BlockIsAdjToPrey(SgPoint p, int numAdj) | GoLadder | [private] |
CheckMoveOverflow() const | GoLadder | [private] |
FilterAdjacent(GoPointList &adjBlocks) | GoLadder | [private] |
GoLadder() | GoLadder | |
HunterLadder(int depth, SgPoint lib1, const GoPointList &adjBlk, SgVector< SgPoint > *sequence) | GoLadder | [private] |
HunterLadder(int depth, SgPoint lib1, SgPoint lib2, const GoPointList &adjBlk, SgVector< SgPoint > *sequence) | GoLadder | [private] |
InitMaxMoveNumber() | GoLadder | [private] |
IsSnapback(SgPoint prey) | GoLadder | [private] |
Ladder(const GoBoard &bd, SgPoint prey, SgBlackWhite toPlay, SgVector< SgPoint > *sequence, bool twoLibIsEscape=false) | GoLadder | |
m_bd | GoLadder | [private] |
m_hunterColor | GoLadder | [private] |
m_maxMoveNumber | GoLadder | [private] |
m_partOfPrey | GoLadder | [private] |
m_preyColor | GoLadder | [private] |
MarkStonesAsPrey(SgPoint p, SgVector< SgPoint > *stones=0) | GoLadder | [private] |
MAX_LADDER_MOVES | GoLadder | [private, static] |
PlayHunterMove(int depth, SgPoint move, SgPoint lib1, SgPoint lib2, const GoPointList &adjBlk, SgVector< SgPoint > *sequence) | GoLadder | [private] |
PlayPreyMove(int depth, SgPoint move, SgPoint lib1, const GoPointList &adjBlk, SgVector< SgPoint > *sequence) | GoLadder | [private] |
PointIsAdjToPrey(SgPoint p) | GoLadder | [private] |
PreyLadder(int depth, SgPoint lib1, const GoPointList &adjBlk, SgVector< SgPoint > *sequence) | GoLadder | [private] |
ReduceToBlocks(GoPointList &stones) | GoLadder | [private] |