org.moyoman.module.lifeanddeath
Interface LDStatus


public interface LDStatus

The class that implements this interface represents the life and death status of a group of stones.


Field Summary
static short ALIVE
          The group is alive.
static short DEAD
          The group is dead.
static short KO
          There is a single ko to determine life.
static short MULTI_KO
          The group can be killed if the opponent wins a multi-step or multi-stage ko.
static short SEKI
          The group is alive in a seki.
static short SEKI_OR_KO
          There is a choice of either SEKI or fighting a ko for life.
static short UNCONDITIONALLY_ALIVE
          The group is alive, and there are no ko threats or other moves which can threaten to kill it, such as three points with a friendly stone in the middle point..
static short UNCONDITIONALLY_DEAD
          The group is dead, and there are no ko threats or other moves which can bring it back to life.
static short UNCONTAINED
          A status cannot be determined, because the group is not completely surrounded.
static short UNDETERMINED
          For whatever reason, the module is unable to determine the status of the group, for example, in a multiple battle with multiple weak groups.
static short UNSTABLE
          The group lives or dies according to who moves first.
 
Method Summary
 short getLDStatus()
          Return the life and death status of the group.
 

Field Detail

ALIVE

public static final short ALIVE
The group is alive. However, two or more moves may kill it. For example, four empty points in a row is alive, but not unconditionally alive, since a ko threat can be made to kill it.

See Also:
Constant Field Values

DEAD

public static final short DEAD
The group is dead. However, two or more moves may make it live. For example, four points in a square are dead, but not unconditionally dead, since the player can make a ko threat to live.

See Also:
Constant Field Values

UNSTABLE

public static final short UNSTABLE
The group lives or dies according to who moves first.

See Also:
Constant Field Values

KO

public static final short KO
There is a single ko to determine life.

See Also:
Constant Field Values

SEKI

public static final short SEKI
The group is alive in a seki.

See Also:
Constant Field Values

SEKI_OR_KO

public static final short SEKI_OR_KO
There is a choice of either SEKI or fighting a ko for life.

See Also:
Constant Field Values

MULTI_KO

public static final short MULTI_KO
The group can be killed if the opponent wins a multi-step or multi-stage ko.

See Also:
Constant Field Values

UNCONDITIONALLY_ALIVE

public static final short UNCONDITIONALLY_ALIVE
The group is alive, and there are no ko threats or other moves which can threaten to kill it, such as three points with a friendly stone in the middle point..

See Also:
Constant Field Values

UNCONDITIONALLY_DEAD

public static final short UNCONDITIONALLY_DEAD
The group is dead, and there are no ko threats or other moves which can bring it back to life.

See Also:
Constant Field Values

UNCONTAINED

public static final short UNCONTAINED
A status cannot be determined, because the group is not completely surrounded.

See Also:
Constant Field Values

UNDETERMINED

public static final short UNDETERMINED
For whatever reason, the module is unable to determine the status of the group, for example, in a multiple battle with multiple weak groups.

See Also:
Constant Field Values
Method Detail

getLDStatus

public short getLDStatus()
Return the life and death status of the group.

Returns:
A short, which is one of the constants defined for this interface.