63 operator std::string()
const;
69 void setGameTime(
int const msPerGame,
int const msIncrementPerMove);
71 void setMoveTime(
int const msPerGame,
int const nMoves);
72 void setMoveTime(
int const msPerGame,
int const nMoves,
int const msIncrementPerMove);
92 bool stoppingSearch(int64_t
const nodes,
long const nTimeElapsed)
const;
102 void recalibrateTime();
103 std::string prettyDepth(
depth_t const d)
const;
104 std::string prettyMoves(
int const d)
const;
110 int m_nTimeForMove = 0;
111 int m_nTimeLeftForGame = 0;
112 int m_nRemainingMovesForPeriod = 0;
113 int m_movesleftingame = 32;
116 int m_nMaxTimeForMove = 0;
117 int m_nEstAllowNextIterationTime = 0;
118 int m_nAbsoluteAbortTime = 0;
121 bool m_levelchanged =
true;
122 bool m_pondering =
false;
123 int64_t m_nNodes = 0;
124 int m_timeForGame = 0;
125 int m_movesPerPeriod = 0;
126 int m_incrementPerMove = 0;
void setDepth(depth_t const d)
void setGameTime(int const msPerGame)
new level or new game
void setRemainingTime(int const msPerGame)
xboard issues time command to update available time
void setEstimatedMovesLeft(int const n)
void setNodes(int64_t const n)
void setMoveTime(int const msPerMove)
bLevel & operator=(bLevel &&)=delete
void setMateSearch(depth_t const d)
set level to search mate in n different from bruteforce search which is non optimised
void setMoves(std::string movelist)
bool qsDepthReached(depth_t const d) const
LevelType getType() const
bool stoppingSearch(int64_t const nodes, long const nTimeElapsed) const
Stop search required ?
void initDepths(depth_t const d)
bool stillTimeLeft(depth_t const d, long const nTimeElapsed) const
Do we still have time to do another iteration ?
void undoMovePlayed()
used for recalibrating time in case for undo move in xboard moves per period
bLevel & operator=(bLevel const &)=default
bool depthReached(depth_t const d) const
bLevel(bLevel const &)=delete
constexpr auto TIME_OVERFLOWMULTIPLYER
constexpr auto TIME_UNDERFLOWDEVIDER
constexpr auto TIME_UNDERFLOWMULTIPLYER
constexpr auto MINIMAL_DEPTH_COMPLETED
constexpr auto INFINITE_DEPTH
constexpr auto QS_DEPTHEXTENSION
constexpr auto QSDEPTH_MULTIPLYER
constexpr auto DEFAULT_MOVETIME
constexpr auto TIME_LOSTINENGINE
time lost in between UI go command and bestmove return
LevelType
Implements clock n seconds per game - setGameTime(seconds * 1000) n seconds per game,...
constexpr auto DEFAULT_DEPTH
constexpr auto TIME_LASTMOVEMARGIN