1 |
=head1 NAME |
2 |
|
3 |
Games::Go::SGF::Grove - SGF I/O |
4 |
|
5 |
=head1 SYNOPSIS |
6 |
|
7 |
use Games::Go::SGF::Grove; |
8 |
# to be written |
9 |
|
10 |
=head1 DESCRIPTION |
11 |
|
12 |
# to be written |
13 |
|
14 |
=over 4 |
15 |
|
16 |
=cut |
17 |
|
18 |
package Games::Go::SGF::Grove; |
19 |
|
20 |
use base Exporter; |
21 |
|
22 |
use utf8; |
23 |
|
24 |
$VERSION = 0.1; |
25 |
|
26 |
no warnings; |
27 |
|
28 |
package Games::Go::SGF::Grove::Parser; |
29 |
|
30 |
my $ws = qr{[\x00-\x20]*}s; |
31 |
my $property; # property => propertyinfo |
32 |
|
33 |
sub new { |
34 |
my $class = shift; |
35 |
bless { @_ }, $class; |
36 |
} |
37 |
|
38 |
sub error { |
39 |
my ($self, $error) = @_; |
40 |
|
41 |
my $tail = substr $self->{sgf}, pos $self->{sgf}, 32; |
42 |
$tail =~ s/[\x00-\x1f]+/ /g; |
43 |
|
44 |
die "$error (at '$tail')"; |
45 |
} |
46 |
|
47 |
sub parse { |
48 |
my ($self, $sgf) = @_; |
49 |
|
50 |
# correct lines |
51 |
if ($sgf =~ /[^\015\012]\015/) { |
52 |
$sgf =~ s/\015\012?/\n/g; |
53 |
} else { |
54 |
$sgf =~ s/\012\015?/\n/g; |
55 |
} |
56 |
|
57 |
$self->{sgf} = $sgf; |
58 |
|
59 |
$self->{FF} = 1; |
60 |
$self->{CA} = 'ISO-8859-1'; |
61 |
$self->{GM} = 1; |
62 |
|
63 |
my @trees; |
64 |
|
65 |
eval { |
66 |
while ($self->{sgf} =~ /\G$ws(?=\()/sgoc) { |
67 |
push @trees, $self->GameTree; |
68 |
} |
69 |
}; |
70 |
|
71 |
die $@ if $@; |
72 |
|
73 |
\@trees |
74 |
} |
75 |
|
76 |
sub GameTree { |
77 |
my ($self) = @_; |
78 |
|
79 |
$self->{sgf} =~ /\G$ws\(/sgoc |
80 |
or $self->error ("GameTree does not start with '('"); |
81 |
|
82 |
my $nodes = $self->Sequence; |
83 |
|
84 |
while ($self->{sgf} =~ /\G$ws(?=\()/sgoc) { |
85 |
push @{$nodes->[-1]{children}}, $self->GameTree; |
86 |
} |
87 |
$self->{sgf} =~ /\G$ws\)/sgoc |
88 |
or $self->error ("GameTree does not end with ')'"); |
89 |
|
90 |
$nodes |
91 |
} |
92 |
|
93 |
sub Sequence { |
94 |
my ($self) = @_; |
95 |
|
96 |
my (@nodes, $node, $name, $value); |
97 |
|
98 |
while ($self->{sgf} =~ /\G$ws;/goc) { |
99 |
push @nodes, $node = {}; |
100 |
# Node |
101 |
while ($self->{sgf} =~ /\G$ws([A-Z]+)/goc) { |
102 |
# Property |
103 |
$name = $1; |
104 |
|
105 |
while ($self->{sgf} =~ /\G$ws\[((?:[^\\\]]*|\\.)*)\]/sgoc) { |
106 |
# PropValue |
107 |
$value = $1; |
108 |
if (defined (my $prop = $property->{$name})) { |
109 |
my (@val) = $prop->{in}->($self, $value, $prop); |
110 |
|
111 |
if ($prop->{is_list}) { |
112 |
push @{$node->{$name}}, @val |
113 |
} else { |
114 |
$node->{$name} = $val[0]; |
115 |
} |
116 |
} else { |
117 |
warn "unknown property '$name', will be saved unchanged."; |
118 |
$node->{$name} = $value; |
119 |
} |
120 |
} |
121 |
} |
122 |
} |
123 |
|
124 |
\@nodes |
125 |
} |
126 |
|
127 |
############################################################################# |
128 |
|
129 |
=head2 Property Type Structure |
130 |
|
131 |
A property type is a hash like this: |
132 |
|
133 |
{ |
134 |
name => "SQ", |
135 |
group => { |
136 |
name => "Markup properties", |
137 |
restrictions => "CR, MA, SL, SQ and TR points must be unique, ...", |
138 |
}, |
139 |
related => "TR, CR, LB, SL, AR, MA, LN", |
140 |
function => "Marks the given points with a square.\nPoints must be unique.", |
141 |
propertytype => "-", |
142 |
propvalue => "list of point" |
143 |
is_list => 1, |
144 |
} |
145 |
|
146 |
=cut |
147 |
|
148 |
|
149 |
{ |
150 |
my ($group, $name, $value, $prop); |
151 |
|
152 |
my (%char2coord, %coord2char); |
153 |
|
154 |
{ |
155 |
my @coord = ("a" .. "z", "A" .. "Z"); |
156 |
for (0.. $#coord) { |
157 |
$char2coord{ $coord[$_] } = $_; |
158 |
$coord2char{ $_ } = $coord[$_]; |
159 |
} |
160 |
} |
161 |
|
162 |
sub _parsetype { |
163 |
for (shift) { |
164 |
if (s/e?list of //) { |
165 |
$prop->{is_list} = 1; |
166 |
return _parsetype($_); |
167 |
} elsif (s/composed (\S+)\s+(?:':'\s+)?(\S+)//) { |
168 |
my ($i, $o) = ($1, $2); |
169 |
my ($i1, $o1, $i2, $o2) = (_parsetype($i), _parsetype($o)); |
170 |
return ( |
171 |
sub { |
172 |
if ($_[1] =~ /^((?:[^\\:]+|\\.)*)(?::(.*))$/s) { |
173 |
# or $_[0]->error ("'Compose' ($i:$o) expected, got '$_[1]'"); |
174 |
my ($l, $r) = ($1, $2); |
175 |
|
176 |
[ |
177 |
$i1->($_[0], $l), |
178 |
defined $r ? $i2->($_[0], $r) : undef, |
179 |
], |
180 |
} else { |
181 |
# yes, this is not according to standard, but lets handle it somehow anyway |
182 |
[ $i1->($_[0], $l) ] |
183 |
} |
184 |
}, |
185 |
sub { |
186 |
$o1->($_[0], $_[1][0]) |
187 |
. (defined $_[1][1] |
188 |
? ":" . $o1->($_[0], $_[1][0]) |
189 |
: ""), |
190 |
}, |
191 |
); |
192 |
} elsif (s/double//) { |
193 |
return ( |
194 |
sub { |
195 |
$_[1] =~ /^[12]$/ |
196 |
or $self->error ("'Double' (1|2) expected, got '$_[1]'"); |
197 |
$_[1] |
198 |
}, |
199 |
sub { |
200 |
$_[1] |
201 |
}, |
202 |
); |
203 |
} elsif (s/color//) { |
204 |
return ( |
205 |
sub { |
206 |
$_[1] =~ /^[BW]$/i |
207 |
or $self->error ("'Color' (B|W) expected, got '$_[1]'"); |
208 |
lc $_[1] |
209 |
}, |
210 |
sub { |
211 |
uc $_[1] |
212 |
}, |
213 |
); |
214 |
} elsif (s/none//) { |
215 |
return ( |
216 |
sub { |
217 |
$_[1] =~ /^$/i |
218 |
or $self->error ("'None' expected, got '$_[1]'"); |
219 |
undef |
220 |
}, |
221 |
sub { |
222 |
"", |
223 |
}, |
224 |
); |
225 |
} elsif (s/point// || s/move// || s/stone//) { |
226 |
return ( |
227 |
sub { |
228 |
if ($_[2]->{is_list}) { |
229 |
if ($_[1] =~ /^([^:]+):(.*)$/) { |
230 |
my ($ul, $dr) = ($1, $2); |
231 |
my ($x1, $y1) = map $char2coord{$_}, split //, $ul; |
232 |
my ($x2, $y2) = map $char2coord{$_}, split //, $dr; |
233 |
my @stones; |
234 |
for (my $d = $x1; $d < $x2; $d++) { |
235 |
for (my $i = $y1; $i < $y2; $i++) { |
236 |
push @stones, [$d, $i]; |
237 |
} |
238 |
} |
239 |
return @stones; |
240 |
} |
241 |
} |
242 |
$_[1] =~ /^(.)(.)$/ |
243 |
? [ $char2coord{$1}, $char2coord{$2} ] |
244 |
: [] |
245 |
}, |
246 |
sub { |
247 |
die; |
248 |
}, |
249 |
); |
250 |
} elsif (s/real//) { |
251 |
return ( |
252 |
sub { |
253 |
$_[1] =~ /^[+-]?[0-9]*\.?[0-9]*$/i |
254 |
or $self->error ("'Real' expected, got '$_[1]'"); |
255 |
$_[1]+0, |
256 |
}, |
257 |
sub { |
258 |
$_[1]+0, |
259 |
}, |
260 |
); |
261 |
} elsif (s/number//) { |
262 |
return ( |
263 |
sub { |
264 |
$_[1] =~ /^[+-]?[0-9]*$/i |
265 |
or $self->error ("'Number' expected, got '$_[1]'"); |
266 |
$_[1]+0, |
267 |
}, |
268 |
sub { |
269 |
int $_[1], |
270 |
}, |
271 |
); |
272 |
} elsif (s/text//) { |
273 |
return ( |
274 |
sub { |
275 |
$_[1], |
276 |
}, |
277 |
sub { |
278 |
die; |
279 |
}, |
280 |
); |
281 |
} elsif (s/simpletext//i) { |
282 |
return ( |
283 |
sub { |
284 |
$_[1], |
285 |
}, |
286 |
sub { |
287 |
die; |
288 |
}, |
289 |
); |
290 |
} else { |
291 |
die "FATAL: garbled DATA section, unknown type '$_'"; |
292 |
|
293 |
} |
294 |
} |
295 |
} |
296 |
|
297 |
while (<DATA>) { |
298 |
if (/^(\S+):\t(.*)/) { |
299 |
if ($name eq "Restrictions") { |
300 |
$group->{restrictions} = $value; |
301 |
} elsif ($name eq "Property") { |
302 |
$property->{$value} = |
303 |
$prop = { |
304 |
name => $value, |
305 |
group => $group, |
306 |
}; |
307 |
} elsif ($name ne "") { |
308 |
$prop->{lc $name} = $value; |
309 |
if ($name eq "Propvalue") { |
310 |
($prop->{in}, $prop->{out}) = _parsetype $value; |
311 |
} |
312 |
} |
313 |
$name = $1; |
314 |
$value = $2; |
315 |
} elsif (/^\t\t(.*)/) { |
316 |
$value .= "\n$1"; |
317 |
} elsif (/(\S.*)/) { |
318 |
$group = { |
319 |
name => $1, |
320 |
}; |
321 |
} elsif (/^$/) { |
322 |
# nop |
323 |
} else { |
324 |
die "FATAL: DATA section garbled\n"; |
325 |
} |
326 |
} |
327 |
} |
328 |
|
329 |
1; |
330 |
|
331 |
=back |
332 |
|
333 |
=head1 AUTHOR |
334 |
|
335 |
Marc Lehmann <schmorp@schmorp.de> |
336 |
Robin Redeker <elmex@ta-sa.org> |
337 |
|
338 |
=cut |
339 |
|
340 |
# now node descriptions follow |
341 |
|
342 |
__DATA__ |
343 |
Move properties |
344 |
|
345 |
Property: B |
346 |
Propvalue: move |
347 |
Propertytype: move |
348 |
Function: Execute a black move. This is one of the most used properties |
349 |
in actual collections. As long as |
350 |
the given move is syntactically correct it should be executed. |
351 |
It doesn't matter if the move itself is illegal |
352 |
(e.g. recapturing a ko in a Go game). |
353 |
Have a look at how to execute a Go-move. |
354 |
B and W properties must not be mixed within a node. |
355 |
Related: W, KO |
356 |
|
357 |
Property: KO |
358 |
Propvalue: none |
359 |
Propertytype: move |
360 |
Function: Execute a given move (B or W) even it's illegal. This is |
361 |
an optional property, SGF viewers themselves should execute |
362 |
ALL moves. It's purpose is to make it easier for other |
363 |
applications (e.g. computer-players) to deal with illegal |
364 |
moves. A KO property without a black or white move within |
365 |
the same node is illegal. |
366 |
Related: W, B |
367 |
|
368 |
Property: MN |
369 |
Propvalue: number |
370 |
Propertytype: move |
371 |
Function: Sets the move number to the given value, i.e. a move |
372 |
specified in this node has exactly this move-number. This |
373 |
can be useful for variations or printing. |
374 |
Related: B, W, FG, PM |
375 |
|
376 |
Property: W |
377 |
Propvalue: move |
378 |
Propertytype: move |
379 |
Function: Execute a white move. This is one of the most used properties |
380 |
in actual collections. As long as |
381 |
the given move is syntactically correct it should be executed. |
382 |
It doesn't matter if the move itself is illegal |
383 |
(e.g. recapturing a ko in a Go game). |
384 |
Have a look at how to execute a Go-move. |
385 |
B and W properties must not be mixed within a node. |
386 |
Related: B, KO |
387 |
|
388 |
Setup properties |
389 |
Restrictions: AB, AW and AE must have unique points, i.e. it is illegal to place different colors on the same point within one node. |
390 |
AB, AW and AE values which don't change the board, e.g. placing a black stone with AB[] over a black stone that's already there, is bad style. Applications may want to delete these values and issue a warning. |
391 |
|
392 |
Property: AB |
393 |
Propvalue: list of stone |
394 |
Propertytype: setup |
395 |
Function: Add black stones to the board. This can be used to set up |
396 |
positions or problems. Adding is done by 'overwriting' the |
397 |
given point with black stones. It doesn't matter what |
398 |
was there before. Adding a stone doesn't make any prisoners |
399 |
nor any other captures (e.g. suicide). Thus it's possible |
400 |
to create illegal board positions. |
401 |
Points used in stone type must be unique. |
402 |
Related: AW, AE, PL |
403 |
|
404 |
Property: AE |
405 |
Propvalue: list of point |
406 |
Propertytype: setup |
407 |
Function: Clear the given points on the board. This can be used |
408 |
to set up positions or problems. Clearing is done by |
409 |
'overwriting' the given points, so that they contain no |
410 |
stones. It doesn't matter what was there before. |
411 |
Clearing doesn't count as taking prisoners. |
412 |
Points must be unique. |
413 |
Related: AB, AW, PL |
414 |
|
415 |
Property: AW |
416 |
Propvalue: list of stone |
417 |
Propertytype: setup |
418 |
Function: Add white stones to the board. This can be used to set up |
419 |
positions or problems. Adding is done by 'overwriting' the |
420 |
given points with white stones. It doesn't matter what |
421 |
was there before. Adding a stone doesn't make any prisoners |
422 |
nor any other captures (e.g. suicide). Thus it's possible |
423 |
to create illegal board positions. |
424 |
Points used in stone type must be unique. |
425 |
Related: AB, AE, PL |
426 |
|
427 |
Property: PL |
428 |
Propvalue: color |
429 |
Propertytype: setup |
430 |
Function: PL tells whose turn it is to play. This can be used when |
431 |
setting up positions or problems. |
432 |
Related: AE, AB, AW |
433 |
|
434 |
Node annotation properties |
435 |
|
436 |
Property: C |
437 |
Propvalue: text |
438 |
Propertytype: - |
439 |
Function: Provides a comment text for the given node. The purpose of |
440 |
providing both a node name and a comment is to have a short |
441 |
identifier like "doesn't work" or "Dia. 15" that can be |
442 |
displayed directly with the properties of the node, even if |
443 |
the comment is turned off or shown in a separate window. |
444 |
See text-type for more info. |
445 |
Related: N, ST, V, UC, DM, HO |
446 |
|
447 |
Property: DM |
448 |
Propvalue: double |
449 |
Propertytype: - |
450 |
Function: The position is even. SGF viewers should display a |
451 |
message. This property may indicate main variations in |
452 |
opening libraries (joseki) too. Thus DM[2] indicates an |
453 |
even result for both players and that this is a main |
454 |
variation of this joseki/opening. |
455 |
This property must not be mixed with UC, GB or GW |
456 |
within a node. |
457 |
Related: UC, GW, GB |
458 |
|
459 |
Property: GB |
460 |
Propvalue: double |
461 |
Propertytype: - |
462 |
Function: Something good for black. SGF viewers should display a |
463 |
message. The property is not related to any specific place |
464 |
on the board, but marks the whole node instead. |
465 |
GB must not be mixed with GW, DM or UC within a node. |
466 |
Related: GW, C, UC, DM |
467 |
|
468 |
Property: GW |
469 |
Propvalue: double |
470 |
Propertytype: - |
471 |
Function: Something good for white. SGF viewers should display a |
472 |
message. The property is not related to any specific place |
473 |
on the board, but marks the whole node instead. |
474 |
GW must not be mixed with GB, DM or UC within a node. |
475 |
Related: GB, C, UC, DM |
476 |
|
477 |
Property: HO |
478 |
Propvalue: double |
479 |
Propertytype: - |
480 |
Function: Node is a 'hotspot', i.e. something interesting (e.g. |
481 |
node contains a game-deciding move). |
482 |
SGF viewers should display a message. |
483 |
The property is not related to any specific place |
484 |
on the board, but marks the whole node instead. |
485 |
Sophisticated applications could implement the navigation |
486 |
command next/previous hotspot. |
487 |
Related: GB, GW, C, UC, DM |
488 |
|
489 |
Property: N |
490 |
Propvalue: simpletext |
491 |
Propertytype: - |
492 |
Function: Provides a name for the node. For more info have a look at |
493 |
the C-property. |
494 |
Related: C, ST, V |
495 |
|
496 |
Property: UC |
497 |
Propvalue: double |
498 |
Propertytype: - |
499 |
Function: The position is unclear. SGF viewers should display a |
500 |
message. This property must not be mixed with DM, GB or GW |
501 |
within a node. |
502 |
Related: DM, GW, GB |
503 |
|
504 |
Property: V |
505 |
Propvalue: real |
506 |
Propertytype: - |
507 |
Function: Define a value for the node. Positive values are good for |
508 |
black, negative values are good for white. |
509 |
The interpretation of particular values is game-specific. |
510 |
In Go, this is the estimated score. |
511 |
Related: C, N, RE |
512 |
|
513 |
Move annotation properties |
514 |
Restrictions: Move annotation properties without a move (B[] or W[]) within the same node are senseless and therefore illegal. Applications should delete such properties and issue a warning. |
515 |
BM, TE, DO and IT are mutual exclusive, i.e. they must not be mixed within a single node. |
516 |
|
517 |
Property: BM |
518 |
Propvalue: double |
519 |
Propertytype: move |
520 |
Function: The played move is bad. |
521 |
Viewers should display a message. |
522 |
Related: TE, DO, IT |
523 |
|
524 |
Property: DO |
525 |
Propvalue: none |
526 |
Propertytype: move |
527 |
Function: The played move is doubtful. |
528 |
Viewers should display a message. |
529 |
Related: BM, TE, IT |
530 |
|
531 |
Property: IT |
532 |
Propvalue: none |
533 |
Propertytype: move |
534 |
Function: The played move is interesting. |
535 |
Viewers should display a message. |
536 |
Related: BM, DO, TE |
537 |
|
538 |
Property: TE |
539 |
Propvalue: double |
540 |
Propertytype: move |
541 |
Function: The played move is a tesuji (good move). |
542 |
Viewers should display a message. |
543 |
Related: BM, DO, IT |
544 |
|
545 |
Markup properties |
546 |
Restrictions: CR, MA, SL, SQ and TR points must be unique, i.e. it's illegal to have two or more of these markups on the same point within a node. |
547 |
|
548 |
Property: AR |
549 |
Propvalue: list of composed point point |
550 |
Propertytype: - |
551 |
Function: Viewers should draw an arrow pointing FROM the first point |
552 |
TO the second point. |
553 |
It's illegal to specify the same arrow twice, |
554 |
e.g. (Go) AR[aa:bb][aa:bb]. Different arrows may have the same |
555 |
starting or ending point though. |
556 |
It's illegal to specify a one point arrow, e.g. AR[cc:cc] |
557 |
as it's impossible to tell into which direction the |
558 |
arrow points. |
559 |
Related: TR, CR, LB, SL, MA, SQ, LN |
560 |
|
561 |
Property: CR |
562 |
Propvalue: list of point |
563 |
Propertytype: - |
564 |
Function: Marks the given points with a circle. |
565 |
Points must be unique. |
566 |
Related: TR, MA, LB, SL, AR, SQ, LN |
567 |
|
568 |
Property: DD |
569 |
Propvalue: elist of point |
570 |
Propertytype: inherit |
571 |
Function: Dim (grey out) the given points. |
572 |
DD[] clears any setting, i.e. it undims everything. |
573 |
Related: VW |
574 |
|
575 |
Property: LB |
576 |
Propvalue: list of composed point simpletext |
577 |
Propertytype: - |
578 |
Function: Writes the given text on the board. The text should be |
579 |
centered around the given point. Note: there's no longer |
580 |
a restriction to the length of the text to be displayed. |
581 |
Have a look at the FF4 example file on possibilities |
582 |
to display long labels (pictures five and six). |
583 |
Points must be unique. |
584 |
Related: TR, CR, MA, SL, AR, SQ, LN |
585 |
|
586 |
Property: LN |
587 |
Propvalue: list of composed point point |
588 |
Propertytype: - |
589 |
Function: Applications should draw a simple line form one point |
590 |
to the other. |
591 |
It's illegal to specify the same line twice, |
592 |
e.g. (Go) LN[aa:bb][aa:bb]. Different lines may have the same |
593 |
starting or ending point though. |
594 |
It's illegal to specify a one point line, e.g. LN[cc:cc]. |
595 |
Related: TR, CR, MA, SL, AR, SQ, LB |
596 |
|
597 |
|
598 |
Property: MA |
599 |
Propvalue: list of point |
600 |
Propertytype: - |
601 |
Function: Marks the given points with an 'X'. |
602 |
Points must be unique. |
603 |
Related: TR, CR, LB, SL, AR, SQ, LN |
604 |
|
605 |
Property: SL |
606 |
Propvalue: list of point |
607 |
Propertytype: - |
608 |
Function: Selected points. Type of markup unknown |
609 |
(though SGB inverts the colors of the given points). |
610 |
Points must be unique. |
611 |
Related: TR, CR, LB, MA, AR, LN |
612 |
|
613 |
Property: SQ |
614 |
Propvalue: list of point |
615 |
Propertytype: - |
616 |
Function: Marks the given points with a square. |
617 |
Points must be unique. |
618 |
Related: TR, CR, LB, SL, AR, MA, LN |
619 |
|
620 |
Property: TR |
621 |
Propvalue: list of point |
622 |
Propertytype: - |
623 |
Function: Marks the given points with a triangle. |
624 |
Points must be unique. |
625 |
Related: MA, CR, LB, SL, AR, LN |
626 |
|
627 |
Root properties |
628 |
|
629 |
Property: AP |
630 |
Propvalue: composed simpletext simpletext |
631 |
Propertytype: root |
632 |
Function: Provides the name and version number of the application used |
633 |
to create this gametree. |
634 |
The name should be unique and must not be changed for |
635 |
different versions of the same program. |
636 |
The version number itself may be of any kind, but the format |
637 |
used must ensure that by using an ordinary string-compare, |
638 |
one is able to tell if the version is lower or higher |
639 |
than another version number. |
640 |
Here's the list of known applications and their names: |
641 |
|
642 |
Application System Name |
643 |
--------------------------- ----------- -------------------- |
644 |
[CGoban:1.6.2] Unix CGoban |
645 |
[Hibiscus:2.1] Windows 95 Hibiscus Go Editor |
646 |
[IGS:5.0] Internet Go Server |
647 |
[Many Faces of Go:10.0] Windows 95 The Many Faces of Go |
648 |
[MGT:?] DOS/Unix MGT |
649 |
[NNGS:?] Unix No Name Go Server |
650 |
[Primiview:3.0] Amiga OS3.0 Primiview |
651 |
[SGB:?] Macintosh Smart Game Board |
652 |
[SmartGo:1.0] Windows SmartGo |
653 |
|
654 |
Related: FF, GM, SZ, ST, CA |
655 |
|
656 |
Property: CA |
657 |
Propvalue: simpletext |
658 |
Propertytype: root |
659 |
Function: Provides the used charset for SimpleText and Text type. |
660 |
Default value is 'ISO-8859-1' aka 'Latin1'. |
661 |
Only charset names (or their aliases) as specified in RFC 1345 |
662 |
(or updates thereof) are allowed. |
663 |
Basically this field uses the same names as MIME messages in |
664 |
their 'charset=' field (in Content-Type). |
665 |
RFC's can be obtained via FTP from DS.INTERNIC.NET, |
666 |
NIS.NSF.NET, WUARCHIVE.WUSTL.EDU, SRC.DOC.IC.AC.UK |
667 |
or FTP.IMAG.FR. |
668 |
Related: FF, C, text type |
669 |
|
670 |
Property: FF |
671 |
Propvalue: number (range: 1-4) |
672 |
Propertytype: root |
673 |
Function: Defines the used file format. For difference between those |
674 |
formats have a look at the history of SGF. |
675 |
Default value: 1 |
676 |
Applications must be able to deal with different file formats |
677 |
within a collection. |
678 |
Related: GM, SZ, ST, AP, CA |
679 |
|
680 |
Property: GM |
681 |
Propvalue: number (range: 1-16) |
682 |
Propertytype: root |
683 |
Function: Defines the type of game, which is stored in the current |
684 |
gametree. The property should help applications |
685 |
to reject games, they cannot handle. |
686 |
Valid numbers are: Go = 1, Othello = 2, chess = 3, |
687 |
Gomoku+Renju = 4, Nine Men's Morris = 5, Backgammon = 6, |
688 |
Chinese chess = 7, Shogi = 8, Lines of Action = 9, |
689 |
Ataxx = 10, Hex = 11, Jungle = 12, Neutron = 13, |
690 |
Philosopher's Football = 14, Quadrature = 15, Trax = 16, |
691 |
Tantrix = 17, Amazons = 18, Octi = 19, Gess = 20. |
692 |
Default value: 1 |
693 |
Different kind of games may appear within a collection. |
694 |
Related: FF, SZ, ST, AP, CA |
695 |
|
696 |
Property: ST |
697 |
Propvalue: number (range: 0-3) |
698 |
Propertytype: root |
699 |
Function: Defines how variations should be shown (this is needed to |
700 |
synchronize the comments with the variations). If ST is omitted |
701 |
viewers should offer the possibility to change the mode online. |
702 |
Basically most programs show variations in two ways: |
703 |
as markup on the board (if the variation contains a move) |
704 |
and/or as a list (in a separate window). |
705 |
The style number consists two options. |
706 |
1) show variations of successor node (children) (value: 0) |
707 |
show variations of current node (siblings) (value: 1) |
708 |
affects markup & list |
709 |
2) do board markup (value: 0) |
710 |
no (auto-) board markup (value: 2) |
711 |
affects markup only. |
712 |
Using no board markup could be used in problem collections |
713 |
or if variations are marked by subsequent properties. |
714 |
Viewers should take care, that the automatic variation |
715 |
board markup DOESN'T overwrite any markup of other |
716 |
properties. |
717 |
The final number is calculated by adding the values of each |
718 |
option. Example: 3 = no board markup/variations of current node |
719 |
1 = board markup/variations of current node |
720 |
Default value: 0 |
721 |
Related: C, FF, GM, SZ, AP, CA |
722 |
|
723 |
Property: SZ |
724 |
Propvalue: composed number number |
725 |
Propertytype: root |
726 |
Function: Defines the size of the board. If only a single value |
727 |
is given, the board is a square; with two numbers given, |
728 |
rectangular boards are possible. |
729 |
If a rectangular board is specified, the first number specifies |
730 |
the number of columns, the second provides the number of rows. |
731 |
Square boards must not be defined using the compose type |
732 |
value: e.g. SZ[19:19] is illegal. |
733 |
The valid range for SZ is any size greater or equal to 1x1. |
734 |
For Go games the maximum size is limited to 52x52. |
735 |
Default value: game specific |
736 |
for Go: 19 (square board) |
737 |
for Chess: 8 (square board) |
738 |
Different board sizes may appear within a collection. |
739 |
See move-/point-type for more info. |
740 |
Related: FF, GM, ST, AP, CA |
741 |
|
742 |
Game info properties |
743 |
|
744 |
Property: AN |
745 |
Propvalue: simpletext |
746 |
Propertytype: game-info |
747 |
Function: Provides the name of the person, who made the annotations |
748 |
to the game. |
749 |
Related: US, SO, CP |
750 |
|
751 |
Property: BR |
752 |
Propvalue: simpletext |
753 |
Propertytype: game-info |
754 |
Function: Provides the rank of the black player. |
755 |
For Go (GM[1]) the following format is recommended: |
756 |
"..k" or "..kyu" for kyu ranks and |
757 |
"..d" or "..dan" for dan ranks. |
758 |
Go servers may want to add '?' for an uncertain rating and |
759 |
'*' for an established rating. |
760 |
Related: PB, BT, WR |
761 |
|
762 |
Property: BT |
763 |
Propvalue: simpletext |
764 |
Propertytype: game-info |
765 |
Function: Provides the name of the black team, if game was part of a |
766 |
team-match (e.g. China-Japan Supermatch). |
767 |
Related: PB, PW, WT |
768 |
|
769 |
Property: CP |
770 |
Propvalue: simpletext |
771 |
Propertytype: game-info |
772 |
Function: Any copyright information (e.g. for the annotations) should |
773 |
be included here. |
774 |
Related: US, SO, AN |
775 |
|
776 |
Property: DT |
777 |
Propvalue: simpletext |
778 |
Propertytype: game-info |
779 |
Function: Provides the date when the game was played. |
780 |
It is MANDATORY to use the ISO-standard format for DT. |
781 |
Note: ISO format implies usage of the Gregorian calendar. |
782 |
Syntax: |
783 |
"YYYY-MM-DD" year (4 digits), month (2 digits), day (2 digits) |
784 |
Do not use other separators such as "/", " ", "," or ".". |
785 |
Partial dates are allowed: |
786 |
"YYYY" - game was played in YYYY |
787 |
"YYYY-MM" - game was played in YYYY, month MM |
788 |
For games that last more than one day: separate other dates |
789 |
by a comma (no spaces!); following shortcuts may be used: |
790 |
"MM-DD" - if preceded by YYYY-MM-DD, YYYY-MM, MM-DD, MM or DD |
791 |
"MM" - if preceded by YYYY-MM or MM |
792 |
"DD" - if preceded by YYYY-MM-DD, MM-DD or DD |
793 |
Shortcuts acquire the last preceding YYYY and MM (if |
794 |
necessary). |
795 |
Note: interpretation is done from left to right. |
796 |
Examples: |
797 |
1996-05,06 = played in May,June 1996 |
798 |
1996-05-06,07,08 = played on 6th,7th,8th May 1996 |
799 |
1996,1997 = played in 1996 and 1997 |
800 |
1996-12-27,28,1997-01-03,04 = played on 27th,28th |
801 |
of December 1996 and on 3rd,4th January 1997 |
802 |
Note: it's recommended to use shortcuts whenever possible, |
803 |
e.g. 1997-05-05,06 instead of 1997-05-05,1997-05-06 |
804 |
Related: EV, RO, PC, RU, RE, TM |
805 |
|
806 |
Property: EV |
807 |
Propvalue: simpletext |
808 |
Propertytype: game-info |
809 |
Function: Provides the name of the event (e.g. tournament). |
810 |
Additional information (e.g. final, playoff, ..) |
811 |
shouldn't be included (see RO). |
812 |
Related: GC, RO, DT, PC, RU, RE, TM |
813 |
|
814 |
Property: GN |
815 |
Propvalue: simpletext |
816 |
Propertytype: game-info |
817 |
Function: Provides a name for the game. The name is used to |
818 |
easily find games within a collection. |
819 |
The name should therefore contain some helpful information |
820 |
for identifying the game. 'GameName' could also be used |
821 |
as the file-name, if a collection is split into |
822 |
single files. |
823 |
Related: GC, EV, DT, PC, RO, ID |
824 |
|
825 |
Property: GC |
826 |
Propvalue: text |
827 |
Propertytype: game-info |
828 |
Function: Provides some extra information about the following game. |
829 |
The intend of GC is to provide some background information |
830 |
and/or to summarize the game itself. |
831 |
Related: GN, ON, AN, CP |
832 |
|
833 |
Property: ON |
834 |
Propvalue: simpletext |
835 |
Propertytype: game-info |
836 |
Function: Provides some information about the opening played |
837 |
(e.g. san-ren-sei, Chinese fuseki, etc.). |
838 |
Related: GN, GC |
839 |
|
840 |
Property: OT |
841 |
Propvalue: simpletext |
842 |
Propertytype: game-info |
843 |
Function: Describes the method used for overtime (byo-yomi). |
844 |
Examples: "5 mins Japanese style, 1 move / min", |
845 |
"25 moves / 10 min". |
846 |
Related: TM, BL, WL, OB, OW |
847 |
|
848 |
Property: PB |
849 |
Propvalue: simpletext |
850 |
Propertytype: game-info |
851 |
Function: Provides the name of the black player. |
852 |
Related: PW, BT, WT |
853 |
|
854 |
Property: PC |
855 |
Propvalue: simpletext |
856 |
Propertytype: game-info |
857 |
Function: Provides the place where the games was played. |
858 |
Related: EV, DT, RO, RU, RE, TM |
859 |
|
860 |
Property: PW |
861 |
Propvalue: simpletext |
862 |
Propertytype: game-info |
863 |
Function: Provides the name of the white player. |
864 |
Related: PB, BT, WT |
865 |
|
866 |
Property: RE |
867 |
Propvalue: simpletext |
868 |
Propertytype: game-info |
869 |
Function: Provides the result of the game. It is MANDATORY to use the |
870 |
following format: |
871 |
"0" (zero) or "Draw" for a draw (jigo), |
872 |
"B+" ["score"] for a black win and |
873 |
"W+" ["score"] for a white win |
874 |
Score is optional (some games don't have a score e.g. chess). |
875 |
If the score is given it has to be given as a real value, |
876 |
e.g. "B+0.5", "W+64", "B+12.5" |
877 |
Use "B+R" or "B+Resign" and "W+R" or "W+Resign" for a win by |
878 |
resignation. Applications must not write "Black resigns". |
879 |
Use "B+T" or "B+Time" and "W+T" or "W+Time" for a win on time, |
880 |
"B+F" or "B+Forfeit" and "W+F" or "W+Forfeit" for a win by |
881 |
forfeit, |
882 |
"Void" for no result or suspended play and |
883 |
"?" for an unknown result. |
884 |
|
885 |
Related: EV, DT, PC, RO, RU, TM |
886 |
|
887 |
Property: RO |
888 |
Propvalue: simpletext |
889 |
Propertytype: game-info |
890 |
Function: Provides round-number and type of round. It should be |
891 |
written in the following way: RO[xx (tt)], where xx is the |
892 |
number of the round and (tt) the type: |
893 |
final, playoff, league, ... |
894 |
Related: EV, DT, PC, RU, RE, TM |
895 |
|
896 |
Property: RU |
897 |
Propvalue: simpletext |
898 |
Propertytype: game-info |
899 |
Function: Provides the used rules for this game. |
900 |
Because there are many different rules, SGF requires |
901 |
mandatory names only for a small set of well known rule sets. |
902 |
Note: it's beyond the scope of this specification to give an |
903 |
exact specification of these rule sets. |
904 |
Mandatory names for Go (GM[1]): |
905 |
"AGA" (rules of the American Go Association) |
906 |
"GOE" (the Ing rules of Goe) |
907 |
"Japanese" (the Nihon-Kiin rule set) |
908 |
"NZ" (New Zealand rules) |
909 |
|
910 |
Related: EV, DT, PC, RO, RE, TM |
911 |
|
912 |
Property: SO |
913 |
Propvalue: simpletext |
914 |
Propertytype: game-info |
915 |
Function: Provides the name of the source (e.g. book, journal, ...). |
916 |
Related: US, AN, CP |
917 |
|
918 |
Property: TM |
919 |
Propvalue: real |
920 |
Propertytype: game-info |
921 |
Function: Provides the time limits of the game. |
922 |
The time limit is given in seconds. |
923 |
Related: EV, DT, PC, RO, RU, RE |
924 |
|
925 |
Property: US |
926 |
Propvalue: simpletext |
927 |
Propertytype: game-info |
928 |
Function: Provides the name of the user (or program), who entered |
929 |
the game. |
930 |
Related: SO, AN, CP |
931 |
|
932 |
Property: WR |
933 |
Propvalue: simpletext |
934 |
Propertytype: game-info |
935 |
Function: Provides the rank of the white player. For recommended |
936 |
format see BR. |
937 |
Related: PW, WT, BR |
938 |
|
939 |
Property: WT |
940 |
Propvalue: simpletext |
941 |
Propertytype: game-info |
942 |
Function: Provide the name of the white team, if game was part of a |
943 |
team-match (e.g. China-Japan Supermatch). |
944 |
Related: PB, PW, BT |
945 |
|
946 |
Timing properties |
947 |
|
948 |
Property: BL |
949 |
Propvalue: real |
950 |
Propertytype: move |
951 |
Function: Time left for black, after the move was made. |
952 |
Value is given in seconds. |
953 |
Related: TM, OT, WL, OB, OW |
954 |
|
955 |
Property: OB |
956 |
Propvalue: number |
957 |
Propertytype: move |
958 |
Function: Number of black moves left (after the move of this node was |
959 |
played) to play in this byo-yomi period. |
960 |
Related: TM, OT, BL, WL, OW |
961 |
|
962 |
Property: OW |
963 |
Propvalue: number |
964 |
Propertytype: move |
965 |
Function: Number of white moves left (after the move of this node was |
966 |
played) to play in this byo-yomi period. |
967 |
Related: TM, OT, BL, WL, OB |
968 |
|
969 |
Property: WL |
970 |
Propvalue: real |
971 |
Propertytype: move |
972 |
Function: Time left for white after the move was made. |
973 |
Value is given in seconds. |
974 |
Related: TM, OT, BL, OB, OW |
975 |
|
976 |
Miscellaneous properties |
977 |
|
978 |
Property: FG |
979 |
Propvalue: composed number SimpleText |
980 |
Propertytype: - |
981 |
Function: The figure property is used to divide a game into |
982 |
different figures for printing: a new figure starts at the |
983 |
node containing a figure property. |
984 |
If the value is not empty then |
985 |
- Simpletext provides a name for the diagram |
986 |
- Number specifies some flags (for printing). |
987 |
These flags are: |
988 |
- coordinates on/off (value: 0/1) |
989 |
- diagram name on/off (value: 0/2) |
990 |
- list moves not shown in figure on/off (value: 0/4) |
991 |
Some moves can't be shown in a diagram (e.g. ko |
992 |
captures in Go) - these moves may be listed as text. |
993 |
- remove captured stones on/off (value: 0/256) |
994 |
'remove off' means: keep captured stones in the |
995 |
diagram and don't overwrite stones played earlier - |
996 |
this is the way diagrams are printed in books. |
997 |
'remove on' means: capture and remove the stones from |
998 |
the display - this is the usual viewer mode. |
999 |
This flag is specific to Go (GM[1]). |
1000 |
- hoshi dots on/off (value: 0/512) |
1001 |
This flag is specific to Go (GM[1]). |
1002 |
- Ignore flags on/off (value: 32768) |
1003 |
If on, then all other flags should be ignored and |
1004 |
the application should use its own defaults. |
1005 |
The final number is calculated by summing up all flag values. |
1006 |
E.g. 515 = coordinates and diagram name off, remove captured |
1007 |
stones, list unshown moves, hoshi dots off; |
1008 |
257 = coordinates off, diagram name on, list unshown moves, |
1009 |
don't remove captured stones, hoshi dots on. |
1010 |
(this is how diagrams are printed in e.g. Go World) |
1011 |
Note: FG combined with VW, MN and PM are mighty tools to print |
1012 |
and compile diagrams. |
1013 |
Related: MN, PM, VW |
1014 |
|
1015 |
Property: PM |
1016 |
Propvalue: number |
1017 |
Propertytype: inherit |
1018 |
Function: This property is used for printing. |
1019 |
It specifies how move numbers should be printed. |
1020 |
0 ... don't print move numbers |
1021 |
1 ... print move numbers as they are |
1022 |
2 ... print 'modulo 100' move numbers |
1023 |
This mode is usually used in books or magazines. |
1024 |
Note: Only the first move number is calculated |
1025 |
'modulo 100' and the obtained number is increased |
1026 |
for each move in the diagram. |
1027 |
E.g. A figure containing moves |
1028 |
32-78 is printed as moves 32-78 |
1029 |
102-177 is printed as moves 2-77 |
1030 |
67-117 is printed as moves 67-117 |
1031 |
154-213 is printed as moves 54-113 |
1032 |
Default value: 1 |
1033 |
Related: MN, FG |
1034 |
|
1035 |
Property: VW |
1036 |
Propvalue: elist of point |
1037 |
Propertytype: inherit |
1038 |
Function: View only part of the board. The points listed are |
1039 |
visible, all other points are invisible. |
1040 |
Note: usually the point list is given in compressed |
1041 |
format (see 'point' type)! |
1042 |
Points have to be unique. |
1043 |
Have a look at the picture to get an idea. |
1044 |
VW[] clears any setting, i.e. the whole board is |
1045 |
visible again. |
1046 |
Related: DD, PM, FG |
1047 |
|
1048 |
Go properties |
1049 |
Restrictions: TW and TB points must be unique, i.e. it's illegal to list the same point in TB and TW within the same node. |
1050 |
Gametype: 1 |
1051 |
|
1052 |
Property: HA |
1053 |
Propvalue: number |
1054 |
Propertytype: game-info |
1055 |
Function: Defines the number of handicap stones (>=2). |
1056 |
If there is a handicap, the position should be set up with |
1057 |
AB within the same node. |
1058 |
HA itself doesn't add any stones to the board, nor does |
1059 |
it imply any particular way of placing the handicap stones. |
1060 |
Related: KM, RE, RU |
1061 |
|
1062 |
Property: KM |
1063 |
Propvalue: real |
1064 |
Propertytype: game-info |
1065 |
Function: Defines the komi. |
1066 |
Related: HA, RE, RU |
1067 |
|
1068 |
Property: TB |
1069 |
Propvalue: elist of point |
1070 |
Propertytype: - |
1071 |
Function: Specifies the black territory or area (depends on |
1072 |
rule set used). |
1073 |
Points must be unique. |
1074 |
Related: TW |
1075 |
|
1076 |
Property: TW |
1077 |
Propvalue: elist of point |
1078 |
Propertytype: - |
1079 |
Function: Specifies the white territory or area (depends on |
1080 |
rule set used). |
1081 |
Points must be unique. |
1082 |
Related: TB |
1083 |
|
1084 |
Octi properties |
1085 |
Gametype: 19 |
1086 |
|
1087 |
Property: RU (rules) |
1088 |
Propvalue: simpletext |
1089 |
Propertytype: game-info |
1090 |
Function: Valid values are one major variation ("full", "fast", |
1091 |
or "kids") followed by a colon and a comma separated |
1092 |
elist of variations ("edgeless", "superprong", etc.). |
1093 |
|
1094 |
The colon may be omitted if either side is empty. |
1095 |
The default is 2-player full, no variations. |
1096 |
The 4-player game is not currently available. |
1097 |
|
1098 |
Property: BO (black octisquares) |
1099 |
Propvalue: list of point |
1100 |
Propertytype: game-info |
1101 |
Function: The position of Black's octi squares. Black will be |
1102 |
setup with one empty pod on each of these points. |
1103 |
It is illegal to list the same point twice. |
1104 |
Traditionally, Black sits at the south end of the board. |
1105 |
Related: WO |
1106 |
|
1107 |
Property: WO (white octisquares) |
1108 |
Propvalue: list of point |
1109 |
Propertytype: game-info |
1110 |
Function: The position of White's octi squares. White will be |
1111 |
setup with one empty pod on each of these points. |
1112 |
It is illegal to list the same point twice. |
1113 |
Traditionally, White sits at the north end of the board. |
1114 |
Related: BO |
1115 |
|
1116 |
Property: NP (number of prongs) |
1117 |
Propvalue: number |
1118 |
Propertytype: game-info |
1119 |
Function: This is the number of prongs each players has at the |
1120 |
start of the game. |
1121 |
The default will be derived from the rules. |
1122 |
Related: NR |
1123 |
|
1124 |
Property: NR (number of reserve) |
1125 |
Propvalue: number |
1126 |
Propertytype: game-info |
1127 |
Function: This is the number of pods in each players reserve at |
1128 |
the start of the game. |
1129 |
The default will be derived from the rules. |
1130 |
Related: NP, NS |
1131 |
|
1132 |
Property: NS (number of superprongs) |
1133 |
Propvalue: number |
1134 |
Propertytype: game-info |
1135 |
Function: This is the number of superprongs each players has at |
1136 |
the start of the game. |
1137 |
The default will be derived from the rules. |
1138 |
Related: NR |
1139 |
|
1140 |
Property: AS (arrow stone) |
1141 |
Propvalue: list of composed stone ':' point |
1142 |
Propertytype: - |
1143 |
Function: Most of the same restriction from AR apply. |
1144 |
The same arrow must not occur twice; however, two arrows |
1145 |
from different stones at the same point may have arrows |
1146 |
to the same destination. Single point arrows are also |
1147 |
illegal. |
1148 |
Related: AR |
1149 |
|
1150 |
Property: CS (circle stone) |
1151 |
Propvalue: list of stone |
1152 |
Propertytype: - |
1153 |
Function: Marks the given stones, each with a circle. |
1154 |
Related: CR |
1155 |
|
1156 |
Property: MS (mark stone) |
1157 |
Propvalue: list of stone |
1158 |
Propertytype: - |
1159 |
Function: Marks the given stones, each with an ex. |
1160 |
Related: MA |
1161 |
|
1162 |
Property: SS (square stone) |
1163 |
Propvalue: list of stone |
1164 |
Propertytype: - |
1165 |
Function: Marks the given stones, each with a square. |
1166 |
Related: SQ |
1167 |
|
1168 |
Property: TS (triangle stone) |
1169 |
Propvalue: list of stone |
1170 |
Propertytype: - |
1171 |
Function: Marks the given stones, each with a triangle. |
1172 |
Related: TR |
1173 |
|
1174 |
Property: RP (remove pod) |
1175 |
Propvalue: list of stone |
1176 |
Propertytype: setup |
1177 |
Function: Removes a stone from the board. |
1178 |
More selective than AddEmpty. |
1179 |
Related: AE |
1180 |
|
1181 |
Backgammon properties |
1182 |
Gametype: 6 |
1183 |
|
1184 |
Property: CO |
1185 |
Propvalue: simpletext |
1186 |
Propertytype: setup |
1187 |
Function: Set the position of the doubling cube. The value |
1188 |
should be `b' (black), `w' (white), `c' (centred), or `n' |
1189 |
(none -- for cubeless or Crawford games). |
1190 |
Related: CV |
1191 |
|
1192 |
Property: CV |
1193 |
Propvalue: number |
1194 |
Propertytype: setup |
1195 |
Function: Set the value of the doubling cube. This value |
1196 |
defaults to 1 at the beginning of the game, but a CV property |
1197 |
should be added when setting up a position where a double has |
1198 |
been made, or at the beginning of a money game if automatic |
1199 |
doubles occur. |
1200 |
Related: CP |
1201 |
|
1202 |
Property: DI |
1203 |
Propvalue: number |
1204 |
Propertytype: setup |
1205 |
Function: Set the dice without moving (this could be useful for |
1206 |
creating problem positions, e.g. DI[31]) |
1207 |
Related: CO |
1208 |
|
1209 |
Property: MI |
1210 |
Propvalue: list of composed simpletext ':' simpletext |
1211 |
Propertytype: game-info |
1212 |
Function: Specifies information about the match the game belongs to. |
1213 |
This property should specify a list of tag/value pairs, where |
1214 |
the allowable tags are case-insensitive, and include: |
1215 |
|
1216 |
length - the match length (number of points); value should |
1217 |
be a number |
1218 |
game - the number of this game within the match (the |
1219 |
first game is 1); value should be a number |
1220 |
bs - the score for Black at the start of the game; |
1221 |
value should be a number |
1222 |
ws - the score for White at the start of the game; |
1223 |
value should be a number |
1224 |
|
1225 |
Unknown tags should be ignored (a warning may be produced). |
1226 |
The order of tags in the list is not significant. An example |
1227 |
MI property is: |
1228 |
MI[length:7][game:3][ws:2][bs:1] |
1229 |
Related: EV, GN, RE, RO |
1230 |
|
1231 |
Property: RE |
1232 |
Propvalue: simpletext |
1233 |
Propertytype: game-info |
1234 |
Function: The general RE property has the following |
1235 |
modification in backgammon games: in the case of a |
1236 |
resignation, the value should also specify the number of |
1237 |
points before the R(esign). Here are three example RE |
1238 |
properties: |
1239 |
|
1240 |
RE[B+6R] -- White resigns a backgammon on a 2 |
1241 |
cube (worth 6 points). |
1242 |
RE[W+2Resign] -- Black resigns a gammon on a 1 cube |
1243 |
(worth 2 points). |
1244 |
RE[W+4] -- Black drops a redouble to 8 (note |
1245 |
this is considered a normal loss, not |
1246 |
a resignation). |
1247 |
Related: RE |
1248 |
|
1249 |
Property: RU |
1250 |
Propvalue: simpletext |
1251 |
Propertytype: game-info |
1252 |
Function: Backgammon-specific values for the general RU property |
1253 |
include the following: |
1254 |
|
1255 |
[Crawford] -- the Crawford rule is being used in this match, |
1256 |
although this is not the Crawford game. |
1257 |
[Crawford:CrawfordGame] -- this IS the Crawford game. |
1258 |
[Jacoby] -- the Jacoby rule is in use for this game. |
1259 |
Related: RU |
1260 |
|
1261 |
Lines of Action properties |
1262 |
Gametype: 9 |
1263 |
|
1264 |
Property: AS |
1265 |
Propvalue: SimpleText |
1266 |
Propertytype: - |
1267 |
Function: Adding stones - the color of the player who is adding |
1268 |
stones to the board. The valid strings are 'Black', 'White' |
1269 |
or 'None'. The puropse of this property is to define a |
1270 |
board position where the human is expected to continue placing |
1271 |
stones on the board through some user interface. |
1272 |
|
1273 |
Property: IP |
1274 |
Propvalue: SimpleText |
1275 |
Propertytype: game-info |
1276 |
Function: Designates the initial position in the game to be |
1277 |
displayed by the viewer. |
1278 |
The only value currently supported is 'End', which causes |
1279 |
the viewer to initially display the final position of the game. |
1280 |
The default is to display the position after setup but before |
1281 |
any moves. |
1282 |
|
1283 |
Property: IY |
1284 |
Propvalue: SimpleText |
1285 |
Propertytype: game-info |
1286 |
Function: Invert Y axis. Values are 'true' or 'false'. |
1287 |
If 'true', the board should be displayed with numbers |
1288 |
increasing in value from bottom to top of the screen. |
1289 |
Default: 'false' |
1290 |
|
1291 |
Property: SE |
1292 |
Propvalue: point |
1293 |
Propertytype: - |
1294 |
Function: Mark the given point and up to 8 additional points, |
1295 |
depending on where the provided point (stone) could legally |
1296 |
move. |
1297 |
|
1298 |
Property: SU |
1299 |
Propvalue: SimpleText |
1300 |
Propertytype: game-info |
1301 |
Function: Setup type - designates the intial placement of pieces, |
1302 |
and also the implicitly the variation on the basic rules to be |
1303 |
employed. The currently valid values include the following |
1304 |
strings: |
1305 |
'Standard', 'Scrambled-eggs', 'Parachute', 'Gemma' and 'Custom' |
1306 |
(the initial board is empty, AB and AW properties |
1307 |
will be used to establish the starting position). |
1308 |
Default: 'Standard' |
1309 |
For details on the setups and rule variations, consult the |
1310 |
LOA home pages. |
1311 |
|
1312 |
Hex properties |
1313 |
Gametype: 11 |
1314 |
|
1315 |
Property: IS |
1316 |
Propvalue: list of composed SimpleText ':' SimpleText |
1317 |
Propertytype: root |
1318 |
Function: This property allows applications to store and read |
1319 |
an initial viewer setting. The property value is a list of |
1320 |
"keyword followed by ':' followed by either 'on' or 'off'". |
1321 |
Valid keywords are: |
1322 |
'tried' - identify future moves that have been tried? |
1323 |
'marked' - show good/bad move markings? |
1324 |
'lastmove' - identify the last cell played? |
1325 |
'headings' - display column/row headings (a b.., 1 2..)? |
1326 |
'lock' - lock the game against new moves (for analysis)? |
1327 |
This property is allowed in the root node only. |
1328 |
Example: IS[tried:on][lock:off][marked:off] |
1329 |
|
1330 |
Property: IP |
1331 |
Propvalue: SimpleText |
1332 |
Propertytype: game-info |
1333 |
Function: Designates the initial position that the viewer |
1334 |
should display. It will most frequently indicate the |
1335 |
current position of play in the game. This is necessary |
1336 |
because future possible moves may have been explored, |
1337 |
and the user must be able to distinguish real moves |
1338 |
actually made from exploratory moves. More than one IP[] |
1339 |
property in a game is illegal, and the behaviour undefined. |
1340 |
The property value should be empty (""); it is specified |
1341 |
as SimpleText for compatibility. |
1342 |
|
1343 |
Amazons properties |
1344 |
Gametype: 18 |
1345 |
|
1346 |
Property: AA |
1347 |
Propvalue: list of point |
1348 |
Propertytype: setup |
1349 |
Function: Adding arrows to the board. This can be used to set up |
1350 |
positions or problems. |
1351 |
|
1352 |
End: this marks the end |
1353 |
|