptype T>
bool | osl::move_generator::addeffect8::canAddLongEffect (NumEffectState const &state, Square from, Square to, Piece &blocker, Offset offset)
| fromにプレイヤーPの種類Tの駒があったら利きがある盤面かどうか. More...
template<Player P, Ptype T>
bool | osl::move_generator::addeffect8::canAddLongEffect (NumEffectState const &state, Square from, Square to, Piece &blocker)
| fromにプレイヤーPの種類Tの駒があったら利きがある盤面かどうか. More...
template<Player P, Ptype T, class Action >
void | osl::move_generator::addeffect8::generateLongMove (NumEffectState const &state, Piece attacker, Square target, Action &action)
| 長い利きも持つ駒の手生成. More...
template<Player P, Ptype T, class Action >
void | osl::move_generator::addeffect8::generateShort (const NumEffectState &state, Square target, Action &action)
template<Player P, Ptype T, class Action >
void | osl::move_generator::addeffect8::generateLong (const NumEffectState &state, Square target, Action &action)
template<Player P, class Action >
void | osl::move_generator::addeffect8::generateGold (const NumEffectState &state, Square target, Action &action)

## Macro Definition Documentation

#define _MOVE_GENERATOR_ADD_EFFECT8_TCC

Definition at line 2 of file addEffect8.tcc.