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package Games::SGF::Go; |
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117023
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use strict; |
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use warnings; |
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require Games::SGF; |
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no warnings 'redefine'; |
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=head1 NAME |
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Games::SGF::Go - A Go Specific SGF Parser |
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=head1 VERSION |
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Version 0.993 |
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=cut |
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our( @ISA ) = ('Games::SGF'); |
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our $VERSION = 0.993; |
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=head1 SYNOPSIS |
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use Games::SGF::Go; |
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my $sgf = new Games::SGF::Go; |
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$sgf->readFile('somegame.sgf'); |
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# fetch Properties |
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my $komi = $sgf->property('KM'); |
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my $handicap = $sgf->property('HA'); |
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# move to next node |
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$sgf->next; |
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# get a move |
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my $move = $sgf->property('B'); |
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# add it to a board |
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$board[ $move->[0] ][ $move->[1] ] = 'B'; |
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=head1 DISCRIPTION |
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Games::SGF::Go Extends L for the game specifics of Go. These |
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include adding the tags 'TB', 'TW', 'HA', and 'KM'. It will also parse and |
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check the stone, move, and point types. |
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The stone, move and point types will be returned as an array ref containing |
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the position on the board. |
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You can set application specific tags using L. All the |
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callbacks to L have been set and thus can't be reset. |
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All other methods from L can be used as you normally would. |
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=head1 METHODS |
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=head2 new |
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my $sgf = new Games::SGF::Go; |
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This will create the Games::SGF::Go object. |
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=cut |
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sub new { |
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my $inv = shift; |
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my $class = ref $inv || $inv; |
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my $self = $class->SUPER::new(@_); |
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# add Go Tags |
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# Territory Black |
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$self->addTag('TB', $self->T_NONE, $self->V_POINT, |
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$self->VF_EMPTY | $self->VF_LIST | $self->VF_OPT_COMPOSE); |
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# Territory White |
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$self->addTag('TW', $self->T_NONE, $self->V_POINT, |
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$self->VF_EMPTY | $self->VF_LIST | $self->VF_OPT_COMPOSE); |
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# Handicap |
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$self->addTag('HA', $self->T_GAME_INFO, $self->V_NUMBER); |
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# Komi |
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$self->addTag('KM', $self->T_GAME_INFO, $self->V_REAL); |
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# redefine tags so that stone becomes point |
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3
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$self->redefineTag('AB', "", $self->V_POINT, |
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$self->VF_LIST | $self->VF_OPT_COMPOSE); |
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$self->redefineTag('AW', "", $self->V_POINT, |
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$self->VF_LIST | $self->VF_OPT_COMPOSE); |
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# add Go CallBacks |
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# Read |
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$self->setPointRead( sub { |
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return $self->point( _readPoint($_[0]) ); |
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}); |
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$self->setMoveRead( sub { |
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if( $_[0] eq "" ) { |
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return $self->pass; |
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} else { |
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return $self->move( _readPoint($_[0])); |
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} |
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}); |
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107
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# Check |
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$self->setPointCheck(\&_checkPoint); |
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# $self->setStoneCheck(\&_checkPoint); |
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$self->setMoveCheck( sub { |
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if( $self->isPass($_[0]) ) { |
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return 1; |
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} else { |
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return &_checkPoint($_[0]); |
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} |
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}); |
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# Write |
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$self->setPointWrite( \&_writePoint ); |
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# $self->setStoneWrite( \&_writePoint ); |
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$self->setMoveWrite( sub { |
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if( $self->isPass( $_[0] ) ) { |
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return ""; |
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} else { |
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_writePoint($_[0]); |
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} |
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}); |
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return bless $self, $class; # reconsecrate |
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} |
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133
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# SGF -> internal |
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sub _readPoint { |
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my $text = shift; |
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my( @cord ) = split //, $text; |
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foreach( @cord ) { |
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if( $_ ge 'a' and $_ le 'z' ) { |
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$_ = ord($_) - ord('a'); # 0 - 25 |
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} elsif( $_ ge 'A' and $_ le 'Z' ) { |
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$_ = ord($_) - ord('A') + 26; # 26 - 51 |
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} else { |
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#error; |
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} |
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} |
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1120
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return @cord; |
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} |
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# checks internal |
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sub _checkPoint { |
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my $struct = shift; |
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return 0 if @$struct <= 0; |
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foreach( @$struct ) { |
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if( /\D/ ) { |
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return 0; |
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} |
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if( $_ < 0 or $_ > 52 ) { |
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0
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return 0; |
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} |
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} |
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return 1; |
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} |
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# internal -> SGF |
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sub _writePoint { |
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my $struct = shift; |
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my $text = ""; |
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foreach(@$struct) { |
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if( $_ < 26 ) { |
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$text .= chr( ord('a') + $_ ); |
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} else { |
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$text .= chr( ord('A') + $_ - 26 ); |
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} |
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} |
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return $text; |
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} |
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=head2 point |
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=head2 stone |
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183
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=head2 move |
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185
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$struct = $self->move(@cord); |
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@cord = $self->move($struct); |
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188
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If a point, stone, or move is passed in, it will be broken into it's parts |
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and returned. If the parts are passed in it will construct the internal |
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structure which the parser uses. |
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192
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These override L, L, and |
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L. |
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195
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=cut |
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197
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# if passed @cord will return @cord again |
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sub point { |
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26
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26
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1
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54
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my $self = shift; |
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26
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100
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109
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if( $self->isPoint($_[0]) ) { |
201
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1
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3
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return @{$_[0]}; |
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4
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202
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} else { |
203
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166
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return bless [@_], 'Games::SGF::Go::point'; |
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} |
205
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} |
206
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sub move { |
207
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38
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38
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1
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958
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my $self = shift; |
208
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38
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100
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156
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if( $self->isMove($_[0]) ) { |
209
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1
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2
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return @{$_[0]}; |
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5
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210
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} else { |
211
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37
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559
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return bless [@_], 'Games::SGF::Go::move'; |
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} |
213
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} |
214
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sub stone { |
215
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2
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2
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1
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475
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my $self = shift; |
216
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2
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100
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11
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if( $self->isStone($_[0]) ) { |
217
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1
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2
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return @{$_[0]}; |
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1
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5
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218
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} else { |
219
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1
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8
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return bless [@_], 'Games::SGF::Go::stone'; |
220
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} |
221
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} |
222
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223
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=head2 isPass |
224
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|
|
|
|
|
225
|
|
|
|
|
|
|
$sgf->isPass($move); |
226
|
|
|
|
|
|
|
|
227
|
|
|
|
|
|
|
The method will return true if the move was a pass. |
228
|
|
|
|
|
|
|
|
229
|
|
|
|
|
|
|
This is represented in the SGF as an empty string: |
230
|
|
|
|
|
|
|
|
231
|
|
|
|
|
|
|
;B[];W[] |
232
|
|
|
|
|
|
|
|
233
|
|
|
|
|
|
|
=cut |
234
|
|
|
|
|
|
|
|
235
|
|
|
|
|
|
|
sub isPass { |
236
|
27
|
|
|
27
|
1
|
51
|
my $self = shift; |
237
|
27
|
|
|
|
|
54
|
my $move = shift; |
238
|
|
|
|
|
|
|
|
239
|
27
|
50
|
|
|
|
108
|
if( $self->isMove($move) ) { |
240
|
27
|
100
|
|
|
|
82
|
if( $move->[0] eq "" ) { |
241
|
6
|
|
|
|
|
21
|
return 1; |
242
|
|
|
|
|
|
|
} |
243
|
|
|
|
|
|
|
} |
244
|
21
|
|
|
|
|
67
|
return 0; |
245
|
|
|
|
|
|
|
} |
246
|
|
|
|
|
|
|
|
247
|
|
|
|
|
|
|
=head2 pass |
248
|
|
|
|
|
|
|
|
249
|
|
|
|
|
|
|
$move = $sgf->pass; |
250
|
|
|
|
|
|
|
|
251
|
|
|
|
|
|
|
This will return a $move which is a pass. |
252
|
|
|
|
|
|
|
|
253
|
|
|
|
|
|
|
=cut |
254
|
|
|
|
|
|
|
|
255
|
|
|
|
|
|
|
sub pass { |
256
|
8
|
|
|
8
|
1
|
14
|
my $self = shift; |
257
|
8
|
|
|
|
|
23
|
return $self->move(""); |
258
|
|
|
|
|
|
|
} |
259
|
|
|
|
|
|
|
|
260
|
|
|
|
|
|
|
1; |
261
|
|
|
|
|
|
|
__END__ |