12 if (state->turn() ==
BLACK)
13 return hasCheckmateMove<BLACK>(depth, best_move, proof_pieces);
15 return hasCheckmateMove<WHITE>(
depth, best_move, proof_pieces);
22 NumEffectState* state= &states[
depth];
23 if (state->turn() ==
BLACK)
24 return hasCheckmateMove<BLACK>(depth, best_move);
26 return hasCheckmateMove<WHITE>(
depth, best_move);
33 NumEffectState* state= &states[
depth];
34 if (state->turn() ==
BLACK)
35 return hasCheckmateWithGuide<BLACK>(depth, guide, proof_pieces);
37 return hasCheckmateWithGuide<WHITE>(
depth, guide, proof_pieces);
44 NumEffectState* state= &states[
depth];
45 if (state->turn() ==
BLACK)
46 return hasEscapeMove<BLACK>(last_move, depth);
48 return hasEscapeMove<WHITE>(last_move,
depth);
56 NumEffectState* state= &states[
depth];
57 if (state->turn() ==
BLACK)
58 return hasEscapeByMove<WHITE>(next_move, depth, check_move, proof_pieces);
60 return hasEscapeByMove<BLACK>(next_move,
depth, check_move, proof_pieces);
67 NumEffectState* state= &states[
depth];
68 if (state->turn() ==
BLACK)
69 return hasEscapeByMove<WHITE>(next_move, depth);
71 return hasEscapeByMove<BLACK>(next_move,
depth);