Mercurial > emacs
annotate lisp/play/gametree.el @ 66934:f24fb79ea180
(savehist-mode-hook): Re-add the var.
(savehist-mode): Use it.
author | Stefan Monnier <monnier@iro.umontreal.ca> |
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date | Wed, 16 Nov 2005 17:20:25 +0000 |
parents | ebcfe1ffa0ec |
children | 836785857446 2d92f5c9d6ae |
rev | line source |
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20782 | 1 ;;; gametree.el --- manage game analysis trees in Emacs |
2 | |
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3 ;; Copyright (C) 1997, 1999, 2002, 2003, 2004, |
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4 ;; 2005 Free Software Foundation, Inc. |
20782 | 5 |
6 ;; Author: Ian T Zimmerman <itz@rahul.net> | |
7 ;; Created: Wed Dec 10 07:41:46 PST 1997 | |
8 ;; Keywords: games | |
9 | |
10 ;; This file is part of GNU Emacs. | |
11 | |
12 ;; GNU Emacs is free software; you can redistribute it and/or modify | |
13 ;; it under the terms of the GNU General Public License as published by | |
14 ;; the Free Software Foundation; either version 2, or (at your option) | |
15 ;; any later version. | |
16 | |
17 ;; GNU Emacs is distributed in the hope that it will be useful, | |
18 ;; but WITHOUT ANY WARRANTY; without even the implied warranty of | |
19 ;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the | |
20 ;; GNU General Public License for more details. | |
21 | |
22 ;; You should have received a copy of the GNU General Public License | |
23 ;; along with GNU Emacs; see the file COPYING. If not, write to the | |
64085 | 24 ;; Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, |
25 ;; Boston, MA 02110-1301, USA. | |
20782 | 26 |
27 ;;; Commentary: | |
28 | |
29 ;; This little hack has enabled me to keep track of my email chess | |
30 ;; games in Emacs. For a long time I dreamt about writing a real, | |
31 ;; graphical tree editor; but, then the idea struck me, why do it | |
32 ;; graphically, when it can be done in Emacs? :-) And in fact Emacs | |
33 ;; almost had what I needed out of the box, namely the powerful | |
34 ;; Outline mode. This code is built entirely on Outline mode, it | |
35 ;; only adds two commands that I found indispensable when dealing | |
36 ;; with the special kind of trees that analysis trees comprise. | |
37 | |
38 ;; The built-in documentation should be enough to explain the use, | |
39 ;; along with the following example (yes, this is a real game). | |
40 | |
41 ;; *** 23. f4 ef 24. Nf3 Rf3 -/+ | |
42 ;; 25. Rf3 Qh2 26. Kh1 Qh1 27. Ke2 Qg2 -+ | |
43 ;; ******* 25. gf3 Nce3 26. Qe2 Nf1 -/+ | |
44 ;; 27. Qe5 Ne5 28. Kf1 Nf3 -/+ | |
45 ;; 27. Kf1 Nh2 28. Kf2 Ng4 29. fg4 Rf8 30. Ke1 Qg3 31. Kd1 Rf2 -+ | |
46 | |
47 ;; Place the preceding in a scratch buffer, load this code, and do | |
48 ;; M-x gametree-mode. Now place the cursor just after the `Nf3' and | |
49 ;; before the `Rf3' on the first line, and do C-c C-j. The result is | |
50 | |
51 ;; *** 23. f4 ef 24. Nf3 | |
52 ;; ****** 24: Rf3 -/+ | |
53 ;; 25. Rf3 Qh2 26. Kh1 Qh1 27. Ke2 Qg2 -+ | |
54 ;; ******* 25. gf3 Nce3 26. Qe2 Nf1 -/+ | |
55 ;; 27. Qe5 Ne5 28. Kf1 Nf3 -/+ | |
56 ;; 27. Kf1 Nh2 28. Kf2 Ng4 29. fg4 Rf8 30. Ke1 Qg3 31. Kd1 Rf2 -+ | |
57 | |
58 ;; Now you can add another subvariation on Black's 24th move: with | |
59 ;; the cursor still on the first line, do C-c C-v, and voila | |
60 | |
61 ;; *** 23. f4 ef 24. Nf3 | |
62 ;; 24: | |
63 ;; ****** 24: Rf3 -/+ | |
64 ;; 25. Rf3 Qh2 26. Kh1 Qh1 27. Ke2 Qg2 -+ | |
65 ;; ******* 25. gf3 Nce3 26. Qe2 Nf1 -/+ | |
66 ;; 27. Qe5 Ne5 28. Kf1 Nf3 -/+ | |
67 ;; 27. Kf1 Nh2 28. Kf2 Ng4 29. fg4 Rf8 30. Ke1 Qg3 31. Kd1 Rf2 -+ | |
68 | |
69 ;; and the cursor is positioned on the new line just after the move | |
70 ;; number, so you can start typing the new analysis. That's it, | |
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71 ;; quite simple. |
20782 | 72 |
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73 ;; As of version 1.1, a simple score reducer has been implemented. |
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74 ;; As you type in leaf variations, you can add a numerical score tag |
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75 ;; to them with C-c ; . Then, with the cursor on a variation higher |
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76 ;; up in the tree, you can do C-c ^ and the program will compute the |
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77 ;; reduced score of the internal variation based on the scores of its |
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78 ;; children (which are recursively computed). You can use any range |
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79 ;; of numbers you wish as scores, maybe -1000 to 1000 or 0 to 100, |
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80 ;; all that matters to the program is that higher means better for |
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81 ;; White, lower means better for Black. |
20782 | 82 |
83 ;;; Code: | |
84 | |
85 (require 'derived) | |
86 (require 'outline) | |
87 | |
88 ;;;; Configuration variables | |
89 | |
21363 | 90 (defgroup gametree nil |
91 "Manage game analysis trees in Emacs." | |
92 :prefix "gametree-" | |
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93 :group 'games |
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94 :version "20.3") |
21363 | 95 |
96 (defcustom gametree-half-ply-regexp (regexp-quote ":") | |
20782 | 97 "*Matches ends of numbers of moves by the \"second\" player. |
98 For instance, it is an almost universal convention in chess to postfix | |
99 numbers of moves by Black (if considered in isolation) by the ellipsis | |
100 \"...\". This is NOT a good choice for this program, though, because it | |
101 conflicts with the use of ellipsis by Outline mode to denote collapsed | |
102 subtrees. The author uses \":\" because it agrees nicely with a set of | |
21363 | 103 LaTeX macros he uses for typesetting annotated games." |
104 :type 'regexp | |
105 :group 'gametree) | |
20782 | 106 |
21363 | 107 (defcustom gametree-full-ply-regexp (regexp-quote ".") |
20782 | 108 "*Matches ends of numbers of moves by the \"first\" player. |
109 For instance, it is an almost universal convention in chess to postfix | |
21363 | 110 numbers of moves by White (if considered in isolation) by the dot \".\"." |
111 :type 'regexp | |
112 :group 'gametree) | |
20782 | 113 |
21363 | 114 (defcustom gametree-half-ply-format "%d:" |
115 "*Output format for move numbers of moves by the \"second\" player. | |
116 Has to contain \"%d\" to output the actual number." | |
117 :type 'string | |
118 :group 'gametree) | |
119 | |
120 (defcustom gametree-full-ply-format "%d." | |
20782 | 121 "*Output format for move numbers of moves by the \"first\" player. |
21363 | 122 Has to contain \"%d\" to output the actual number." |
123 :type 'string | |
124 :group 'gametree) | |
20782 | 125 |
21363 | 126 (defcustom gametree-make-heading-function |
20782 | 127 (function (lambda (level) |
128 (insert (make-string level ?*)))) | |
129 "A function of one numeric argument, LEVEL, to insert a heading at point. | |
21363 | 130 You should change this if you change `outline-regexp'." |
131 :type 'function | |
132 :group 'gametree) | |
20782 | 133 |
134 (defvar gametree-local-layout nil | |
135 "A list encoding the layout (i.e. the show or hide state) of the file. | |
136 If Emacs notices a local variable specification of this variable in | |
137 the first line of the buffer while saving the buffer to the visited | |
138 file, the local value will be saved there and restored the next time | |
139 the file is visited (subject to the usual restriction via | |
140 `enable-local-variables'), and the layout will be set accordingly.") | |
141 | |
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142 (defcustom gametree-score-opener "{score=" |
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143 "*The string which opens a score tag, and precedes the actual score." |
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144 :type 'string |
24227 | 145 :group 'gametree) |
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146 |
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147 (defcustom gametree-score-manual-flag "!" |
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148 "*String marking the line as manually (as opposed to automatically) scored." |
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149 :type 'string |
24227 | 150 :group 'gametree) |
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151 |
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152 (defcustom gametree-score-closer "}" |
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153 "*The string which closes a score tag, and follows the actual score." |
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154 :type 'string |
24227 | 155 :group 'gametree) |
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156 |
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157 (defcustom gametree-score-regexp |
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158 (concat "[^\n\^M]*\\(" |
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159 (regexp-quote gametree-score-opener) |
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160 "[ ]*\\(" |
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161 (regexp-quote gametree-score-manual-flag) |
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162 "[ ]*\\)?\\([-+]?[0-9]+\\)" |
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163 (regexp-quote gametree-score-closer) |
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164 "[ ]*\\)[\n\^M]") |
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165 "*Regular expression matching lines that guide the program in scoring. |
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166 Its third parenthetical group should match the actual score. Its |
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167 first parenthetical group should match the entire score tag. Its |
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168 second parenthetical group should be an optional flag that marks the |
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169 line as *manually* (as opposed to automatically) scored, which |
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170 prevents the program from recursively applying the scoring algorithm |
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171 on the subtree headed by the marked line, and makes it use the manual |
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172 score instead." |
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173 :type 'regexp |
24227 | 174 :group 'gametree) |
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175 |
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176 (defcustom gametree-default-score 0 |
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177 "*Score to assume for branches lacking score tags." |
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178 :type 'integer |
24227 | 179 :group 'gametree) |
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180 |
20782 | 181 ;;;; Helper functions |
182 | |
183 (defun gametree-prettify-heading () | |
184 "Insert/delete space between leading asterisks and heading text. | |
185 If the current variation is an internal node (i.e. starts with one or | |
186 more asterisks), ensure there's at least one space between the | |
187 asterisks and the text. If on the other hand this is a leaf, there | |
188 should be no leading white space." | |
189 (save-excursion | |
190 (beginning-of-line 1) | |
191 (if (re-search-forward (concat "\\=" outline-regexp) nil t) | |
192 (if (not (looking-at "[ \t]+")) (insert " ")) | |
193 (delete-char (save-excursion (skip-chars-forward " \t")))) | |
194 (if (re-search-forward (concat "\\=[ \t]*[1-9][0-9]*\\(" | |
195 gametree-full-ply-regexp "\\|" | |
196 gametree-half-ply-regexp "\\)") nil t) | |
197 (if (not (looking-at "[ \t]+")) (insert " ") | |
198 (delete-char (1- (save-excursion (skip-chars-forward " \t")))))))) | |
199 | |
200 (defun gametree-looking-at-ply () | |
201 "Read and return the number of the ply under point." | |
202 (if (eobp) 0 | |
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203 (let ((boundary (concat "[ \t]*\\([1-9][0-9]*\\)\\(" |
20782 | 204 gametree-full-ply-regexp "\\|" |
205 gametree-half-ply-regexp "\\)")) | |
206 (limit (save-excursion (beginning-of-line 1) (point)))) | |
207 (if (looking-at boundary) | |
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208 (+ (* 2 (string-to-number (match-string 1))) |
20782 | 209 (if (string-match gametree-half-ply-regexp (match-string 2)) 1 0)) |
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210 (save-excursion |
20782 | 211 (re-search-backward boundary limit) |
212 (skip-chars-backward "0123456789") | |
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213 (1+ (* 2 (string-to-number |
20782 | 214 (buffer-substring (point) (match-end 1)))))))))) |
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215 |
20782 | 216 (defun gametree-current-branch-ply () |
217 "Return the ply number of the first move of the current variation." | |
218 (save-excursion | |
219 (beginning-of-line 1) | |
220 (re-search-forward (concat "\\=" outline-regexp) nil t) | |
221 (gametree-looking-at-ply))) | |
222 | |
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223 (defsubst gametree-forward-line () |
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224 (re-search-forward "[\n\^M]" nil 'move)) |
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225 |
20782 | 226 (defun gametree-current-branch-depth () |
227 "Return the depth of the current variation in the analysis tree. | |
228 This value is simply the outline heading level of the current line." | |
229 (save-excursion | |
230 (beginning-of-line 1) | |
231 (if (looking-at outline-regexp) | |
232 (outline-level) 0))) | |
233 | |
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234 (defun gametree-transpose-following-leaves () |
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235 "Move the current leaf variation behind all others on the same level." |
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236 (let ((following-leaves |
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237 (save-excursion |
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238 (gametree-forward-line) |
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239 (let ((p (point))) |
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240 (while (and (not (eobp)) |
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241 (= 0 (gametree-current-branch-depth))) |
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242 (gametree-forward-line)) |
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243 (prog1 (buffer-substring p (point)) |
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244 (delete-region p (point))))))) |
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245 (save-excursion |
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246 (beginning-of-line 1) |
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247 (insert following-leaves)))) |
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248 |
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249 |
20782 | 250 ;;;; Functions related to the task of saving and restoring current |
251 ;;;; outline layout | |
252 | |
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253 (defsubst gametree-show-children-and-entry () |
20782 | 254 (show-children) |
255 (show-entry)) | |
256 | |
257 (defun gametree-entry-shown-p () | |
258 (save-excursion | |
259 (forward-line 1) | |
260 (and (bolp) (not (eobp)) (not (looking-at outline-regexp))))) | |
261 | |
262 (defun gametree-children-shown-p () | |
263 (save-excursion | |
264 (condition-case nil | |
265 (let ((depth (gametree-current-branch-depth))) | |
266 (outline-next-visible-heading 1) | |
267 (< depth (gametree-current-branch-depth))) | |
268 (error nil)))) | |
269 | |
270 (defun gametree-current-layout (depth &optional top-level) | |
271 (let ((layout nil) (first-time t)) | |
272 (while (save-excursion | |
273 (condition-case nil | |
274 (progn | |
275 (or (and first-time top-level | |
276 (bolp) (looking-at outline-regexp)) | |
277 (setq first-time nil) | |
278 (outline-next-visible-heading 1)) | |
279 (< depth (gametree-current-branch-depth))) | |
280 (error nil))) | |
281 (if (not first-time) | |
282 (outline-next-visible-heading 1)) | |
283 (setq first-time nil) | |
284 (if (not (gametree-children-shown-p)) | |
285 (setq layout | |
286 (nconc layout | |
287 (if (gametree-entry-shown-p) | |
288 (list 'show-entry) | |
289 (list nil)))) | |
290 (setq layout (nconc layout (if (gametree-entry-shown-p) | |
291 (list 'gametree-show-children-and-entry) | |
292 (list 'show-children)))) | |
293 (let ((sub-layout | |
294 (gametree-current-layout (gametree-current-branch-depth)))) | |
295 (setq layout (nconc layout (list sub-layout)))))) | |
296 layout)) | |
297 | |
298 (defun gametree-save-layout () | |
299 (save-excursion | |
300 (goto-char (point-min)) | |
301 (setq gametree-local-layout (gametree-current-layout 0 t)))) | |
302 | |
303 (defun gametree-apply-layout (layout depth &optional top-level) | |
304 (let ((first-time t)) | |
305 (while (and layout | |
306 (save-excursion | |
307 (condition-case nil | |
308 (progn | |
309 (or (and first-time top-level | |
310 (bolp) (looking-at outline-regexp)) | |
311 (setq first-time nil) | |
312 (outline-next-visible-heading 1)) | |
313 (< depth (gametree-current-branch-depth))) | |
314 (error nil)))) | |
315 (if (not first-time) | |
316 (outline-next-visible-heading 1)) | |
317 (setq first-time nil) | |
318 (hide-subtree) | |
319 (if (nth 0 layout) | |
320 (funcall (nth 0 layout))) | |
321 (if (not (and (nth 1 layout) (listp (nth 1 layout)))) | |
322 (setq layout (cdr layout)) | |
323 (gametree-apply-layout (nth 1 layout) | |
324 (gametree-current-branch-depth)) | |
325 (setq layout (cdr (cdr layout))))))) | |
326 | |
327 (defun gametree-restore-layout () | |
328 (save-excursion | |
329 (goto-char (point-min)) | |
330 (gametree-apply-layout gametree-local-layout 0 t))) | |
331 | |
332 (defun gametree-hack-file-layout () | |
333 (save-excursion | |
334 (goto-char (point-min)) | |
335 (if (looking-at "[^\n]*-\*-[^\n]*gametree-local-layout: \\([^;\n]*\\);") | |
336 (progn | |
337 (goto-char (match-beginning 1)) | |
338 (delete-region (point) (match-end 1)) | |
339 (let ((standard-output (current-buffer))) | |
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340 (princ gametree-local-layout)))))) |
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342 |
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343 ;;;; Scoring functions |
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344 |
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345 (defun gametree-current-branch-score () |
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346 "Return score of current variation according to its score tag. |
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347 When no score tag is present, use the value of `gametree-default-score'." |
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348 (if (looking-at gametree-score-regexp) |
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349 (string-to-number (match-string 3)) |
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350 gametree-default-score)) |
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351 |
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352 (defun gametree-compute-reduced-score () |
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353 "Return current internal node score computed recursively from subnodes. |
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354 Subnodes which have been manually scored are honored." |
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355 (if (or |
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356 (= 0 (gametree-current-branch-depth)) |
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357 (save-excursion (gametree-forward-line) (eobp)) |
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358 (and (looking-at gametree-score-regexp) |
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359 (not (null (match-string 2))))) |
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360 (gametree-current-branch-score) |
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361 (let ((depth (gametree-current-branch-depth))) |
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362 (save-excursion |
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363 (gametree-forward-line) |
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364 ;; the case of a leaf node has already been handled, so here I |
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365 ;; know I am on the 1st line of the current subtree. This can |
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366 ;; be either a leaf child, or a subheading. |
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367 (let ((running gametree-default-score) |
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368 (minmax |
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369 (if (= 0 (mod (gametree-current-branch-ply) 2)) |
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370 'max 'min))) |
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371 (while (and (not (eobp)) |
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372 (= 0 (gametree-current-branch-depth))) ;handle leaves |
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373 (setq running (funcall minmax running |
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374 (gametree-current-branch-score))) |
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375 (gametree-forward-line)) |
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376 (let ((done (and (not (eobp)) |
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377 (< depth (gametree-current-branch-depth))))) |
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378 (while (not done) ;handle subheadings |
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379 (setq running (funcall minmax running |
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380 (gametree-compute-reduced-score))) |
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381 (setq done (condition-case nil |
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382 (outline-forward-same-level 1) |
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383 (error nil))))) |
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384 running))))) |
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385 |
20782 | 386 ;;;; Commands |
387 | |
388 (defun gametree-insert-new-leaf (&optional at-depth) | |
389 "Start a new leaf variation under the current branching point. | |
390 The new variation can later be split to be a branching point itself, | |
391 with \\[gametree-break-line-here]. If the point is currently on a | |
392 leaf variation, this command won't work; use \\[gametree-break-line-here] | |
393 on the current line first. | |
394 | |
395 With a numeric arg AT-DEPTH, first go up the tree until a node of | |
396 depth AT-DEPTH or smaller is found." | |
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397 (interactive "*P") |
20782 | 398 (if (zerop (gametree-current-branch-depth)) |
399 (outline-up-heading 0)) | |
400 (if at-depth | |
401 (while (> (gametree-current-branch-depth) | |
402 (prefix-numeric-value at-depth)) | |
403 (outline-up-heading 1))) | |
404 (beginning-of-line 1) | |
405 (let ((parent-depth (gametree-current-branch-depth))) | |
406 (show-entry) | |
407 (condition-case nil | |
408 (outline-next-visible-heading 1) | |
409 (error | |
410 (goto-char (point-max)) | |
411 (if (not (bolp)) (insert "\n")))) | |
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412 (let ((starting-plys |
20782 | 413 (if (> (gametree-current-branch-depth) parent-depth) |
414 (gametree-current-branch-ply) | |
415 (save-excursion (forward-line -1) | |
416 (gametree-current-branch-ply))))) | |
417 (goto-char (1- (point))) | |
418 (insert "\n") | |
419 (insert (format (if (= 0 (mod starting-plys 2)) | |
420 gametree-full-ply-format | |
421 gametree-half-ply-format) | |
422 (/ starting-plys 2)))))) | |
423 | |
424 (defun gametree-break-line-here (&optional at-move) | |
425 "Split the variation node at the point position. | |
426 This command works whether the current variation node is a leaf, or is | |
427 already branching at its end. The new node is created at a level that | |
428 reflects the number of game plys between the beginning of the current | |
429 variation and the breaking point. | |
430 | |
431 With a numerical argument AT-MOVE, split the variation before | |
432 White's AT-MOVEth move, or Black's if negative. The last option will | |
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433 only work of Black's moves are explicitly numbered, for instance |
20782 | 434 `1. e4 1: e5'." |
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435 (interactive "*P") |
20782 | 436 (if at-move (progn |
437 (end-of-line 1) | |
438 (let ((limit (point))) | |
439 (beginning-of-line 1) | |
440 (re-search-forward | |
441 (concat | |
442 (regexp-quote | |
443 (int-to-string (abs (prefix-numeric-value at-move)))) | |
444 (if (> at-move 0) gametree-full-ply-regexp | |
445 gametree-half-ply-regexp)) limit)) | |
446 (goto-char (match-beginning 0)))) | |
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447 (gametree-transpose-following-leaves) |
20782 | 448 (let* ((pt (set-marker (make-marker) (point))) |
449 (plys (gametree-current-branch-ply)) | |
450 (depth (gametree-current-branch-depth)) | |
451 (old-depth depth)) | |
452 (if (= depth 0) | |
453 (progn | |
454 (save-excursion | |
455 (outline-previous-visible-heading 1) | |
456 (setq depth | |
457 (let ((old-branch-ply | |
458 (condition-case nil | |
459 (gametree-current-branch-ply) | |
460 (error 0)))) | |
461 (if (zerop old-branch-ply) | |
462 (1+ (gametree-current-branch-depth)) | |
463 (+ (gametree-current-branch-depth) | |
464 (- plys old-branch-ply)))))) | |
465 (save-excursion | |
466 (beginning-of-line 1) | |
467 (funcall gametree-make-heading-function depth) | |
468 (gametree-prettify-heading)))) | |
469 (save-excursion | |
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470 (if (not (looking-at (concat "[ \t]*[1-9][0-9]*\\(" |
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471 gametree-full-ply-regexp "\\|" |
20782 | 472 gametree-half-ply-regexp "\\)"))) |
473 (progn | |
474 (insert (format (if (= 0 (mod (gametree-looking-at-ply) 2)) | |
475 gametree-full-ply-format | |
476 gametree-half-ply-format) | |
477 (/ (gametree-looking-at-ply) 2))) | |
478 (gametree-prettify-heading) | |
479 (beginning-of-line 1))) | |
480 (goto-char pt) | |
481 (insert "\n") | |
482 (if (not (= 0 old-depth)) | |
483 (funcall gametree-make-heading-function | |
484 (+ depth (- (gametree-current-branch-ply) plys)))) | |
485 (gametree-prettify-heading)))) | |
486 | |
487 (defun gametree-merge-line () | |
488 "Merges a variation with its only child. | |
489 Does *not* check if the variation has in fact a unique child; users beware." | |
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490 (interactive "*") |
20782 | 491 (if (zerop (gametree-current-branch-depth)) |
492 (outline-up-heading 0)) | |
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493 (if (looking-at gametree-score-regexp) |
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494 (delete-region (match-beginning 1) (match-end 1))) |
20782 | 495 (end-of-line 1) |
496 (let ((prev-depth (save-excursion (forward-line 1) | |
497 (gametree-current-branch-depth)))) | |
498 (delete-char (1+ prev-depth)) | |
499 (if (zerop prev-depth) | |
500 (save-excursion | |
501 (beginning-of-line 1) | |
502 (delete-char (gametree-current-branch-depth)) | |
503 (gametree-prettify-heading))))) | |
504 | |
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505 (defun gametree-insert-score (score &optional auto) |
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506 "Insert a score tag with value SCORE at the end of the current line. |
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507 If this line already has a score tag, just jump to it and alter it. |
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508 When called from a program, optional AUTO flag tells if the score is |
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509 being entered automatically (and thus should lack the manual mark)." |
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510 (interactive "*P") |
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511 (beginning-of-line 1) |
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512 (if (looking-at gametree-score-regexp) |
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513 (progn |
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514 (goto-char (match-beginning 3)) |
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515 (if (and auto (not (null (match-string 2)))) |
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516 (delete-region (match-beginning 2) (match-end 2))) |
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517 (if (not (null score)) |
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518 (delete-region (match-beginning 3) (match-end 3))) |
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519 (if (and (not auto) (null (match-string 2))) |
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520 (insert gametree-score-manual-flag))) |
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521 (end-of-line 1) |
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522 (if (= 0 (save-excursion (skip-chars-backward " \t"))) |
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523 (insert " ")) |
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524 (insert gametree-score-opener) |
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525 (if (not auto) (insert gametree-score-manual-flag)) |
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526 (save-excursion (insert gametree-score-closer))) |
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527 (if (not (null score)) |
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528 (save-excursion |
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529 (insert (int-to-string (prefix-numeric-value score)))))) |
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530 |
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531 (defun gametree-compute-and-insert-score () |
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532 "Compute current node score, maybe recursively from subnodes. Insert it. |
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533 Subnodes which have been manually scored are honored." |
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534 (interactive "*") |
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535 (let ((auto (not (and (looking-at gametree-score-regexp) |
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536 (not (null (match-string 2)))))) |
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537 (score (gametree-compute-reduced-score))) |
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538 (gametree-insert-score score auto))) |
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539 |
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540 |
20782 | 541 (defun gametree-layout-to-register (register) |
542 "Store current tree layout in register REGISTER. | |
543 Use \\[gametree-apply-register-layout] to restore that configuration. | |
544 Argument is a character, naming the register." | |
545 (interactive "cLayout to register: ") | |
546 (save-excursion | |
547 (goto-char (point-min)) | |
548 (set-register register | |
549 (gametree-current-layout 0 t)))) | |
550 | |
551 (defun gametree-apply-register-layout (char) | |
552 "Return to a tree layout stored in a register. | |
553 Argument is a character, naming the register." | |
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554 (interactive "*cApply layout from register: ") |
20782 | 555 (save-excursion |
556 (goto-char (point-min)) | |
557 (gametree-apply-layout (get-register char) 0 t))) | |
558 | |
559 (defun gametree-save-and-hack-layout () | |
560 "Save the current tree layout and hack the file local variable spec. | |
561 This function saves the current layout in `gametree-local-layout' and, | |
562 if a local file varible specification for this variable exists in the | |
563 buffer, it is replaced by the new value. See the documentation for | |
564 `gametree-local-layout' for more information." | |
565 (interactive) | |
566 (gametree-save-layout) | |
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567 (let ((inhibit-read-only t)) |
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568 (gametree-hack-file-layout)) |
20782 | 569 nil) |
570 | |
571 (define-derived-mode gametree-mode outline-mode "GameTree" | |
49598
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572 "Major mode for managing game analysis trees. |
20782 | 573 Useful to postal and email chess (and, it is hoped, also checkers, go, |
574 shogi, etc.) players, it is a slightly modified version of Outline mode. | |
575 | |
576 \\{gametree-mode-map}" | |
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577 (auto-fill-mode 0) |
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578 (make-local-variable 'write-contents-hooks) |
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579 (add-hook 'write-contents-hooks 'gametree-save-and-hack-layout)) |
20782 | 580 |
581 ;;;; Key bindings | |
582 | |
583 (define-key gametree-mode-map "\C-c\C-j" 'gametree-break-line-here) | |
584 (define-key gametree-mode-map "\C-c\C-v" 'gametree-insert-new-leaf) | |
585 (define-key gametree-mode-map "\C-c\C-m" 'gametree-merge-line) | |
586 (define-key gametree-mode-map "\C-c\C-r " 'gametree-layout-to-register) | |
587 (define-key gametree-mode-map "\C-c\C-r/" 'gametree-layout-to-register) | |
588 (define-key gametree-mode-map "\C-c\C-rj" 'gametree-apply-register-layout) | |
589 (define-key gametree-mode-map "\C-c\C-y" 'gametree-save-and-hack-layout) | |
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590 (define-key gametree-mode-map "\C-c;" 'gametree-insert-score) |
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591 (define-key gametree-mode-map "\C-c^" 'gametree-compute-and-insert-score) |
20782 | 592 |
593 ;;;; Goodies for mousing users | |
594 (and (fboundp 'track-mouse) | |
595 (defun gametree-mouse-break-line-here (event) | |
596 (interactive "e") | |
597 (mouse-set-point event) | |
598 (gametree-break-line-here)) | |
599 (defun gametree-mouse-show-children-and-entry (event) | |
600 (interactive "e") | |
601 (mouse-set-point event) | |
602 (gametree-show-children-and-entry)) | |
603 (defun gametree-mouse-show-subtree (event) | |
604 (interactive "e") | |
605 (mouse-set-point event) | |
606 (show-subtree)) | |
607 (defun gametree-mouse-hide-subtree (event) | |
608 (interactive "e") | |
609 (mouse-set-point event) | |
610 (hide-subtree)) | |
611 (define-key gametree-mode-map [M-down-mouse-2 M-mouse-2] | |
612 'gametree-mouse-break-line-here) | |
613 (define-key gametree-mode-map [S-down-mouse-1 S-mouse-1] | |
614 'gametree-mouse-show-children-and-entry) | |
615 (define-key gametree-mode-map [S-down-mouse-2 S-mouse-2] | |
616 'gametree-mouse-show-subtree) | |
617 (define-key gametree-mode-map [S-down-mouse-3 S-mouse-3] | |
618 'gametree-mouse-hide-subtree)) | |
619 | |
620 (provide 'gametree) | |
621 | |
52401 | 622 ;;; arch-tag: aaa30943-9ae4-4cc1-813d-a46f96b7e4f1 |
20782 | 623 ;;; gametree.el ends here |