8 #include "tactics/ladder.h"
11 /* Is this ladder breaker friendly for the one who catches ladder. */
13 ladder_catcher(struct board
*b
, int x
, int y
, enum stone laddered
)
15 enum stone breaker
= board_atxy(b
, x
, y
);
16 return breaker
== stone_other(laddered
) || breaker
== S_OFFBOARD
;
20 is_border_ladder(struct board
*b
, coord_t coord
, enum stone lcolor
)
22 int x
= coord_x(coord
, b
), y
= coord_y(coord
, b
);
25 fprintf(stderr
, "border ladder\n");
26 /* Direction along border; xd is horiz. border, yd vertical. */
28 if (board_atxy(b
, x
+ 1, y
) == S_OFFBOARD
|| board_atxy(b
, x
- 1, y
) == S_OFFBOARD
)
32 /* Direction from the border; -1 is above/left, 1 is below/right. */
33 int dd
= (board_atxy(b
, x
+ yd
, y
+ xd
) == S_OFFBOARD
) ? 1 : -1;
35 fprintf(stderr
, "xd %d yd %d dd %d\n", xd
, yd
, dd
);
41 /* This is normally caught, unless we have friends both above
43 if (board_atxy(b
, x
+ xd
* 2, y
+ yd
* 2) == lcolor
44 && board_atxy(b
, x
- xd
* 2, y
- yd
* 2) == lcolor
)
46 /* ...or can't block where we need because of shortage
48 int libs1
= board_group_info(b
, group_atxy(b
, x
+ xd
- yd
* dd
, y
+ yd
- xd
* dd
)).libs
;
49 int libs2
= board_group_info(b
, group_atxy(b
, x
- xd
- yd
* dd
, y
- yd
- xd
* dd
)).libs
;
51 fprintf(stderr
, "libs1 %d libs2 %d\n", libs1
, libs2
);
52 if (libs1
< 2 && libs2
< 2)
54 if (board_atxy(b
, x
+ xd
* 2, y
+ yd
* 2) == lcolor
&& libs1
< 3)
56 if (board_atxy(b
, x
- xd
* 2, y
- yd
* 2) == lcolor
&& libs2
< 3)
62 /* This is very trivial and gets a lot of corner cases wrong.
63 * We need this to be just very fast. One important point is
64 * that we sometimes might not notice a ladder but if we do,
65 * it should always work; thus we can use this for strong
66 * negative hinting safely. */
69 middle_ladder_walk(struct board
*b
, enum stone lcolor
, int x
, int y
, int xd
, int yd
)
71 #define ladder_check(xd1_, yd1_, xd2_, yd2_, xd3_, yd3_) \
72 if (board_atxy(b, x, y) != S_NONE) { \
73 /* Did we hit a stone when playing out ladder? */ \
74 if (ladder_catcher(b, x, y, lcolor)) \
75 return true; /* ladder works */ \
76 if (board_group_info(b, group_atxy(b, x, y)).lib[0] > 0) \
77 return false; /* friend that's not in atari himself */ \
79 /* No. So we are at new position. \
80 * We need to check indirect ladder breakers. */ \
82 * . x o O 1 <- only at O we can check for o at 2 \
83 * x o o x . otherwise x at O would be still deadly \
85 * We check for o and x at 1, these are vital. \
86 * We check only for o at 2; x at 2 would mean we \
87 * need to fork (one step earlier). */ \
88 coord_t c = coord_xy(b, x, y); \
89 coord_t c1 = coord_xy(b, x + (xd1_), y + (yd1_)); \
90 enum stone s1 = board_at(b, c1); \
91 if (s1 == lcolor) return false; \
92 if (s1 == stone_other(lcolor)) { \
93 /* One more thing - if the position at 3 is \
94 * friendly and safe, we escaped anyway! */ \
95 coord_t c3 = coord_xy(b, x + (xd3_), y + (yd3_)); \
96 return board_at(b, c3) != lcolor \
97 || board_group_info(b, group_at(b, c3)).libs < 2; \
99 enum stone s2 = board_atxy(b, x + (xd2_), y + (yd2_)); \
100 if (s2 == lcolor) return false; \
101 /* Then, can X actually "play" 1 in the ladder? Of course,
102 * if we had already hit the edge, no need. */ \
103 if (neighbor_count_at(b, c, S_OFFBOARD) == 0 \
104 && neighbor_count_at(b, c1, lcolor) + neighbor_count_at(b, c1, S_OFFBOARD) >= 2) \
105 return false; /* It would be self-atari! */ \
107 #define ladder_horiz do { if (DEBUGL(6)) fprintf(stderr, "%d,%d horiz step (%d,%d)\n", x, y, xd, yd); x += xd; ladder_check(xd, 0, -2 * xd, yd, 0, yd); } while (0)
108 #define ladder_vert do { if (DEBUGL(6)) fprintf(stderr, "%d,%d vert step of (%d,%d)\n", x, y, xd, yd); y += yd; ladder_check(0, yd, xd, -2 * yd, xd, 0); } while (0)
110 if (ladder_catcher(b
, x
- xd
, y
, lcolor
))
119 is_middle_ladder(struct board
*b
, coord_t coord
, enum stone lcolor
)
121 int x
= coord_x(coord
, b
), y
= coord_y(coord
, b
);
123 /* Figure out the ladder direction */
125 xd
= board_atxy(b
, x
+ 1, y
) == S_NONE
? 1 : board_atxy(b
, x
- 1, y
) == S_NONE
? -1 : 0;
126 yd
= board_atxy(b
, x
, y
+ 1) == S_NONE
? 1 : board_atxy(b
, x
, y
- 1) == S_NONE
? -1 : 0;
130 fprintf(stderr
, "no ladder, too little space; self-atari?\n");
134 /* For given (xd,yd), we have two possibilities where to move
135 * next. Consider (-1,-1):
140 bool horiz_first
= ladder_catcher(b
, x
, y
- yd
, lcolor
); // left case
141 bool vert_first
= ladder_catcher(b
, x
- xd
, y
, lcolor
); // right case
143 /* We don't have to look at the other 'X' in the position - if it
144 * wouldn't be there, the group wouldn't be in atari. */
146 /* We do only tight ladders, not loose ladders. Furthermore,
147 * the ladders need to be simple:
149 * c O X supported . c O unsupported
152 assert(!(horiz_first
&& vert_first
));
153 if (!horiz_first
&& !vert_first
) {
154 /* TODO: In case of basic non-simple ladder, play out both variants. */
156 fprintf(stderr
, "non-simple ladder\n");
160 /* We do that below for further moves, but now initially - check
161 * that at 'c', we aren't putting any of the catching stones
163 #if 1 // this might be broken?
164 #define check_catcher_danger(b, x_, y_) do { \
165 if (board_atxy(b, (x_), (y_)) != S_OFFBOARD \
166 && board_group_info(b, group_atxy(b, (x_), (y_))).libs <= 2) { \
168 fprintf(stderr, "ladder failed - atari at the beginning\n"); \
173 check_catcher_danger(b
, x
, y
- yd
);
174 check_catcher_danger(b
, x
- xd
, y
+ yd
);
176 check_catcher_danger(b
, x
- xd
, y
);
177 check_catcher_danger(b
, x
+ xd
, y
- yd
);
179 #undef check_catcher_danger
182 return middle_ladder_walk(b
, lcolor
, x
, y
, xd
, yd
);
186 wouldbe_ladder(struct board
*b
, coord_t escapelib
, coord_t chaselib
, enum stone lcolor
)
189 fprintf(stderr
, "would-be ladder check - does %s %s play out chasing move %s?\n",
190 stone2str(lcolor
), coord2sstr(escapelib
, b
), coord2sstr(chaselib
, b
));
192 if (!coord_is_8adjecent(escapelib
, chaselib
, b
)) {
194 fprintf(stderr
, "cannot determine ladder for remote simulated stone\n");
198 if (neighbor_count_at(b
, chaselib
, lcolor
) != 1 || immediate_liberty_count(b
, chaselib
) != 2) {
200 fprintf(stderr
, "overly trivial for a ladder\n");
204 int x
= coord_x(escapelib
, b
), y
= coord_y(escapelib
, b
);
205 int cx
= coord_x(chaselib
, b
), cy
= coord_y(chaselib
, b
);
207 /* Figure out the ladder direction */
209 xd
= board_atxy(b
, x
+ 1, y
) == S_NONE
? 1 : board_atxy(b
, x
- 1, y
) == S_NONE
? -1 : 0;
210 yd
= board_atxy(b
, x
, y
+ 1) == S_NONE
? 1 : board_atxy(b
, x
, y
- 1) == S_NONE
? -1 : 0;
212 if (board_atxy(b
, x
+ 1, y
) == board_atxy(b
, x
- 1, y
)
213 || board_atxy(b
, x
, y
+ 1) == board_atxy(b
, x
, y
- 1)) {
215 fprintf(stderr
, "no ladder, distorted space\n");
223 bool horiz_first
= cx
+ xd
== x
;
224 bool vert_first
= cy
+ yd
== y
;
225 //fprintf(stderr, "esc %d,%d chase %d,%d xd %d yd %d\n", x,y, cx,cy, xd, yd);
226 if (horiz_first
== vert_first
) {
227 /* TODO: In case of basic non-simple ladder, play out both variants. */
229 fprintf(stderr
, "non-simple ladder\n");
233 /* We skip the atari check, obviously. */
234 return middle_ladder_walk(b
, lcolor
, x
, y
, xd
, yd
);