Documentation
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Index ¶
- type Board
- type Game
- func (g *Game) ActionSpace() int
- func (g *Game) AdditionalScore() float32
- func (g *Game) Apply(m game.PlayerMove) game.State
- func (g *Game) Board() []game.Colour
- func (g *Game) BoardSize() (int, int)
- func (g *Game) Check(m game.PlayerMove) bool
- func (g *Game) Clone() game.State
- func (g *Game) Ended() (bool, game.Player)
- func (g *Game) Eq(other game.State) bool
- func (g *Game) Format(s fmt.State, c rune)
- func (g *Game) Fwd()
- func (g *Game) Handicap() int
- func (g *Game) Hash() game.Zobrist
- func (g *Game) Historical(i int) []game.Colour
- func (g *Game) LastMove() game.PlayerMove
- func (g *Game) MoveNumber() int
- func (g *Game) Passes() int
- func (g *Game) Reset()
- func (g *Game) Score(p game.Player) float32
- func (g *Game) SetToMove(p game.Player)
- func (g *Game) ToMove() game.Player
- func (g *Game) UndoLastMove()
Constants ¶
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Variables ¶
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Functions ¶
This section is empty.
Types ¶
type Game ¶
type Game struct {
// contains filtered or unexported fields
}
func New ¶
New creates a new game with a board of (rows,cols) and N to win (connect4 being 4 to win)
func (*Game) ActionSpace ¶
func (*Game) AdditionalScore ¶
func (*Game) LastMove ¶
func (g *Game) LastMove() game.PlayerMove
func (*Game) MoveNumber ¶
func (*Game) UndoLastMove ¶
func (g *Game) UndoLastMove()
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