* distributed option * i18n, pause, etc * fixes galore * max buffer etc * test override config * maxgame * visit * contribute menu * restore vars * i18n * actually start * retry distr and errors * pw eye / move speed * cfg/no log * shutdown fix * shutdown fix * download fix * wut * stats and desc * esc fix * Omit terminate queries from KataGoEngine.queries. (#353) * press key h to clear current node analysis. (#352) * clear current node all analysis * add reset key binding * reset all analysis off. * code refactor * code change according to review. * remove useless variable * code review changes * clean up reset node * oops * Setup position feature (#354) * go for zebras * setup working! * uhh * tweak * img * fix i18n * AEEEEEEEEEE and stop * link in readme * new game options for edit/new/setup (#357) * new game options for edit/new/setup * feedback * fix * ai thoughts * no tristate cb * branch fixing (#358) * new game options for edit/new/setup * feedback * fix * ai thoughts * no tristate cb * fix comma etc * normal katago * kata * dll * save window pos/size * BAD comma * new linux binary + allow default engine * fix * unused icon, build mac * exe * player new game fix * fix i18n * test test * just print * 한국어 * 활성화 * Add new Traditional Chinese translation (#362) Improve some translations as well. * cn (#363) * cn * rm old * rm old * informal you * mo * jp (#364) * config and readme * mo * kgtraining * fix score * lower stddev a bit * tweak weights * 1.8 French Po (#365) * fr and getattr fix * -DBUILD_DISTRIBUTED=1 * openssl * openssl * openssl * openssl * config * jp (num undos) (#366) * clarify undo in en, po->mo * fix player name * new kata * new kata * Load game option save config (#367) * in the load dialog, "load fast analysis" and "rewind to the start" option ,save to config file * in the load dialog, "load fast analysis" and "rewind to the start" option ,save to config file * default option * remove useless override * save check state when file dialog's submit event , * save config in callback * readme * active games * de * log games as json always * black * Russian localization for 1.8.0 (#375) * ru Co-authored-by: pdeblanc <peter@spaceandgames.com> Co-authored-by: xiaoyifang <105986+xiaoyifang@users.noreply.github.com> Co-authored-by: Liou, Guan-Cheng <Tony-Liou@users.noreply.github.com> Co-authored-by: kaorahi <38910552+kaorahi@users.noreply.github.com> Co-authored-by: Dontbtme <66470440+Dontbtme@users.noreply.github.com> Co-authored-by: Alexander Kiselev <satoshi.yoda.register.264@gmail.com>
261 lines
11 KiB
Python
261 lines
11 KiB
Python
import time
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from kivy.clock import Clock
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from kivy.core.audio import SoundLoader
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from kivy.properties import ObjectProperty, OptionProperty
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from kivy.uix.boxlayout import BoxLayout
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from kivymd.uix.floatlayout import MDFloatLayout
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from katrain.core.constants import (
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MODE_ANALYZE,
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MODE_PLAY,
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PLAYER_HUMAN,
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STATUS_ANALYSIS,
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STATUS_ERROR,
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AI_DEFAULT,
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PLAYER_AI,
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)
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from katrain.core.lang import rank_label
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from katrain.gui.kivyutils import AnalysisToggle, CollapsablePanel
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from katrain.gui.theme import Theme
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class PlayAnalyzeSelect(MDFloatLayout):
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katrain = ObjectProperty(None)
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mode = OptionProperty(MODE_PLAY, options=[MODE_PLAY, MODE_ANALYZE])
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def __init__(self, **kwargs):
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super().__init__(**kwargs)
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Clock.schedule_once(self.load_ui_state, 1)
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def save_ui_state(self):
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self.katrain._config["ui_state"] = self.katrain._config.get("ui_state", {})
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self.katrain._config["ui_state"][self.mode] = {
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"analysis_controls": {
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id: toggle.active
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for id, toggle in self.katrain.analysis_controls.ids.items()
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if isinstance(toggle, AnalysisToggle)
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},
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"panels": {
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id: (panel.state, panel.option_state)
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for id, panel in self.katrain.controls.ids.items()
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if isinstance(panel, CollapsablePanel)
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},
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}
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self.katrain.save_config("ui_state")
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def load_ui_state(self, _dt=None):
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state = self.katrain.config(f"ui_state/{self.mode}", {})
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for id, active in state.get("analysis_controls", {}).items():
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cb = self.katrain.analysis_controls.ids[id].checkbox
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cb.active = bool(active)
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for id, (panel_state, button_state) in state.get("panels", {}).items():
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self.katrain.controls.ids[id].set_option_state(button_state)
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self.katrain.controls.ids[id].state = panel_state
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def select_mode(self, new_mode): # actual switch state handler
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if self.mode == new_mode:
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return
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self.save_ui_state()
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self.mode = new_mode
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self.katrain.controls.timer_or_movetree.mode = self.mode
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self.load_ui_state()
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self.katrain.update_state() # for lock ai even if nothing changed
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def switch_ui_mode(self): # on tab press, fake ui click and trigger everything top down
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if self.mode == MODE_PLAY:
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Clock.schedule_once(
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lambda _dt: self.analyze.trigger_action(duration=0)
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) # normal trigger does not cross thread
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else:
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Clock.schedule_once(lambda _dt: self.play.trigger_action(duration=0))
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class ControlsPanel(BoxLayout):
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katrain = ObjectProperty(None)
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button_controls = ObjectProperty(None)
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def __init__(self, **kwargs):
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super(ControlsPanel, self).__init__(**kwargs)
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self.status_state = (None, -1e9, None)
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self.active_comment_node = None
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self.last_timer_update = (None, 0, False)
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self.beep = SoundLoader.load(Theme.COUNTDOWN_SOUND)
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self.boing = SoundLoader.load(Theme.MINIMUM_TIME_PASSED_SOUND)
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if self.boing:
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self.boing.volume = 0.1
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self.beep_start = 5.2
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self.timer_interval = 0.07
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Clock.schedule_interval(self.update_timer, self.timer_interval)
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def update_players(self, *_args):
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for bw, player_info in self.katrain.players_info.items():
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self.players[bw].player_type = player_info.player_type
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self.players[bw].player_subtype = player_info.player_subtype
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self.players[bw].name = player_info.name
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self.players[bw].rank = (
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player_info.sgf_rank
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if player_info.player_type == PLAYER_HUMAN
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else rank_label(player_info.calculated_rank)
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)
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def set_status(self, msg, status_type, at_node=None, check_level=True):
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at_node = at_node or self.katrain and self.katrain.game and self.katrain.game.current_node
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if (
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at_node != self.status_state[2]
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or not check_level
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or int(status_type) >= int(self.status_state[1])
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or msg == ""
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):
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if self.status_state != (msg, status_type, at_node): # prevent loop if error in update eval
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Clock.schedule_once(self.update_evaluation, 0)
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self.status_state = (msg, status_type, at_node)
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self.status.text = msg
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self.status.error = status_type == STATUS_ERROR
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# handles showing completed analysis and score graph
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def update_evaluation(self, *_args):
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katrain = self.katrain
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game = katrain and katrain.game
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if not game:
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return
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current_node, move = game.current_node, game.current_node.move
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if (
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game.current_node is not self.status_state[2]
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and not (self.status_state[1] == STATUS_ERROR and self.status_state[2] is None)
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) or (
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self.katrain.engine.is_idle() and self.status_state[1] == STATUS_ANALYSIS
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): # clear status if node changes, except startup errors on root. also clear analysis message when no queries
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self.status.text = ""
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self.status_state = (None, -1e9, None)
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last_player_was_ai_playing_human = katrain.last_player_info.ai and katrain.next_player_info.human
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both_players_are_robots = katrain.last_player_info.ai and katrain.next_player_info.ai
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self.active_comment_node = current_node
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if katrain.play_analyze_mode == MODE_PLAY and last_player_was_ai_playing_human:
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if katrain.next_player_info.being_taught and current_node.children and current_node.children[-1].auto_undo:
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self.active_comment_node = current_node.children[-1]
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elif current_node.parent:
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self.active_comment_node = current_node.parent
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elif both_players_are_robots and not current_node.analysis_exists and current_node.parent:
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self.active_comment_node = current_node.parent
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lock_ai = katrain.config("trainer/lock_ai") and katrain.play_analyze_mode == MODE_PLAY
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details = self.info.detailed and not lock_ai
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info = ""
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if katrain.contributing:
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info += katrain.engine.status()
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game_id = getattr(katrain.engine, "showing_game", None)
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game = getattr(katrain.engine, "active_games", {}).get(game_id)
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if game is not None:
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info += f"Showing game {game_id}\n"
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for bw in "BW":
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self.players[bw].rank = None
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network = game.root.get_property(f"P{bw}", AI_DEFAULT)
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parts = network.split("-")
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if len(parts) == 4:
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self.players[bw].player_type = parts[1]
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self.players[bw].player_subtype = parts[2]
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else:
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self.players[bw].player_type = PLAYER_AI
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self.players[bw].player_subtype = network
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if move or current_node.is_root:
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info += self.active_comment_node.comment(
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teach=katrain.players_info[self.active_comment_node.player].being_taught, details=details
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)
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if self.active_comment_node.analysis_exists:
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self.stats.score = self.active_comment_node.format_score() or ""
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self.stats.winrate = self.active_comment_node.format_winrate() or ""
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self.stats.points_lost = self.active_comment_node.points_lost
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self.stats.player = self.active_comment_node.player
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else:
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self.stats.score = ""
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self.stats.winrate = ""
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self.stats.points_lost = None
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self.stats.player = ""
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self.graph.update_value(current_node)
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self.note.text = current_node.note
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self.info.text = info
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def update_timer(self, _dt):
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game = self.katrain and self.katrain.game
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current_node = game and self.katrain.game.current_node
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if current_node:
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last_update_node, last_update_time, beeping = self.last_timer_update
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new_beeping = beeping
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now = time.time()
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main_time = self.katrain.config("timer/main_time", 0) * 60
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byo_len = max(1, self.katrain.config("timer/byo_length"))
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byo_num = max(1, self.katrain.config("timer/byo_periods"))
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sounds_on = self.katrain.config("timer/sound")
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player = self.katrain.next_player_info
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ai = player.ai
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used_period = False
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min_use = self.katrain.config("timer/minimal_use", 0)
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boing_at_remaining = byo_len - min_use
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main_time_remaining = main_time - game.main_time_used
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if not self.timer.paused and not ai and self.katrain.play_analyze_mode == MODE_PLAY:
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if last_update_node == current_node and not current_node.children:
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if main_time_remaining > 0:
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game.main_time_used += now - last_update_time
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else:
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current_node.time_used += now - last_update_time
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else:
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current_node.time_used = 0
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new_beeping = False
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time_remaining = byo_len - current_node.time_used
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while time_remaining < 0 and player.periods_used < byo_num:
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current_node.time_used -= byo_len
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time_remaining += byo_len
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player.periods_used += 1
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used_period = True
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if (
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self.beep_start - 2 * self.timer_interval < time_remaining < self.beep_start
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and player.periods_used < byo_num
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):
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new_beeping = True
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elif time_remaining > self.beep_start:
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new_beeping = False
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if (
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min_use
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and not new_beeping
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and self.boing
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and boing_at_remaining - self.timer_interval
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< time_remaining
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< boing_at_remaining + self.timer_interval
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and player.periods_used < byo_num
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):
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self.boing.play()
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else:
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new_beeping = False
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if player.periods_used == byo_num:
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time_remaining = 0
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else:
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time_remaining = byo_len - current_node.time_used
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periods_rem = byo_num - player.periods_used
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if sounds_on:
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if beeping and not new_beeping and not used_period:
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self.beep.stop()
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elif not beeping and new_beeping and self.beep:
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self.beep.volume = 0.5 if periods_rem > 1 else 1
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self.beep.play()
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self.last_timer_update = (current_node, now, new_beeping)
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if main_time_remaining > 0:
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self.timer.state = (main_time_remaining, None, ai)
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else:
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self.timer.state = (max(0, time_remaining), max(0, periods_rem), ai)
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