/// <summary> /// 合法手レベル1 /// </summary> /// <returns></returns> public static SySet <SyElement> Create_08Kaku(Playerside pside, SyElement masu_ji) { SySet_Default <SyElement> dst = new SySet_Default <SyElement>("角の移動先"); if (Okiba.ShogiBan == Util_Masu.Masu_ToOkiba(masu_ji)) { dst.AddSupersets(KomanoKidou.DstKantu_昇(pside, masu_ji)); dst.AddSupersets(KomanoKidou.DstKantu_沈(pside, masu_ji)); dst.AddSupersets(KomanoKidou.DstKantu_降(pside, masu_ji)); dst.AddSupersets(KomanoKidou.DstKantu_浮(pside, masu_ji)); } else if ((Okiba.Sente_Komadai | Okiba.Gote_Komadai).HasFlag( Util_Masu.Masu_ToOkiba(masu_ji))) { dst.AddSupersets(KomanoKidou.Dst_全打面(pside)); } return(dst); }
/// <summary> /// 合法手レベル1 /// </summary> /// <returns></returns> public static SySet <SyElement> Create_10Uma(Playerside pside, SyElement masu_ji) { SySet_Default <SyElement> dst = new SySet_Default <SyElement>("馬の移動先"); if (Okiba.ShogiBan == Conv_SyElement.ToOkiba(masu_ji)) { dst.AddSupersets(KomanoKidou.DstIppo_上(pside, masu_ji)); dst.AddSupersets(KomanoKidou.DstKantu_昇(pside, masu_ji)); dst.AddSupersets(KomanoKidou.DstIppo_射(pside, masu_ji)); dst.AddSupersets(KomanoKidou.DstKantu_沈(pside, masu_ji)); dst.AddSupersets(KomanoKidou.DstIppo_引(pside, masu_ji)); dst.AddSupersets(KomanoKidou.DstKantu_降(pside, masu_ji)); dst.AddSupersets(KomanoKidou.DstIppo_滑(pside, masu_ji)); dst.AddSupersets(KomanoKidou.DstKantu_浮(pside, masu_ji)); } else if ((Okiba.Sente_Komadai | Okiba.Gote_Komadai).HasFlag( Conv_SyElement.ToOkiba(masu_ji))) { dst.AddSupersets(KomanoKidou.Dst_全打面(pside)); } return(dst); }