refactor: Rename gameRecords to moveHistory
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6022591e99
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2d1ed84be4
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@ -1312,7 +1312,7 @@ void Position::reset_bb()
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}
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}
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void Position::mirror(vector <string> &moveRecords, bool cmdChange /*= true*/)
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void Position::mirror(vector <string> &moveHistory, bool cmdChange /*= true*/)
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{
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Piece ch;
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int f, r;
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@ -1397,7 +1397,7 @@ void Position::mirror(vector <string> &moveRecords, bool cmdChange /*= true*/)
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}
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}
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for (auto &iter : moveRecords) {
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for (auto &iter : moveHistory) {
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args = sscanf(iter.c_str(), "(%1u,%1u)->(%1u,%1u)", &r1, &s1, &r2, &s2);
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if (args >= 4) {
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s1 = (RANK_NB - s1 + 1) % RANK_NB;
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@ -1421,7 +1421,7 @@ void Position::mirror(vector <string> &moveRecords, bool cmdChange /*= true*/)
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}
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}
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void Position::turn(vector <string> &gameRecords, bool cmdChange /*= true*/)
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void Position::turn(vector <string> &moveHistory, bool cmdChange /*= true*/)
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{
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Piece ch;
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int f, r;
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@ -1540,7 +1540,7 @@ void Position::turn(vector <string> &gameRecords, bool cmdChange /*= true*/)
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}
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}
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for (auto &iter : gameRecords) {
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for (auto &iter : moveHistory) {
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args = sscanf(iter.c_str(),
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"(%1u,%1u)->(%1u,%1u)",
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&r1, &s1, &r2, &s2);
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@ -1583,7 +1583,7 @@ void Position::turn(vector <string> &gameRecords, bool cmdChange /*= true*/)
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}
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}
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void Position::rotate(vector <string> &gameRecords, int degrees, bool cmdChange /*= true*/)
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void Position::rotate(vector <string> &moveHistory, int degrees, bool cmdChange /*= true*/)
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{
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degrees = degrees % 360;
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@ -1707,7 +1707,7 @@ void Position::rotate(vector <string> &gameRecords, int degrees, bool cmdChange
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}
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}
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for (auto &iter : gameRecords) {
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for (auto &iter : moveHistory) {
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args = sscanf(iter.c_str(), "(%1u,%1u)->(%1u,%1u)", &r1, &s1, &r2, &s2);
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if (args >= 4) {
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@ -116,9 +116,9 @@ public:
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Color get_winner() const;
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void set_gameover(Color w, GameOverReason reason);
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void mirror(std::vector <std::string> &gameRecords, bool cmdChange = true);
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void turn(std::vector <std::string> &gameRecords, bool cmdChange = true);
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void rotate(std::vector <std::string> &gameRecords, int degrees, bool cmdChange = true);
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void mirror(std::vector <std::string> &moveHistory, bool cmdChange = true);
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void turn(std::vector <std::string> &moveHistory, bool cmdChange = true);
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void rotate(std::vector <std::string> &moveHistory, int degrees, bool cmdChange = true);
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void reset_bb();
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@ -150,10 +150,10 @@ public:
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void put_piece(Piece pc, Square s);
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bool put_piece(File f, Rank r);
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bool put_piece(Square s, bool updategameRecords = false);
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bool put_piece(Square s, bool updateRecord = false);
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bool remove_piece(File f, Rank r);
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bool remove_piece(Square s, bool updategameRecords = false);
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bool remove_piece(Square s, bool updateRecord = false);
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bool move_piece(File f1, Rank r1, File f2, Rank r2);
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bool move_piece(Square from, Square to);
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@ -111,7 +111,7 @@ Game::Game(
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}
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#endif
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gameRecords.reserve(256);
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moveHistory.reserve(256);
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// 安装事件过滤器监视scene的各个事件,
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// 由于我重载了QGraphicsScene,相关事件在重载函数中已设定,不必安装监视器。
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@ -134,7 +134,7 @@ Game::~Game()
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}
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#endif /* ENDGAME_LEARNING */
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gameRecords.clear();
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moveHistory.clear();
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}
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const map<int, QStringList> Game::getActions()
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@ -163,7 +163,7 @@ extern deque<int> openingBookDequeBak;
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void Game::gameStart()
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{
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//gameRecords.clear();
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//moveHistory.clear();
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position.start();
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startTime = time(nullptr);
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@ -201,10 +201,10 @@ void Game::gameReset()
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// 重置游戏
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// WAR
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if (gameRecords.size() > 1) {
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string bak = gameRecords[0];
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gameRecords.clear();
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gameRecords.emplace_back(bak);
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if (moveHistory.size() > 1) {
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string bak = moveHistory[0];
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moveHistory.clear();
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moveHistory.emplace_back(bak);
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}
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position.reset();
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@ -363,8 +363,8 @@ void Game::setRule(int ruleNo, int stepLimited /*= -1*/, int timeLimited /*= -1*
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assert(0);
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}
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string cmd(record);
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gameRecords.clear();
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gameRecords.emplace_back(cmd);
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moveHistory.clear();
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moveHistory.emplace_back(cmd);
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// 重置游戏
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gameReset();
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@ -587,12 +587,12 @@ void Game::flip()
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#ifndef TRAINING_MODE
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stopAndWaitAiThreads();
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position.mirror(gameRecords);
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position.rotate(gameRecords, 180);
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position.mirror(moveHistory);
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position.rotate(moveHistory, 180);
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// 更新棋谱
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int row = 0;
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for (const auto &str : *(game_records())) {
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for (const auto &str : *(move_hostory())) {
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manualListModel.setData(manualListModel.index(row++), str.c_str());
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}
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@ -613,12 +613,12 @@ void Game::mirror()
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#ifndef TRAINING_MODE
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stopAndWaitAiThreads();
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position.mirror(gameRecords);
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position.mirror(moveHistory);
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// 更新棋谱
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int row = 0;
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for (const auto &str : *(game_records())) {
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for (const auto &str : *(move_hostory())) {
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manualListModel.setData(manualListModel.index(row++), str.c_str());
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}
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@ -641,12 +641,12 @@ void Game::turnRight()
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#ifndef TRAINING_MODE
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stopAndWaitAiThreads();
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position.rotate(gameRecords, -90);
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position.rotate(moveHistory, -90);
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// 更新棋谱
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int row = 0;
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for (const auto &str : *(game_records())) {
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for (const auto &str : *(move_hostory())) {
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manualListModel.setData(manualListModel.index(row++), str.c_str());
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}
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@ -667,11 +667,11 @@ void Game::turnLeft()
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#ifndef TRAINING_MODE
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stopAndWaitAiThreads();
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position.rotate(gameRecords, 90);
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position.rotate(moveHistory, 90);
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// 更新棋谱
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int row = 0;
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for (const auto &str : *(game_records())) {
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for (const auto &str : *(move_hostory())) {
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manualListModel.setData(manualListModel.index(row++), str.c_str());
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}
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@ -819,7 +819,7 @@ bool Game::actionPiece(QPointF p)
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manualListModel.removeRows(currentRow + 1, rowCount - currentRow - 1);
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for (int i = 0; i < removeCount; i++) {
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gameRecords.pop_back();
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moveHistory.pop_back();
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}
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// 如果再决出胜负后悔棋,则重新启动计时
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@ -897,7 +897,7 @@ bool Game::actionPiece(QPointF p)
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}
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if (result) {
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gameRecords.emplace_back(position.record);
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moveHistory.emplace_back(position.record);
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// 发信号更新状态栏
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updateScence();
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@ -909,7 +909,7 @@ bool Game::actionPiece(QPointF p)
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int k = 0;
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// 输出命令行
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for (const auto & i : *(game_records())) {
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for (const auto & i : *(move_hostory())) {
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// 跳过已添加的,因标准list容器没有下标
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if (k++ <= currentRow)
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continue;
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@ -960,7 +960,7 @@ bool Game::resign()
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int k = 0;
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// 输出命令行
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for (const auto & i : *(game_records())) {
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for (const auto & i : *(move_hostory())) {
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// 跳过已添加的,因标准list容器没有下标
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if (k++ <= currentRow)
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continue;
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@ -1019,7 +1019,7 @@ bool Game::command(const string &cmd, bool update /* = true */)
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loggerDebug("Computer: %s\n\n", cmd.c_str());
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gameRecords.emplace_back(cmd);
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moveHistory.emplace_back(cmd);
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if (!position.command(cmd.c_str()))
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return false;
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@ -1042,7 +1042,7 @@ bool Game::command(const string &cmd, bool update /* = true */)
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emit statusBarChanged(message);
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// 对于新开局
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if (game_records()->size() <= 1) {
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if (move_hostory()->size() <= 1) {
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manualListModel.removeRows(0, manualListModel.rowCount());
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manualListModel.insertRow(0);
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manualListModel.setData(manualListModel.index(0), position.get_record());
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@ -1052,13 +1052,13 @@ bool Game::command(const string &cmd, bool update /* = true */)
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else {
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currentRow = manualListModel.rowCount() - 1;
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// 跳过已添加行,迭代器不支持+运算符,只能一个个++
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auto i = (game_records()->begin());
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for (int r = 0; i != (game_records())->end(); i++) {
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auto i = (move_hostory()->begin());
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for (int r = 0; i != (move_hostory())->end(); i++) {
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if (r++ > currentRow)
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break;
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}
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// 将新增的棋谱行插入到ListModel
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while (i != game_records()->end()) {
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while (i != move_hostory()->end()) {
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manualListModel.insertRow(++currentRow);
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manualListModel.setData(manualListModel.index(currentRow), (*i++).c_str());
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}
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@ -1479,7 +1479,7 @@ inline std::string Game::char_to_string(char ch)
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}
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}
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void Game::appendGameOverReasonTogameRecords()
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void Game::appendGameOverReasonToMoveHistory()
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{
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if (position.phase != Phase::gameOver) {
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return;
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@ -1517,7 +1517,7 @@ void Game::appendGameOverReasonTogameRecords()
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}
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loggerDebug("%s\n", record);
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gameRecords.emplace_back(record);
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moveHistory.emplace_back(record);
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}
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void Game::setTips()
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@ -1557,7 +1557,7 @@ void Game::setTips()
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break;
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case Phase::gameOver:
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appendGameOverReasonTogameRecords();
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appendGameOverReasonToMoveHistory();
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scoreStr = "比分 " + to_string(p.score[BLACK]) + " : " + to_string(p.score[WHITE]) + ", 和棋 " + to_string(p.score_draw);
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@ -138,12 +138,12 @@ public:
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char color_to_char(Color color);
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std::string char_to_string(char ch);
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void appendGameOverReasonTogameRecords();
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void appendGameOverReasonToMoveHistory();
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void setTips();
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inline const std::vector<std::string> *game_records() const
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inline const std::vector<std::string> *move_hostory() const
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{
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return &gameRecords;
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return &moveHistory;
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}
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time_t get_elapsed_time(int us);
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@ -485,7 +485,7 @@ private:
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// 提示语
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string tips;
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std::vector <std::string> gameRecords;
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std::vector <std::string> moveHistory;
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};
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inline time_t Game::start_timeb() const
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