4 /* Advanced tactical checks non-essential to the board implementation. */
8 /* Check if this move is undesirable self-atari (resulting group would have
9 * only single liberty and not capture anything; ko is allowed); we mostly
10 * want to avoid these moves. The function actually does a rather elaborate
11 * tactical check, allowing self-atari moves that are nakade, eye falsification
13 static bool is_bad_selfatari(struct board
*b
, enum stone color
, coord_t to
);
15 /* Checks if there are any stones in n-vincinity of coord. */
16 bool board_stone_radar(struct board
*b
, coord_t coord
, int distance
);
18 /* Construct a "common fate graph" from given coordinate; that is, a weighted
19 * graph of intersections where edges between all neighbors have weight 1,
20 * but edges between neighbors of same color have weight 0. Thus, this is
21 * "stone chain" metric in a sense. */
22 /* The output are distanes from start stored in given [board_size2()] array;
23 * intersections further away than maxdist have all distance maxdist+1 set. */
24 void cfg_distances(struct board
*b
, coord_t start
, int *distances
, int maxdist
);
27 bool is_bad_selfatari_slow(struct board
*b
, enum stone color
, coord_t to
);
29 is_bad_selfatari(struct board
*b
, enum stone color
, coord_t to
)
31 /* More than one immediate liberty, thumbs up! */
32 if (immediate_liberty_count(b
, to
) > 1)
35 return is_bad_selfatari_slow(b
, color
, to
);