Package com.sgfj

Examples of com.sgfj.SGFNodeIterator.current()


                    // 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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                                k = rand.nextInt(nBadVariants);
                                mask = SGFNode.BAD_MOVE;
                            }
                            // k = 0 is valid good variant number, so in while it's >= 0
                            do {
                                if ((i.current().bits & mask) != 0)
                                    k--;
                            } while (k >= 0 && i.prevVariant(true) != null);

                            SGFMove variantMove = i.current().getMoveProperty();
                            game.play(variantMove.x, variantMove.y, variantMove.color);
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                            do {
                                if ((i.current().bits & mask) != 0)
                                    k--;
                            } while (k >= 0 && i.prevVariant(true) != null);

                            SGFMove variantMove = i.current().getMoveProperty();
                            game.play(variantMove.x, variantMove.y, variantMove.color);
                            snd.playStoneSound(game.colorToPlay == Board.WHITE);
                            // show response
                            notifyGameUpdated();
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                    }
                }

                if (!probFinished) {
                    SGFNodeIterator i = game.kifuLastMove().iterator();
                    boolean haveGoodMove = (i.current().bits & SGFNode.GOOD_MOVE) != 0;
                    probFinished = i.next(false) == null || !haveGoodMove;
                    if (probFinished) {
                        if (haveGoodMove) {
                            if (probCurrent != null)
                                probCurrent.solved++;
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                                && i.nextVariant(false) == null
                                && i.prevVariant(false) == null)
                            // DO NOTHING
                            ;
                        if (!(i.nextVariant(false) == null && i.prevVariant(false) == null)
                                && i.current() != game.kifuLastMove()) {
                            // play game to found node
                            while (i.current() != game.kifuLastMove())
                                game.prev();
                            notify = true;
                        }
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                            // DO NOTHING
                            ;
                        if (!(i.nextVariant(false) == null && i.prevVariant(false) == null)
                                && i.current() != game.kifuLastMove()) {
                            // play game to found node
                            while (i.current() != game.kifuLastMove())
                                game.prev();
                            notify = true;
                        }
                    }
                    break;
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                                && i.nextVariant(false) == null
                                && i.prevVariant(false) == null)
                            // DO NOTHING
                            ;
                        if (!(i.nextVariant(false) == null && i.prevVariant(false) == null)
                                && i.current() != game.kifuLastMove()) {
                            // play game to found node
                            while (i.current() != game.kifuLastMove())
                                game.next();
                            notify = true;
                        }
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                            // DO NOTHING
                            ;
                        if (!(i.nextVariant(false) == null && i.prevVariant(false) == null)
                                && i.current() != game.kifuLastMove()) {
                            // play game to found node
                            while (i.current() != game.kifuLastMove())
                                game.next();
                            notify = true;
                        }
                    }
                    break;
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