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Constants ¶
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const ( STATUS_UNAVIALABELE int = iota STATUS_IDLE SATUS_BUSY )
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const ( C_UCI = "uci" // C_DEBUG = "debug" // on | off. C_IS_READY = "isready" C_SET_OPTION = "setoption" // name [value] C_POSITION = "position" // [ fen | startpos] moves ... C_GO = "go" // many opts C_STOP = "stop" C_PONDERHIT = "ponderhit" C_QUIT = "quit" C_NEW_GAME = "ucinewgame" )
Variables ¶
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Functions ¶
This section is empty.
Types ¶
type Hash ¶
type Hash struct {
// contains filtered or unexported fields
}
func (*Hash) Set ¶
func (o *Hash) Set(e *eval.EvalEngine)
type MoveOverhead ¶
type MoveOverhead struct {
// contains filtered or unexported fields
}
func (*MoveOverhead) Info ¶
func (o *MoveOverhead) Info()
func (*MoveOverhead) Set ¶
func (o *MoveOverhead) Set(e *eval.EvalEngine)
type OwnBook ¶
type OwnBook struct {
// contains filtered or unexported fields
}
func (*OwnBook) Set ¶
func (o *OwnBook) Set(e *eval.EvalEngine)
type Ponder ¶
type Ponder struct {
// contains filtered or unexported fields
}
func (*Ponder) Set ¶
func (o *Ponder) Set(e *eval.EvalEngine)
type UCICmd ¶
type UCICmd interface {
Exec(*eval.EvalEngine) bool
}
type UCIOpt ¶
type UCIOpt interface { Info() Set(e *eval.EvalEngine) }
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