Package com.sgfj

Examples of com.sgfj.SGFNodeIterator.current()


        playNodeProperties();

        // Find color to play for first nodes without move
        do {
            try {
                byte color = ni.current().getMoveProperty().color;
                if (color != Board.NONE) {
                    colorToPlay = color;
                    break;
                }
            } catch (SGFPropertyNotFoundException e) {
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     */
    public SGFNode kifuFirstMove(boolean skipPass) {
        SGFNodeIterator i = kifu.first(false).iterator();
        do {
            try {
                SGFMove move = i.current().getMoveProperty();
                if (!skipPass || move.x >= 0)
                    break;
            } catch (SGFPropertyNotFoundException e) {
            }
        } while (i.next(true) != null);
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                if (!skipPass || move.x >= 0)
                    break;
            } catch (SGFPropertyNotFoundException e) {
            }
        } while (i.next(true) != null);
        return i.current();
    }

    private final void boardPlay(int pos, byte color, boolean allowIllegal) throws GameException {
        super.play(pos, color, allowIllegal);
    }
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        // mark next move (if not marked in props)
        if (showNextMove) {
            SGFNodeIterator i = lastMoveNode.iterator();
            if (i.next(true) != null) {
                try {
                    SGFMove m = i.current().getMoveProperty();
                    if (isInView(m) && (getWit(m).bits & WIT.PURE_MARK) == 0)
                        getWit(m).addMark(WIT.CIRCLE);
                } catch (SGFPropertyNotFoundException e) {
                    // DO NOTHING
                }
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        // mark variations
        if (showVariants) {
            SGFNodeIterator i = lastMoveNode.iterator();
            i.firstVariant(true);
            do {
                SGFNode node = i.current();
                if (node != lastMoveNode)
                    try {
                        SGFMove m = node.getMoveProperty();
                        if (isInView(m))
                            getWit(m).addMark(WIT.VARIANT);
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        if (showMoveHints) {
            SGFNodeIterator i = lastMoveNode.iterator();
            if (i.next(true) != null) {
                i.firstVariant(true);
                do {
                    SGFNode node = i.current();
                    try {
                        SGFMove m = node.getMoveProperty();
                        if (isInView(m)) {
                            if ((node.bits & SGFNode.GOOD_MOVE) != 0)
                                getWit(m).addMark(WIT.GOOD_MOVE);
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                SGFNodeIterator nextMoves = node.iterator();
                int bits = 0;
                if (nextMoves.next(true) != null) {
                    nextMoves.firstVariant(true);
                    do {
                        bits |= nextMoves.current().bits;
                    } while (nextMoves.nextVariant(true) != null);
                }

                //#ifdef debug
                System.out.println("Next move bits: " + bits);
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                    // search for appropriate variant
                    SGFMove newMove = new SGFMove(cursorX, cursorY, game.colorToPlay);
                    SGFMove variantMove;
                    i.firstVariant(true);
                    do {
                        variantMove = i.current().getMoveProperty();
                    } while (!newMove.equals(variantMove) && i.nextVariant(true) != null);

                    if (!newMove.equals(variantMove))
                        return false;
                }
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                        i.firstVariant(true);
                        int nGoodVariants = 0;
                        int nBadVariants = 0;

                        do {
                            if ((i.current().bits & SGFNode.GOOD_MOVE) != 0)
                                nGoodVariants++;
                            else if ((i.current().bits & SGFNode.BAD_MOVE) != 0)
                                nBadVariants++;
                        } while (i.nextVariant(true) != null);
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                        int nBadVariants = 0;

                        do {
                            if ((i.current().bits & SGFNode.GOOD_MOVE) != 0)
                                nGoodVariants++;
                            else if ((i.current().bits & SGFNode.BAD_MOVE) != 0)
                                nBadVariants++;
                        } while (i.nextVariant(true) != null);

                        // play response if there is good/bad hint
                        if (nGoodVariants > 0 || nBadVariants > 0) {
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