Loading...
gcCount
osl::ntesuki::NtesukiTable::Table
gen_t
osl::ntesuki::OracleProverLight
generate
osl::move_generator::AddEffect8::generate(const NumEffectState &state, Action &action)
osl::move_generator::AddEffect8::generate(const NumEffectState &state, MoveVector &out)
osl::move_generator::GenerateAddEffect8::generate()
osl::move_generator::AddEffect8Defense::generate()
osl::move_generator::AddEffectShort::generate()
osl::move_generator::AddEffectLong::generate()
osl::move_generator::AddEffect::generate(const NumEffectState &state, Position target, Action &action)
osl::move_generator::AddEffect::generate(const NumEffectState &state, Position target, MoveVector &out)
osl::move_generator::GenerateAddEffect::generate(Player player, const NumEffectState &state, Position target, move_action::Store &store)
osl::move_generator::GenerateAddEffect::generate(Player player, const NumEffectState &state, Position target, MoveVector &out)
osl::move_generator::AddEffectWithEffect::generate(const NumEffectState &state, Position target, Action &action, bool &hasPawnCheckmate)
osl::move_generator::AddEffectWithEffect::generate(const NumEffectState &state, Position target, Action &action)
osl::move_generator::GenerateAddEffectWithEffect::generate(Player player, const NumEffectState &state, Position target, move_action::Store &store)
osl::move_generator::GenerateAddEffectWithEffect::generate(Player player, const NumEffectState &state, Position target, MoveVector &out, bool &has_pawn_checkmate)
osl::move_generator::GenerateAddEffectWithEffect::generate(Player player, const NumEffectState &state, Position target, MoveVector &out)
osl::move_generator::AdditionalLance::generate()
osl::move_generator::AllMoves::generate(const NumEffectState &state, Action &action)
osl::move_generator::AllMoves::generate(Player p, const NumEffectState &state, Action &action)
osl::GenerateAllMoves::generate(Player p, const NumEffectState &state, container::MoveVector &)
osl::GenerateAllMoves::generate(const NumEffectState &state, MoveVector &out)
osl::move_generator::AttackToPinned::generate(const NumEffectState &state, Action &action)
osl::move_generator::AttackToPinned::generate(const NumEffectState &state, MoveVector &out)
osl::move_generator::GenerateAttackToPinned::generate()
osl::move_generator::Capture::generate()
osl::move_generator::GenerateCapture::generate(Player p, const NumEffectState &state, Position target, Action &action)
osl::move_generator::GenerateCapture::generate(Player P, const NumEffectState &state, Position target, MoveVector &out)
osl::move_generator::GenerateCapture::generate(const NumEffectState &state, Position target, MoveVector &out)
osl::move_generator::CaptureEffectToAroundKing8::generate()
osl::move_generator::Drop::generate()
osl::move_generator::DropAroundKing8::generate()
osl::move_generator::Escape::generate()
osl::move_generator::GenerateEscape::generate(const NumEffectState &state, Piece piece, Action &a)
osl::move_generator::GenerateEscape::generate(const NumEffectState &state, Piece piece, MoveVector &out)
osl::move_generator::GenerateEscapeOfTurn::generate()
osl::GenerateEscapeKing::generate()
osl::move_generator::KingWalk::generate()
osl::move_generator::LegalMoves::generate()
osl::move_generator::Open::generate()
osl::move_generator::GenerateOpen::generate()
osl::move_generator::OpenKingRoad::generate()
osl::move_generator::PieceOnBoard::generate()
osl::move_generator::GeneratePieceOnBoard::generate()
osl::move_generator::Promote::generate()
osl::move_generator::GeneratePromote::generate()
osl::move_generator::promote::AllPromoteDir::generate()
osl::move_generator::promote::AllPromote::generate()
osl::move_generator::promote::MayPromoteDir::generate()
osl::move_generator::promote::MayPromote::generate()
osl::move_generator::SafeDropMajorPiece::generate()
osl::ntesuki::NtesukiMoveGenerator::generate()
osl::search::BreakThreatmate::generate()
osl::move_generator::capture::generate()
osl::move_generator::drop::generate()
generateDir
osl::move_generator::OpenKingRoad::generateDir()
osl::move_generator::detail::generateDir(const NumEffectState &state, Position target, Action &action, bool &hasPawnCheckmate, Offset dirOffset, Direction Dir, Direction primDir, int ptypeMaskNotKing)
osl::move_generator::detail::generateDir(const NumEffectState &state, Position target, Action &action, bool &hasPawnCheckmate)
generateDirNotKing
osl::move_generator::detail::generateDirNotKing(const NumEffectState &state, Position target, Action &action, CArray< unsigned char, 8 > &pieceMobility, int &spaces, PieceMask const ¬PieceMask, Offset dirOffset, Direction Dir, Direction primDir, int ptypeMask, Direction dirByBlack)
osl::move_generator::detail::generateDirNotKing(const NumEffectState &state, Position target, Action &action, CArray< unsigned char, 8 > &pieceMobility, int &spaces, PieceMask const ¬PieceMask)
generateIfValid
osl::move_generator::promote::AllPromoteDir::generateIfValid(const NumEffectState &state, Piece piece, Action &action, Int2Type< true >, Int2Type< true >)
osl::move_generator::promote::AllPromoteDir::generateIfValid(const NumEffectState &state, Piece p, Action &action, Int2Type< false >, Int2Type< true >)
osl::move_generator::promote::AllPromoteDir::generateIfValid(const NumEffectState &, Piece, Action &, Int2Type< true >, Int2Type< false >)
osl::move_generator::promote::AllPromoteDir::generateIfValid(const NumEffectState &, Piece, Action &, Int2Type< false >, Int2Type< false >)
osl::move_generator::promote::MayPromoteDir::generateIfValid(const NumEffectState &state, Piece piece, Action &action, Int2Type< true >, Int2Type< true >)
osl::move_generator::promote::MayPromoteDir::generateIfValid(const NumEffectState &state, Piece p, Action &action, Int2Type< false >, Int2Type< true >)
osl::move_generator::promote::MayPromoteDir::generateIfValid(const NumEffectState &, Piece, Action &, Int2Type< true >, Int2Type< false >)
osl::move_generator::promote::MayPromoteDir::generateIfValid(const NumEffectState &, Piece, Action &, Int2Type< false >, Int2Type< false >)
generateLong
osl::move_generator::addeffect8::generateLong()
osl::move_generator::piece_on_board::generateLong(NumEffectState const &state, Piece p, const Piece *ptr, Position from, Action &action, Int2Type< true >, Move moveBase, Ptype ptype)
osl::move_generator::piece_on_board::generateLong(NumEffectState const &, Piece, const Piece *, Position, Action &, Int2Type< false >, Move, Ptype)
osl::move_generator::piece_on_board::generateLong(NumEffectState const &state, Piece p, const Piece *ptr, Position pos, Action &action, Move moveBase, Ptype ptype)
generateShort
osl::move_generator::addeffect8::generateShort()
osl::move_generator::piece_on_board::generateShort(const Piece *ptr, Position from, Action &action, Int2Type< true >, Move moveBase, Ptype ptype)
osl::move_generator::piece_on_board::generateShort(const Piece *, Position, Action &, Int2Type< false >, Move, Ptype)
osl::move_generator::piece_on_board::generateShort(const Piece *ptr, Position from, Action &action, Move moveBase, Ptype)
Generator
osl::game_playing::SpeculativeAllMoves::SearchAllMoves
getBoard
osl::record::opening::WeightedBook
getFrom
osl::record::opening::OMove
getPV
osl::search::SimpleHashTable
getTo
osl::record::opening::OMove
getTopn
osl::game_playing::DeterminateWeightTracer
getVal
osl::eval::EvaluationFunction
geZero
osl::search::StandElements
GoldAction
osl::move_generator::addeffect8::GoldAction
golds
osl::eval::MinorPieceBonus
groups
osl::rating::FeatureSet
gtZero
osl::search::StandElements
Searching...
No Matches