예제 #1
0
        public string Execute(
            ref KifuParserA_Result result,
            Model_Taikyoku model_Taikyoku,
            out KifuParserA_State nextState,
            KifuParserA owner,
            KifuParserA_Genjo genjo
            )
        {
            nextState = this;

            Logger.Error($"(^△^)「{genjo.InputLine}」vs【{this.GetType().Name}】 : さて、どんな内容なんだぜ☆?");

            StartposImporter startposImporter1;
            string           restText;

            bool successful = StartposImporter.TryParse(
                genjo.InputLine,
                out startposImporter1,
                out restText
                );

            genjo.StartposImporter_OrNull = startposImporter1;
            Logger.Error($"(^△^)restText=「{restText}」 successful=【{successful}】");

            if (successful)
            {
                genjo.InputLine = restText;

                //if(null!=genjo.StartposImporter_OrNull)
                //{
                //    // SFENの解析結果を渡すので、
                //    // その解析結果をどう使うかは、委譲します。
                //    owner.Delegate_OnChangeSky_Im(
                //        model_PnlTaikyoku,
                //        genjo,
                //        logTag
                //        );
                //}

                nextState = KifuParserA_StateA2_SfenMoves.GetInstance();
            }
            else
            {
                // 解析に失敗しました。
                //>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
                genjo.ToBreak_Abnormal();
            }

            return(genjo.InputLine);
        }
예제 #2
0
        public static bool TryParse(
            string inputLine,
            out StartposImporter instance,
            out string rest
            )
        {
            bool successful = true;

            ISfenPosition2 ro_SfenStartpos;

            if (!Sfenstring146Conv.ToKyokumen2(inputLine, out rest, out ro_SfenStartpos))
            {
                successful = false;
                instance   = null;
                goto gt_EndMethod;
            }

            instance = new StartposImporter(inputLine, ro_SfenStartpos);

gt_EndMethod:
            return(successful);
        }
예제 #3
0
        public SkyConst ToSky(Playerside kaisiPside, int temezumi)
        {
            // 駒40個に、Finger番号を割り当てておきます。
            SkyBuffer dst_Sky = new SkyBuffer(kaisiPside, temezumi);// 駒数0。
            //SkyBuffer dst_Sky = new SkyBuffer(Util_Sky.New_Komabukuro());// SFENインポート時


            Dictionary <Finger, RO_Star> komaDic = new Dictionary <Finger, RO_Star>();


            // ・インクリメントするので、Finger型ではなく int型で。
            // ・駒を取ったときに、先手後手は浮動するので区別できない。
            // 王 0~1
            int int_fingerK1 = 0;
            int int_fingerK2 = 1;
            // 飛車 2~3
            int int_fingerR1 = 2;
            int int_fingerR2 = 3;
            // 角 4~5
            int int_fingerB1 = 4;
            int int_fingerB2 = 5;
            // 金 6~9
            int int_fingerG1 = 6;
            int int_fingerG2 = 8;
            // 銀 10~13
            int int_fingerS1 = 10;
            int int_fingerS2 = 12;
            // 桂 14~17
            int int_fingerN1 = 14;
            int int_fingerN2 = 16;
            // 香 18~21
            int int_fingerL1 = 18;
            int int_fingerL2 = 20;
            // 歩 22~30,31~39
            int int_fingerP1 = 22;
            int int_fingerP2 = 31;

            //
            // どの升に、どの駒がいるか
            //
            foreach (KeyValuePair <int, RO_Star> entry in this.masubetuKoma_banjo)
            {
                int int_finger;

                // 今回のカウント
                switch (entry.Value.Komasyurui)
                {
                case PieceType.P:
                    switch (entry.Value.Pside)
                    {
                    case Playerside.P1: int_finger = int_fingerP1; break;

                    case Playerside.P2: int_finger = int_fingerP2; break;

                    default: throw new Exception("未対応のプレイヤー番号");
                    }
                    break;

                case PieceType.L:
                    switch (entry.Value.Pside)
                    {
                    case Playerside.P1: int_finger = int_fingerL1; break;

                    case Playerside.P2: int_finger = int_fingerL2; break;

                    default: throw new Exception("未対応のプレイヤー番号");
                    }
                    break;

                case PieceType.N:
                    switch (entry.Value.Pside)
                    {
                    case Playerside.P1: int_finger = int_fingerN1; break;

                    case Playerside.P2: int_finger = int_fingerN2; break;

                    default: throw new Exception("未対応のプレイヤー番号");
                    }
                    break;

                case PieceType.S:
                    switch (entry.Value.Pside)
                    {
                    case Playerside.P1: int_finger = int_fingerS1; break;

                    case Playerside.P2: int_finger = int_fingerS2; break;

                    default: throw new Exception("未対応のプレイヤー番号");
                    }
                    break;

                case PieceType.G:
                    switch (entry.Value.Pside)
                    {
                    case Playerside.P1: int_finger = int_fingerG1; break;

                    case Playerside.P2: int_finger = int_fingerG2; break;

                    default: throw new Exception("未対応のプレイヤー番号");
                    }
                    break;

                case PieceType.K:
                    switch (entry.Value.Pside)
                    {
                    case Playerside.P1: int_finger = int_fingerK1; break;

                    case Playerside.P2: int_finger = int_fingerK2; break;

                    default: throw new Exception("未対応のプレイヤー番号");
                    }
                    break;

                case PieceType.R:
                    switch (entry.Value.Pside)
                    {
                    case Playerside.P1: int_finger = int_fingerR1; break;

                    case Playerside.P2: int_finger = int_fingerR2; break;

                    default: throw new Exception("未対応のプレイヤー番号");
                    }
                    break;

                case PieceType.B:
                    switch (entry.Value.Pside)
                    {
                    case Playerside.P1: int_finger = int_fingerB1; break;

                    case Playerside.P2: int_finger = int_fingerB2; break;

                    default: throw new Exception("未対応のプレイヤー番号");
                    }
                    break;

                case PieceType.PR:
                    switch (entry.Value.Pside)
                    {
                    case Playerside.P1: int_finger = int_fingerR1; break;

                    case Playerside.P2: int_finger = int_fingerR2; break;

                    default: throw new Exception("未対応のプレイヤー番号");
                    }
                    break;

                case PieceType.PB:
                    switch (entry.Value.Pside)
                    {
                    case Playerside.P1: int_finger = int_fingerB1; break;

                    case Playerside.P2: int_finger = int_fingerB2; break;

                    default: throw new Exception("未対応のプレイヤー番号");
                    }
                    break;

                case PieceType.PP:
                    switch (entry.Value.Pside)
                    {
                    case Playerside.P1: int_finger = int_fingerP1; break;

                    case Playerside.P2: int_finger = int_fingerP2; break;

                    default: throw new Exception("未対応のプレイヤー番号");
                    }
                    break;

                case PieceType.PL:
                    switch (entry.Value.Pside)
                    {
                    case Playerside.P1: int_finger = int_fingerL1; break;

                    case Playerside.P2: int_finger = int_fingerL2; break;

                    default: throw new Exception("未対応のプレイヤー番号");
                    }
                    break;

                case PieceType.PN:
                    switch (entry.Value.Pside)
                    {
                    case Playerside.P1: int_finger = int_fingerN1; break;

                    case Playerside.P2: int_finger = int_fingerN2; break;

                    default: throw new Exception("未対応のプレイヤー番号");
                    }
                    break;

                case PieceType.PS:
                    switch (entry.Value.Pside)
                    {
                    case Playerside.P1: int_finger = int_fingerS1; break;

                    case Playerside.P2: int_finger = int_fingerS2; break;

                    default: throw new Exception("未対応のプレイヤー番号");
                    }
                    break;

                default: throw new Exception($"未対応の駒種類=[{entry.Value.Komasyurui}]");
                }

                Debug.Assert(0 <= int_finger && int_finger <= 39, $"finger=[{int_finger}]");

                Debug.Assert(!komaDic.ContainsKey(int_finger), $"finger=[{int_finger}]");

                komaDic.Add(int_finger, entry.Value);


                // カウントアップ
                switch (entry.Value.Komasyurui)
                {
                case PieceType.P:
                    switch (entry.Value.Pside)
                    {
                    case Playerside.P1: int_fingerP1++; break;

                    case Playerside.P2: int_fingerP2++; break;

                    default: throw new Exception("未対応のプレイヤー番号");
                    }
                    break;

                case PieceType.L:
                    switch (entry.Value.Pside)
                    {
                    case Playerside.P1: int_fingerL1++; break;

                    case Playerside.P2: int_fingerL2++; break;

                    default: throw new Exception("未対応のプレイヤー番号");
                    }
                    break;

                case PieceType.N:
                    switch (entry.Value.Pside)
                    {
                    case Playerside.P1: int_fingerN1++; break;

                    case Playerside.P2: int_fingerN2++; break;

                    default: throw new Exception("未対応のプレイヤー番号");
                    }
                    break;

                case PieceType.S:
                    switch (entry.Value.Pside)
                    {
                    case Playerside.P1: int_fingerS1++; break;

                    case Playerside.P2: int_fingerS2++; break;

                    default: throw new Exception("未対応のプレイヤー番号");
                    }
                    break;

                case PieceType.G:
                    switch (entry.Value.Pside)
                    {
                    case Playerside.P1: int_fingerG1++; break;

                    case Playerside.P2: int_fingerG2++; break;

                    default: throw new Exception("未対応のプレイヤー番号");
                    }
                    break;

                case PieceType.K:
                    switch (entry.Value.Pside)
                    {
                    case Playerside.P1: int_fingerK1++; break;

                    case Playerside.P2: int_fingerK2++; break;

                    default: throw new Exception("未対応のプレイヤー番号");
                    }
                    break;

                case PieceType.R:
                    switch (entry.Value.Pside)
                    {
                    case Playerside.P1: int_fingerR1++; break;

                    case Playerside.P2: int_fingerR2++; break;

                    default: throw new Exception("未対応のプレイヤー番号");
                    }
                    break;

                case PieceType.B:
                    switch (entry.Value.Pside)
                    {
                    case Playerside.P1: int_fingerB1++; break;

                    case Playerside.P2: int_fingerB2++; break;

                    default: throw new Exception("未対応のプレイヤー番号");
                    }
                    break;

                case PieceType.PR:
                    switch (entry.Value.Pside)
                    {
                    case Playerside.P1: int_fingerR1++; break;

                    case Playerside.P2: int_fingerR2++; break;

                    default: throw new Exception("未対応のプレイヤー番号");
                    }
                    break;

                case PieceType.PB:
                    switch (entry.Value.Pside)
                    {
                    case Playerside.P1: int_fingerB1++; break;

                    case Playerside.P2: int_fingerB2++; break;

                    default: throw new Exception("未対応のプレイヤー番号");
                    }
                    break;

                case PieceType.PP:
                    switch (entry.Value.Pside)
                    {
                    case Playerside.P1: int_fingerP1++; break;

                    case Playerside.P2: int_fingerP2++; break;

                    default: throw new Exception("未対応のプレイヤー番号");
                    }
                    break;

                case PieceType.PL:
                    switch (entry.Value.Pside)
                    {
                    case Playerside.P1: int_fingerL1++; break;

                    case Playerside.P2: int_fingerL2++; break;

                    default: throw new Exception("未対応のプレイヤー番号");
                    }
                    break;

                case PieceType.PN:
                    switch (entry.Value.Pside)
                    {
                    case Playerside.P1: int_fingerN1++; break;

                    case Playerside.P2: int_fingerN2++; break;

                    default: throw new Exception("未対応のプレイヤー番号");
                    }
                    break;

                case PieceType.PS:
                    switch (entry.Value.Pside)
                    {
                    case Playerside.P1: int_fingerS1++; break;

                    case Playerside.P2: int_fingerS2++; break;

                    default: throw new Exception("未対応のプレイヤー番号");
                    }
                    break;

                default:
                    throw new Exception($"未対応の駒種類=[{entry.Value.Komasyurui}]");
                }
            }

            //
            // 40個の駒が、どの升に居るか
            //
            {
                // finger の順に並べる。
                RO_Star[] komas = new RO_Star[40];

                foreach (KeyValuePair <Finger, RO_Star> entry in komaDic)
                {
                    Debug.Assert(0 <= (int)entry.Key && (int)entry.Key <= 39, $"entry.Key=[{(int)entry.Key}]");

                    komas[(int)entry.Key] = entry.Value;
                }

                // finger の順に追加。
                int komaHandle = 0;
                foreach (RO_Star koma in komas)
                {
                    dst_Sky.PutOverwriteOrAdd_Starlight(
                        komaHandle,
                        new RO_Starlight(
                            //komaHandle,
                            koma
                            )
                        );
                    komaHandle++;
                }
            }

            StartposImporter.Assert_HirateHonsyogi(dst_Sky, $"ToSkyの終了直前 this.InputLine=[{this.InputLine}]");

            return(SkyConst.NewInstance(dst_Sky,
                                        -1//dst_sky で設定済みなのでそのまま。
                                        ));
        }
예제 #4
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="kifu"></param>
        /// <param name="restText"></param>
        /// <param name="startposImporter"></param>
        /// <param name="logTag"></param>
        public static ParsedKyokumen ToParsedKyokumen(
            Model_Manual model_Manual,// Gui局面を使用
            StartposImporter startposImporter,
            KifuParserA_Genjo genjo
            )
        {
            ParsedKyokumen parsedKyokumen = new ParsedKyokumenImpl();

            //------------------------------
            // 初期局面の先後
            //------------------------------
            if (startposImporter.RO_SfenStartpos.PsideIsBlack)
            {
                // 黒は先手。
                parsedKyokumen.FirstPside = Playerside.P1;
            }
            else
            {
                // 白は後手。
                parsedKyokumen.FirstPside = Playerside.P2;
            }

            //------------------------------
            // 駒の配置
            //------------------------------
            parsedKyokumen.KifuNode = new KifuNodeImpl(
                Util_Sky258A.RootMove,    //ルートなので
                new KyokumenWrapper(
                    SkyConst.NewInstance(
                        startposImporter.ToSky(
                            parsedKyokumen.FirstPside,
                            startposImporter.RO_SfenStartpos.Temezumi // FIXME: 将棋所だと常に 1 かも??
                            ),
                        -1                                            // src_Sky_Newで設定済みだからそのまま。
                        )
                    )
                );

            //------------------------------
            // 駒袋に表示されている駒を、駒台に表示されるように移します。
            //------------------------------
            {
                //------------------------------
                // 持ち駒 ▲王
                //------------------------------
                if (0 < startposImporter.RO_SfenStartpos.Moti1K)
                {
                    parsedKyokumen.MotiList.Add(new MotiItemImpl(PieceType.K, startposImporter.RO_SfenStartpos.Moti1K, Playerside.P1));
                }

                //------------------------------
                // 持ち駒 ▲飛
                //------------------------------
                if (0 < startposImporter.RO_SfenStartpos.Moti1R)
                {
                    parsedKyokumen.MotiList.Add(new MotiItemImpl(PieceType.R, startposImporter.RO_SfenStartpos.Moti1R, Playerside.P1));
                }

                //------------------------------
                // 持ち駒 ▲角
                //------------------------------
                if (0 < startposImporter.RO_SfenStartpos.Moti1B)
                {
                    parsedKyokumen.MotiList.Add(new MotiItemImpl(PieceType.B, startposImporter.RO_SfenStartpos.Moti1B, Playerside.P1));
                }

                //------------------------------
                // 持ち駒 ▲金
                //------------------------------
                if (0 < startposImporter.RO_SfenStartpos.Moti1G)
                {
                    parsedKyokumen.MotiList.Add(new MotiItemImpl(PieceType.G, startposImporter.RO_SfenStartpos.Moti1G, Playerside.P1));
                }

                //------------------------------
                // 持ち駒 ▲銀
                //------------------------------
                if (0 < startposImporter.RO_SfenStartpos.Moti1S)
                {
                    parsedKyokumen.MotiList.Add(new MotiItemImpl(PieceType.S, startposImporter.RO_SfenStartpos.Moti1S, Playerside.P1));
                }

                //------------------------------
                // 持ち駒 ▲桂
                //------------------------------
                if (0 < startposImporter.RO_SfenStartpos.Moti1N)
                {
                    parsedKyokumen.MotiList.Add(new MotiItemImpl(PieceType.N, startposImporter.RO_SfenStartpos.Moti1N, Playerside.P1));
                }

                //------------------------------
                // 持ち駒 ▲香
                //------------------------------
                if (0 < startposImporter.RO_SfenStartpos.Moti1L)
                {
                    parsedKyokumen.MotiList.Add(new MotiItemImpl(PieceType.L, startposImporter.RO_SfenStartpos.Moti1L, Playerside.P1));
                }

                //------------------------------
                // 持ち駒 ▲歩
                //------------------------------
                if (0 < startposImporter.RO_SfenStartpos.Moti1P)
                {
                    parsedKyokumen.MotiList.Add(new MotiItemImpl(PieceType.P, startposImporter.RO_SfenStartpos.Moti1P, Playerside.P1));
                }

                //------------------------------
                // 持ち駒 △王
                //------------------------------
                if (0 < startposImporter.RO_SfenStartpos.Moti2k)
                {
                    parsedKyokumen.MotiList.Add(new MotiItemImpl(PieceType.K, startposImporter.RO_SfenStartpos.Moti2k, Playerside.P2));
                }

                //------------------------------
                // 持ち駒 △飛
                //------------------------------
                if (0 < startposImporter.RO_SfenStartpos.Moti2r)
                {
                    parsedKyokumen.MotiList.Add(new MotiItemImpl(PieceType.R, startposImporter.RO_SfenStartpos.Moti2r, Playerside.P2));
                }

                //------------------------------
                // 持ち駒 △角
                //------------------------------
                if (0 < startposImporter.RO_SfenStartpos.Moti2b)
                {
                    parsedKyokumen.MotiList.Add(new MotiItemImpl(PieceType.B, startposImporter.RO_SfenStartpos.Moti2b, Playerside.P2));
                }

                //------------------------------
                // 持ち駒 △金
                //------------------------------
                if (0 < startposImporter.RO_SfenStartpos.Moti2g)
                {
                    parsedKyokumen.MotiList.Add(new MotiItemImpl(PieceType.G, startposImporter.RO_SfenStartpos.Moti2g, Playerside.P2));
                }

                //------------------------------
                // 持ち駒 △銀
                //------------------------------
                if (0 < startposImporter.RO_SfenStartpos.Moti2s)
                {
                    parsedKyokumen.MotiList.Add(new MotiItemImpl(PieceType.S, startposImporter.RO_SfenStartpos.Moti2s, Playerside.P2));
                }

                //------------------------------
                // 持ち駒 △桂
                //------------------------------
                if (0 < startposImporter.RO_SfenStartpos.Moti2n)
                {
                    parsedKyokumen.MotiList.Add(new MotiItemImpl(PieceType.N, startposImporter.RO_SfenStartpos.Moti2n, Playerside.P2));
                }

                //------------------------------
                // 持ち駒 △香
                //------------------------------
                if (0 < startposImporter.RO_SfenStartpos.Moti2l)
                {
                    parsedKyokumen.MotiList.Add(new MotiItemImpl(PieceType.L, startposImporter.RO_SfenStartpos.Moti2l, Playerside.P2));
                }

                //------------------------------
                // 持ち駒 △歩
                //------------------------------
                if (0 < startposImporter.RO_SfenStartpos.Moti2p)
                {
                    parsedKyokumen.MotiList.Add(new MotiItemImpl(PieceType.P, startposImporter.RO_SfenStartpos.Moti2p, Playerside.P2));
                }
            }

            //------------------------------------------------------------------------------------------------------------------------
            // 移動
            //------------------------------------------------------------------------------------------------------------------------
            for (int i = 0; i < parsedKyokumen.MotiList.Count; i++)
            {
                Playerside itaruPside; //(至)先後
                Okiba      itaruOkiba; //(至)置き場

                if (Playerside.P2 == parsedKyokumen.MotiList[i].Playerside)
                {
                    // 宛:後手駒台
                    itaruPside = Playerside.P2;
                    itaruOkiba = Okiba.Gote_Komadai;
                }
                else
                {
                    // 宛:先手駒台
                    itaruPside = Playerside.P1;
                    itaruOkiba = Okiba.Sente_Komadai;
                }


                //------------------------------
                // 駒を、駒袋から駒台に移動させます。
                //------------------------------
                {
                    parsedKyokumen.buffer_Sky = new SkyBuffer(model_Manual.GuiSkyConst);


                    Fingers komas = Util_Sky_FingersQuery.InOkibaKomasyuruiNow(
                        SkyConst.NewInstance( // FIXME: SkyConstではなく、Skyではだめなのか☆?
                            parsedKyokumen.buffer_Sky,
                            -1                //そのまま。
                            ),
                        Okiba.KomaBukuro,
                        parsedKyokumen.MotiList[i].Komasyurui
                        );
                    int moved = 1;
                    foreach (Finger koma in komas.Items)
                    {
                        // 駒台の空いている枡
                        SyElement akiMasu = Util_IttesasuRoutine.GetKomadaiKomabukuroSpace(
                            itaruOkiba,
                            SkyConst.NewInstance(
                                parsedKyokumen.buffer_Sky,
                                -1//そのまま
                                )
                            );

                        parsedKyokumen.buffer_Sky.PutOverwriteOrAdd_Starlight(
                            koma,
                            new RO_Starlight(
                                new RO_Star(
                                    itaruPside,
                                    akiMasu,
                                    parsedKyokumen.MotiList[i].Komasyurui
                                    )
                                )
                            );

                        if (parsedKyokumen.MotiList[i].Maisu <= moved)
                        {
                            break;
                        }

                        moved++;
                    }
                }
            }//for


            return(parsedKyokumen);
        }