/// <summary> /// 指定の手目まで進めるぜ☆(^~^) /// </summary> /// <param name="temeMade"></param> /// <param name="ky"></param> /// <param name="syuturyoku"></param> public void GoToTememade(bool isSfen, int temeMade, Kyokumen ky, StringBuilder syuturyoku) { // 棋譜を元に、局面データを再現するぜ☆ ky.Clear(); int caret = 0; ky.ParsePositionvalue(isSfen, SyokiKyokumenFen, ref caret, true//適用 , false, out string moves, syuturyoku ); // 指定の手目まで進めるぜ☆(^~^) foreach (Move ss in SsList) { if (temeMade < 1) { break; } Nanteme nanteme = new Nanteme(); ky.DoMove(isSfen, ss, MoveType.N00_Karappo, ref nanteme, ky.CurrentOptionalPhase, syuturyoku); temeMade--; } }
/// <summary> /// 終局図まで進めるぜ☆(^~^) /// </summary> /// <param name="ky"></param> /// <param name="syuturyoku"></param> public void GoToFinish(bool isSfen, Kyokumen ky, StringBuilder syuturyoku) { ky.Clear(); int caret = 0; ky.ParsePositionvalue(isSfen, SyokiKyokumenFen, ref caret, true//適用 , false, out string moves, syuturyoku ); // 棋譜を元に、局面データを再現するぜ☆ foreach (Move ss in SsList) { Nanteme nanteme = new Nanteme(); ky.DoMove(isSfen, ss, MoveType.N00_Karappo, ref nanteme, ky.CurrentOptionalPhase, syuturyoku); #if DEBUG //Util_Commands.Ky(isSfen, "ky", ky, syuturyoku); ////Logger.Flush(syuturyoku); //Logger.Flush_USI(syuturyoku); #endif } }