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📄 game.java

📁 ErGo是一个很早的Java通用围棋服务器(IGS/NNGS)客户端程序。有全部源码和文档
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package ergo.logic;

// $Id: Game.java,v 1.4 1999/08/13 01:17:48 sigue Exp $

/*
 *  Copyright (C) 1999  Carl L. Gay and Antranig M. Basman.
 *  See the file copyright.txt, distributed with this software,
 *  for further information.
 */


import ergo.Ergo;
import ergo.util.*;
import ergo.server.GoServer;

import java.util.Calendar;
import java.util.Date;
import java.util.Vector;
import java.io.PrintWriter;

// +++ Should be able to get rid of these imports...
import ergo.ui.GameWindow;
import ergo.ui.TerminalWindow;

/**
 * A Game represents the actual Go game, separated from any idea of how
 * the game may be displayed on the screen.  It can be saved to a Smart
 * Go Format file.
 * <P>
 * Stuctural note - we have strong assumptions in the code, that
 * every Game has exactly one associated GameWindow. This has no 
 * particular effect, since the purpose of the code is to currently
 * present games to a single viewer. In case we allow multiple
 * views of same games, as requested by study, this might need
 * quite a bit of upheaval.   AMB at 0.7
 * <P>
 * I doubt it.  We can just copy the game.  -sigue
 * Actually, I don't think the assumptions are very strong.  I made 
 * three small changes and now the GameWindow associated with the
 * Game may be null.  This is useful when loading an SGF file.  -sigue
 *
 * @version $Revision: 1.4 $ - $Date: 1999/08/13 01:17:48 $
 */
public class Game {
  private GameWindow window = null; // may remain null.

  // compromise - this is public, since many, many people may wish to
  // read stones, cause emissions, etc. and it would be a waste, given
  // our admirably small number of classes, just to create another
  // interface class for the sake of good design :)
  public StoneStasher ss;

  private SimpleGroup[][] groupArray;
  
  // root is the root of the game tree.  The root move only exists
  // to hold variations on the first move.  The root doesn't get
  // displayed on the screen as such, but it may have children and
  // kibitzes which get displayed when it is the current move.
  private RootMove root = new RootMove();
  
  // CurrentMove is the move that has an X displayed on it on the board.
  // It may also == root, in which case there is no X but there may
  // be variation letters displayed.  At no time should currentMove ever
  // be null.
  // The board (ss + groupArray) should always be consistent with
  // current.
  private Move currentMove = root; // write to this ONLY with setCurrentMove()
  
  // scoringRules can be 'J' = Japanese, 'C' = Chinese, or 'I' = IGS.
  // +++ Currently this is always 'J', though 'C' is supported.
  private char scoringRules = 'J';
  private boolean scoringMode = false;
  private boolean scoringLocally = false;
  // The move where scoring mode was entered.  Exit scoring mode if
  // the user backs up past this move.  Backup to this move if the
  // user exits local scoring mode.
  private Move scoringEntry = null;
  // This little beauty is to make sure that if the user replays a
  // variation immediatly after entering scoring mode we don't delete
  // that variation when scoring mode is exited.  Zowie.
  private boolean scoringEntryFollowedByNewMove = false;

  // The following three are only meaningful when scoringMode is true.
  // They hold the calculated score, which will be totally wrong until
  // all territory (except dame) is enclosed by one color or another.
  // These numbers don't include captured stones or komi.
  private int blackTerritory = 0;
  private int whiteTerritory = 0;
  private int dame = 0;
  
  private Date startTime = new Date(); // initializes to current time
  private int size = 0;	       // size >= 1 when initialized.
  public String blackName = "";
  public String blackRank = "";
  public String whiteName = "";
  public String whiteRank = "";
  public String SGFlocation = null;
  private double komi = 5.5;
  private GoServer server = null; // server this game was played on (if any)
  private int capturedWhite = 0;
  private int capturedBlack = 0;
  private Position koPosition = null;
  String result = null;
  private int byotime = 0;		// byo-yomi time in minutes
  private boolean isFree = false;
  
  // A vector of SGF properties and their values that should be saved
  // when this game is saved.  This is normally null unless the game
  // was loaded from a file, in which case unhandled root and game-info
  // properties are stored here.
  protected Vector unhandledSGFproperties = null;

  public Game (GameWindow gwin, int size, String white, String wrank,
	       String black, String brank, double komi) {
    window = gwin;
    whiteName = white;
    whiteRank = wrank;
    blackName = black;
    blackRank = brank;
    this.komi = komi;
    this.size = size;
    init();
  }
  
  public Game (GameWindow gwin, int size, String white, String wrank,
	       String black, String brank, double komi, int byotime, 
	       boolean freeGame, GoServer server) {
    this(gwin, size, white, wrank, black, brank, komi);
    this.server = server;
    this.byotime = byotime;
    isFree = freeGame;
  }
  
  // This is used for SGF file loading.  It is the responsibility of the
  // caller to setup the necessary properties (e.g. size!) before placing
  // any moves.
  public Game () {
    super();
    init();
  }

  /**
   * Initialize all mutable game data structures.
   **/
  private void init () {
    if (whiteRank == null) whiteRank = "NR";
    if (blackRank == null) blackRank = "NR";
    ss = new StoneStasher(size);
    if (size > 0)
      groupArray = new SimpleGroup[size][size];
    root.setChild(null);
    goToBeginning();
  }
  
  // Used by SGF reader to associate a window with a Game after loading.
  // Note to me - called from TerminalWindow.load() - AMB.
  public void setWindow (GameWindow w) {
    window = w;
  }

  // Change the size of the board.  Return true if successful,
  // return false if any move has been placed already.  Used
  // by SGF reader code since that code may not know the game
  // size when the Game is created.
  public boolean setSize (int size) {
    if (root.child() != null || size < 1)
      return false;
    else {
      this.size = size;
      ss = new StoneStasher(size);
      groupArray = new SimpleGroup[size][size];
      return true;
    }
  }

  public int byotime () { return byotime; }

  public boolean isFree () { return isFree; }

  public RootMove rootMove () { return root; }

  public boolean isNetGame () { return (server != null); }
  
  // Ugh.  This has to scan back to find the first move since
  // there may be more than one first move.  i.e., the root may
  // have variations, and the user may be browsing one of them.
  public Move firstMove () {
    Move m = getCurrentMove();
    if (m == rootMove())
      return rootMove().child();
    else
      while (m.parent() != rootMove())
	m = m.parent();
    return m;
  }
  
  // Return the final trunk move in the game tree.
  public Move finalMove () {
    return root.finalMove(false);
  }
  
  // Return the final "server" move in the trunk.  In a local game
  // there are no server moves, so in that case just do what
  // finalMove() does.  Server moves only hang out in the trunk.
  public Move finalServerMove () {
    return root.finalMove(isNetGame());
  }
  
  /*
   * The "current move" is either the move that the user has backed-up
   * to, or the final move if they haven't done any browsing.  i.e.,
   * it's the move with the X on it on the board.  It may also be
   * the root if the user has backed up to the beginning.  It should 
   * never be null.
   *
   * NB - the "current move" is also that one which the stoneArrays[][] 
   * are consistent with having just played.... AMB.
   */

  // Deprecate currentMove().
  public Move currentMove () {
    return currentMove;
  }
  
  public Move getCurrentMove() {
    return currentMove;
  }

  private void setCurrentMove (Move m) {
    currentMove = m;
    ss.setCurrentMove(m);
  }
  
  /*
   * Find the trunk move with the given move number.
   */
  public Move findMove (int num) {
    Move m = firstMove();
    while (m != null) {
      if (m.moveNumber() == num)
	return m;
      m = m.child();
    }
    return null;
  }

  // Return a move at the given position, or null if none found.
  // If there is already a move at the position, search backward
  // from the current position for that move.  If there is no
  // move, search forward down the current game tree branch for
  // the first move at the position.
  public Move findMove (int row, int column) {
    Position pos = new Position(row, column);
    if (ss.readStone(row, column) != Move.EMPTY) {
      Move move = currentMove;
      while (!(move instanceof RootMove)) {
	if (move.occupiesPosition(pos))
	  return move;
	move = move.parent();
      }
    }
    else {
      Vector queue = new Vector(5, 10);
      /// +++ finish me.
    }
    return null;
  }

  // This should be generalized to return a Dimension.
  public int size () {
    return size;
  }
  // Perhaps size() should be deprecated :)
  public int getSize() {
    return size;
    }
  
  public Position koPosition () {
    return koPosition;
  }
  
  public void setKoPosition (Position pos) {
    koPosition = pos;
    if (window != null)
      window.setKoPosition(pos);
    ss.setKoPosition(pos);
  }
  
  public void clearKo () {
    koPosition = null;
    if (window != null)
      window.setKoPosition(null);
    ss.setKoPosition(null);
  }
  
  public int handicap () {
    if (firstMove() instanceof HandicapMove)
      return firstMove().numberOfStones();
    else
      return 0;
  }
  
  public int capturedWhite () {
    return capturedWhite;
  }
  
  public int capturedBlack () {
    return capturedBlack;
  }
  
  public double komi () {
    return komi;
  }
  
  public void setKomi (double k) {
    komi = k;
  }
  
  public String result () {
    return result;
  }
  
  public void setResult (String res) {
    result = res;
  }
  
  public int blackTerritory () {
    return blackTerritory;
  }

  public int whiteTerritory () {
    return whiteTerritory;
  }

  public int dame () {
    return dame;
  }

  public SimpleGroup groupAt (int row, int col) {
    if (row < 0 || row >= size || col < 0 || col >= size)
      return null;
    else
      return groupArray[row][col];
  }
  

  // Is this useful? Is there any occasion on which asking for a stone
  // off the board is not result of coding error?  AMB...
  // See positionsAbutting().  -sigue
  // sentinel Move.EMPTY values off-board would simplify coding of
  // positionsAbutting().  AMB
  // But could not be used by code that calculates liberties, which
  // might be confusing.  -sigue

  public int stoneAt (int row, int col) {
    if (row < 0 || row >= size || col < 0 || col >= size)
      return Move.EMPTY;

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