Documentation ¶
Index ¶
Constants ¶
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const ( // 持ち駒を打つ 100~113 // 先手飛打 DROP_R1 = iota + 100 DROP_B1 DROP_G1 DROP_S1 DROP_N1 DROP_L1 DROP_P1 DROP_R2 DROP_B2 DROP_G2 DROP_S2 DROP_N2 DROP_L2 DROP_P2 DROP_ORIGIN = DROP_R1 )
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const ( // 先手 FIRST = iota + 1 // 後手 SECOND )
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const ( PIECE_EMPTY = "" PIECE_K1 = "K" PIECE_R1 = "R" PIECE_B1 = "B" PIECE_G1 = "G" PIECE_S1 = "S" PIECE_N1 = "N" PIECE_L1 = "L" PIECE_P1 = "P" PIECE_PR1 = "+R" PIECE_PB1 = "+B" PIECE_PG1 = "+G" PIECE_PS1 = "+S" PIECE_PN1 = "+N" PIECE_PL1 = "+L" PIECE_PP1 = "+P" PIECE_K2 = "k" PIECE_R2 = "r" PIECE_B2 = "b" PIECE_G2 = "g" PIECE_S2 = "s" PIECE_N2 = "n" PIECE_L2 = "l" PIECE_P2 = "p" PIECE_PR2 = "+r" PIECE_PB2 = "+b" PIECE_PG2 = "+g" PIECE_PS2 = "+s" PIECE_PN2 = "+n" PIECE_PL2 = "+l" PIECE_PP2 = "+p" )
駒
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const (
// Author - 囲碁思考エンジンの作者名だぜ☆(^~^)
Author = "Satoshi Takahashi"
)
Variables ¶
This section is empty.
Functions ¶
Types ¶
type EngineConf ¶
type EngineConf struct {
Profile Profile
}
EngineConf - Tomlファイル。
func LoadEngineConf ¶
func LoadEngineConf(path string) (*EngineConf, error)
LoadEngineConf - ゲーム設定ファイルを読み込みます。
type Move ¶
type Move struct { // [0]移動元 [1]移動先 // 持ち駒は仕方ないから 100~113 を使おうぜ(^~^) Squares []byte // 成 Promotion bool }
Move - 指し手
type Position ¶
type Position struct { // Go言語で列挙型めんどくさいんで文字列で(^~^) // [19] は 1九、 [91] は 9一(^~^)反時計回りに90°回転した将棋盤の状態で入ってるぜ(^~^)想像しろだぜ(^~^) Board []string // 持ち駒の数だぜ(^~^) R, B, G, S, N, L, P, r, b, g, s, n, l, p Hands []int // 先手が1、後手が2(^~^) Phase int // 何手目か(^~^) MovesNum int // 指し手のリスト(^~^) Moves []Move }
Position - 局面
func NewPosition ¶
func NewPosition() *Position
func (*Position) ReadPosition ¶
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 (*Position) ResetToStartpos ¶
func (pos *Position) ResetToStartpos()
ResetToStartpos - 初期局面にします。
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