public static SyElement GetFirstMasuFromOkiba(Okiba okiba) { SyElement firstMasu; switch (okiba) { case Okiba.ShogiBan: firstMasu = Masu_Honshogi.Query_Basho(Masu_Honshogi.nban11_1一); //[0] break; case Okiba.Sente_Komadai: firstMasu = Masu_Honshogi.Query_Basho(Masu_Honshogi.nsen01); //[81] break; case Okiba.Gote_Komadai: firstMasu = Masu_Honshogi.Query_Basho(Masu_Honshogi.ngo01); //[121] break; case Okiba.KomaBukuro: firstMasu = Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro01); //[161]; break; default: //エラー firstMasu = Masu_Honshogi.Query_Basho(Masu_Honshogi.nError); // -1→[201]; break; } return(firstMasu); }
/// <summary> /// v(^▽^)v超能力『メナス』だぜ☆ 未来の脅威を予測し、可視化するぜ☆www /// </summary> public static void Menace(MainGui_Csharp mainGui) { if (0 < mainGui.Model_Manual.GuiTemezumi) { // 処理の順序が悪く、初回はうまく判定できない。 SkyConst src_Sky = mainGui.Model_Manual.GuiSkyConst; //---------- // 将棋盤上の駒 //---------- mainGui.RepaintRequest.SetFlag_RefreshRequest(); // [クリアー] mainGui.Shape_PnlTaikyoku.Shogiban.ClearHMasu_KikiKomaList(); // 全駒 foreach (Finger figKoma in Finger_Honshogi.Items_KomaOnly) { RO_Star koma = Util_Starlightable.AsKoma(src_Sky.StarlightIndexOf(figKoma).Now); if ( Okiba.ShogiBan == Conv_SyElement.ToOkiba(koma.Masu) && mainGui.Model_Manual.GuiPside != koma.Pside ) { // 駒の利き SySet <SyElement> kikiZukei = Util_Sky_SyugoQuery.KomaKidou_Potential(figKoma, src_Sky); IEnumerable <SyElement> kikiMasuList = kikiZukei.Elements; foreach (SyElement masu in kikiMasuList) { // その枡に利いている駒のハンドルを追加 if (!Masu_Honshogi.IsErrorBasho(masu)) { mainGui.Shape_PnlTaikyoku.Shogiban.HMasu_KikiKomaList[Conv_SyElement.ToMasuNumber(masu)].Add((int)figKoma); } } } } } }
/// <summary> /// ************************************************************************************************************************ /// コンストラクターです。 /// ************************************************************************************************************************ /// </summary> /// <param name="okiba"></param> /// <param name="suji"></param> /// <param name="dan"></param> /// <param name="x"></param> /// <param name="y"></param> public Shape_BtnMasuImpl(IEngineConf engineConf, string widgetName) : base(engineConf, widgetName, 0, 0, 35, 35) { this.Zahyo = Masu_Honshogi.Query_Basho(Masu_Honshogi.nError); }
/// <summary> /// 駒を動かします(1)。マウスボタンが押下されたとき。 /// /// 成る、成らない関連。 /// /// </summary> public static void Komamove1a_50Srv( out bool torareruKomaAri, out RO_Star koma_Food_after, IMoveHalf dst, Finger fig_btnTumandeiruKoma, RO_Star foodee_koma,//取られる対象の駒 Model_Manual model_Manual ) { Finger btnKoma_Food_Koma; // 取られることになる駒のボタン btnKoma_Food_Koma = Util_Sky_FingersQuery.InMasuNow(model_Manual.GuiSkyConst, foodee_koma.Masu).ToFirst(); if (Fingers.Error_1 == btnKoma_Food_Koma) { koma_Food_after = null; torareruKomaAri = false; btnKoma_Food_Koma = Fingers.Error_1; goto gt_EndBlock1; } else { //>>>>> 取る駒があったとき torareruKomaAri = true; } PieceType koma_Food_pre_Syurui = Util_Starlightable.AsKoma(model_Manual.GuiSkyConst.StarlightIndexOf(btnKoma_Food_Koma).Now).Komasyurui; // その駒は、駒置き場に移動させます。 SyElement akiMasu; switch (foodee_koma.Pside) { case Playerside.P2: akiMasu = Util_IttesasuRoutine.GetKomadaiKomabukuroSpace(Okiba.Gote_Komadai, model_Manual.GuiSkyConst); if (!Masu_Honshogi.IsErrorBasho(akiMasu)) { // 駒台に空きスペースがありました。 //>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> koma_Food_after = new RO_Star( Playerside.P2, akiMasu, //駒台へ Util_Komasyurui14.NarazuCaseHandle(koma_Food_pre_Syurui) ); } else { // エラー: 駒台に空きスペースがありませんでした。 //>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> koma_Food_after = new RO_Star( Playerside.P2, Util_Masu10.OkibaSujiDanToMasu( Okiba.Gote_Komadai, Util_Koma.CTRL_NOTHING_PROPERTY_SUJI, Util_Koma.CTRL_NOTHING_PROPERTY_DAN ), Util_Komasyurui14.NarazuCaseHandle(koma_Food_pre_Syurui) ); } break; case Playerside.P1: //thru default: akiMasu = Util_IttesasuRoutine.GetKomadaiKomabukuroSpace(Okiba.Sente_Komadai, model_Manual.GuiSkyConst); if (!Masu_Honshogi.IsErrorBasho(akiMasu)) { // 駒台に空きスペースがありました。 //>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> koma_Food_after = new RO_Star( Playerside.P1, akiMasu, //駒台へ Util_Komasyurui14.NarazuCaseHandle(koma_Food_pre_Syurui) ); } else { // エラー: 駒台に空きスペースがありませんでした。 //>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> koma_Food_after = new RO_Star( Playerside.P1, Util_Masu10.OkibaSujiDanToMasu( Okiba.Sente_Komadai, Util_Koma.CTRL_NOTHING_PROPERTY_SUJI, Util_Koma.CTRL_NOTHING_PROPERTY_DAN ), Util_Komasyurui14.NarazuCaseHandle(koma_Food_pre_Syurui) ); } break; } gt_EndBlock1: SkyConst sky2; if (btnKoma_Food_Koma != Fingers.Error_1) { //------------------------------ // 取られる駒があった場合 //------------------------------ sky2 = SkyConst.NewInstance_OverwriteOrAdd_Light( model_Manual.GuiSkyConst, -1, //そのまま // // 指した駒 // fig_btnTumandeiruKoma, dst, // // 取られた駒 // btnKoma_Food_Koma, new RO_Starlight( koma_Food_after ) ); } else { //------------------------------ // 取られる駒がなかった場合 //------------------------------ RO_Star movedKoma = Util_Starlightable.AsKoma(model_Manual.GuiSkyConst.StarlightIndexOf(fig_btnTumandeiruKoma).Now); sky2 = SkyConst.NewInstance_OverwriteOrAdd_Light( model_Manual.GuiSkyConst, -1, //そのまま // // 指した駒 // fig_btnTumandeiruKoma, dst, // // 手得計算 // movedKoma.Komasyurui, 0, movedKoma.Masu ); } model_Manual.SetGuiSky(sky2); // ■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■ // 棋譜は変更された。 // ■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■ }
/// <summary> /// 指し手一覧を、リストボックスに表示します。 /// </summary> /// <param name="uc_Main"></param> public static void ShowMoveList( LearningData learningData, Uc_Main uc_Main ) { // // まず、リストを空っぽにします。 // uc_Main.LstMove.Items.Clear(); Playerside firstPside = Playerside.P1; KifuTree kifu1 = new KifuTreeImpl( new KifuNodeImpl( Util_Sky258A.RootMove, new KyokumenWrapper(SkyConst.NewInstance( Util_SkyWriter.New_Hirate(firstPside), 0 //初期局面は 0手済み。 )) //日本の符号読取時 ) ); //kifu1.AssertPside(kifu1.CurNode, "ShowMoveList",logTag); List <CsaKifuMove> moveList = learningData.CsaKifu.MoveList; foreach (CsaKifuMove csaMove in moveList) { // 開始局面 SkyConst kaisi_Sky = kifu1.CurNode.Value.KyokumenConst; // // csaMove を データ指し手 に変換するには? // IMove nextMove; { Playerside pside = UtilCsaMove.ToPside(csaMove); // 元位置 SyElement srcMasu = UtilCsaMove.ToSrcMasu(csaMove); Finger figSrcKoma; if (Masu_Honshogi.IsErrorBasho(srcMasu))// 駒台の "00" かも。 { //駒台の駒。 PieceType utuKomasyurui = Util_Komasyurui14.NarazuCaseHandle(UtilCsaMove.ToKomasyurui(csaMove));// 打つ駒の種類。 Okiba komadai; switch (pside) { case Playerside.P1: komadai = Okiba.Sente_Komadai; break; case Playerside.P2: komadai = Okiba.Gote_Komadai; break; default: komadai = Okiba.Empty; break; } figSrcKoma = Util_Sky_FingersQuery.InOkibaPsideKomasyuruiNow(kaisi_Sky, komadai, pside, utuKomasyurui).ToFirst(); } else { // 盤上の駒。 figSrcKoma = Util_Sky_FingerQuery.InMasuNow(kaisi_Sky, pside, srcMasu); } RO_Star srcKoma = Util_Starlightable.AsKoma(kaisi_Sky.StarlightIndexOf(figSrcKoma).Now); // 先位置 SyElement dstMasu = UtilCsaMove.ToDstMasu(csaMove); Finger figFoodKoma = Util_Sky_FingerQuery.InShogibanMasuNow(kaisi_Sky, pside, dstMasu); PieceType foodKomasyurui; if (figFoodKoma == Fingers.Error_1) { // 駒のない枡 foodKomasyurui = PieceType.None;//取った駒無し。 } else { // 駒のある枡 foodKomasyurui = Util_Starlightable.AsKoma(kaisi_Sky.StarlightIndexOf(figFoodKoma).Now).Komasyurui;//取った駒有り。 } IMoveSource dstKoma = new RO_Star( pside, dstMasu, UtilCsaMove.ToKomasyurui(csaMove) ); nextMove = new RO_Starbeam( srcKoma, // 移動元 dstKoma, // 移動先 foodKomasyurui ////取った駒 ); } { //---------------------------------------- // 一手指したい。 //---------------------------------------- // //↓↓一手指し IttesasuResult ittesasuResult; Util_IttesasuRoutine.Before1( new IttesasuArgImpl( kifu1.CurNode.Value, ((KifuNode)kifu1.CurNode).Value.KyokumenConst.KaisiPside, nextMove, kifu1.CurNode.Value.KyokumenConst.Temezumi + 1//1手進める ), out ittesasuResult, //kifu1,//診断用 "Utli_LearningViews#ShowMoveList" ); Debug.Assert(ittesasuResult.Get_SyuryoNode_OrNull != null, "ittesasuResult.Get_SyuryoNode_OrNull がヌル☆?!"); Util_IttesasuRoutine.Before2( ref ittesasuResult ); // //次ノートを追加します。次ノードを、これからのカレントとします。 // //kifu1.AssertChildPside(kifu1.CurNode.Value.ToKyokumenConst.KaisiPside, ittesasuResult.Get_SyuryoNode_OrNull.Value.ToKyokumenConst.KaisiPside); Util_IttesasuRoutine.After3_ChangeCurrent( kifu1, ConvMoveStrSfen.ToMoveStrSfen(ittesasuResult.Get_SyuryoNode_OrNull.Key),// nextMoveStr, ittesasuResult.Get_SyuryoNode_OrNull ); // これで、棋譜ツリーに、構造変更があったはず。 //↑↑一手指し } string sfen; if (kifu1.CurNode.IsRoot()) { sfen = UtilCsaMove.ToSfen(csaMove, null); } else { sfen = UtilCsaMove.ToSfen(csaMove, kifu1.CurNode.GetParentNode().Value.KyokumenConst); } HonpuMoveListItemImpl listItem = new HonpuMoveListItemImpl(csaMove, sfen); uc_Main.LstMove.Items.Add(listItem); } //---------------------------------------- // ソート //---------------------------------------- //List<MoveListItemImpl> list = new List<MoveListItemImpl>(); //list.Sort((MoveListItemImpl a, MoveListItemImpl b) => //{ // return a - b; //}); }
/// <summary> /// ************************************************************************************************************************ /// 将棋盤の上の駒を、全て駒袋に移動します。 [クリアー] /// ************************************************************************************************************************ /// </summary> public static void ClearKifu(MainGui_Csharp mainGui, RepaintRequest repaintRequest) { mainGui.Link_Server.Model_Taikyoku.Kifu.Clear();// 棋譜を空っぽにします。 SkyBuffer buffer_Sky = new SkyBuffer(mainGui.Model_Manual.GuiSkyConst); int figKoma; // 先手 figKoma = (int)Finger_Honshogi.SenteOh; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(/*figKoma,*/ new RO_Star(Playerside.P1, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro01), PieceType.K))); //先手王 figKoma = (int)Finger_Honshogi.GoteOh; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P2, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro02), PieceType.K))); //後手王 figKoma = (int)Finger_Honshogi.Hi1; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P1, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro03), PieceType.R))); //飛 figKoma = (int)Finger_Honshogi.Hi2; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P2, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro04), PieceType.R))); figKoma = (int)Finger_Honshogi.Kaku1; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P1, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro05), PieceType.B))); //角 figKoma = (int)Finger_Honshogi.Kaku2; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P2, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro06), PieceType.B))); figKoma = (int)Finger_Honshogi.Kin1; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P1, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro07), PieceType.G))); //金 figKoma = (int)Finger_Honshogi.Kin2; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P1, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro08), PieceType.G))); figKoma = (int)Finger_Honshogi.Kin3; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P2, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro09), PieceType.G))); figKoma = (int)Finger_Honshogi.Kin4; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P2, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro10), PieceType.G))); figKoma = (int)Finger_Honshogi.Gin1; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P1, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro11), PieceType.S))); //銀 figKoma = (int)Finger_Honshogi.Gin2; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P1, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro12), PieceType.S))); figKoma = (int)Finger_Honshogi.Gin3; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P2, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro13), PieceType.S))); figKoma = (int)Finger_Honshogi.Gin4; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P2, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro14), PieceType.S))); figKoma = (int)Finger_Honshogi.Kei1; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P1, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro15), PieceType.N))); //桂 figKoma = (int)Finger_Honshogi.Kei2; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P1, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro16), PieceType.N))); figKoma = (int)Finger_Honshogi.Kei3; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P2, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro17), PieceType.N))); figKoma = (int)Finger_Honshogi.Kei4; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P2, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro18), PieceType.N))); figKoma = (int)Finger_Honshogi.Kyo1; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P1, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro19), PieceType.L))); //香 figKoma = (int)Finger_Honshogi.Kyo2; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P1, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro20), PieceType.L))); figKoma = (int)Finger_Honshogi.Kyo3; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P2, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro21), PieceType.L))); figKoma = (int)Finger_Honshogi.Kyo4; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P2, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro22), PieceType.L))); figKoma = (int)Finger_Honshogi.Fu1; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P1, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro23), PieceType.P))); //歩 figKoma = (int)Finger_Honshogi.Fu2; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P1, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro24), PieceType.P))); figKoma = (int)Finger_Honshogi.Fu3; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P1, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro25), PieceType.P))); figKoma = (int)Finger_Honshogi.Fu4; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P1, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro26), PieceType.P))); figKoma = (int)Finger_Honshogi.Fu5; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P1, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro27), PieceType.P))); figKoma = (int)Finger_Honshogi.Fu6; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P1, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro28), PieceType.P))); figKoma = (int)Finger_Honshogi.Fu7; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P1, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro29), PieceType.P))); figKoma = (int)Finger_Honshogi.Fu8; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P1, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro30), PieceType.P))); figKoma = (int)Finger_Honshogi.Fu9; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P1, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro31), PieceType.P))); figKoma = (int)Finger_Honshogi.Fu10; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P2, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro32), PieceType.P))); //歩 figKoma = (int)Finger_Honshogi.Fu11; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P2, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro33), PieceType.P))); figKoma = (int)Finger_Honshogi.Fu12; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P2, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro34), PieceType.P))); figKoma = (int)Finger_Honshogi.Fu13; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P2, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro35), PieceType.P))); figKoma = (int)Finger_Honshogi.Fu14; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P2, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro36), PieceType.P))); figKoma = (int)Finger_Honshogi.Fu15; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P2, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro37), PieceType.P))); figKoma = (int)Finger_Honshogi.Fu16; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P2, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro38), PieceType.P))); figKoma = (int)Finger_Honshogi.Fu17; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P2, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro39), PieceType.P))); figKoma = (int)Finger_Honshogi.Fu18; buffer_Sky.PutOverwriteOrAdd_Starlight(figKoma, new RO_Starlight(new RO_Star(Playerside.P2, Masu_Honshogi.Query_Basho(Masu_Honshogi.nfukuro40), PieceType.P))); { KifuNode newNode = new KifuNodeImpl( Util_Sky258A.RootMove, //ルートなので new KyokumenWrapper(SkyConst.NewInstance( buffer_Sky, 0//空っぽに戻すので、 0手済みに変更。 )) ); string jsaFugoStr; Util_Functions_Server.SetCurNode_Srv( mainGui.Link_Server.Model_Taikyoku, mainGui.Model_Manual, newNode, out jsaFugoStr); repaintRequest.SetFlag_RefreshRequest(); mainGui.Link_Server.Model_Taikyoku.Kifu.SetProperty(Word_KifuTree.PropName_Startpos, "9/9/9/9/9/9/9/9/9 b K1R1B1G2S2N2L2P9 k1r1b1g2s2n2l2p9 1"); } }