Example #1
0
SgNode* GoNodeUtil::CreatePosition(int boardSize, SgBlackWhite toPlay,
                               const SgVector<SgPoint>& bPoints,
                               const SgVector<SgPoint>& wPoints)
{
    SgNode* node = new SgNode();
    node->Add(new SgPropInt(SG_PROP_SIZE, boardSize));
    node->Add(new SgPropPlayer(SG_PROP_PLAYER, toPlay));
    node->Add(new SgPropAddStone(SG_PROP_ADD_BLACK, bPoints));
    node->Add(new SgPropAddStone(SG_PROP_ADD_WHITE, wPoints));
    return node;
}
Example #2
0
void GoGame::PlaceHandicap(const SgVector<SgPoint>& stones)
{
    SG_ASSERT(GoBoardUtil::IsBoardEmpty(m_board));
    SgNode* node = m_current;
    if (node->HasSon())
        node = node->NewRightMostSon();
    SgPropAddStone* addBlack = new SgPropAddStone(SG_PROP_ADD_BLACK);
    for (SgVectorIterator<SgPoint> it(stones); it; ++it)
        addBlack->PushBack(*it);
    node->Add(addBlack);
    SgPropInt* handicap = new SgPropInt(SG_PROP_HANDICAP, stones.Length());
    node->Add(handicap);
    node->Add(new SgPropPlayer(SG_PROP_PLAYER, SG_WHITE));
    m_board.Rules().SetHandicap(stones.Length());
    GoToNode(node);
}
Example #3
0
void SgGameWriter::WriteGame(SgNode& root, bool allProps, int fileFormat,
                             const string& application, int gameNumber,
                             int defaultSize)
{
    if (! m_out)
        throw SgException("SgGameWriter: write error");
    // Add file format property to root. If file format not specified,
    // default to file format read in, or FF[4] for new files.
    if (fileFormat != 0)
        m_fileFormat = fileFormat;
    else if (root.HasProp(SG_PROP_FORMAT))
        m_fileFormat = root.GetIntProp(SG_PROP_FORMAT);
    root.Add(new SgPropInt(SG_PROP_FORMAT, m_fileFormat));
    if (application != "")
        root.Add(new SgPropText(SG_PROP_APPLIC, application));
    root.Add(new SgPropInt(SG_PROP_GAME, gameNumber));
    // Reorder the main root properties in a fixed order to make games more
    // human-readable and to avoid unnecessary diffs. Note that they'll end
    // up in the opposite sequence.
    SgPropList& props = root.Props();
    props.MoveToFront(SG_PROP_PLAYER);
    props.MoveToFront(SG_PROP_ADD_EMPTY);
    props.MoveToFront(SG_PROP_ADD_WHITE);
    props.MoveToFront(SG_PROP_ADD_BLACK);
    props.MoveToFront(SG_PROP_USER);
    props.MoveToFront(SG_PROP_SOURCE);
    props.MoveToFront(SG_PROP_ROUND);
    props.MoveToFront(SG_PROP_EVENT);
    props.MoveToFront(SG_PROP_PLACE);
    props.MoveToFront(SG_PROP_DATE);
    props.MoveToFront(SG_PROP_RESULT);
    props.MoveToFront(SG_PROP_PLAYER_BLACK);
    props.MoveToFront(SG_PROP_RANK_BLACK);
    props.MoveToFront(SG_PROP_TEAM_BLACK);
    props.MoveToFront(SG_PROP_PLAYER_WHITE);
    props.MoveToFront(SG_PROP_RANK_WHITE);
    props.MoveToFront(SG_PROP_TEAM_WHITE);
    props.MoveToFront(SG_PROP_GAME_NAME);
    props.MoveToFront(SG_PROP_APPLIC);
    props.MoveToFront(SG_PROP_SIZE);
    props.MoveToFront(SG_PROP_FORMAT);
    props.MoveToFront(SG_PROP_GAME);

    SgPropPointFmt fmt = GetPointFmt(gameNumber);
    WriteSubtree(root, allProps, defaultSize, fmt);
    m_out.put('\n');
}
Example #4
0
void GoGame::SetupPosition(const SgBWArray<SgPointSet>& stones)
{
    SgPropAddStone* addBlack = new SgPropAddStone(SG_PROP_ADD_BLACK);
    SgPropAddStone* addWhite = new SgPropAddStone(SG_PROP_ADD_WHITE);
    for (SgSetIterator it(stones[SG_BLACK]); it; ++it)
        if (m_board.GetColor(*it) != SG_BLACK)
            addBlack->PushBack(*it);
    for (SgSetIterator it(stones[SG_WHITE]); it; ++it)
        if (m_board.GetColor(*it) != SG_WHITE)
            addWhite->PushBack(*it);
    SgNode* node = m_current->NewRightMostSon();
    node->Add(addBlack);
    node->Add(addWhite);
    GoToNode(node);
}