53 if (
getLevel()->searchDepthReached(nDepth)) {
82 b.bBasicBoard::unApplyMove(m, bi);
union boardInfo boardInfo_t
This is the main include file, needs to be included before any other include.
bScore CalcBestMove(bBoard &b, bMoveList &ml) override
Root search for BF, depth 0.
constexpr bScore minimizing() const
movenum_t generateMoves(bBasicBoard const &b)
generate moves if not yet generated
void setScoreOfMoveUnsorted(movenum_t const moveid, bScore const score)
Store score of move and update best move.
constexpr bScore getBestMoveScore() const
void setBestMoveScore(bScore const score)
void sortMoves(bool const bFastSort)
sort moves and update bestmove id if less than 5 moves, sort all if more than 5 moves,...
static bScore resultToScoreFlag(gameResult_t const gr)
Class static function convert all draw scores to SCORE_THEORETIC_DRAW.
static gameResult_t gameEndedResult(bBoard const &b)
Class static function See if board is in finite state, meaning game is ended.
static bool isDrawResult(gameResult_t const gr)
void adjustMaxSearchedDepth(depth_t const nDepth)
void sendInfoCurrMove(bBoard const &b, depth_t const nCurDepth, bMove const &m, movenum_t const moveid) const
constexpr bool isNoBench() const
constexpr bool isBench() const
bScore RetrieveBoardEvaluation(bBoard &b, gameResult_t const gr, bool const bRecalcFirst) const
Get score of board, eventually from cache.
void CheckIfAbortingSearch() const
enum gameResult gameResult_t
constexpr bScore SCORE_THEORETIC_DRAW
#define DEBUG_sendInfoSearchingNS(b, depth, msg)
#define DEBUG_sendInfoSearching(b, depth, msg, sc)