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osl::state::NumEffectState Member List

This is the complete list of members for osl::state::NumEffectState, including all inherited members.

allEffectAt(Player P, Square target) const osl::state::NumEffectStateinline
allEffectAt(Player P, Ptype ptype, Square target) const osl::state::NumEffectState
anyEffectChanged() const osl::state::NumEffectStateinline
boardosl::state::SimpleStateprotected
canDropPawnTo(Player player, int x) const osl::state::SimpleStateinline
changedEffects(Player pl) const osl::state::NumEffectStateinline
changedEffects() const osl::state::NumEffectStateinline
changedPieces() const osl::state::NumEffectStateinline
changeTurn()osl::state::SimpleStateinline
checkShadow(Player attack) const osl::state::NumEffectStateinline
clearPawn(Player pl, Square sq)osl::state::SimpleStateinline
copyFrom(const NumEffectState &src)osl::state::NumEffectState
copyFrom(const SimpleState &src)osl::state::NumEffectState
countEffect(Player player, Square target) const osl::state::NumEffectStateinline
countEffect(Player player, Square target, PieceMask pins) const osl::state::NumEffectStateinline
countPiecesOnStand(Player pl, Ptype ptype) const osl::state::SimpleStateinline
countPiecesOnStand(Player pl) const osl::state::SimpleStateinline
doCaptureMove(Square from, Square to, Piece target, int promoteMask)osl::state::NumEffectStateprivate
doDropMove(Square to, Ptype ptype)osl::state::NumEffectStateprivate
doSimpleMove(Square from, Square to, int promoteMask)osl::state::NumEffectStateprivate
doUndoCaptureMove(Player2Type< P > player, Square from, Square to, Piece target, int promoteMask, Function &func)osl::state::NumEffectStateprivate
doUndoCaptureMove(Player2Type< P > player, Square from, Square to, Piece target, int promoteMask, Function &func)osl::state::NumEffectState
doUndoDropMove(Player2Type< P > player, Square to, Ptype ptype, Function &func)osl::state::NumEffectStateprivate
doUndoDropMove(Player2Type< P > player, Square to, Ptype ptype, Function &func)osl::state::NumEffectState
doUndoSimpleMove(Player2Type< P > player, Square from, Square to, int promoteMask, Function &func)osl::state::NumEffectStateprivate
doUndoSimpleMove(Player2Type< P > player, Square from, Square to, int promoteMask, Function &func)osl::state::NumEffectState
dump() const osl::state::SimpleState
effectedChanged(Player pl) const osl::state::NumEffectStateinline
effectedMask(Player pl) const osl::state::NumEffectStateinline
effectsosl::state::NumEffectStateprivate
effectSetAt(Square sq) const osl::state::NumEffectStateinline
emulateCapture(Piece from, Player new_owner) const osl::state::SimpleState
emulateHandPiece(Player from, Player to, Ptype ptype) const osl::state::SimpleState
epilogueCapture(Player2Type< P >, Square from, Square to, Piece target, Piece oldPiece, PtypeO oldPtypeO, PtypeO capturePtypeO, PtypeO newPtypeO, int num0, int num1, int num1Index, mask_t num1Mask, const CArray< PieceMask, 2 > &pin_or_open_backup, const KingMobility &king_mobility_backup, const PieceMask &promoted_backup, const CArray< PieceMask, 2 > &effected_mask_backup, const CArray< PieceMask, 2 > &effected_changed_mask_backup, const CArray< uint64_t, 2 > &king8infos_backup, const MobilityTable &mobility_backup)osl::state::NumEffectStateprivate
epilogueDrop(Player2Type< P >, Square to, Ptype ptype, Piece oldPiece, int num, PtypeO ptypeO, int numIndex, mask_t numMask, const CArray< PieceMask, 2 > &pin_or_open_backup, const KingMobility &king_mobility_backup, const CArray< PieceMask, 2 > &effected_mask_backup, const CArray< PieceMask, 2 > &effected_changed_mask_backup, const CArray< uint64_t, 2 > &king8infos_backup, const MobilityTable &mobility_backup)osl::state::NumEffectStateprivate
epilogueSimple(Square from, Square to, Piece oldPiece, int num, PtypeO oldPtypeO, PtypeO newPtypeO, const CArray< PieceMask, 2 > &pin_or_open_backup, const KingMobility &king_mobility_backup, const PieceMask &promoted_backup, const CArray< PieceMask, 2 > &effected_mask_backup, const CArray< PieceMask, 2 > &effected_changed_mask_backup, const CArray< uint64_t, 2 > &king8infos_backup, const MobilityTable &mobility_backup)osl::state::NumEffectStateprivate
findAttackAt(Player attack, Square target) const osl::state::NumEffectStateinline
findAttackAtStrict(Player attack, Square target) const osl::state::NumEffectStateinline
findAttackNotBy(Player P, Square square, const PieceMask &ignore) const osl::state::NumEffectStateinline
findCheapAttack(Player P, Square square) const osl::state::NumEffectStateinline
findCheapAttackNotBy(Player P, Square square, const PieceMask &ignore) const osl::state::NumEffectStateinline
findCheckPiece(Piece &attack_piece) const osl::state::NumEffectStateinline
findLongAttackAt(Player owner, int piece, Direction d) const osl::state::NumEffectStateinline
findLongAttackAt(Player owner, Piece piece, Direction d) const osl::state::NumEffectStateinline
findLongAttackAt(Piece piece, Direction d) const osl::state::NumEffectStateinline
findLongAttackAt(Square square, Direction d) const osl::state::NumEffectStateinline
findThreatenedPiece(Player P) const osl::state::NumEffectState
flipHorizontal() const osl::state::SimpleState
forEachEffect(const PieceMask &pieces, Square sq, Action &action) const osl::state::NumEffectStateinlineprivate
forEachEffect(Square sq, Action &action) const osl::state::NumEffectStateinline
forEachEffect(Square sq, Action &action, const PieceMask &pin) const osl::state::NumEffectStateinline
forEachEffectNotBy(Square sq, Piece piece, Action &action) const osl::state::NumEffectStateinline
forEachEffectOfPiece(Square pieceSquare, Action &action) const osl::state::NumEffectState
forEachEffectOfPiece(Piece piece, Action &action) const osl::state::NumEffectState
forEachEffectOfPiece(Piece piece, Action &action) const osl::state::NumEffectState
forEachEffectOfPiece(Square pieceSquare, Action &action) const osl::state::NumEffectState
forEachEffectOfPieceDir(Square, Action &, Int2Type< false >) const osl::state::NumEffectStateinlineprivate
forEachEffectOfPieceDir(Square pieceSquare, Action &action, Int2Type< true >) const osl::state::NumEffectStateinlineprivate
forEachEffectOfPieceDir(Square pieceSquare, Action &action) const osl::state::NumEffectStateinlineprivate
forEachEffectOfPieceLongDir(Square, Action &, Int2Type< false >) const osl::state::NumEffectStateinlineprivate
forEachEffectOfPieceLongDir(Square pieceSquare, Action &action, Int2Type< true >) const osl::state::NumEffectStateinlineprivate
forEachEffectOfPieceLongDir(Square pieceSquare, Action &action) const osl::state::NumEffectStateinlineprivate
forEachOnBoard(F &func) const osl::state::NumEffectStateinline
forEachOnBoardPtypeStrict(F &func) const osl::state::NumEffectStateinline
getPiecePtr(Square sq) const osl::state::SimpleStateinline
hasChangedEffects() const osl::state::NumEffectStateinline
hasEffectAt(Square target) const osl::state::NumEffectStateinline
hasEffectAt(Player player, Square target) const osl::state::NumEffectStateinline
hasEffectAt(Player P, Square target, Piece &attackerPiece) const osl::state::NumEffectStateinline
hasEffectAt(Square target, Piece &attackerPiece) const osl::state::NumEffectStateinline
hasEffectByNotPinned(Player pl, Square target) const osl::state::NumEffectStateinline
hasEffectByNotPinnedAndKing(Player pl, Square target) const osl::state::NumEffectStateinline
hasEffectByPiece(Piece attack, Square target) const osl::state::NumEffectStateinline
hasEffectByPtype(Player attack, Square target) const osl::state::NumEffectStateinline
hasEffectByPtypeStrict(Player attack, Square target) const osl::state::NumEffectStateinline
hasEffectByWithRemove(Square target, Square removed) const osl::state::NumEffectState
hasEffectByWithRemove(Player player, Square target, Square removed) const osl::state::NumEffectStateinline
hasEffectByWithRemove(Square target, Square removed) const osl::state::NumEffectState
hasEffectIf(PtypeO ptypeo, Square attacker, Square target) const osl::state::NumEffectStateinline
hasEffectInDirection(Square to) const osl::state::NumEffectStateinline
hasEffectNotBy(Player player, Piece piece, Square target) const osl::state::NumEffectStateinline
hasLongEffectAt(Player P, Square to) const osl::state::NumEffectStateinline
hasMultipleEffectAt(Player player, Square target) const osl::state::NumEffectStateinline
hasPawnMaskosl::state::SimpleStatestatic
hasPieceOnStand(Player player, Ptype ptype) const osl::state::SimpleStateinline
hasPieceOnStand(Player P) const osl::state::SimpleStateinline
Iking8Info(Player king) const osl::state::NumEffectStateinline
inCheck(Player P) const osl::state::NumEffectStateinline
inCheck() const osl::state::NumEffectStateinline
init()osl::state::SimpleState
init(Handicap h)osl::state::SimpleState
initPawnMask()osl::state::SimpleState
isAlmostValidDrop(Move move) const osl::state::SimpleStateprotected
isAlmostValidDrop(Move move) const osl::state::SimpleState
isAlmostValidMove(Move move) const osl::state::NumEffectState
isAlmostValidMove(Move move, bool show_error=true) const osl::state::NumEffectState
isConsistent(bool showError=true) const osl::state::NumEffectState
isConsistent(const NumEffectState &prev, Move moved, bool show_error=true) const osl::state::NumEffectState
isEmptyBetween(Square from, Square to, Offset offset, bool pieceExistsAtTo=false) const osl::state::SimpleStateinline
isEmptyBetween(Square from, Square to, bool noSpaceAtTo=false) const osl::state::SimpleStateinline
isOffBoard(int num) const osl::state::SimpleStateinline
isOnBoard(int num) const osl::state::SimpleStateinline
isOnBoardNum(int num) const osl::state::NumEffectStateinline
isPawnMaskSet(Player player, int x) const osl::state::SimpleStateinline
isPawnMaskSet(int x) const osl::state::SimpleStateinline
isValidMove(Move move, bool show_error=true) const osl::state::SimpleState
isValidMoveByRule(Move move, bool show_error)osl::state::SimpleStatestatic
king8Info(Player king) const osl::state::NumEffectState
king8infososl::state::NumEffectStateprivate
king_mobilityosl::state::NumEffectStateprivate
kingMobilityAbs(Player p, Direction d) const osl::state::NumEffectStateinline
kingMobilityOfPlayer(Player p, Direction d) const osl::state::NumEffectStateinline
kingPiece() const osl::state::SimpleStateinline
kingPiece(Player P) const osl::state::SimpleStateinline
kingSquare() const osl::state::SimpleStateinline
kingSquare(Player player) const osl::state::SimpleStateinline
longEffectAt(Square target) const osl::state::NumEffectStateinline
longEffectAt(Square target, Player owner) const osl::state::NumEffectStateinline
longEffectAt(Square target) const osl::state::NumEffectStateinline
longEffectAt(Square target, Player owner) const osl::state::NumEffectStateinline
longEffectChanged() const osl::state::NumEffectStateinline
longEffectNumTable() const osl::state::NumEffectStateinline
makeKing8Info()osl::state::NumEffectStateprivate
makeMove(Move move)osl::state::NumEffectState
makeMovePass()osl::state::NumEffectStateinline
makePinOpen(Square target, Player defense)osl::state::NumEffectStateprivate
makePinOpen(Player defense)osl::state::NumEffectStateprivate
makePinOpenDir(Square target, PieceMask &pins, PieceMask const &onBoard, Player defense)osl::state::NumEffectStateinlineprivate
makeUnmakeMove(Move move, Function &f)osl::state::NumEffectStateinline
makeUnmakeMove(Player2Type< P > player, Move move, Function &f)osl::state::NumEffectStateinline
makeUnmakePass(Function &f)osl::state::NumEffectStateinline
mobilityOf(Direction d, int num) const osl::state::NumEffectStateinline
mobilityOf(Direction d, Piece p) const osl::state::NumEffectStateinline
nextPiece(Square cur, Offset diff) const osl::state::SimpleStateinline
nth(int n) const osl::state::SimpleStateinline
nthLimit()osl::state::SimpleStateinlinestatic
NumEffectState(const state::SimpleState &st=SimpleState(HIRATE))osl::state::NumEffectStateexplicit
operator==(const NumEffectState &st1, const NumEffectState &st2)osl::state::NumEffectStatefriend
operator[](Square sq) const osl::state::SimpleStateinline
pawnMaskosl::state::SimpleStateprotected
pieceAt(Square sq) const osl::state::SimpleStateinline
pieceOf(int num) const osl::state::SimpleStateinline
pieceOnBoard(Square sq) const osl::state::SimpleStateinline
piecesosl::state::SimpleStateprotected
pieces_onboardosl::state::NumEffectStateprivate
piecesOnBoard(Player p) const osl::state::NumEffectStateinline
pin(Player king) const osl::state::NumEffectStateinline
pin_or_openosl::state::NumEffectStateprivate
pinAttacker(Piece pinned) const osl::state::NumEffectStateinline
pinAttacker(Piece pinned) const osl::state::NumEffectStateinline
pinnedCanMoveTo(Piece p, Square to) const osl::state::NumEffectStateinline
pinnedCanMoveTo(Piece p, Square to) const osl::state::NumEffectStateinline
pinnedDir(Piece p) const osl::state::NumEffectStateinline
pinnedDir(Piece p) const osl::state::NumEffectStateinline
pinOrOpen(Player king) const osl::state::NumEffectStateinline
player_to_moveosl::state::SimpleStateprotected
prologueCapture(Player2Type< P >, Square from, Square to, Piece target, int promoteMask, Piece &oldPiece, PtypeO &oldPtypeO, PtypeO &capturePtypeO, PtypeO &new_ptypeo, int &num0, int &num1, int &num1Index, mask_t &num1Mask, CArray< PieceMask, 2 > &pin_or_open_backup, KingMobility &king_mobility_backup, PieceMask &promoted_backup, CArray< PieceMask, 2 > &effected_mask_backup, CArray< PieceMask, 2 > &effected_changed_mask_backup, CArray< uint64_t, 2 > &king8infos_backup, MobilityTable &mobility_backup)osl::state::NumEffectStateprivate
prologueDrop(Player2Type< P >, Square to, Ptype ptype, Piece &oldPiece, int &num, PtypeO &ptypeO, int &numIndex, mask_t &numMask, CArray< PieceMask, 2 > &pin_or_open_backup, KingMobility &king_mobility_backup, CArray< PieceMask, 2 > &effected_mask_backup, CArray< PieceMask, 2 > &effected_changed_mask_backup, CArray< uint64_t, 2 > &king8infos_backup, MobilityTable &mobility_backup)osl::state::NumEffectStateprivate
prologueSimple(Player2Type< P >, Square from, Square to, int promoteMask, Piece &oldPiece, int &num, PtypeO &oldPtypeO, PtypeO &new_ptypeo, CArray< PieceMask, 2 > &pin_or_open_backup, KingMobility &king_mobility_backup, PieceMask &promoted_backup, CArray< PieceMask, 2 > &effected_mask_backup, CArray< PieceMask, 2 > &effected_changed_mask_backup, CArray< uint64_t, 2 > &king8infos_backup, MobilityTable &mobility_backup)osl::state::NumEffectStateprivate
promotedosl::state::NumEffectStateprivate
promotedPieces() const osl::state::NumEffectStateinline
recalcPinOpen(Square changed, Direction &lastDir, Player defense)osl::state::NumEffectStateinlineprivate
rotate180() const osl::state::SimpleState
selectCheapPiece(PieceMask effect) const osl::state::NumEffectState
setBoard(Square sq, Piece piece)osl::state::SimpleStateinline
setPawn(Player pl, Square sq)osl::state::SimpleStateinline
setPiece(Player player, Square sq, Ptype ptype)osl::state::SimpleState
setPieceAll(Player player)osl::state::SimpleState
setPieceOf(int num, Piece p)osl::state::SimpleStateinline
setTurn(Player player)osl::state::SimpleStateinline
showEffect(std::ostream &os) const osl::state::NumEffectState
SimpleState()osl::state::SimpleStateexplicit
SimpleState(Handicap h)osl::state::SimpleStateexplicit
stand_countosl::state::SimpleStateprotected
stand_maskosl::state::SimpleStateprotected
standMask(Player p)osl::state::SimpleStateinlineprotected
standMask(Player p) const osl::state::SimpleStateinline
state_t typedefosl::state::NumEffectStateprivate
testValidityOtherThanEffect(Move move) const osl::state::SimpleStateprotected
testValidityOtherThanEffect(Move move) const osl::state::SimpleState
turn() const osl::state::SimpleStateinline
used_maskosl::state::SimpleStateprotected
usedMask() const osl::state::SimpleStateinline
wasCheckEvasion(Move last_move) const osl::state::NumEffectState
~NumEffectState()osl::state::NumEffectState
~SimpleState()osl::state::SimpleStatevirtual