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bitboard optimization
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@@ -27,47 +27,227 @@ public class BitboardReversi extends BitboardGame<BitboardReversi> {
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}
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public long getLegalMoves() {
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long legalMoves = 0L;
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final long player = getPlayerBitboard(getCurrentPlayerIndex());
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final long opponent = getPlayerBitboard(getNextPlayer());
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long legalMoves = 0L;
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final long empty = ~(player | opponent);
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// north & south
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legalMoves |= computeMoves(player, opponent, 8, -1L);
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legalMoves |= computeMoves(player, opponent, -8, -1L);
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long mask;
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long direction;
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// east & west
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legalMoves |= computeMoves(player, opponent, 1, notAFile);
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legalMoves |= computeMoves(player, opponent, -1, notHFile);
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// north
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mask = opponent;
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direction = (player << 8) & mask;
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// north-east & north-west & south-east & south-west
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legalMoves |= computeMoves(player, opponent, 9, notAFile);
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legalMoves |= computeMoves(player, opponent, 7, notHFile);
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legalMoves |= computeMoves(player, opponent, -7, notAFile);
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legalMoves |= computeMoves(player, opponent, -9, notHFile);
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direction |= (direction << 8) & mask;
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direction |= (direction << 8) & mask;
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direction |= (direction << 8) & mask;
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direction |= (direction << 8) & mask;
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direction |= (direction << 8) & mask;
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legalMoves |= (direction << 8) & empty;
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// south
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mask = opponent;
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direction = (player >>> 8) & mask;
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direction |= (direction >>> 8) & mask;
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direction |= (direction >>> 8) & mask;
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direction |= (direction >>> 8) & mask;
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direction |= (direction >>> 8) & mask;
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direction |= (direction >>> 8) & mask;
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legalMoves |= (direction >>> 8) & empty;
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// east
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mask = opponent & notAFile;
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direction = (player << 1) & mask;
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direction |= (direction << 1) & mask;
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direction |= (direction << 1) & mask;
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direction |= (direction << 1) & mask;
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direction |= (direction << 1) & mask;
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direction |= (direction << 1) & mask;
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legalMoves |= (direction << 1) & empty & notAFile;
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// west
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mask = opponent & notHFile;
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direction = (player >>> 1) & mask;
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direction |= (direction >>> 1) & mask;
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direction |= (direction >>> 1) & mask;
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direction |= (direction >>> 1) & mask;
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direction |= (direction >>> 1) & mask;
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direction |= (direction >>> 1) & mask;
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legalMoves |= (direction >>> 1) & empty & notHFile;
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// north-east
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mask = opponent & notAFile;
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direction = (player << 9) & mask;
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direction |= (direction << 9) & mask;
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direction |= (direction << 9) & mask;
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direction |= (direction << 9) & mask;
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direction |= (direction << 9) & mask;
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direction |= (direction << 9) & mask;
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legalMoves |= (direction << 9) & empty & notAFile;
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// north-west
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mask = opponent & notHFile;
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direction = (player << 7) & mask;
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direction |= (direction << 7) & mask;
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direction |= (direction << 7) & mask;
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direction |= (direction << 7) & mask;
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direction |= (direction << 7) & mask;
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direction |= (direction << 7) & mask;
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legalMoves |= (direction << 7) & empty & notHFile;
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// south-east
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mask = opponent & notAFile;
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direction = (player >>> 7) & mask;
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direction |= (direction >>> 7) & mask;
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direction |= (direction >>> 7) & mask;
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direction |= (direction >>> 7) & mask;
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direction |= (direction >>> 7) & mask;
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direction |= (direction >>> 7) & mask;
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legalMoves |= (direction >>> 7) & empty & notAFile;
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// south-west
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mask = opponent & notHFile;
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direction = (player >>> 9) & mask;
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direction |= (direction >>> 9) & mask;
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direction |= (direction >>> 9) & mask;
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direction |= (direction >>> 9) & mask;
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direction |= (direction >>> 9) & mask;
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direction |= (direction >>> 9) & mask;
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legalMoves |= (direction >>> 9) & empty & notHFile;
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return legalMoves;
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}
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public long getFlips(long move) {
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long flips = 0L;
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final long player = getPlayerBitboard(getCurrentPlayerIndex());
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final long opponent = getPlayerBitboard(getNextPlayer());
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long flips = 0L;
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long mask;
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long direction;
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// north & south
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flips |= computeFlips(move, player, opponent, 8, -1L);
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flips |= computeFlips(move, player, opponent, -8, -1L);
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// north
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mask = opponent;
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direction = (move << 8) & mask;
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// east & west
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flips |= computeFlips(move, player, opponent, 1, notAFile);
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flips |= computeFlips(move, player, opponent, -1, notHFile);
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direction |= (direction << 8) & mask;
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direction |= (direction << 8) & mask;
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direction |= (direction << 8) & mask;
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direction |= (direction << 8) & mask;
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direction |= (direction << 8) & mask;
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// north-east & north-west & south-east & south-west
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flips |= computeFlips(move, player, opponent, 9, notAFile);
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flips |= computeFlips(move, player, opponent, 7, notHFile);
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flips |= computeFlips(move, player, opponent, -7, notAFile);
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flips |= computeFlips(move, player, opponent, -9, notHFile);
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if (((direction << 8) & player) != 0) {
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flips |= direction;
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}
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// south
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mask = opponent;
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direction = (move >>> 8) & mask;
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direction |= (direction >>> 8) & mask;
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direction |= (direction >>> 8) & mask;
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direction |= (direction >>> 8) & mask;
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direction |= (direction >>> 8) & mask;
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direction |= (direction >>> 8) & mask;
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if (((direction >>> 8) & player) != 0) {
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flips |= direction;
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}
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// east
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mask = opponent & notAFile;
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direction = (move << 1) & mask;
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direction |= (direction << 1) & mask;
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direction |= (direction << 1) & mask;
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direction |= (direction << 1) & mask;
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direction |= (direction << 1) & mask;
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direction |= (direction << 1) & mask;
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if (((direction << 1) & player) != 0) {
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flips |= direction;
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}
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// west
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mask = opponent & notHFile;
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direction = (move >>> 1) & mask;
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direction |= (direction >>> 1) & mask;
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direction |= (direction >>> 1) & mask;
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direction |= (direction >>> 1) & mask;
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direction |= (direction >>> 1) & mask;
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direction |= (direction >>> 1) & mask;
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if (((direction >>> 1) & player) != 0) {
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flips |= direction;
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}
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// north-east
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mask = opponent & notAFile;
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direction = (move << 9) & mask;
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direction |= (direction << 9) & mask;
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direction |= (direction << 9) & mask;
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direction |= (direction << 9) & mask;
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direction |= (direction << 9) & mask;
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direction |= (direction << 9) & mask;
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if (((direction << 9) & player) != 0) {
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flips |= direction;
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}
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// north-west
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mask = opponent & notHFile;
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direction = (move << 7) & mask;
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direction |= (direction << 7) & mask;
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direction |= (direction << 7) & mask;
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direction |= (direction << 7) & mask;
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direction |= (direction << 7) & mask;
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direction |= (direction << 7) & mask;
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if (((direction << 7) & player) != 0) {
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flips |= direction;
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}
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// south-east
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mask = opponent & notAFile;
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direction = (move >>> 7) & mask;
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direction |= (direction >>> 7) & mask;
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direction |= (direction >>> 7) & mask;
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direction |= (direction >>> 7) & mask;
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direction |= (direction >>> 7) & mask;
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direction |= (direction >>> 7) & mask;
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if (((direction >>> 7) & player) != 0) {
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flips |= direction;
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}
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// south-west
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mask = opponent & notHFile;
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direction = (move >>> 9) & mask;
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direction |= (direction >>> 9) & mask;
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direction |= (direction >>> 9) & mask;
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direction |= (direction >>> 9) & mask;
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direction |= (direction >>> 9) & mask;
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direction |= (direction >>> 9) & mask;
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if (((direction >>> 9) & player) != 0) {
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flips |= direction;
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}
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return flips;
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}
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@@ -136,35 +316,4 @@ public class BitboardReversi extends BitboardGame<BitboardReversi> {
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return 1;
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}
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}
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private long computeMoves(long player, long opponent, int shift, long mask) {
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long moves = shift(player, shift, mask) & opponent;
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long captured = moves;
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while (moves != 0) {
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moves = shift(moves, shift, mask) & opponent;
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captured |= moves;
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}
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long landing = shift(captured, shift, mask);
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return landing & ~(player | opponent);
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}
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private long computeFlips(long move, long player, long opponent, int shift, long mask) {
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long flips = 0L;
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long pos = move;
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while (true) {
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pos = shift(pos, shift, mask);
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if (pos == 0) return 0L;
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if ((pos & opponent) != 0) flips |= pos;
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else if ((pos & player) != 0) return flips;
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else return 0L;
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}
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}
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private long shift(long bit, int shift, long mask) {
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return shift > 0 ? (bit << shift) & mask : (bit >>> -shift) & mask;
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}
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}
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