Esempio n. 1
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	def handle_stone(self, node):
		add = []
		for l in node.prop:
			print "Placing stone at %s" % l
			x, y = util.pos2xy(l)
			add.append((x, y))
			self.add_stone(x, y, util.str2color(node.name))
Esempio n. 2
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	def _remove_stones(self, group):
		remove = []
		for prop in group:
			x, y = util.pos2xy(prop)
			self.remove_stone(x, y)
			remove.append((x, y))
		super(GoBoard, self).remove_stones(remove)
Esempio n. 3
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	def handle_move(self, node):
		"Handle a move. Deal with dead stone, etc. Assuming it's a play node"
		if node.prop == "":
			print "PASS"
			self.emit(QtCore.SIGNAL("newComment(PyQt_PyObject)"), "PASS")
			return []
		else:
			x, y = util.pos2xy(self.game.where().prop)
			return self.play_xy(x, y, util.str2color(self.game.where().name))
Esempio n. 4
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	def refresh_cross(self, node):
		x, y = util.pos2xy(self.game.where().prop)
		if (x, y) in self.marks_pos:
			return
		cx, cy = self.convert_coord((x, y))
		cross = Cross(QtCore.QPointF(cx, cy), 10, self.mask)
		cross.setZValue(10)
		self.scene.addItem(cross)
		self.marks.append(cross)
		self.marks_pos.append((x, y))
Esempio n. 5
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	def go_prev(self):
		prev = self.game.where()
		if not prev.prop == "":
			x, y = util.pos2xy(self.game.where().prop)
			self.remove_stone(x, y)
			super(GoBoard, self).remove_stones([(x, y)])
		try:
			self.game.back()
			self.handle_node(prev, self.game.where(), True)
		except sgf.SGFNoMoreNode:
			pass
Esempio n. 6
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	def _handle_MA(self, locs):
		for l in locs:
			x, y = util.pos2xy(l)
			self.add_mark(x, y, 2)
Esempio n. 7
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	def _handle_SQ(self, locs):
		for l in locs:
			x, y = util.pos2xy(l)
			self.add_square(x, y, 10)
Esempio n. 8
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	def _handle_TR(self, locs):
		for l in locs:
			x, y = util.pos2xy(l)
			self.add_triangle(x, y, 10)
Esempio n. 9
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	def _handle_CR(self, locs):
		for l in locs:
			x, y = util.pos2xy(l)
			self.add_circle(x, y, 10)
Esempio n. 10
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	def _handle_LB(self, labels):
		for l in labels:
			pos, char = l.split(":")
			x, y = util.pos2xy(pos)
			self.add_label(x, y, char)