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position_system.go
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/
position_system.go
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package take13
import (
"fmt"
"strconv"
"strings"
"unicode"
l02 "github.com/muzudho/kifuwarabe-wcsc31/lesson02"
l03 "github.com/muzudho/kifuwarabe-wcsc31/lesson03"
l07 "github.com/muzudho/kifuwarabe-wcsc31/take7"
l09 "github.com/muzudho/kifuwarabe-wcsc31/take9"
)
// 盤レイヤー・インデックス型
type PosLayerT int
const (
POS_LAYER_MAIN = PosLayerT(0)
POS_LAYER_COPY = PosLayerT(1) // テスト用
POS_LAYER_DIFF1 = PosLayerT(2) // テスト用
POS_LAYER_DIFF2 = PosLayerT(3) // テスト用
POS_LAYER_SIZE = 4
)
// position sfen の盤のスペース数に使われますN
var OneDigitNumbers = [10]byte{'0', '1', '2', '3', '4', '5', '6', '7', '8', '9'}
// FlipPhase - 先後を反転します
func FlipPhase(phase l03.Phase) l03.Phase {
return phase%2 + 1
}
// From - 筋と段からマス番号を作成します
func SquareFrom(file l03.Square, rank l03.Square) l03.Square {
return l03.Square(file*10 + rank)
}
// OnHands - 持ち駒なら真
func OnHands(sq l03.Square) bool {
return l03.SQ_HAND_START <= sq && sq < l03.SQ_HAND_END
}
// OnBoard - 盤上なら真
func OnBoard(sq l03.Square) bool {
return 10 < sq && sq < 100 && l03.File(sq) != 0 && l03.Rank(sq) != 0
}
// [0], [1]
const PHASE_ARRAY_SIZE = 2
// 開発 or リリース モード
type BuildT int
const (
BUILD_DEV = BuildT(0)
BUILD_RELEASE = BuildT(1)
)
// PositionSystem - 局面にいろいろな機能を付けたもの
type PositionSystem struct {
// 開発モードフラグ。デフォルト値:真。 'usi' コマンドで解除
BuildType BuildT
// 局面
PPosition [POS_LAYER_SIZE]*Position
// 利きボード・システム
PControlBoardSystem *ControlBoardSystem
// 先手が1、後手が2(^~^)
phase l03.Phase
// 開始局面の時点で何手目か(^~^)これは表示のための飾りのようなものだぜ(^~^)
StartMovesNum int
// 開始局面から数えて何手目か(^~^)0から始まるぜ(^~^)
OffsetMovesIndex int
// 指し手のリスト(^~^)
// 1手目は[0]へ、512手目は[511]へ入れろだぜ(^~^)
Moves [l02.MOVES_SIZE]l03.Move
// 取った駒のリスト(^~^)アンドゥ ムーブするときに使うだけ(^~^)指し手のリストと同じ添え字を使うぜ(^~^)
CapturedList [l02.MOVES_SIZE]l03.Piece
}
func NewPositionSystem() *PositionSystem {
var pPosSys = new(PositionSystem)
pPosSys.BuildType = BUILD_DEV
pPosSys.PPosition = [POS_LAYER_SIZE]*Position{NewPosition(), NewPosition(), NewPosition(), NewPosition()}
pPosSys.resetPosition()
return pPosSys
}
// FlipPhase - フェーズをひっくり返すぜ(^~^)
func (pPosSys *PositionSystem) FlipPhase() {
pPosSys.phase = FlipPhase(pPosSys.phase)
}
// GetPhase - フェーズ
func (pPosSys *PositionSystem) GetPhase() l03.Phase {
return pPosSys.phase
}
// ResetToStartpos - 駒を置いていな状態でリセットします
func (pPosSys *PositionSystem) resetPosition() {
pPosSys.PControlBoardSystem = NewControlBoardSystem()
// 先手の局面
pPosSys.phase = l03.FIRST
// 何手目か
pPosSys.StartMovesNum = 1
pPosSys.OffsetMovesIndex = 0
// 指し手のリスト
pPosSys.Moves = [l02.MOVES_SIZE]l03.Move{}
// 取った駒のリスト
pPosSys.CapturedList = [l02.MOVES_SIZE]l03.Piece{}
}
// ReadPosition - 局面を読み取ります。マルチバイト文字は含まれていないぜ(^q^)
func (pPosSys *PositionSystem) ReadPosition(pPos *Position, command string) {
var len = len(command)
var i int
if strings.HasPrefix(command, "position startpos") {
// 平手初期局面をセット(^~^)
pPos.clearBoard()
pPosSys.resetPosition()
pPos.setToStartpos()
i = 17
if i < len && command[i] == ' ' {
i += 1
}
// moves へ続くぜ(^~^)
} else if strings.HasPrefix(command, "position sfen ") {
// "position sfen " のはずだから 14 文字飛ばすぜ(^~^)
pPos.clearBoard()
pPosSys.resetPosition()
i = 14
var rank = l03.Square(1)
var file = l03.Square(9)
BoardLoop:
for {
promoted := false
switch pc := command[i]; pc {
case 'K', 'R', 'B', 'G', 'S', 'N', 'L', 'P', 'k', 'r', 'b', 'g', 's', 'n', 'l', 'p':
pPos.Board[file*10+rank] = l03.FromCodeToPiece(string(pc))
file -= 1
i += 1
case '1', '2', '3', '4', '5', '6', '7', '8', '9':
var spaces, _ = strconv.Atoi(string(pc))
for sp := 0; sp < spaces; sp += 1 {
pPos.Board[file*10+rank] = l03.PIECE_EMPTY
file -= 1
}
i += 1
case '+':
i += 1
promoted = true
case '/':
file = 9
rank += 1
i += 1
case ' ':
i += 1
break BoardLoop
default:
panic("Undefined sfen board")
}
if promoted {
switch pc2 := command[i]; pc2 {
case 'R', 'B', 'S', 'N', 'L', 'P', 'r', 'b', 's', 'n', 'l', 'p':
pPos.Board[file*10+rank] = l03.FromCodeToPiece("+" + string(pc2))
file -= 1
i += 1
default:
panic("Undefined sfen board+")
}
}
// 玉と、長い利きの駒は位置を覚えておくぜ(^~^)
switch command[i-1] {
case 'K':
pPos.PieceLocations[l07.PCLOC_K1] = l03.Square((file+1)*10 + rank)
case 'k':
pPos.PieceLocations[l07.PCLOC_K2] = l03.Square((file+1)*10 + rank)
case 'R', 'r': // 成も兼ねてる(^~^)
for i := l07.PCLOC_R1; i < l07.PCLOC_R2+1; i += 1 {
sq := pPos.PieceLocations[i]
if sq == l03.SQ_EMPTY {
pPos.PieceLocations[i] = SquareFrom(file+1, rank)
break
}
}
case 'B', 'b':
for i := l07.PCLOC_B1; i < l07.PCLOC_B2+1; i += 1 {
sq := pPos.PieceLocations[i]
if sq == l03.SQ_EMPTY {
pPos.PieceLocations[i] = SquareFrom(file+1, rank)
break
}
}
case 'L', 'l':
for i := l07.PCLOC_L1; i < l07.PCLOC_L4+1; i += 1 {
sq := pPos.PieceLocations[i]
if sq == l03.SQ_EMPTY {
pPos.PieceLocations[i] = SquareFrom(file+1, rank)
break
}
}
}
}
// 手番
switch command[i] {
case 'b':
pPosSys.phase = l03.FIRST
i += 1
case 'w':
pPosSys.phase = l03.SECOND
i += 1
default:
panic("fatal: unknown phase")
}
if command[i] != ' ' {
// 手番の後ろにスペースがない(^~^)
panic("fatal: Nothing space")
}
i += 1
// 持ち駒
if command[i] == '-' {
i += 1
if command[i] != ' ' {
// 持ち駒 - の後ろにスペースがない(^~^)
panic("fatal: Nothing space after -")
}
i += 1
} else {
// R なら竜1枚
// R2 なら竜2枚
// P10 なら歩10枚。数が2桁になるのは歩だけ(^~^)
// {アルファベット1文字}{数字1~2文字} になっている
// アルファベットまたは半角スペースを見つけた時点で、以前の取り込み分が確定する
var handIndex l03.HandIdx = 999 //存在しない数
var number = 0
HandLoop:
for {
var piece = command[i]
if unicode.IsLetter(rune(piece)) || piece == ' ' {
if handIndex == 999 {
// ループの1週目は無視します
} else {
// 数字が書いてなかったら1個
if number == 0 {
number = 1
}
pPos.Hands1[handIndex] = number
number = 0
// 長い利きの駒は位置を覚えておくぜ(^~^)
switch handIndex {
case l03.HAND_R1, l03.HAND_R2:
for i := l07.PCLOC_R1; i < l07.PCLOC_R2+1; i += 1 {
sq := pPos.PieceLocations[i]
if sq == l03.SQ_EMPTY { // 空いているところから埋めていくぜ(^~^)
pPos.PieceLocations[i] = l03.Square(handIndex) + l03.SQ_HAND_START
break
}
}
case l03.HAND_B1, l03.HAND_B2:
for i := l07.PCLOC_B1; i < l07.PCLOC_B2+1; i += 1 {
sq := pPos.PieceLocations[i]
if sq == l03.SQ_EMPTY { // 空いているところから埋めていくぜ(^~^)
pPos.PieceLocations[i] = l03.Square(handIndex) + l03.SQ_HAND_START
break
}
}
case l03.HAND_L1, l03.HAND_L2:
for i := l07.PCLOC_L1; i < l07.PCLOC_L4+1; i += 1 {
sq := pPos.PieceLocations[i]
if sq == l03.SQ_EMPTY { // 空いているところから埋めていくぜ(^~^)
pPos.PieceLocations[i] = l03.Square(handIndex) + l03.SQ_HAND_START
break
}
}
}
}
i += 1
var isBreak = false
var convertAlternativeValue = func(code byte) l03.HandIdx {
if code == ' ' {
isBreak = true
return l03.HAND_SIZE // この値は使いません
} else {
panic(App.LogNotEcho.Fatal("fatal: unknown piece=%c", piece))
}
}
handIndex = l03.FromCodeToHandIndex(byte(piece), &convertAlternativeValue)
if isBreak {
// ループを抜けます
break HandLoop
}
} else if unicode.IsNumber(rune(piece)) {
switch piece {
case '0', '1', '2', '3', '4', '5', '6', '7', '8', '9':
num, err := strconv.Atoi(string(piece))
if err != nil {
panic(err)
}
i += 1
number *= 10
number += num
default:
panic(App.LogNotEcho.Fatal("fatal: Unknown number character=%c", piece))
}
} else {
panic(App.LogNotEcho.Fatal("fatal: unknown piece=%c", piece))
}
}
}
// 手数
pPosSys.StartMovesNum = 0
MovesNumLoop:
for i < len {
switch figure := command[i]; figure {
case '0', '1', '2', '3', '4', '5', '6', '7', '8', '9':
num, err := strconv.Atoi(string(figure))
if err != nil {
panic(err)
}
i += 1
pPosSys.StartMovesNum *= 10
pPosSys.StartMovesNum += num
case ' ':
i += 1
break MovesNumLoop
default:
break MovesNumLoop
}
}
} else {
fmt.Printf("unknown command=[%s]", command)
}
// fmt.Printf("command[i:]=[%s]\n", command[i:])
start_phase := pPosSys.GetPhase()
if strings.HasPrefix(command[i:], "moves") {
i += 5
// 半角スペースに始まり、文字列の終わりで終わるぜ(^~^)
for i < len {
if command[i] != ' ' {
break
}
i += 1
// 前の空白を読み飛ばしたところから、指し手文字列の終わりまで読み進めるぜ(^~^)
var move, err = l03.ParseMove(command, &i, pPosSys.GetPhase())
if err != nil {
fmt.Println(err)
fmt.Println(SprintBoard(
pPos,
pPosSys.phase,
pPosSys.StartMovesNum,
pPosSys.OffsetMovesIndex,
pPosSys.createMovesText()))
panic(err)
}
pPosSys.Moves[pPosSys.OffsetMovesIndex] = move
pPosSys.OffsetMovesIndex += 1
pPosSys.FlipPhase()
}
}
if pPosSys.BuildType == BUILD_DEV {
// 利きの差分テーブルをクリアー(^~^)
pPosSys.PControlBoardSystem.ClearControlDiff(pPosSys.BuildType)
}
// 開始局面の利きを計算(^~^)
//fmt.Printf("Debug: 開始局面の利きを計算(^~^)\n")
for sq := l03.Square(11); sq < 100; sq += 1 {
if l03.File(sq) != 0 && l03.Rank(sq) != 0 {
if !pPos.IsEmptySq(sq) {
//fmt.Printf("Debug: sq=%d\n", sq)
// あとですぐクリアーするので、どのレイヤー使ってても関係ないんで、仮で PUTレイヤーを使っているぜ(^~^)
// 開発中は、利き計算を差分で行うぜ(^~^)実戦中は、差分は取らずに 利きテーブル本体を直接編集するぜ(^~^)
piece := pPos.Board[sq]
ValidateThereArePieceIn(pPos, sq)
phase := l03.Who(piece)
// fmt.Printf("Debug: ph=%d\n", ph)
var pCB7 *ControlBoard
if pPosSys.BuildType == BUILD_DEV {
pCB7 = ControllBoardFromPhase(phase,
pPosSys.PControlBoardSystem.PBoards[CONTROL_LAYER_DIFF1_PUT],
pPosSys.PControlBoardSystem.PBoards[CONTROL_LAYER_DIFF2_PUT])
} else {
pCB7 = ControllBoardFromPhase(phase,
pPosSys.PControlBoardSystem.PBoards[CONTROL_LAYER_SUM1],
pPosSys.PControlBoardSystem.PBoards[CONTROL_LAYER_SUM2])
}
pCB7.AddControl(MoveEndListToControlList(GenMoveEnd(pPos, sq)), sq, 1)
}
}
}
if pPosSys.BuildType == BUILD_DEV {
//fmt.Printf("Debug: 開始局面の利き計算おわり(^~^)\n")
pPosSys.PControlBoardSystem.MergeControlDiff(pPosSys.BuildType)
}
// 読込んだ l03.Move を、上書きする感じで、もう一回 全て実行(^~^)
moves_size := pPosSys.OffsetMovesIndex
// 一旦 0 リセットするぜ(^~^)
pPosSys.OffsetMovesIndex = 0
pPosSys.phase = start_phase
for i = 0; i < moves_size; i += 1 {
pPosSys.DoMove(pPos, pPosSys.Moves[i])
}
}
// DoMove - 一手指すぜ(^~^)
func (pPosSys *PositionSystem) DoMove(pPos *Position, move l03.Move) {
before_move_phase := pPosSys.GetPhase()
// 1手指すと1~2の駒が動くことに着目してくれだぜ(^~^)
// 動かしている駒と、取った駒だぜ(^~^)
mov_piece_type := l03.PIECE_TYPE_EMPTY
cap_piece_type := l03.PIECE_TYPE_EMPTY
// 移動元マス、移動先マス、成りの有無
from, to, pro := move.Destructure()
if pPos.IsEmptySq(from) {
// 人間の打鍵ミスか(^~^)
fmt.Printf("Error: %d square is empty\n", from)
}
var cap_src_sq l03.Square
var cap_dst_sq = l03.SQ_EMPTY
// 利きの差分テーブルをクリアー(^~^)
pPosSys.PControlBoardSystem.ClearControlDiff(pPosSys.BuildType)
// 作業前に、長い利きの駒の利きを -1 します。ただし今から動かす駒を除きます。
AddControlRook(
pPos,
pPosSys.PControlBoardSystem.PBoards[CONTROL_LAYER_DIFF1_ROOK_OFF],
pPosSys.PControlBoardSystem.PBoards[CONTROL_LAYER_DIFF2_ROOK_OFF], -1, from)
AddControlBishop(
pPos,
pPosSys.PControlBoardSystem.PBoards[CONTROL_LAYER_DIFF1_BISHOP_OFF],
pPosSys.PControlBoardSystem.PBoards[CONTROL_LAYER_DIFF2_BISHOP_OFF], -1, from)
AddControlLance(
pPos,
pPosSys.PControlBoardSystem.PBoards[CONTROL_LAYER_DIFF1_LANCE_OFF],
pPosSys.PControlBoardSystem.PBoards[CONTROL_LAYER_DIFF2_LANCE_OFF], -1, from)
// まず、打かどうかで処理を分けます
sq_hand := from
var piece l03.Piece
switch from {
case l03.SQ_K1:
piece = l03.PIECE_K1
case l03.SQ_R1:
piece = l03.PIECE_R1
case l03.SQ_B1:
piece = l03.PIECE_B1
case l03.SQ_G1:
piece = l03.PIECE_G1
case l03.SQ_S1:
piece = l03.PIECE_S1
case l03.SQ_N1:
piece = l03.PIECE_N1
case l03.SQ_L1:
piece = l03.PIECE_L1
case l03.SQ_P1:
piece = l03.PIECE_P1
case l03.SQ_K2:
piece = l03.PIECE_K2
case l03.SQ_R2:
piece = l03.PIECE_R2
case l03.SQ_B2:
piece = l03.PIECE_B2
case l03.SQ_G2:
piece = l03.PIECE_G2
case l03.SQ_S2:
piece = l03.PIECE_S2
case l03.SQ_N2:
piece = l03.PIECE_N2
case l03.SQ_L2:
piece = l03.PIECE_L2
case l03.SQ_P2:
piece = l03.PIECE_P2
default:
// Not hand
sq_hand = l03.SQ_EMPTY
}
if sq_hand != 0 {
// 打なら
// 持ち駒の数を減らします
pPos.Hands1[sq_hand-l03.SQ_HAND_START] -= 1
// 行き先に駒を置きます
pPos.Board[to] = piece
mov_piece_type = l03.What(piece)
// 開発中は、利き計算を差分で行うぜ(^~^)実戦中は、差分は取らずに 利きテーブル本体を直接編集するぜ(^~^)
ValidateThereArePieceIn(pPos, to)
var pCB *ControlBoard
if pPosSys.BuildType == BUILD_DEV {
pCB = ControllBoardFromPhase(before_move_phase,
pPosSys.PControlBoardSystem.PBoards[CONTROL_LAYER_DIFF1_PUT],
pPosSys.PControlBoardSystem.PBoards[CONTROL_LAYER_DIFF2_PUT])
} else {
pCB = ControllBoardFromPhase(before_move_phase,
pPosSys.PControlBoardSystem.PBoards[CONTROL_LAYER_SUM1],
pPosSys.PControlBoardSystem.PBoards[CONTROL_LAYER_SUM2])
}
pCB.AddControl(MoveEndListToControlList(GenMoveEnd(pPos, to)), to, 1)
} else {
// 打でないなら
// 移動先に駒があれば、その駒の利きを除外します。
captured := pPos.Board[to]
if captured != l03.PIECE_EMPTY {
pieceType := l03.What(captured)
switch pieceType {
case l03.PIECE_TYPE_R, l03.PIECE_TYPE_PR, l03.PIECE_TYPE_B, l03.PIECE_TYPE_PB, l03.PIECE_TYPE_L:
// Ignored: 長い利きの駒は 既に除外しているので無視します
default:
piece := pPos.Board[to]
// 開発中は、利き計算を差分で行うぜ(^~^)実戦中は、差分は取らずに 利きテーブル本体を直接編集するぜ(^~^)
ValidateThereArePieceIn(pPos, to)
phase := l03.Who(piece)
var pCB *ControlBoard
if pPosSys.BuildType == BUILD_DEV {
pCB = ControllBoardFromPhase(phase,
pPosSys.PControlBoardSystem.PBoards[CONTROL_LAYER_DIFF1_CAPTURED],
pPosSys.PControlBoardSystem.PBoards[CONTROL_LAYER_DIFF2_CAPTURED])
} else {
pCB = ControllBoardFromPhase(phase,
pPosSys.PControlBoardSystem.PBoards[CONTROL_LAYER_SUM1],
pPosSys.PControlBoardSystem.PBoards[CONTROL_LAYER_SUM2])
}
pCB.AddControl(MoveEndListToControlList(GenMoveEnd(pPos, to)), to, -1)
}
cap_piece_type = l03.What(captured)
cap_src_sq = to
// 駒得評価値の計算(^q^)
material_val := EvalMaterial(captured)
if before_move_phase != l03.FIRST {
material_val = -material_val
}
pPos.MaterialValue += material_val
}
// 開発中は、利き計算を差分で行うぜ(^~^)実戦中は、差分は取らずに 利きテーブル本体を直接編集するぜ(^~^)
piece := pPos.Board[from]
ValidateThereArePieceIn(pPos, from)
phase := l03.Who(piece)
var pCB1 *ControlBoard
if pPosSys.BuildType == BUILD_DEV {
pCB1 = ControllBoardFromPhase(phase,
pPosSys.PControlBoardSystem.PBoards[CONTROL_LAYER_DIFF1_REMOVE],
pPosSys.PControlBoardSystem.PBoards[CONTROL_LAYER_DIFF2_REMOVE])
} else {
pCB1 = ControllBoardFromPhase(phase,
pPosSys.PControlBoardSystem.PBoards[CONTROL_LAYER_SUM1],
pPosSys.PControlBoardSystem.PBoards[CONTROL_LAYER_SUM2])
}
// 元位置の駒の利きを除去
pCB1.AddControl(MoveEndListToControlList(GenMoveEnd(pPos, from)), from, -1)
// 行き先の駒の上書き
if pro {
// 駒を成りに変換します
pPos.Board[to] = l09.Promote(pPos.Board[from])
} else {
pPos.Board[to] = pPos.Board[from]
}
mov_piece_type = l03.What(pPos.Board[to])
// 元位置の駒を削除してから、移動先の駒の利きを追加
pPos.Board[from] = l03.PIECE_EMPTY
// 開発中は、利き計算を差分で行うぜ(^~^)実戦中は、差分は取らずに 利きテーブル本体を直接編集するぜ(^~^)
piece = pPos.Board[to]
ValidateThereArePieceIn(pPos, to)
phase = l03.Who(piece)
// fmt.Printf("Debug: ph=%d\n", ph)
var pCB2 *ControlBoard
if pPosSys.BuildType == BUILD_DEV {
pCB2 = ControllBoardFromPhase(phase,
pPosSys.PControlBoardSystem.PBoards[CONTROL_LAYER_DIFF1_PUT],
pPosSys.PControlBoardSystem.PBoards[CONTROL_LAYER_DIFF2_PUT])
} else {
pCB2 = ControllBoardFromPhase(phase,
pPosSys.PControlBoardSystem.PBoards[CONTROL_LAYER_SUM1],
pPosSys.PControlBoardSystem.PBoards[CONTROL_LAYER_SUM2])
}
pCB2.AddControl(MoveEndListToControlList(GenMoveEnd(pPos, to)), to, 1)
switch captured {
case l03.PIECE_EMPTY: // Ignored
case l03.PIECE_K1: // Second player win
cap_dst_sq = l03.SQ_K2
case l03.PIECE_R1, l03.PIECE_PR1:
cap_dst_sq = l03.SQ_R2
case l03.PIECE_B1, l03.PIECE_PB1:
cap_dst_sq = l03.SQ_B2
case l03.PIECE_G1:
cap_dst_sq = l03.SQ_G2
case l03.PIECE_S1, l03.PIECE_PS1:
cap_dst_sq = l03.SQ_S2
case l03.PIECE_N1, l03.PIECE_PN1:
cap_dst_sq = l03.SQ_N2
case l03.PIECE_L1, l03.PIECE_PL1:
cap_dst_sq = l03.SQ_L2
case l03.PIECE_P1, l03.PIECE_PP1:
cap_dst_sq = l03.SQ_P2
case l03.PIECE_K2: // l03.FIRST player win
cap_dst_sq = l03.SQ_K1
case l03.PIECE_R2, l03.PIECE_PR2:
cap_dst_sq = l03.SQ_R1
case l03.PIECE_B2, l03.PIECE_PB2:
cap_dst_sq = l03.SQ_B1
case l03.PIECE_G2:
cap_dst_sq = l03.SQ_G1
case l03.PIECE_S2, l03.PIECE_PS2:
cap_dst_sq = l03.SQ_S1
case l03.PIECE_N2, l03.PIECE_PN2:
cap_dst_sq = l03.SQ_N1
case l03.PIECE_L2, l03.PIECE_PL2:
cap_dst_sq = l03.SQ_L1
case l03.PIECE_P2, l03.PIECE_PP2:
cap_dst_sq = l03.SQ_P1
default:
fmt.Printf("unknown captured=[%d]", captured)
}
if cap_dst_sq != l03.SQ_EMPTY {
pPosSys.CapturedList[pPosSys.OffsetMovesIndex] = captured
pPos.Hands1[cap_dst_sq-l03.SQ_HAND_START] += 1
} else {
// 取った駒は無かった(^~^)
pPosSys.CapturedList[pPosSys.OffsetMovesIndex] = l03.PIECE_EMPTY
}
}
// DoMoveでフェーズを1つ進めます
pPosSys.Moves[pPosSys.OffsetMovesIndex] = move
pPosSys.OffsetMovesIndex += 1
pPosSys.FlipPhase()
// 玉と、長い利きの駒が動いたときは、位置情報更新
piece_type_list := []l03.PieceType{mov_piece_type, cap_piece_type}
src_sq_list := []l03.Square{from, cap_src_sq}
dst_sq_list := []l03.Square{to, cap_dst_sq}
for j, piece_type := range piece_type_list {
switch piece_type {
case l03.PIECE_TYPE_K:
if j == 0 {
switch before_move_phase {
case l03.FIRST:
pPos.PieceLocations[l07.PCLOC_K1] = dst_sq_list[j]
case l03.SECOND:
pPos.PieceLocations[l07.PCLOC_K2] = dst_sq_list[j]
default:
panic(App.LogNotEcho.Fatal("unknown before_move_phase=%d", before_move_phase))
}
} else {
// 取った時
switch before_move_phase {
case l03.FIRST:
// 相手玉
pPos.PieceLocations[l07.PCLOC_K2] = dst_sq_list[j]
case l03.SECOND:
pPos.PieceLocations[l07.PCLOC_K1] = dst_sq_list[j]
default:
panic(App.LogNotEcho.Fatal("unknown before_move_phase=%d", before_move_phase))
}
}
case l03.PIECE_TYPE_R, l03.PIECE_TYPE_PR:
for i := l07.PCLOC_R1; i < l07.PCLOC_R2+1; i += 1 {
sq := pPos.PieceLocations[i]
if sq == src_sq_list[j] {
pPos.PieceLocations[i] = dst_sq_list[j]
break
}
}
case l03.PIECE_TYPE_B, l03.PIECE_TYPE_PB:
for i := l07.PCLOC_B1; i < l07.PCLOC_B2+1; i += 1 {
sq := pPos.PieceLocations[i]
if sq == src_sq_list[j] {
pPos.PieceLocations[i] = dst_sq_list[j]
break
}
}
case l03.PIECE_TYPE_L, l03.PIECE_TYPE_PL: // 成香も一応、位置を覚えておかないと存在しない香を監視してしまうぜ(^~^)
for i := l07.PCLOC_L1; i < l07.PCLOC_L4+1; i += 1 {
sq := pPos.PieceLocations[i]
if sq == src_sq_list[j] {
pPos.PieceLocations[i] = dst_sq_list[j]
break
}
}
}
}
// 作業後に、長い利きの駒の利きをプラス1します。ただし動かした駒を除きます
AddControlLance(
pPos, pPosSys.PControlBoardSystem.PBoards[CONTROL_LAYER_DIFF1_LANCE_ON],
pPosSys.PControlBoardSystem.PBoards[CONTROL_LAYER_DIFF2_LANCE_ON], 1, to)
AddControlBishop(
pPos, pPosSys.PControlBoardSystem.PBoards[CONTROL_LAYER_DIFF1_BISHOP_ON],
pPosSys.PControlBoardSystem.PBoards[CONTROL_LAYER_DIFF2_BISHOP_ON], 1, to)
AddControlRook(
pPos, pPosSys.PControlBoardSystem.PBoards[CONTROL_LAYER_DIFF1_ROOK_ON],
pPosSys.PControlBoardSystem.PBoards[CONTROL_LAYER_DIFF2_ROOK_ON], 1, to)
pPosSys.PControlBoardSystem.MergeControlDiff(pPosSys.BuildType)
}
// UndoMove - 棋譜を頼りに1手戻すぜ(^~^)
func (pPosSys *PositionSystem) UndoMove(pPos *Position) {
// App.Log.Trace(pPosSys.Sprint())
if pPosSys.OffsetMovesIndex < 1 {
return
}
// 1手指すと1~2の駒が動くことに着目してくれだぜ(^~^)
// 動かしている駒と、取った駒だぜ(^~^)
mov_piece_type := l03.PIECE_TYPE_EMPTY
// 先に 手目 を1つ戻すぜ(^~^)UndoMoveでフェーズもひっくり返すぜ(^~^)
pPosSys.OffsetMovesIndex -= 1
move := pPosSys.Moves[pPosSys.OffsetMovesIndex]
// next_phase := pPosSys.GetPhase()
pPosSys.FlipPhase()
from, to, pro := move.Destructure()
// 利きの差分テーブルをクリアー(^~^)
pPosSys.PControlBoardSystem.ClearControlDiff(pPosSys.BuildType)
// 作業前に、長い利きの駒の利きを -1 します。ただしこれから動かす駒を除きます
// アンドゥなので逆さになっているぜ(^~^)
AddControlRook(
pPos,
pPosSys.PControlBoardSystem.PBoards[CONTROL_LAYER_DIFF1_ROOK_ON],
pPosSys.PControlBoardSystem.PBoards[CONTROL_LAYER_DIFF2_ROOK_ON], -1, to)
AddControlBishop(
pPos,
pPosSys.PControlBoardSystem.PBoards[CONTROL_LAYER_DIFF1_BISHOP_ON],
pPosSys.PControlBoardSystem.PBoards[CONTROL_LAYER_DIFF2_BISHOP_ON], -1, to)
AddControlLance(
pPos,
pPosSys.PControlBoardSystem.PBoards[CONTROL_LAYER_DIFF1_LANCE_ON],
pPosSys.PControlBoardSystem.PBoards[CONTROL_LAYER_DIFF2_LANCE_ON], -1, to)
// 打かどうかで分けます
switch from {
case l03.SQ_K1, l03.SQ_R1, l03.SQ_B1, l03.SQ_G1, l03.SQ_S1, l03.SQ_N1, l03.SQ_L1, l03.SQ_P1, l03.SQ_K2, l03.SQ_R2, l03.SQ_B2, l03.SQ_G2, l03.SQ_S2, l03.SQ_N2, l03.SQ_L2, l03.SQ_P2:
// 打なら
hand := from
// 行き先から駒を除去します
mov_piece_type = l03.What(pPos.Board[to])
// 開発中は、利き計算を差分で行うぜ(^~^)実戦中は、差分は取らずに 利きテーブル本体を直接編集するぜ(^~^)
piece := pPos.Board[to]
ValidateThereArePieceIn(pPos, to)
phase := l03.Who(piece)
// fmt.Printf("Debug: ph=%d\n", ph)
var pCB3 *ControlBoard
if pPosSys.BuildType == BUILD_DEV {
pCB3 = ControllBoardFromPhase(phase,
pPosSys.PControlBoardSystem.PBoards[CONTROL_LAYER_DIFF1_PUT],
pPosSys.PControlBoardSystem.PBoards[CONTROL_LAYER_DIFF2_PUT])
} else {
pCB3 = ControllBoardFromPhase(phase,
pPosSys.PControlBoardSystem.PBoards[CONTROL_LAYER_SUM1],
pPosSys.PControlBoardSystem.PBoards[CONTROL_LAYER_SUM2])
}
pCB3.AddControl(MoveEndListToControlList(GenMoveEnd(pPos, to)), to, -1)
pPos.Board[to] = l03.PIECE_EMPTY
// 駒台に駒を戻します
pPos.Hands1[hand-l03.SQ_HAND_START] += 1
default:
// 打でないなら
// 行き先に進んでいた自駒の利きの除去
mov_piece_type = l03.What(pPos.Board[to])
piece := pPos.Board[to]
ValidateThereArePieceIn(pPos, to)
phase := l03.Who(piece)
// fmt.Printf("Debug: ph=%d\n", ph)
var pCB4 *ControlBoard
if pPosSys.BuildType == BUILD_DEV {
pCB4 = ControllBoardFromPhase(phase,
pPosSys.PControlBoardSystem.PBoards[CONTROL_LAYER_DIFF1_PUT],
pPosSys.PControlBoardSystem.PBoards[CONTROL_LAYER_DIFF2_PUT])
} else {
pCB4 = ControllBoardFromPhase(phase,
pPosSys.PControlBoardSystem.PBoards[CONTROL_LAYER_SUM1],
pPosSys.PControlBoardSystem.PBoards[CONTROL_LAYER_SUM2])
}
pCB4.AddControl(MoveEndListToControlList(GenMoveEnd(pPos, to)), to, -1)
// 自駒を移動元へ戻します
if pro {
// 成りを元に戻します
pPos.Board[from] = l09.Demote(pPos.Board[to])
} else {
pPos.Board[from] = pPos.Board[to]
}
pPos.Board[to] = l03.PIECE_EMPTY
// 開発中は、利き計算を差分で行うぜ(^~^)実戦中は、差分は取らずに 利きテーブル本体を直接編集するぜ(^~^)
piece = pPos.Board[from]
ValidateThereArePieceIn(pPos, from)
phase = l03.Who(piece)
// fmt.Printf("Debug: ph=%d\n", ph)
var pCB5 *ControlBoard
if pPosSys.BuildType == BUILD_DEV {
pCB5 = ControllBoardFromPhase(phase,
pPosSys.PControlBoardSystem.PBoards[CONTROL_LAYER_DIFF1_REMOVE],
pPosSys.PControlBoardSystem.PBoards[CONTROL_LAYER_DIFF2_REMOVE])
} else {
pCB5 = ControllBoardFromPhase(phase,
pPosSys.PControlBoardSystem.PBoards[CONTROL_LAYER_SUM1],
pPosSys.PControlBoardSystem.PBoards[CONTROL_LAYER_SUM2])
}
// 元の場所に戻した自駒の利きを復元します
pCB5.AddControl(MoveEndListToControlList(GenMoveEnd(pPos, from)), from, 1)
}
// 玉と、長い利きの駒が動いたときは、位置情報更新
switch mov_piece_type {
case l03.PIECE_TYPE_K:
// 玉を動かした
switch pPosSys.phase { // next_phase
case l03.FIRST:
pPos.PieceLocations[l07.PCLOC_K1] = from
case l03.SECOND:
pPos.PieceLocations[l07.PCLOC_K2] = from
default:
panic(App.LogNotEcho.Fatal("unknown p_pos_sys.phase=%d", pPosSys.phase))
}
case l03.PIECE_TYPE_R, l03.PIECE_TYPE_PR:
for i := l07.PCLOC_R1; i < l07.PCLOC_R2+1; i += 1 {
sq := pPos.PieceLocations[i]
if sq == to {
pPos.PieceLocations[i] = from
break
}
}
case l03.PIECE_TYPE_B, l03.PIECE_TYPE_PB:
for i := l07.PCLOC_B1; i < l07.PCLOC_B2+1; i += 1 {
sq := pPos.PieceLocations[i]
if sq == to {
pPos.PieceLocations[i] = from
break
}
}
case l03.PIECE_TYPE_L, l03.PIECE_TYPE_PL: // 成香も一応、位置を覚えておかないと存在しない香を監視してしまうぜ(^~^)
for i := l07.PCLOC_L1; i < l07.PCLOC_L4+1; i += 1 {
sq := pPos.PieceLocations[i]
if sq == to {
pPos.PieceLocations[i] = from
break
}
}
}
// 作業後に、長い利きの駒の利きをプラス1します。ただし、今動かした駒を除きます
// アンドゥなので逆さになっているぜ(^~^)
AddControlLance(
pPos,
pPosSys.PControlBoardSystem.PBoards[CONTROL_LAYER_DIFF1_LANCE_OFF],
pPosSys.PControlBoardSystem.PBoards[CONTROL_LAYER_DIFF2_LANCE_OFF], 1, from)
AddControlBishop(
pPos,
pPosSys.PControlBoardSystem.PBoards[CONTROL_LAYER_DIFF1_BISHOP_OFF],
pPosSys.PControlBoardSystem.PBoards[CONTROL_LAYER_DIFF2_BISHOP_OFF], 1, from)
AddControlRook(
pPos,
pPosSys.PControlBoardSystem.PBoards[CONTROL_LAYER_DIFF1_ROOK_OFF],
pPosSys.PControlBoardSystem.PBoards[CONTROL_LAYER_DIFF2_ROOK_OFF], 1, from)
pPosSys.PControlBoardSystem.MergeControlDiff(pPosSys.BuildType)
// 取った駒を戻すぜ(^~^)
pPosSys.undoCapture(pPos)
}
// undoCapture - 取った駒を戻すぜ(^~^)
func (pPosSys *PositionSystem) undoCapture(pPos *Position) {
// App.Log.Trace(pPosSys.Sprint())
// 取った駒だぜ(^~^)
cap_piece_type := l03.PIECE_TYPE_EMPTY
// 手目もフェーズもすでに1つ戻っているとするぜ(^~^)
move := pPosSys.Moves[pPosSys.OffsetMovesIndex]
// 取った駒
captured := pPosSys.CapturedList[pPosSys.OffsetMovesIndex]
// fmt.Printf("Debug: CapturedPiece=%s\n", captured.ToCode())
// 取った駒に関係するのは行き先だけ(^~^)
from, to, _ := move.Destructure()
// fmt.Printf("Debug: to=%d\n", to)
var hand_sq = l03.SQ_EMPTY
// 利きの差分テーブルをクリアー(^~^)
pPosSys.PControlBoardSystem.ClearControlDiff(pPosSys.BuildType)
// 作業前に、長い利きの駒の利きを -1 します。ただしこれから動かす駒を除きます
// アンドゥなので逆さになっているぜ(^~^)
AddControlRook(
pPos,
pPosSys.PControlBoardSystem.PBoards[CONTROL_LAYER_DIFF1_ROOK_ON],
pPosSys.PControlBoardSystem.PBoards[CONTROL_LAYER_DIFF2_ROOK_ON], -1, to)
AddControlBishop(
pPos,
pPosSys.PControlBoardSystem.PBoards[CONTROL_LAYER_DIFF1_BISHOP_ON],
pPosSys.PControlBoardSystem.PBoards[CONTROL_LAYER_DIFF2_BISHOP_ON], -1, to)
AddControlLance(
pPos,
pPosSys.PControlBoardSystem.PBoards[CONTROL_LAYER_DIFF1_LANCE_ON],
pPosSys.PControlBoardSystem.PBoards[CONTROL_LAYER_DIFF2_LANCE_ON], -1, to)
// 打かどうかで分けます
switch from {
case l03.SQ_K1, l03.SQ_R1, l03.SQ_B1, l03.SQ_G1, l03.SQ_S1, l03.SQ_N1, l03.SQ_L1, l03.SQ_P1, l03.SQ_K2, l03.SQ_R2, l03.SQ_B2, l03.SQ_G2, l03.SQ_S2, l03.SQ_N2, l03.SQ_L2, l03.SQ_P2:
// 打で取れる駒はないぜ(^~^)
// fmt.Printf("Debug: Drop from=%d\n", from)
default:
// 打でないなら
// fmt.Printf("Debug: Not hand from=%d\n", from)
// 取った相手の駒があれば、自分の駒台から下ろします
switch captured {
case l03.PIECE_EMPTY: // Ignored
case l03.PIECE_K1: // Second player win
hand_sq = l03.SQ_K2
case l03.PIECE_R1, l03.PIECE_PR1:
hand_sq = l03.SQ_R2
case l03.PIECE_B1, l03.PIECE_PB1:
hand_sq = l03.SQ_B2
case l03.PIECE_G1:
hand_sq = l03.SQ_G2
case l03.PIECE_S1, l03.PIECE_PS1:
hand_sq = l03.SQ_S2
case l03.PIECE_N1, l03.PIECE_PN1:
hand_sq = l03.SQ_N2
case l03.PIECE_L1, l03.PIECE_PL1:
hand_sq = l03.SQ_L2
case l03.PIECE_P1, l03.PIECE_PP1:
hand_sq = l03.SQ_P2
case l03.PIECE_K2: // l03.FIRST player win
hand_sq = l03.SQ_K1
case l03.PIECE_R2, l03.PIECE_PR2:
hand_sq = l03.SQ_R1
case l03.PIECE_B2, l03.PIECE_PB2:
hand_sq = l03.SQ_B1
case l03.PIECE_G2:
hand_sq = l03.SQ_G1
case l03.PIECE_S2, l03.PIECE_PS2:
hand_sq = l03.SQ_S1
case l03.PIECE_N2, l03.PIECE_PN2:
hand_sq = l03.SQ_N1
case l03.PIECE_L2, l03.PIECE_PL2:
hand_sq = l03.SQ_L1
case l03.PIECE_P2, l03.PIECE_PP2: