bool Ground::checkNotCollideAndContact(Stone &stone_to_arrange, int bx, int by) { // speed-up: int gx = bx / BOARD_WIDTH, gy = by / BOARD_HEIGHT; int gx = bx >> 3, gy = by >> 3; // speed-up: int remx = bx % BOARD_WIDTH, remy = by % BOARD_HEIGHT; int remx = bx & 7, remy = by & 7; BitBoard arrange = stone_to_arrange.getBitBoard(); BitBoard current = shiftDown(shiftRight(arrange, remx), remy); BitBoard right = shiftDown(shiftLeft(arrange, BOARD_WIDTH - remx), remy); BitBoard bottom = shiftUp(shiftRight(arrange, remx), BOARD_HEIGHT - remy); BitBoard right_bottom = shiftUp(shiftLeft(arrange, BOARD_WIDTH - remx), BOARD_HEIGHT - remy); int c_idx = gy * GROUND_BITBOARD_WIDTH + gx; int r_idx = gy * GROUND_BITBOARD_WIDTH + gx + 1; int b_idx = (gy + 1) * GROUND_BITBOARD_WIDTH + gx; int rb_idx = (gy + 1) * GROUND_BITBOARD_WIDTH + gx + 1; bool collide = (_obstacle[c_idx] & current) || (_obstacle[r_idx] & right) || (_obstacle[b_idx] & bottom) || (_obstacle[rb_idx] & right_bottom); bool contact = (_contact[c_idx] & current) || (_contact[r_idx] & right) || (_contact[b_idx] & bottom) || (_contact[rb_idx] & right_bottom); return !collide && contact; }
int Ground::calculateNumBlockInNeumannNeighborhood(Stone &stone_to_arrange, int bx, int by) { // speed-up: int gx = bx / BOARD_WIDTH, gy = by / BOARD_HEIGHT; int gx = bx >> 3, gy = by >> 3; // speed-up: int remx = bx % BOARD_WIDTH, remy = by % BOARD_HEIGHT; int remx = bx & 7ull, remy = by & 7ull; BitBoard arrange = stone_to_arrange.getBitBoard(); BitBoard current = shiftDown(shiftRight(arrange, remx), remy); BitBoard right = shiftDown(shiftLeft(arrange, BOARD_WIDTH - remx), remy); BitBoard bottom = shiftUp(shiftRight(arrange, remx), BOARD_HEIGHT - remy); BitBoard right_bottom = shiftUp(shiftLeft(arrange, BOARD_WIDTH - remx), BOARD_HEIGHT - remy); return countBits(_left_contact[gy * GROUND_BITBOARD_WIDTH + gx] & current) + countBits(_left_contact[gy * GROUND_BITBOARD_WIDTH + gx + 1] & right) + countBits(_left_contact[(gy + 1) * GROUND_BITBOARD_WIDTH + gx] & bottom) + countBits(_left_contact[(gy + 1) * GROUND_BITBOARD_WIDTH + gx + 1] & right_bottom) + countBits(_right_contact[gy * GROUND_BITBOARD_WIDTH + gx] & current) + countBits(_right_contact[gy * GROUND_BITBOARD_WIDTH + gx + 1] & right) + countBits(_right_contact[(gy + 1) * GROUND_BITBOARD_WIDTH + gx] & bottom) + countBits(_right_contact[(gy + 1) * GROUND_BITBOARD_WIDTH + gx + 1] & right_bottom) + countBits(_top_contact[gy * GROUND_BITBOARD_WIDTH + gx] & current) + countBits(_top_contact[gy * GROUND_BITBOARD_WIDTH + gx + 1] & right) + countBits(_top_contact[(gy + 1) * GROUND_BITBOARD_WIDTH + gx] & bottom) + countBits(_top_contact[(gy + 1) * GROUND_BITBOARD_WIDTH + gx + 1] & right_bottom) + countBits(_bottom_contact[gy * GROUND_BITBOARD_WIDTH + gx] & current) + countBits(_bottom_contact[gy * GROUND_BITBOARD_WIDTH + gx + 1] & right) + countBits(_bottom_contact[(gy + 1) * GROUND_BITBOARD_WIDTH + gx] & bottom) + countBits(_bottom_contact[(gy + 1) * GROUND_BITBOARD_WIDTH + gx + 1] & right_bottom); }
void Ground::arrange(Stone &stone_to_arrange, int bx, int by) { if (stone_to_arrange.isPassed()) return; // speed-up: int gx = bx / BOARD_WIDTH, gy = by / BOARD_HEIGHT; int gx = bx >> 3, gy = by >> 3; // speed-up: int remx = bx % BOARD_WIDTH, remy = by % BOARD_HEIGHT; int remx = bx & 7ull, remy = by & 7ull; BitBoard arrange = stone_to_arrange.getBitBoard(); BitBoard current = shiftDown(shiftRight(arrange, remx), remy); BitBoard right = shiftDown(shiftLeft(arrange, BOARD_WIDTH - remx), remy); BitBoard bottom = shiftUp(shiftRight(arrange, remx), BOARD_HEIGHT - remy); BitBoard right_bottom = shiftUp(shiftLeft(arrange, BOARD_WIDTH - remx), BOARD_HEIGHT - remy); _obstacle[gy * GROUND_BITBOARD_WIDTH + gx] |= current; _obstacle[gy * GROUND_BITBOARD_WIDTH + gx + 1] |= right; _obstacle[(gy + 1) * GROUND_BITBOARD_WIDTH + gx] |= bottom; _obstacle[(gy + 1) * GROUND_BITBOARD_WIDTH + gx + 1] |= right_bottom; arrangeContact(_contact, stone_to_arrange.getBitBoard(), bx - 1, by); arrangeContact(_contact, stone_to_arrange.getBitBoard(), bx, by - 1); arrangeContact(_contact, stone_to_arrange.getBitBoard(), bx + 1, by); arrangeContact(_contact, stone_to_arrange.getBitBoard(), bx, by + 1); arrangeContact(_right_contact, stone_to_arrange.getBitBoard(), bx - 1, by); arrangeContact(_bottom_contact, stone_to_arrange.getBitBoard(), bx, by - 1); arrangeContact(_left_contact, stone_to_arrange.getBitBoard(), bx + 1, by); arrangeContact(_top_contact, stone_to_arrange.getBitBoard(), bx, by + 1); updateContactAndClosedArray(); }
bool Ground::contactWithStones(Stone &stone_to_arrange, int bx, int by) { // speed-up: int gx = bx / BOARD_WIDTH, gy = by / BOARD_HEIGHT; int gx = bx >> 3, gy = by >> 3; // speed-up: int remx = bx % BOARD_WIDTH, remy = by % BOARD_HEIGHT; int remx = bx & 7, remy = by & 7; BitBoard arrange = stone_to_arrange.getBitBoard(); BitBoard current = shiftDown(shiftRight(arrange, remx), remy); BitBoard right = shiftDown(shiftLeft(arrange, BOARD_WIDTH - remx), remy); BitBoard bottom = shiftUp(shiftRight(arrange, remx), BOARD_HEIGHT - remy); BitBoard right_bottom = shiftUp(shiftLeft(arrange, BOARD_WIDTH - remx), BOARD_HEIGHT - remy); return (_contact[gy * GROUND_BITBOARD_WIDTH + gx] & current) || (_contact[gy * GROUND_BITBOARD_WIDTH + gx + 1] & right) || (_contact[(gy + 1) * GROUND_BITBOARD_WIDTH + gx] & bottom) || (_contact[(gy + 1) * GROUND_BITBOARD_WIDTH + gx + 1] & right_bottom); }
int Ground::calculateNumBlockInNeumannNeighborhoodWithWeight(Stone &stone_to_arrange, int bx, int by) { // speed-up: int gx = bx / BOARD_WIDTH, gy = by / BOARD_HEIGHT; int gx = bx >> 3, gy = by >> 3; // speed-up: int remx = bx % BOARD_WIDTH, remy = by % BOARD_HEIGHT; int remx = bx & 7ull, remy = by & 7ull; BitBoard arrange = stone_to_arrange.getBitBoard(); BitBoard current = shiftDown(shiftRight(arrange, remx), remy); BitBoard right = shiftDown(shiftLeft(arrange, BOARD_WIDTH - remx), remy); BitBoard bottom = shiftUp(shiftRight(arrange, remx), BOARD_HEIGHT - remy); BitBoard right_bottom = shiftUp(shiftLeft(arrange, BOARD_WIDTH - remx), BOARD_HEIGHT - remy); int one = countBits(_one_contact[gy * GROUND_BITBOARD_WIDTH + gx] & current) + countBits(_one_contact[gy * GROUND_BITBOARD_WIDTH + gx + 1] & right) + countBits(_one_contact[(gy + 1) * GROUND_BITBOARD_WIDTH + gx] & bottom) + countBits(_one_contact[(gy + 1) * GROUND_BITBOARD_WIDTH + gx + 1] & right_bottom); int corner = countBits(_corner_contact[gy * GROUND_BITBOARD_WIDTH + gx] & current) + countBits(_corner_contact[gy * GROUND_BITBOARD_WIDTH + gx + 1] & right) + countBits(_corner_contact[(gy + 1) * GROUND_BITBOARD_WIDTH + gx] & bottom) + countBits(_corner_contact[(gy + 1) * GROUND_BITBOARD_WIDTH + gx + 1] & right_bottom); int both_side = countBits(_both_side_contact[gy * GROUND_BITBOARD_WIDTH + gx] & current) + countBits(_both_side_contact[gy * GROUND_BITBOARD_WIDTH + gx + 1] & right) + countBits(_both_side_contact[(gy + 1) * GROUND_BITBOARD_WIDTH + gx] & bottom) + countBits(_both_side_contact[(gy + 1) * GROUND_BITBOARD_WIDTH + gx + 1] & right_bottom); int three = countBits(_three_contact[gy * GROUND_BITBOARD_WIDTH + gx] & current) + countBits(_three_contact[gy * GROUND_BITBOARD_WIDTH + gx + 1] & right) + countBits(_three_contact[(gy + 1) * GROUND_BITBOARD_WIDTH + gx] & bottom) + countBits(_three_contact[(gy + 1) * GROUND_BITBOARD_WIDTH + gx + 1] & right_bottom); int four = countBits(_four_contact[gy * GROUND_BITBOARD_WIDTH + gx] & current) + countBits(_four_contact[gy * GROUND_BITBOARD_WIDTH + gx + 1] & right) + countBits(_four_contact[(gy + 1) * GROUND_BITBOARD_WIDTH + gx] & bottom) + countBits(_four_contact[(gy + 1) * GROUND_BITBOARD_WIDTH + gx + 1] & right_bottom); return 1 * one + 2 * corner + 2 * both_side + 3 * three + 4 * four; }