(require 'derived)
(require 'outline)
(defgroup gametree nil
"Manage game analysis trees in Emacs."
:prefix "gametree-"
:group 'games
:version "20.3")
(defcustom gametree-half-ply-regexp (regexp-quote ":")
"*Matches ends of numbers of moves by the \"second\" player.
For instance, it is an almost universal convention in chess to postfix
numbers of moves by Black (if considered in isolation) by the ellipsis
\"...\". This is NOT a good choice for this program, though, because it
conflicts with the use of ellipsis by Outline mode to denote collapsed
subtrees. The author uses \":\" because it agrees nicely with a set of
LaTeX macros he uses for typesetting annotated games."
:type 'regexp
:group 'gametree)
(defcustom gametree-full-ply-regexp (regexp-quote ".")
"*Matches ends of numbers of moves by the \"first\" player.
For instance, it is an almost universal convention in chess to postfix
numbers of moves by White (if considered in isolation) by the dot \".\"."
:type 'regexp
:group 'gametree)
(defcustom gametree-half-ply-format "%d:"
"*Output format for move numbers of moves by the \"second\" player.
Has to contain \"%d\" to output the actual number."
:type 'string
:group 'gametree)
(defcustom gametree-full-ply-format "%d."
"*Output format for move numbers of moves by the \"first\" player.
Has to contain \"%d\" to output the actual number."
:type 'string
:group 'gametree)
(defcustom gametree-make-heading-function
(function (lambda (level)
(insert (make-string level ?*))))
"A function of one numeric argument, LEVEL, to insert a heading at point.
You should change this if you change `outline-regexp'."
:type 'function
:group 'gametree)
(defvar gametree-local-layout nil
"A list encoding the layout (i.e. the show or hide state) of the file.
If Emacs notices a local variable specification of this variable in
the first line of the buffer while saving the buffer to the visited
file, the local value will be saved there and restored the next time
the file is visited (subject to the usual restriction via
`enable-local-variables'), and the layout will be set accordingly.")
(defcustom gametree-score-opener "{score="
"*The string which opens a score tag, and precedes the actual score."
:type 'string
:group 'gametree)
(defcustom gametree-score-manual-flag "!"
"*String marking the line as manually (as opposed to automatically) scored."
:type 'string
:group 'gametree)
(defcustom gametree-score-closer "}"
"*The string which closes a score tag, and follows the actual score."
:type 'string
:group 'gametree)
(defcustom gametree-score-regexp
(concat "[^\n\^M]*\\("
(regexp-quote gametree-score-opener)
"[ ]*\\("
(regexp-quote gametree-score-manual-flag)
"[ ]*\\)?\\([-+]?[0-9]+\\)"
(regexp-quote gametree-score-closer)
"[ ]*\\)[\n\^M]")
"*Regular expression matching lines that guide the program in scoring.
Its third parenthetical group should match the actual score. Its
first parenthetical group should match the entire score tag. Its
second parenthetical group should be an optional flag that marks the
line as *manually* (as opposed to automatically) scored, which
prevents the program from recursively applying the scoring algorithm
on the subtree headed by the marked line, and makes it use the manual
score instead."
:type 'regexp
:group 'gametree)
(defcustom gametree-default-score 0
"*Score to assume for branches lacking score tags."
:type 'integer
:group 'gametree)
(defun gametree-prettify-heading ()
"Insert/delete space between leading asterisks and heading text.
If the current variation is an internal node (i.e. starts with one or
more asterisks), ensure there's at least one space between the
asterisks and the text. If on the other hand this is a leaf, there
should be no leading white space."
(save-excursion
(beginning-of-line 1)
(if (re-search-forward (concat "\\=" outline-regexp) nil t)
(if (not (looking-at "[ \t]+")) (insert " "))
(delete-char (save-excursion (skip-chars-forward " \t"))))
(if (re-search-forward (concat "\\=[ \t]*[1-9][0-9]*\\("
gametree-full-ply-regexp "\\|"
gametree-half-ply-regexp "\\)") nil t)
(if (not (looking-at "[ \t]+")) (insert " ")
(delete-char (1- (save-excursion (skip-chars-forward " \t"))))))))
(defun gametree-looking-at-ply ()
"Read and return the number of the ply under point."
(if (eobp) 0
(let ((boundary (concat "[ \t]*\\([1-9][0-9]*\\)\\("
gametree-full-ply-regexp "\\|"
gametree-half-ply-regexp "\\)"))
(limit (save-excursion (beginning-of-line 1) (point))))
(if (looking-at boundary)
(+ (* 2 (string-to-number (match-string 1)))
(if (string-match gametree-half-ply-regexp (match-string 2)) 1 0))
(save-excursion
(re-search-backward boundary limit)
(skip-chars-backward "0123456789")
(1+ (* 2 (string-to-number
(buffer-substring (point) (match-end 1))))))))))
(defun gametree-current-branch-ply ()
"Return the ply number of the first move of the current variation."
(save-excursion
(beginning-of-line 1)
(re-search-forward (concat "\\=" outline-regexp) nil t)
(gametree-looking-at-ply)))
(defsubst gametree-forward-line ()
(re-search-forward "[\n\^M]" nil 'move))
(defun gametree-current-branch-depth ()
"Return the depth of the current variation in the analysis tree.
This value is simply the outline heading level of the current line."
(save-excursion
(beginning-of-line 1)
(if (looking-at outline-regexp)
(outline-level) 0)))
(defun gametree-transpose-following-leaves ()
"Move the current leaf variation behind all others on the same level."
(let ((following-leaves
(save-excursion
(gametree-forward-line)
(let ((p (point)))
(while (and (not (eobp))
(= 0 (gametree-current-branch-depth)))
(gametree-forward-line))
(prog1 (buffer-substring p (point))
(delete-region p (point)))))))
(save-excursion
(beginning-of-line 1)
(insert following-leaves))))
(defsubst gametree-show-children-and-entry ()
(show-children)
(show-entry))
(defun gametree-entry-shown-p ()
(save-excursion
(forward-line 1)
(and (bolp) (not (eobp)) (not (looking-at outline-regexp)))))
(defun gametree-children-shown-p ()
(save-excursion
(condition-case nil
(let ((depth (gametree-current-branch-depth)))
(outline-next-visible-heading 1)
(< depth (gametree-current-branch-depth)))
(error nil))))
(defun gametree-current-layout (depth &optional top-level)
(let ((layout nil) (first-time t))
(while (save-excursion
(condition-case nil
(progn
(or (and first-time top-level
(bolp) (looking-at outline-regexp))
(setq first-time nil)
(outline-next-visible-heading 1))
(< depth (gametree-current-branch-depth)))
(error nil)))
(if (not first-time)
(outline-next-visible-heading 1))
(setq first-time nil)
(if (not (gametree-children-shown-p))
(setq layout
(nconc layout
(if (gametree-entry-shown-p)
(list 'show-entry)
(list nil))))
(setq layout (nconc layout (if (gametree-entry-shown-p)
(list 'gametree-show-children-and-entry)
(list 'show-children))))
(let ((sub-layout
(gametree-current-layout (gametree-current-branch-depth))))
(setq layout (nconc layout (list sub-layout))))))
layout))
(defun gametree-save-layout ()
(save-excursion
(goto-char (point-min))
(setq gametree-local-layout (gametree-current-layout 0 t))))
(defun gametree-apply-layout (layout depth &optional top-level)
(let ((first-time t))
(while (and layout
(save-excursion
(condition-case nil
(progn
(or (and first-time top-level
(bolp) (looking-at outline-regexp))
(setq first-time nil)
(outline-next-visible-heading 1))
(< depth (gametree-current-branch-depth)))
(error nil))))
(if (not first-time)
(outline-next-visible-heading 1))
(setq first-time nil)
(hide-subtree)
(if (nth 0 layout)
(funcall (nth 0 layout)))
(if (not (and (nth 1 layout) (listp (nth 1 layout))))
(setq layout (cdr layout))
(gametree-apply-layout (nth 1 layout)
(gametree-current-branch-depth))
(setq layout (cdr (cdr layout)))))))
(defun gametree-restore-layout ()
(save-excursion
(goto-char (point-min))
(gametree-apply-layout gametree-local-layout 0 t)))
(defun gametree-hack-file-layout ()
(save-excursion
(goto-char (point-min))
(if (looking-at "[^\n]*-\*-[^\n]*gametree-local-layout: \\([^;\n]*\\);")
(progn
(goto-char (match-beginning 1))
(delete-region (point) (match-end 1))
(let ((standard-output (current-buffer)))
(princ gametree-local-layout))))))
(defun gametree-current-branch-score ()
"Return score of current variation according to its score tag.
When no score tag is present, use the value of `gametree-default-score'."
(if (looking-at gametree-score-regexp)
(string-to-number (match-string 3))
gametree-default-score))
(defun gametree-compute-reduced-score ()
"Return current internal node score computed recursively from subnodes.
Subnodes which have been manually scored are honored."
(if (or
(= 0 (gametree-current-branch-depth))
(save-excursion (gametree-forward-line) (eobp))
(and (looking-at gametree-score-regexp)
(not (null (match-string 2)))))
(gametree-current-branch-score)
(let ((depth (gametree-current-branch-depth)))
(save-excursion
(gametree-forward-line)
(let ((running gametree-default-score)
(minmax
(if (= 0 (mod (gametree-current-branch-ply) 2))
'max 'min)))
(while (and (not (eobp))
(= 0 (gametree-current-branch-depth))) (setq running (funcall minmax running
(gametree-current-branch-score)))
(gametree-forward-line))
(let ((done (and (not (eobp))
(< depth (gametree-current-branch-depth)))))
(while (not done) (setq running (funcall minmax running
(gametree-compute-reduced-score)))
(setq done (condition-case nil
(outline-forward-same-level 1)
(error nil)))))
running)))))
(defun gametree-insert-new-leaf (&optional at-depth)
"Start a new leaf variation under the current branching point.
The new variation can later be split to be a branching point itself,
with \\[gametree-break-line-here]. If the point is currently on a
leaf variation, this command won't work; use \\[gametree-break-line-here]
on the current line first.
With a numeric arg AT-DEPTH, first go up the tree until a node of
depth AT-DEPTH or smaller is found."
(interactive "*P")
(if (zerop (gametree-current-branch-depth))
(outline-up-heading 0))
(if at-depth
(while (> (gametree-current-branch-depth)
(prefix-numeric-value at-depth))
(outline-up-heading 1)))
(beginning-of-line 1)
(let ((parent-depth (gametree-current-branch-depth)))
(show-entry)
(condition-case nil
(outline-next-visible-heading 1)
(error
(goto-char (point-max))
(if (not (bolp)) (insert "\n"))))
(let ((starting-plys
(if (> (gametree-current-branch-depth) parent-depth)
(gametree-current-branch-ply)
(save-excursion (forward-line -1)
(gametree-current-branch-ply)))))
(goto-char (1- (point)))
(insert "\n")
(insert (format (if (= 0 (mod starting-plys 2))
gametree-full-ply-format
gametree-half-ply-format)
(/ starting-plys 2))))))
(defun gametree-break-line-here (&optional at-move)
"Split the variation node at the point position.
This command works whether the current variation node is a leaf, or is
already branching at its end. The new node is created at a level that
reflects the number of game plys between the beginning of the current
variation and the breaking point.
With a numerical argument AT-MOVE, split the variation before
White's AT-MOVEth move, or Black's if negative. The last option will
only work of Black's moves are explicitly numbered, for instance
`1. e4 1: e5'."
(interactive "*P")
(if at-move (progn
(end-of-line 1)
(let ((limit (point)))
(beginning-of-line 1)
(re-search-forward
(concat
(regexp-quote
(int-to-string (abs (prefix-numeric-value at-move))))
(if (> at-move 0) gametree-full-ply-regexp
gametree-half-ply-regexp)) limit))
(goto-char (match-beginning 0))))
(gametree-transpose-following-leaves)
(let* ((pt (set-marker (make-marker) (point)))
(plys (gametree-current-branch-ply))
(depth (gametree-current-branch-depth))
(old-depth depth))
(if (= depth 0)
(progn
(save-excursion
(outline-previous-visible-heading 1)
(setq depth
(let ((old-branch-ply
(condition-case nil
(gametree-current-branch-ply)
(error 0))))
(if (zerop old-branch-ply)
(1+ (gametree-current-branch-depth))
(+ (gametree-current-branch-depth)
(- plys old-branch-ply))))))
(save-excursion
(beginning-of-line 1)
(funcall gametree-make-heading-function depth)
(gametree-prettify-heading))))
(save-excursion
(if (not (looking-at (concat "[ \t]*[1-9][0-9]*\\("
gametree-full-ply-regexp "\\|"
gametree-half-ply-regexp "\\)")))
(progn
(insert (format (if (= 0 (mod (gametree-looking-at-ply) 2))
gametree-full-ply-format
gametree-half-ply-format)
(/ (gametree-looking-at-ply) 2)))
(gametree-prettify-heading)
(beginning-of-line 1)))
(goto-char pt)
(insert "\n")
(if (not (= 0 old-depth))
(funcall gametree-make-heading-function
(+ depth (- (gametree-current-branch-ply) plys))))
(gametree-prettify-heading))))
(defun gametree-merge-line ()
"Merges a variation with its only child.
Does *not* check if the variation has in fact a unique child; users beware."
(interactive "*")
(if (zerop (gametree-current-branch-depth))
(outline-up-heading 0))
(if (looking-at gametree-score-regexp)
(delete-region (match-beginning 1) (match-end 1)))
(end-of-line 1)
(let ((prev-depth (save-excursion (forward-line 1)
(gametree-current-branch-depth))))
(delete-char (1+ prev-depth))
(if (zerop prev-depth)
(save-excursion
(beginning-of-line 1)
(delete-char (gametree-current-branch-depth))
(gametree-prettify-heading)))))
(defun gametree-insert-score (score &optional auto)
"Insert a score tag with value SCORE at the end of the current line.
If this line already has a score tag, just jump to it and alter it.
When called from a program, optional AUTO flag tells if the score is
being entered automatically (and thus should lack the manual mark)."
(interactive "*P")
(beginning-of-line 1)
(if (looking-at gametree-score-regexp)
(progn
(goto-char (match-beginning 3))
(if (and auto (not (null (match-string 2))))
(delete-region (match-beginning 2) (match-end 2)))
(if (not (null score))
(delete-region (match-beginning 3) (match-end 3)))
(if (and (not auto) (null (match-string 2)))
(insert gametree-score-manual-flag)))
(end-of-line 1)
(if (= 0 (save-excursion (skip-chars-backward " \t")))
(insert " "))
(insert gametree-score-opener)
(if (not auto) (insert gametree-score-manual-flag))
(save-excursion (insert gametree-score-closer)))
(if (not (null score))
(save-excursion
(insert (int-to-string (prefix-numeric-value score))))))
(defun gametree-compute-and-insert-score ()
"Compute current node score, maybe recursively from subnodes. Insert it.
Subnodes which have been manually scored are honored."
(interactive "*")
(let ((auto (not (and (looking-at gametree-score-regexp)
(not (null (match-string 2))))))
(score (gametree-compute-reduced-score)))
(gametree-insert-score score auto)))
(defun gametree-layout-to-register (register)
"Store current tree layout in register REGISTER.
Use \\[gametree-apply-register-layout] to restore that configuration.
Argument is a character, naming the register."
(interactive "cLayout to register: ")
(save-excursion
(goto-char (point-min))
(set-register register
(gametree-current-layout 0 t))))
(defun gametree-apply-register-layout (char)
"Return to a tree layout stored in a register.
Argument is a character, naming the register."
(interactive "*cApply layout from register: ")
(save-excursion
(goto-char (point-min))
(gametree-apply-layout (get-register char) 0 t)))
(defun gametree-save-and-hack-layout ()
"Save the current tree layout and hack the file local variable spec.
This function saves the current layout in `gametree-local-layout' and,
if a local file varible specification for this variable exists in the
buffer, it is replaced by the new value. See the documentation for
`gametree-local-layout' for more information."
(interactive)
(gametree-save-layout)
(let ((inhibit-read-only t))
(gametree-hack-file-layout))
nil)
(define-derived-mode gametree-mode outline-mode "GameTree"
"Major mode for managing game analysis trees.
Useful to postal and email chess (and, it is hoped, also checkers, go,
shogi, etc.) players, it is a slightly modified version of Outline mode.
\\{gametree-mode-map}"
(auto-fill-mode 0)
(make-local-variable 'write-contents-hooks)
(add-hook 'write-contents-hooks 'gametree-save-and-hack-layout))
(define-key gametree-mode-map "\C-c\C-j" 'gametree-break-line-here)
(define-key gametree-mode-map "\C-c\C-v" 'gametree-insert-new-leaf)
(define-key gametree-mode-map "\C-c\C-m" 'gametree-merge-line)
(define-key gametree-mode-map "\C-c\C-r " 'gametree-layout-to-register)
(define-key gametree-mode-map "\C-c\C-r/" 'gametree-layout-to-register)
(define-key gametree-mode-map "\C-c\C-rj" 'gametree-apply-register-layout)
(define-key gametree-mode-map "\C-c\C-y" 'gametree-save-and-hack-layout)
(define-key gametree-mode-map "\C-c;" 'gametree-insert-score)
(define-key gametree-mode-map "\C-c^" 'gametree-compute-and-insert-score)
(and (fboundp 'track-mouse)
(defun gametree-mouse-break-line-here (event)
(interactive "e")
(mouse-set-point event)
(gametree-break-line-here))
(defun gametree-mouse-show-children-and-entry (event)
(interactive "e")
(mouse-set-point event)
(gametree-show-children-and-entry))
(defun gametree-mouse-show-subtree (event)
(interactive "e")
(mouse-set-point event)
(show-subtree))
(defun gametree-mouse-hide-subtree (event)
(interactive "e")
(mouse-set-point event)
(hide-subtree))
(define-key gametree-mode-map [M-down-mouse-2 M-mouse-2]
'gametree-mouse-break-line-here)
(define-key gametree-mode-map [S-down-mouse-1 S-mouse-1]
'gametree-mouse-show-children-and-entry)
(define-key gametree-mode-map [S-down-mouse-2 S-mouse-2]
'gametree-mouse-show-subtree)
(define-key gametree-mode-map [S-down-mouse-3 S-mouse-3]
'gametree-mouse-hide-subtree))
(provide 'gametree)