| 1 | /* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *\ |
| 2 | * This is GNU Go, a Go program. Contact gnugo@gnu.org, or see * |
| 3 | * http://www.gnu.org/software/gnugo/ for more information. * |
| 4 | * * |
| 5 | * Copyright 1999, 2000, 2001, 2002, 2003, 2004, 2005, 2006, 2007, * |
| 6 | * 2008 and 2009 by the Free Software Foundation. * |
| 7 | * * |
| 8 | * This program is free software; you can redistribute it and/or * |
| 9 | * modify it under the terms of the GNU General Public License as * |
| 10 | * published by the Free Software Foundation - version 3 or * |
| 11 | * (at your option) any later version. * |
| 12 | * * |
| 13 | * This program is distributed in the hope that it will be useful, * |
| 14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of * |
| 15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * |
| 16 | * GNU General Public License in file COPYING for more details. * |
| 17 | * * |
| 18 | * You should have received a copy of the GNU General Public * |
| 19 | * License along with this program; if not, write to the Free * |
| 20 | * Software Foundation, Inc., 51 Franklin Street, Fifth Floor, * |
| 21 | * Boston, MA 02111, USA. * |
| 22 | \* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */ |
| 23 | |
| 24 | #include "gnugo.h" |
| 25 | |
| 26 | #include <stdio.h> |
| 27 | #include <stdlib.h> |
| 28 | |
| 29 | #include "liberty.h" |
| 30 | #include "patterns.h" |
| 31 | |
| 32 | /* Maximum number of dragons considered by a, B, C, and d class patterns. */ |
| 33 | #define MAX_DRAGONS_PER_PATTERN 5 |
| 34 | #define MAX_STRINGS_PER_PATTERN 5 |
| 35 | |
| 36 | /* Values of joseki patterns. */ |
| 37 | #define U_VALUE 40.0 |
| 38 | #define J_VALUE 35.0 |
| 39 | #define j_VALUE 24.0 |
| 40 | #define t_VALUE 16.0 |
| 41 | |
| 42 | |
| 43 | /* Take care of joseki patterns. */ |
| 44 | static void |
| 45 | handle_joseki_patterns(struct pattern_attribute *attributes, |
| 46 | unsigned int class, int move, |
| 47 | int my_dragons[MAX_DRAGONS_PER_PATTERN], |
| 48 | int my_ndragons, |
| 49 | int your_dragons[MAX_DRAGONS_PER_PATTERN], |
| 50 | int your_ndragons) |
| 51 | { |
| 52 | struct pattern_attribute *attribute; |
| 53 | |
| 54 | /* Pattern class J, joseki standard move. Add expand territory and |
| 55 | * moyo, and require the value at least J_value. |
| 56 | */ |
| 57 | if (class & CLASS_J) { |
| 58 | TRACE("...joseki standard move\n"); |
| 59 | add_expand_territory_move(move); |
| 60 | TRACE("...expands territory\n"); |
| 61 | add_expand_moyo_move(move); |
| 62 | TRACE("...expands moyo\n"); |
| 63 | set_minimum_move_value(move, J_VALUE); |
| 64 | TRACE("... minimum move value %f\n", J_VALUE); |
| 65 | } |
| 66 | |
| 67 | /* Class `j' and `t' patterns are treated similarly. */ |
| 68 | if (class & (CLASS_j | CLASS_t)) { |
| 69 | float min_value; |
| 70 | float shape_value = 0.0; |
| 71 | |
| 72 | if (class & CLASS_j) { |
| 73 | min_value = j_VALUE; |
| 74 | TRACE("...less urgent joseki move\n"); |
| 75 | add_expand_territory_move(move); |
| 76 | TRACE("...expands territory\n"); |
| 77 | add_expand_moyo_move(move); |
| 78 | TRACE("...expands moyo\n"); |
| 79 | } |
| 80 | else { |
| 81 | min_value = t_VALUE; |
| 82 | TRACE("...minor joseki move\n"); |
| 83 | } |
| 84 | |
| 85 | /* Board size modification. */ |
| 86 | min_value *= board_size / 19.0; |
| 87 | |
| 88 | for (attribute = attributes; attribute->type != LAST_ATTRIBUTE; |
| 89 | attribute++) { |
| 90 | if (attribute->type == SHAPE) { |
| 91 | shape_value = attribute->value; |
| 92 | min_value *= (1 + 0.01 * shape_value); |
| 93 | break; |
| 94 | } |
| 95 | } |
| 96 | |
| 97 | if ((board_size >= 17) && (class & CLASS_F)) { |
| 98 | /* Otherwise, `j' and `t' patterns not of CLASS_F would get |
| 99 | * preferred in value_move_reasons(). |
| 100 | */ |
| 101 | min_value *= 1.005; |
| 102 | |
| 103 | set_maximum_move_value(move, min_value); |
| 104 | scale_randomness(move, 5.0); |
| 105 | TRACE("...move value %f (shape %f)\n", min_value, shape_value); |
| 106 | } |
| 107 | else |
| 108 | TRACE("...minimum move value %f (shape %f)\n", min_value, shape_value); |
| 109 | |
| 110 | set_minimum_move_value(move, min_value); |
| 111 | } |
| 112 | |
| 113 | /* Pattern class U, very urgent joseki move. Add strategical defense |
| 114 | * and attack, plus a shape bonus of 15 and a minimum value of 40. |
| 115 | */ |
| 116 | if (class & CLASS_U) { |
| 117 | int k; |
| 118 | |
| 119 | TRACE("...joseki urgent move\n"); |
| 120 | for (k = 0; k < my_ndragons; k++) { |
| 121 | add_strategical_defense_move(move, my_dragons[k]); |
| 122 | TRACE("...strategical defense of %1m\n", my_dragons[k]); |
| 123 | } |
| 124 | for (k = 0; k < your_ndragons; k++) { |
| 125 | add_strategical_attack_move(move, your_dragons[k]); |
| 126 | TRACE("...strategical attack on %1m\n", your_dragons[k]); |
| 127 | } |
| 128 | add_shape_value(move, 15); |
| 129 | TRACE("...shape value 15\n"); |
| 130 | set_minimum_move_value(move, U_VALUE); |
| 131 | TRACE("...(min) move value %f\n", U_VALUE); |
| 132 | } |
| 133 | |
| 134 | /* Pattern class T, joseki trick move. For the moment we never play |
| 135 | * these. |
| 136 | */ |
| 137 | if (class & CLASS_T) { |
| 138 | TRACE("...joseki trick move\n"); |
| 139 | add_antisuji_move(move); |
| 140 | TRACE("...antisuji\n"); |
| 141 | } |
| 142 | |
| 143 | for (attribute = attributes; attribute->type != LAST_ATTRIBUTE; |
| 144 | attribute++) { |
| 145 | switch (attribute->type) { |
| 146 | case MIN_VALUE: |
| 147 | set_minimum_move_value(move, attribute->value); |
| 148 | TRACE("...(min) move value %f\n", attribute->value); |
| 149 | break; |
| 150 | |
| 151 | case MAX_VALUE: |
| 152 | set_maximum_move_value(move, attribute->value); |
| 153 | TRACE("...max move value %f\n", attribute->value); |
| 154 | break; |
| 155 | |
| 156 | case MIN_TERRITORY: |
| 157 | set_minimum_territorial_value(move, attribute->value); |
| 158 | TRACE("...(min) territorial value %f\n", attribute->value); |
| 159 | break; |
| 160 | |
| 161 | case MAX_TERRITORY: |
| 162 | set_maximum_territorial_value(move, attribute->value); |
| 163 | TRACE("...max territorial value %f\n", attribute->value); |
| 164 | break; |
| 165 | |
| 166 | case SHAPE: |
| 167 | /* For class `j' and `t' patterns shape value has been counted |
| 168 | * already. |
| 169 | */ |
| 170 | if (!(class & (CLASS_j | CLASS_t))) { |
| 171 | add_shape_value(move, attribute->value); |
| 172 | TRACE("...shape value %f\n", attribute->value); |
| 173 | } |
| 174 | |
| 175 | break; |
| 176 | |
| 177 | case FOLLOWUP: |
| 178 | add_followup_value(move, attribute->value); |
| 179 | TRACE("...followup value %f\n", attribute->value); |
| 180 | break; |
| 181 | |
| 182 | case REVERSE_FOLLOWUP: |
| 183 | add_reverse_followup_value(move, attribute->value); |
| 184 | TRACE("...reverse followup value %f\n", attribute->value); |
| 185 | break; |
| 186 | |
| 187 | default: |
| 188 | /* Must not happen. */ |
| 189 | gg_assert(0); |
| 190 | } |
| 191 | } |
| 192 | } |
| 193 | |
| 194 | |
| 195 | /* |
| 196 | * This callback is invoked for each matched pattern. |
| 197 | */ |
| 198 | static void |
| 199 | shapes_callback(int anchor, int color, struct pattern *pattern, int ll, |
| 200 | void *data) |
| 201 | { |
| 202 | int other = OTHER_COLOR(color); |
| 203 | |
| 204 | int k, l; |
| 205 | int move; |
| 206 | /* For restricted search, the pattern must intersect the search area */ |
| 207 | |
| 208 | /* Dragons of our color. */ |
| 209 | int my_dragons[MAX_DRAGONS_PER_PATTERN]; |
| 210 | int my_ndragons = 0; |
| 211 | |
| 212 | /* Dragons of other color. */ |
| 213 | int your_dragons[MAX_DRAGONS_PER_PATTERN]; |
| 214 | int your_ndragons = 0; |
| 215 | |
| 216 | /* Strings of our color. */ |
| 217 | int my_strings[MAX_STRINGS_PER_PATTERN]; |
| 218 | int my_nstrings = 0; |
| 219 | |
| 220 | /* Strings of other color. */ |
| 221 | int your_strings[MAX_STRINGS_PER_PATTERN]; |
| 222 | int your_nstrings = 0; |
| 223 | |
| 224 | /* Make a local copy of the classification that we may modify. */ |
| 225 | unsigned int class = pattern->class; |
| 226 | |
| 227 | /* Don't accept fuseki marked patterns while scoring. */ |
| 228 | if (doing_scoring && (class & CLASS_F)) |
| 229 | return; |
| 230 | |
| 231 | /* Don't need auxiliary data in this callback. */ |
| 232 | UNUSED(data); |
| 233 | |
| 234 | /* Pick up the location of the move */ |
| 235 | move = AFFINE_TRANSFORM(pattern->move_offset, ll, anchor); |
| 236 | |
| 237 | /* For some classes of patterns we need to find all dragons present |
| 238 | * in the pattern. |
| 239 | */ |
| 240 | if ((class & (CLASS_B | CLASS_C | CLASS_c | CLASS_a | CLASS_d | CLASS_O |
| 241 | | CLASS_J | CLASS_j | CLASS_U | CLASS_T | CLASS_t)) != 0) { |
| 242 | /* Match each point. */ |
| 243 | for (k = 0; k < pattern->patlen; ++k) { |
| 244 | int pos; /* absolute (board) co-ord of (transformed) pattern element */ |
| 245 | int origin; /* dragon origin */ |
| 246 | |
| 247 | /* all the following stuff (currently) applies only at occupied cells */ |
| 248 | if (pattern->patn[k].att == ATT_dot) |
| 249 | continue; |
| 250 | |
| 251 | /* transform pattern real coordinate */ |
| 252 | pos = AFFINE_TRANSFORM(pattern->patn[k].offset, ll, anchor); |
| 253 | |
| 254 | /* Already, matchpat rejects O patterns containing a friendly stone with |
| 255 | * DEAD or CRITICAL matcher_status. If the stone is tactically |
| 256 | * CRITICAL it still could have matcher_status ALIVE since it might |
| 257 | * be amalgamated into a live dragon. In this case we want to reject the |
| 258 | * pattern if (move) does not rescue it. This is most easily tested |
| 259 | * here within shapes_callback(), since the value of (move) is not |
| 260 | * known by matchpat(). |
| 261 | */ |
| 262 | if ((class & CLASS_O) |
| 263 | && board[pos] == color |
| 264 | && worm[pos].attack_points[0] != 0 |
| 265 | && !does_defend(move, pos)) |
| 266 | return; |
| 267 | |
| 268 | origin = dragon[pos].origin; |
| 269 | if (board[pos] == color && my_ndragons < MAX_DRAGONS_PER_PATTERN) { |
| 270 | for (l = 0; l < my_ndragons; l++) { |
| 271 | if (my_dragons[l] == origin) |
| 272 | break; |
| 273 | } |
| 274 | if (l == my_ndragons) { |
| 275 | /* We found another dragon of our color. Check that it (or |
| 276 | * rather the underlying worm) cannot be tactically |
| 277 | * captured before adding it to the list of my_dragons. |
| 278 | */ |
| 279 | if (worm[pos].attack_codes[0] == 0 |
| 280 | || does_defend(move, pos)) { |
| 281 | /* Ok, add the dragon to the list. */ |
| 282 | my_dragons[l] = origin; |
| 283 | my_ndragons++; |
| 284 | } |
| 285 | } |
| 286 | } |
| 287 | |
| 288 | if (board[pos] == other && your_ndragons < MAX_DRAGONS_PER_PATTERN) { |
| 289 | for (l = 0; l < your_ndragons; l++) { |
| 290 | if (your_dragons[l] == origin) |
| 291 | break; |
| 292 | } |
| 293 | if (l == your_ndragons) { |
| 294 | /* We found another opponent dragon, add it to the list. */ |
| 295 | your_dragons[l] = origin; |
| 296 | your_ndragons++; |
| 297 | } |
| 298 | } |
| 299 | |
| 300 | if (pattern->patn[k].att == ATT_O || pattern->patn[k].att == ATT_X) { |
| 301 | origin = find_origin(pos); |
| 302 | if (board[pos] == color && my_nstrings < MAX_STRINGS_PER_PATTERN) { |
| 303 | for (l = 0; l < my_nstrings; l++) { |
| 304 | if (my_strings[l] == origin) |
| 305 | break; |
| 306 | } |
| 307 | if (l == my_nstrings) { |
| 308 | /* We found another string of our color. Check that it |
| 309 | * cannot be tactically captured before adding it to the |
| 310 | * list of my_strings. |
| 311 | */ |
| 312 | if (worm[pos].attack_codes[0] == 0 |
| 313 | || does_defend(move, pos)) { |
| 314 | /* Ok, add the string to the list. */ |
| 315 | my_strings[l] = origin; |
| 316 | my_nstrings++; |
| 317 | } |
| 318 | } |
| 319 | } |
| 320 | |
| 321 | if (board[pos] == other && your_nstrings < MAX_STRINGS_PER_PATTERN) { |
| 322 | for (l = 0; l < your_nstrings; l++) { |
| 323 | if (your_strings[l] == origin) |
| 324 | break; |
| 325 | } |
| 326 | if (l == your_nstrings) { |
| 327 | /* We found another opponent string, add it to the list. */ |
| 328 | your_strings[l] = origin; |
| 329 | your_nstrings++; |
| 330 | } |
| 331 | } |
| 332 | } |
| 333 | } /* loop over elements */ |
| 334 | } /* if we need to loop over the elements */ |
| 335 | |
| 336 | /* Nothing to connect. Remove C class bit. */ |
| 337 | if (my_nstrings < 2) |
| 338 | class &= ~CLASS_C; |
| 339 | |
| 340 | /* Nothing to cut. Remove B class bit. */ |
| 341 | if (your_nstrings < 2) |
| 342 | class &= ~CLASS_B; |
| 343 | |
| 344 | /* |
| 345 | * If this pattern can't produce any effect (e.g. if it was a B or C |
| 346 | * pattern with only one dragon of the appropriate color), don't |
| 347 | * do any expensive checking but return immediately. |
| 348 | * If it only has some move_values, these will be ignored. |
| 349 | */ |
| 350 | if (!pattern->helper |
| 351 | && !allpats |
| 352 | && !(pattern->autohelper_flag & HAVE_ACTION) |
| 353 | && !(class & CLASS_MOVE_REASONS) |
| 354 | && pattern->attributes->type == LAST_ATTRIBUTE) |
| 355 | return; |
| 356 | |
| 357 | /* For sacrifice patterns, the survival of the stone to be played is |
| 358 | * not checked (but it still needs to be legal). Otherwise we |
| 359 | * discard moves which can be captured. |
| 360 | */ |
| 361 | if (!(class & CLASS_s)) { |
| 362 | /* Don't allow ko unsafety. */ |
| 363 | if (safe_move(move, color) != WIN) { |
| 364 | if (0) |
| 365 | TRACE(" move at %1m wasn't safe, discarded\n", move); |
| 366 | return; |
| 367 | } |
| 368 | } |
| 369 | else { |
| 370 | /* Allow illegal ko captures at this stage. */ |
| 371 | if (!is_ko(move, color, NULL) && !is_legal(move, color)) { |
| 372 | if (0) |
| 373 | TRACE(" move at %1m wasn't legal, discarded\n", move); |
| 374 | return; |
| 375 | } |
| 376 | } |
| 377 | |
| 378 | /* For class n patterns, the pattern is contingent on an opponent |
| 379 | * move at * not being captured. |
| 380 | */ |
| 381 | if (class & CLASS_n) { |
| 382 | /* Allow ko unsafety. */ |
| 383 | if (safe_move(move, other) == 0) { |
| 384 | if (0) |
| 385 | TRACE(" opponent can't play safely at %1m, move discarded\n", move); |
| 386 | return; |
| 387 | } |
| 388 | } |
| 389 | |
| 390 | /* If the pattern has a constraint, call the autohelper to see |
| 391 | * if the pattern must be rejected. |
| 392 | */ |
| 393 | if (pattern->autohelper_flag & HAVE_CONSTRAINT) { |
| 394 | if (!pattern->autohelper(ll, move, color, 0)) |
| 395 | return; |
| 396 | } |
| 397 | |
| 398 | /* Ask helper for acceptance of pattern. */ |
| 399 | if (pattern->helper) { |
| 400 | /* ask helper function to consider the move */ |
| 401 | int accepted; |
| 402 | DEBUG(DEBUG_HELPER, " asking helper to consider '%s'+%d at %1m\n", |
| 403 | pattern->name, ll, move); |
| 404 | accepted = pattern->helper(pattern, ll, move, color); |
| 405 | |
| 406 | if (accepted) { |
| 407 | DEBUG(DEBUG_HELPER, "helper likes pattern '%s' at %1m\n", |
| 408 | pattern->name, move); |
| 409 | } |
| 410 | else { |
| 411 | DEBUG(DEBUG_HELPER, " helper does not like pattern '%s' at %1m\n", |
| 412 | pattern->name, move); |
| 413 | return; /* pattern matcher does not like it */ |
| 414 | } |
| 415 | } |
| 416 | |
| 417 | /* If using -a, want to see all matches even if not -v */ |
| 418 | if (allpats || verbose) { |
| 419 | TRACE("pattern '%s'+%d matched at %1m\n", pattern->name, ll, move); |
| 420 | } |
| 421 | |
| 422 | /* does the pattern have an action? */ |
| 423 | if (pattern->autohelper_flag & HAVE_ACTION) |
| 424 | pattern->autohelper(ll, move, color, 1); |
| 425 | |
| 426 | /* Pattern class B, try to cut all combinations of opponent strings. */ |
| 427 | if (class & CLASS_B) { |
| 428 | for (k = 0; k < your_nstrings; k++) |
| 429 | for (l = k+1; l < your_nstrings; l++) { |
| 430 | if (string_connect(your_strings[k], your_strings[l], NULL) |
| 431 | && !play_connect_n(color, 1, 1, move, |
| 432 | your_strings[k], your_strings[l])) { |
| 433 | add_cut_move(move, your_strings[k], your_strings[l]); |
| 434 | TRACE("...cuts strings %1m, %1m\n", |
| 435 | your_strings[k], your_strings[l]); |
| 436 | } |
| 437 | } |
| 438 | } |
| 439 | |
| 440 | /* Pattern class C, try to connect all combinations of our strings. */ |
| 441 | if (class & CLASS_C) { |
| 442 | for (k = 0; k < my_nstrings; k++) |
| 443 | for (l = k+1; l < my_nstrings; l++) { |
| 444 | if (disconnect(my_strings[k], my_strings[l], NULL) |
| 445 | && !play_connect_n(color, 0, 1, move, |
| 446 | my_strings[k], my_strings[l])) { |
| 447 | add_connection_move(move, my_strings[k], my_strings[l]); |
| 448 | TRACE("...connects strings %1m, %1m\n", |
| 449 | my_strings[k], my_strings[l]); |
| 450 | } |
| 451 | } |
| 452 | } |
| 453 | |
| 454 | /* Pattern class c, add strategical defense move reason for all our |
| 455 | * dragons and a small shape bonus. |
| 456 | * |
| 457 | * This is a preliminary effect of "weak connection" and may need to |
| 458 | * be revised. |
| 459 | */ |
| 460 | if (class & CLASS_c) { |
| 461 | for (k = 0; k < my_ndragons; k++) { |
| 462 | add_strategical_defense_move(move, my_dragons[k]); |
| 463 | TRACE("...strategical defense (weak connection) of %1m\n", |
| 464 | my_dragons[k]); |
| 465 | } |
| 466 | add_shape_value(move, 1); |
| 467 | TRACE("...shape value 1\n"); |
| 468 | } |
| 469 | |
| 470 | /* Pattern class b is obsolete in the pattern databases handled here. */ |
| 471 | gg_assert(!(class & CLASS_b)); |
| 472 | |
| 473 | /* Pattern class e, expand to make territory. */ |
| 474 | if (class & CLASS_e) { |
| 475 | add_expand_territory_move(move); |
| 476 | TRACE("...expands territory\n"); |
| 477 | } |
| 478 | |
| 479 | /* Pattern class E, expand to make moyo. */ |
| 480 | if (class & CLASS_E) { |
| 481 | add_expand_moyo_move(move); |
| 482 | TRACE("...expands moyo\n"); |
| 483 | } |
| 484 | |
| 485 | /* Pattern class i, an invasion. */ |
| 486 | if (class & CLASS_I) { |
| 487 | add_invasion_move(move); |
| 488 | TRACE("...is an invasion\n"); |
| 489 | } |
| 490 | |
| 491 | /* Pattern class a, strategical level attack on all opponent dragons. */ |
| 492 | if (class & CLASS_a) { |
| 493 | for (k = 0; k < your_ndragons; k++) { |
| 494 | add_strategical_attack_move(move, your_dragons[k]); |
| 495 | TRACE("...strategical attack on %1m\n", your_dragons[k]); |
| 496 | } |
| 497 | } |
| 498 | |
| 499 | /* Pattern class d, strategical level defense of all own dragons. */ |
| 500 | if (class & CLASS_d) { |
| 501 | for (k = 0; k < my_ndragons; k++) { |
| 502 | add_strategical_defense_move(move, my_dragons[k]); |
| 503 | TRACE("...strategical defense of %1m\n", my_dragons[k]); |
| 504 | } |
| 505 | } |
| 506 | |
| 507 | /* Pattern class W, worthwhile threat move. */ |
| 508 | if (class & CLASS_W) { |
| 509 | TRACE("...worthwhile threat move\n"); |
| 510 | add_worthwhile_threat_move(move); |
| 511 | } |
| 512 | |
| 513 | handle_joseki_patterns(pattern->attributes, class, move, |
| 514 | my_dragons, my_ndragons, your_dragons, your_ndragons); |
| 515 | } |
| 516 | |
| 517 | |
| 518 | /* This callback is invoked for each matched pattern from joseki |
| 519 | * database. This function is just a copy of relevant parts of |
| 520 | * shapes_callback(). However, most of the common code resides in |
| 521 | * handle_joseki_patterns(). |
| 522 | */ |
| 523 | static void |
| 524 | joseki_callback(int move, int color, struct corner_pattern *pattern, |
| 525 | int trans, int *stones, int num_stones) |
| 526 | { |
| 527 | int k, l; |
| 528 | int class = pattern->class; |
| 529 | |
| 530 | /* Dragons of our color. */ |
| 531 | int my_dragons[MAX_DRAGONS_PER_PATTERN]; |
| 532 | int my_ndragons = 0; |
| 533 | |
| 534 | /* Dragons of other color. */ |
| 535 | int your_dragons[MAX_DRAGONS_PER_PATTERN]; |
| 536 | int your_ndragons = 0; |
| 537 | |
| 538 | /* For urgent joseki patterns we need to find all dragons present in the |
| 539 | * pattern since such patterns are assumed to have strategical effect on |
| 540 | * them. |
| 541 | */ |
| 542 | if (class & CLASS_U) { |
| 543 | /* Loop over all stones in the pattern. */ |
| 544 | for (k = 0; k < num_stones; k++) { |
| 545 | int pos = stones[k]; |
| 546 | int origin = dragon[pos].origin; |
| 547 | |
| 548 | if (board[pos] == color && my_ndragons < MAX_DRAGONS_PER_PATTERN) { |
| 549 | for (l = 0; l < my_ndragons; l++) { |
| 550 | if (my_dragons[l] == origin) |
| 551 | break; |
| 552 | } |
| 553 | |
| 554 | if (l == my_ndragons) { |
| 555 | /* We found another dragon of our color. Check that it (or |
| 556 | * rather the underlying worm) cannot be tactically |
| 557 | * captured before adding it to the list of my_dragons. |
| 558 | */ |
| 559 | if (worm[pos].attack_codes[0] == 0 || does_defend(move, pos)) { |
| 560 | /* Ok, add the dragon to the list. */ |
| 561 | my_dragons[l] = origin; |
| 562 | my_ndragons++; |
| 563 | } |
| 564 | } |
| 565 | } |
| 566 | |
| 567 | if (board[pos] != color && your_ndragons < MAX_DRAGONS_PER_PATTERN) { |
| 568 | for (l = 0; l < your_ndragons; l++) { |
| 569 | if (your_dragons[l] == origin) |
| 570 | break; |
| 571 | } |
| 572 | if (l == your_ndragons) { |
| 573 | /* We found another opponent dragon, add it to the list. */ |
| 574 | your_dragons[l] = origin; |
| 575 | your_ndragons++; |
| 576 | } |
| 577 | } |
| 578 | } |
| 579 | } |
| 580 | |
| 581 | /* For joseki patterns we don't check if the proposed move is safe or legal. |
| 582 | */ |
| 583 | |
| 584 | /* If the pattern has a constraint, call the autohelper to see |
| 585 | * if the pattern must be rejected. |
| 586 | */ |
| 587 | if (pattern->autohelper_flag & HAVE_CONSTRAINT) { |
| 588 | if (!pattern->autohelper(trans, move, color, 0)) |
| 589 | return; |
| 590 | } |
| 591 | |
| 592 | /* If using -a, want to see all matches even if not -v. */ |
| 593 | if (allpats || verbose) |
| 594 | TRACE("pattern '%s'+%d matched at %1m\n", pattern->name, trans, move); |
| 595 | |
| 596 | /* Does the pattern have an action? */ |
| 597 | if (pattern->autohelper_flag & HAVE_ACTION) |
| 598 | pattern->autohelper(trans, move, color, 1); |
| 599 | |
| 600 | /* Pattern class N, antisuji move. */ |
| 601 | if (class & CLASS_N) { |
| 602 | TRACE("...antisuji move\n"); |
| 603 | add_antisuji_move(move); |
| 604 | } |
| 605 | |
| 606 | handle_joseki_patterns(pattern->attributes, class, move, |
| 607 | my_dragons, my_ndragons, your_dragons, your_ndragons); |
| 608 | } |
| 609 | |
| 610 | |
| 611 | /* |
| 612 | * Match all patterns in patterns.db and patterns2.db on all positions. |
| 613 | * |
| 614 | * This function is one of the basic generators of move reasons, called |
| 615 | * by genmove(). |
| 616 | */ |
| 617 | void |
| 618 | shapes(int color) |
| 619 | { |
| 620 | TRACE("\nPattern matcher is looking for move reasons for %s!\n", |
| 621 | color_to_string(color)); |
| 622 | |
| 623 | matchpat(shapes_callback, color, &pat_db, NULL, NULL); |
| 624 | |
| 625 | /* Don't match joseki patterns while scoring. */ |
| 626 | if (josekidb && !doing_scoring) |
| 627 | #if 1 |
| 628 | corner_matchpat(joseki_callback, color, &joseki_db); |
| 629 | #else |
| 630 | matchpat(shapes_callback, color, &joseki_db, NULL, NULL); |
| 631 | #endif |
| 632 | |
| 633 | if (!disable_fuseki && !doing_scoring) |
| 634 | matchpat(shapes_callback, color, &fusekipat_db, NULL, NULL); |
| 635 | } |
| 636 | |
| 637 | |
| 638 | /* |
| 639 | * Match all patterns in endgame.db on all positions. |
| 640 | */ |
| 641 | void |
| 642 | endgame_shapes(int color) |
| 643 | { |
| 644 | TRACE("\nEndgame pattern matcher is looking for move reasons for %s!\n", |
| 645 | color_to_string(color)); |
| 646 | |
| 647 | matchpat(shapes_callback, color, &endpat_db, NULL, NULL); |
| 648 | } |
| 649 | |
| 650 | |
| 651 | /* |
| 652 | * Local Variables: |
| 653 | * tab-width: 8 |
| 654 | * c-basic-offset: 2 |
| 655 | * End: |
| 656 | */ |