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including 11 files in /src
This commit is contained in:
FireFather
2020-06-29 17:31:35 +02:00
committed by nodchip
parent f5cc77bc7c
commit 8f31d74cf6
11 changed files with 293 additions and 293 deletions
+8 -8
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@@ -192,7 +192,7 @@ enum Value : int {
MidgameLimit = 15258, EndgameLimit = 3915,
// 評価関数の返す値の最大値(2**14ぐらいに収まっていて欲しいところだが..)
// Maximum value returned by the evaluation function (I want it to be around 2**14..)
VALUE_MAX_EVAL = 27000,
};
@@ -239,7 +239,7 @@ enum Square : int {
SQ_NONE,
SQUARE_ZERO = 0, SQUARE_NB = 64,
SQUARE_NB_PLUS1 = SQUARE_NB + 1, // 玉がいない場合、SQUARE_NBに移動したものとして扱うため、配列をSQUARE_NB+1で確保しないといけないときがあるのでこの定数を用いる。
SQUARE_NB_PLUS1 = SQUARE_NB + 1, // If there are no balls, it is treated as having moved to SQUARE_NB, so it may be necessary to secure the array with SQUARE_NB+1, so this constant is used.
};
enum Direction : int {
@@ -463,18 +463,18 @@ constexpr bool is_ok(Move m) {
return from_sq(m) != to_sq(m); // Catch MOVE_NULL and MOVE_NONE
}
// 盤面を180°回したときの升目を返す
// Return squares when turning the board 180
constexpr Square Inv(Square sq) { return (Square)((SQUARE_NB - 1) - sq); }
// 盤面をミラーしたときの升目を返す
// Return squares when mirroring the board
constexpr Square Mir(Square sq) { return make_square(File(7 - (int)file_of(sq)), rank_of(sq)); }
#if defined(EVAL_NNUE) || defined(EVAL_LEARN)
// --------------------
// 駒箱
// piece box
// --------------------
// Positionクラスで用いる、駒リスト(どの駒がどこにあるのか)を管理するときの番号。
// A number used to manage the piece list (which piece is where) used in the Position class.
enum PieceNumber : uint8_t
{
PIECE_NUMBER_PAWN = 0,
@@ -484,7 +484,7 @@ enum PieceNumber : uint8_t
PIECE_NUMBER_QUEEN = 28,
PIECE_NUMBER_KING = 30,
PIECE_NUMBER_WKING = 30,
PIECE_NUMBER_BKING = 31, // 先手、後手の玉の番号が必要な場合はこっちを用いる
PIECE_NUMBER_BKING = 31, // Use this if you need the numbers of the first and second balls
PIECE_NUMBER_ZERO = 0,
PIECE_NUMBER_NB = 32,
};
@@ -497,7 +497,7 @@ inline PieceNumber operator++(PieceNumber& d, int) {
}
inline PieceNumber& operator--(PieceNumber& d) { return d = PieceNumber(int8_t(d) - 1); }
// PieceNumberの整合性の検査。assert用。
// Piece Number integrity check. for assert.
constexpr bool is_ok(PieceNumber pn) { return pn < PIECE_NUMBER_NB; }
#endif // defined(EVAL_NNUE) || defined(EVAL_LEARN)