47 if (
getLevel()->searchDepthReached(nDepth)) {
72 for (
movenum_t moveid = 1; moveid <= n_moves; ++moveid) {
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
void unApplyMove(bMove const &m, boardInfo_t const oldBoardInfo)
exact restoration of basic board using move details
boardInfo_t applyMove(bMove const &m) override
modification of board move is kept on previous board newboard does not have move stored and has flag ...
void calcMinorPieces(bool const bForceRecalc=false)
Recalculate minor pieces, used for evaluation and end of game condition in case of less than 5 pieces...
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
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
bScore RetrieveBoardEvaluation(bBoard &b, gameResult_t const gr=GR_UNSET) const
Get score of board, eventually from cache.
void CheckIfAbortingSearch() const
enum gameResult gameResult_t
#define DEBUG_sendInfoSearchingNS(b, depth, msg)
#define DEBUG_sendInfoSearching(b, depth, msg, sc)