natgillin/translations-raw huggingface dataset:
Penalties are applied manually by the user.
x kasutaja.
Order of Execution
Järjekord / Täitmine
build a list of applicable rules from meld rules and hand rules
ehitamine a list / ja
for the winner append applicable winner rules
tingimusel lisatakse
if some of the found rules have the action'absolute ', only keep those. It is yet undefined what happens if more than one is found.
kui mingi / toiming absoluutne on määramata kui rohkem üks on.
if some of the rules define limits, throw away all others
kui mingi / rajad eemal kõik
apply the found rules in that order
asukohas
The Definition
Definitsioon
The definition is one single string because we want to make it easy to save it in a data base. It consists of several parts separated by the two characters "_BAR__BAR_". A part expresses either a condition under which the rule applies or it expresses some actions. Only one part for actions may be defined, but several condition expressions. The rule applies as soon as at least one condition expression matches the hand.
on üks single string kuni make kuni save asukohas a base / x kaks A part a reegel või mingi toimingud Ainult üks part tingimusel toimingud mai väljendid reegel kui kui at üks avaldis.
& kajongg; comes with a predefined ruleset implementing the Classical Chinese rules as defined by the German DMJL. That should give you a lot of examples.
& kmj; järgnevaga a Klassikaline Hiina kui x Saksa a /.
These are all recognized parts:
kõik:
A part not starting with I or A is a Regular Expression.
A part mitte järgnevaga I või A on a Tavaline Avaldis.
Variable Case Regular Expression
Muutuja Tavaline Avaldis
A part starting with I is a Regular Expression making no difference between upper/ lowercase.
A part järgnevaga I on a Tavaline Avaldis ei eristuv osa vahel väiketähed.
A part starting with A is a list of Actions.
A part järgnevaga A on a list / Toimingud.
Regular expressions are a very powerful programming tool for matching strings of characters. Powerful but also quite difficult. This is not for the normal game player. There are books available which do nothing else but explain regular expressions.
Tavaline väljendid a programmeerimine tingimusel stringid / on mitte tingimusel normaalne mäng mängija puudub muidu väljendid.
There are several dialects of regular expressions. & kajongg; is written in the programming language Python. Since the Python standard library contains a module for regular expressions, this is the dialect we use. For details see
/ väljendidkmj; on asukohas programmeerimine keel Python Python sisaldab a moodul tingimusel väljendid on
Everything about a hand that might have an influence on the score is encoded in one single string. Then & kajongg; checks if the regular expression matches this string. If it does, the rule is applied.
Kõik a sees hinne on asukohas üks single stringkmj; kui avaldis string reegel on.
As an example, this regular expression matches the limit hand "All Greens":
näidis avaldis Kõik Rohelised:
(_BAR_[bB][23468]_BAR_[dD]g)*[fy/]
dD g
Structure of a Hand String
Struktuur / a String
The content of a hand string is always the same no matter what language you use on your desktop.
/ a string on alati ei keel sees töölaud.
The string representing a hand consists of several parts separated by a space. The order of those parts is always the same except for the meld parts at the beginning.
string a / x a / on alati tingimusel at.
& kajongg; is able to regroup concealed tiles into melds aiming to get a higher score. It does not matter how the concealed tiles are grouped for this to work. However when it comes to limit hands this might fail. That is why & kajongg; will try the original grouping of tiles as entered by the user and also the regrouped tiles. For both variants, all rules are applied. The variant achieving the higher total score is used.
& kmj; on kuni kuni a hinne mitte tingimusel kuni kuni onkmj; originaal / kui x kasutaja ja kõik hinne on.
A tile is represented by 2 characters. The first one is s for stone, b for bamboo, c for character, w for wind, d for dragon, y for season bonus, f for flower bonus. The second one is 1..9 for the suits, e, s, w, n for the winds, w, r, g for the dragons (white, red, green) and 1,2,3,4 for the bonus tiles. Exposed tiles have the first character in lowercase, concealed tiles have it in uppercase.
A on x üks on sek tingimusel tingimusel tingimusel w tingimusel p tingimusel y tingimusel tingimusel lill sekund üks on tingimusel mastid sek w tingimusel w r g tingimusel valge punane roheline ja tingimusel asukohas väiketähed asukohas.
All the following parts are always present in this order except the part "Last Tile": This one exists only for the winner hand.
Kõik alati asukohas part Viimane Paanid üks tingimusel.
The part starting with any of the characters sbcdwSBCDW is a meld. A meld holds any number of tiles. & kajongg; will split melds with too many tiles trying to maximize the score.
A part järgnevaga iga / on a A iga arv / & kmj; järgnevaga kuni hinne.
We use a special syntax for kongs: c1c1c1c1 is an open kong. c1c1c1C1 is an open kong, 4th tile was called for, completing a concealed pung. This is needed for the limit game'concealed true color game '. c1C1C1c1 is a concealed declared kong. C1C1C1C1 would be a concealed undeclared kong. But since it is undeclared, it is counted as a pung. So this meld will be split into pung C1C1C1 and single C1.
a tingimusel on open on open 4. tingimusel a on tingimusel mäng tõene värv mäng on a a on on kui a ja single C1.
Bonus tiles appear after all other melds.
kõik muu.
The part starting with / holds summary information about the melds. This makes it easier to write some regular expressions. Every meld is represented by four characters. The first character is one out of sbcdwSBCDW, again lowercase for exposed and uppercase for concealed. The second character is a number saying how many tiles the meld holds. This is 1 up to 4 for a kong. The 0 is used for a chow. The last two characters hold the value of this meld.
A part järgnevaga kokkuvõte info kuni write mingi väljendid iga on x neli on üks out / väiketähed tingimusel ja tingimusel sekund on a arv on kuni tingimusel a on tingimusel a kaks väärtus /.
Alternate summary
Alternatiiv kokkuvõte
The part starting with - is identical to the above summary but it contains claimed kongs as concealed kongs. Some rules like "Three Concealed Pongs" treat a claimed kong as being concealed.
kokkuvõte on sisaldab kui Veidi nagu Kolm a kui.
Hand length
Reeglid
The part starting with m or M holds additional information. M stands for the winner hand, m for a loser hand. M/ m is followed by one character for the own wind, one character for the prevailing wind, one character for the source of the last tile leading to Mah Jongg, one character for the declarations a player made.
A part järgnevaga m või M info M tingimusel m tingimusel a M m on x üks tingimusel üks tingimusel üks tingimusel source / kuni üks tingimusel a mängija.
These are the possible declarations: a=call at beginning.
a call at.
Last Tile
Viimane Paanid
The part starting with L holds information about the last tile. It contains the last tile itself, followed by the meld that was completed with the last tile. We need this last meld for the rule "Last Tile is the Only Possible" because sometimes knowing only the last tile is not sufficient. Note that the last meld cannot be a Kong because if it completes a Kong you have to draw a replacement tile.
A part järgnevaga L info sisaldab x valmis järgnevaga tingimusel reegel Viimane Paanid on Ainult vahel on mitte Märkus a.
Calling Limit Hand
Piirang
This is not yet implemented but might be needed for rules like defined by the BMJA (in England). A part starting with K holds all possible tiles to be checked for if we give points for a calling limit hand. We could use brute force and check with every tile but that might take too much time.
on mitte tingimusel nagu x asukohas Inglismaa A part järgnevaga K kõik kuni tingimusel kui punktid tingimusel a sunnitakse peale ja kontroll järgnevaga aeg.
All actions for a rule are defined in one string. They are separated by spaces. Some of them define a value.
Kõik toimingud tingimusel a reegel asukohas üks string x tühikud Veidi / a väärtus.
The player did something very nasty, so she must pay for all. Yet this is not a penalty since the sum of payments is the same - only the payer changes. Also, the two payers not involved do not exchange payments.
tingimusel kõik on mitte a / on kaks mitte mitte.
payers=X
neli mängijad
Defines how many payers this penalty rule implies. X is a number.
reegel X on a arv.
payees=X
X
Defines how many payees this penalty rule implies. X is a number.
reegel X on a arv.
absolute
Tabel
This action defines an absolute payment. The hand score is ignored. Used for penalty rules.
reegel absoluutne hinne on tingimusel.
Possible future features
omadused
Add more rulesets. This should optionally be done by people using those rulesets regularly.
Lisa rohkem tehtud x kasutamine.
I want to change the way this game looks. Can I?
I kuni mäng I?
Yes. To change the way & kappname; looks use the menubar to open the configuration utility.
Jah Kellelekappname; kuni open seadistamine.
Can I use the keyboard to assign tiles to players?
I klaviatuur kuni kuni mängijad?
Yes. See Have kajongg compute the score
Jah hinne
I mailed a bug or wish, but it was never received
I a või mitte kunagi
If you did that with Help Report Bug...: You need to configure a mail server. Start the program System Settings, select Personal / About Me and define the SMTP Server. If this field is empty, mailing will silently fail. I cannot change this behaviour. (This would work without a defined SMTP server if I had a xxx@kde. org mailing address but currently I do not)
järgnevaga Abi Aruanne Mina kuni seadistamine a server Käivita programm Süsteem Seadistused Isiklik Info ja SMTP Server väli on tühi I a SMTP server kui I axxx@ kde. org I mitte
& kappname; for & kde;
& kappname; tingimuselkde;
Program Copyright & copy; 2009 Wolfgang Rohdewald wolfgang@rohdewald. de
Programm Autoriõiguscopy; wolfgang@ rohdewald. de
Documentation Copyright & copy; 2009 Wolfgang Rohdewald wolfgang@rohdewald. de
Dokumentatsioon Autoriõiguscopy; wolfgang@ rohdewald. de
Use the. deb package from. If it does not work for you, you can download kajongg-x-y. tar. gz from the same address and then do:
pakett mitte tingimusel allalaadimine x y ja:
tar xfz kajongg-x-y. tar. gz cd kajongg-x-y. / setup. py install
x y x y
In both cases you will manually have to make sure that some other required packages are installed. The debian package does not yet contain these requirements. & kajongg; needs: (corresponding debian packages in parentheses)
kuni make mingi muu nõutav paketid paigaldatud pakett mitte nõudedkmj; paketid asukohas
the KDE4 games library (libkdegames5)
mängud
Python 2.5 or higher (python)
Python või python
QT4.4 or higher (libqt4-core, libqt4-gui, libqt4-svg, libqt4-sql, libqt4-sql-sqlite)
või
the python bindings for QT4 (python-qt4, python-qt4-sql)
python seosed tingimusel python python
the python bindings for KDE4 (python-kde4)
python seosed tingimusel python
the python twisted library (python-twisted-core)
python seosed tingimusel python
In this mode, & kajongg; is only used to do the scoring.
Esita Kohalik Mäng
Play Local Game
režiim on mitte.
This mode is not yet implemented.
Esita Võrk Mäng
Play Network Game
Mäng Ava...
Game Play Local Game
A kohalik mäng Mina mängijad EI.
A local game: You against 3 computer players. Not yet implemented.
Mäng Uus
Game Play Network Game
Esita Menüü
The Play Menu
& Ctrl; Q
& Ctrl; L
Esita a kohalik mäng.
Play a local game.
& Ctrl; Q
& Ctrl; N
Esita a võrk mäng.
Play a network game.
Võitja kuni tingimusel.
Winner rules are applied to the entire hand but only for the winner.
Numbrid
Numbers
Hindamine
Strings
Stringid Parameetrid puudub.
Strings are several special parameters - none yet defined.
Esita nagu.
Play against the computer like xmj does.
Esita net järgnevaga muu mängijad Kasuta
Play over the net with other players. Use the ggz framework, see
näidis on üks rida tingimusel.
Here comes an example. This is really only one line but split here for better readability.
allikad / lõpp z / lõpp Z / lõpp /
These are the possible sources of the last tile: e=dead end, z=last tile of living end, Z=last tile of living end, discarded, k=robbing the kong, 1=blessing of heaven/ earth
Ctrl; Shift; F
The & kamala; Handbook
& kamala; Käsiraamat
& kamala; is an astrology application.
& kamala; on rakendus.
Kamala
Kamala
& kamala; is an astrology application for & kde;...
& kamala; on rakendus.
Screenshot of & kamala;
Pilt / & kamala;
Current features
Aktiivne omadused
& kamala; still is at a very early stage of its development. Many features and tools needed by astrologers nowadays are missing. But it is already possible to
& kamala; on at a on kuni
display, edit, save and delete simple astrological charts
redigeerimine save ja kustutamine lihtne
fine tune many calculation and drawing parameters
peen ja
directly access the GeoNames online database
võrgus andmebaas
Program copyright 2009 Stanislas Marquis smarquis@chaosorigin. com
Programm stnsls@ gmail. com
Some people who made this possible:
Veidi:
Engene Trounev (the & kamala; icon) eugene. trounev@gmail. com
& kamala; ikoon eugene. trounev@ gmail. com
Marc Wick (GeoNames)
Wick
the friendly & kde; community
KDE
Documentation Copyright & copy; 2009 Stanislas Marquis smarquis@chaosorigin. com
Dokumentatsioon Autoriõiguscopy; stnsls@ gmail. com
The & kbackgammon; Handbook
& kbackgammon; i käsiraamat
& kbackgammon; is a graphical backgammon program for & kde;. It supports backgammon games with other players, games against computer engines like & GNU; bg and even on-line games on the First Internet Backgammon Server.
& kbackgammon; on & kde; graafiline backgammon. See toetab backgammoni mängimist teiste mängijate, kompuutri (näiteks & GNU; bg) või isegi võrgus mängijate vastu (Esimeses backgammoni internetiserveris FIBS).
& kbackgammon; is a graphical backgammon program. The objective of backgammon is to move your checkers off the board before your opponent does. While the rules of backgammon are moderately difficult (the most difficult part apparently being the initial positioning of the checkers), this document does not try to teach these rules: please refer to the Web, a book, or (probably best) a friend for this.
& kbackgammon; on graafiline backgammon. Backgammoni eesmärk on liigutada oma nupud mängulaualt ära enne seda, kui sama jõuab teha vastane. Kuna backgammoni reeglid on suhteliselt keerulised (ja kõige keerulisem paistab olevat just esimese käigu tegemine), ei hakka see käsiraamat neid üksipulgi lahti seletama - kasuta nendega tutvumiseks veebi, raamatut või (see on ilmselt parim variant) sõpra.
& kbackgammon; offers you a graphical backgammon board that can be used almost entirely by using the mouse (although textual commands are also available and it should be possible to play backgammon without the mouse, too). Therefore, & kbackgammon; is easy to use and allows you to concentrate on the important aspects of playing backgammon.
& kbackgammon; pakub graafilist backgammoni mängulauda, kus saab peaaegu eranditult tegutseda hiirega (kasutada saab siiski ka tekstikäske ja nii peaks olema seda võimalik mängida ka üldse ilma hiireta). Seepärast on & kbackgammon; hõlpsasti kasutatav ning võimaldab meil keskenduda backgammoni mängimise olulisematele külgedele.
In order to play backgammon, you usually need an opponent. & kbackgammon; offers you to play against hundreds of different opponents of various strength on the First Internet Backgammon Server. If you prefer, you may also use the Offline Engine which allows you to play against yourself or friends that are with you at your computer.
Backgammoni mängimiseks on enamasti vajalik vastane. & kbackgammon; võimaldab mängida sadade erineva tugevusega vastaste vastu Esimeses backgammoni internetiserveris FIBS. Kui soovid, võid muidugi kasutada ka iseenda aju, mis võimaldab mängida iseenda või siis kõrvalistuva sõbra vastu.
In the near future & kbackgammon; will allow you to play against GNU; Backgammon, which is a powerful backgammon program that usually runs without a graphical frontend. It plays on FIBS with a rating of about 2000 (which is quite high).
Lähitulevikus peaks & kbackgammon; võimaldama mängida ka GNU; Backgammoni vastu, mis kujutab endast võimsat, tavaliselt ilma graafilise kasutajaliideseta toimivat backgammonit. See mängib FIBS is umbes tasemel 2000 (mis on päris kõva sõna).
Additionally, plans are on the way that will allow games over the Internet between two & kbackgammon; programs (and their respective users). Finally, the architecture of & kbackgammon; is quite open and it is possible to include support for other engines easily (if you are interested in this, please contact the author).
Lisaks on meil plaanid, mis võimaldaksid mängida internetis erinevatel & kbackgammon; i rakendustel (ja seega ka nende kasutajatel). Pealegi on & kbackgammon; i arhitektuur avatud ning sellele saab hõlpsasti lisada muude "ajude" toetuse (kui selline asi sulle huvi pakub, võta palun autoriga ühendust).
How to use the Board
Mängulaua kasutamine
& kbackgammon; is centered around a graphical backgammon board. This board consists of the checkers, the dice, and the cube. All these game elements can be conveniently manipulated with the mouse.
& kbackgammon; i südameks on graafiline mängulaud. See koosneb nuppudest, täringutest ja panusetähisest. Kõiki neid elemente saab mugavalt kasutada hiire abil.
The following image shows a typical game situation with the white player moving from 1 to 24 and the black player moving from 24 to 1. Currently, the white player owns the cube and has just rolled 3 and 4.
See pilt näitab tüüpilist mängusituatsiooni, kus valge liigub väljalt 1 väljale 24 ning must väljalt 24 väljale 1. Parajasti on panusetähis valgetega mängijal ning ta on äsja veeretanud 3 ja 4.
The backgammon board
Backgammoni mängulaud
The Board
Mängulaud
If it is their turn, players can roll the dice by double clicking on the squares representing the dice or by using the corresponding menu entry or toolbar icon (if the toolbar is visible and rolling has been included in the toolbar).
Oma käigukorra ajal saab mängija täringuid veeretada topeltklõpsuga täringuid kujutavatel ruudukestel või vastava menüükäsu või tööriistariba ikooni abil (viimast siis, kui tööriistariba on nähtavaks tehtud ning täringute veeretamine pole sellelt eemaldatud).
If they own the cube, players can double the cube by either double clicking on the square representing the cube or by using the corresponding menu entry or toolbar icon (if the toolbar is visible and the cube has been included in the toolbar).
Kui panusetähis on mängija käes, võib ta seda duubeldada kas topeltklõpsuga panust näitaval ruudukesel või vastava menüükäsu või tööriistariba ikooni abil (viimast siis, kui tööriistariba on nähtavaks tehtud ning panusetähis pole sellelt eemaldatud).
If it is their turn to move, players can move checkers by clicking on them and moving the mouse pointer to the desired location (while holding the mouse button continuously pressed). This is called dragging the checker. Depending on the selection made in the current engine's configuration, the move will be finished once the maximum number of checkers has been moved (this may be anywhere between 1 and 4 checkers, although it will usually be 2 checkers).
Oma käigukorra ajal saab mängija liigutada nuppe neil klõpsates ning viies hiirekursori soovitud asukohta (samal ajal hiirenuppu all hoides). Seda kutsutakse nupu lohistamiseks. Sõltuvalt sellest, milline aju ja milline seadistus parajasti on valitud, on käik lõpetatud, kui maksimaalne arv nuppe on liigutatud (nende arv võib ulatuda ühest neljani, kuigi tavaliselt saab korraga liigutada kaht nuppu).
In addition to dragging the checkers, the board offers a feature called short move feature. If this has been enabled in the board's configuration menu, checkers can be moved by simply clicking on them. The board will then automatically make the shortest move possible away from the current field. If the short move feature is enabled, it may be set to single or double click. This option is very useful for users of touchpads that are sometimes difficult to use for dragging.
Lisaks nuppude lohistamisele pakub mängulaud ka võimalust, mis kannab nimetust kiirkäigud. Kui see on mängulaua seadistustes lubatud, siis saab nuppe liigutada pelgalt neil klõpsates, mille järel mäng ise liigutab nad käesolevalt väljalt võimalikult kaugele. Kui kiirkäigud on lubatud, on see võimalik nii ühekordse kui topeltklõpsuga. See on väga kasulik võimalus eriti neile, kes kasutavad hiire asemel mõnda muud osutamisseadet, näiteks juhtkuuli, mille abil lohistamine ei pruugi just kõige meeldivam tegevus olla.
Finally, the board has a certain smartness: it will only accept moves that are allowed (based on the current dice). While the offline engine allows this to be switched off (for the Edit Mode), this is usually very helpful for unexperienced users (and advanced players will probably never notice this). This feature can also be used to cancel a move in progress: just drop it over an illegal field.
Mängulaual on omaenda mõistus peas: ta lubab ainult käike, mis on lubatud (vastavalt täringuviskele). Kui ka "iseenda aju" võimaldab selle võimaluse tühistada (redigeerimisrežiim i jaoks), on see üsna kasulik väheste kogemustega mängijatele (ning kogenud mängurid tõenäoliselt seda ei märkagi). Seda võimalust võib kasutada ka parajasti sooritatava käigu tühistamiseks: liiguta vaid nupp väljale, kuhu see ei saa minna.
Backgammon Engines
Backgammoni ajud
& kbackgammon; is built around the backgammon board, which does n't know anything about how to play backgammon. The whole infrastructure (rolling the dice, & etc;) that allows backgammon games is handled by backgammon engines.
& kbackgammon; on ehitatud ümber backgammoni mängulaua, mida tegelikult ei huvita üldse, kuidas mängu ennast mängitakse. Kogu selline teadmine (täringute veeretamine jne.), mis mängust õigupoolest mängu teeb, on jäetud backgammoni "aju" hooleks.
The Offline Engine
Iseenda aju
The offline engine Open Board allows you to play against yourself, or probably more fun, another person sitting with you.
Iseenda aju ehk Lahtine laud võimaldab mängida iseenda või - mis on tõenäoliselt veel lahedam - kõrvalistuja vastu.
The FIBS Engine
FIBS aju
FIBS is the First Internet Backgammon Server, a 24-hour international online community of backgammon players of all ages and experience from Beginner to Experts.
FIBS on Esimene backgammoni internetiserver (First Internet Backgammon Server) ehk 24 tundi ööpäevas toimiv mistahes vanuses ja kogemustega backgammoni mängijate võrgukogukond.
As well as playing the game, FIBS allows you to save games, chat with other players, and has a complex rating system.
FIBS võimaldab nii mängida kui ka mänge salvestada, teiste mängijatega suhelda ja lisaks sellele on tal väga põhjalik hindamissüsteem.
There is also a large website well worth some of your time, if you are a backgammon fan.
FIBSil on ka päris mahukas veebilehekülg, mida tasuks korralikult uurida, kui oled tõsisem backgammoni fänn.
The & GNU; Backgammon Engine
& GNU; backgammoni aju
The GNUbg engine does not yet exist (although it already has an entry in the Engine menu). Therefore, the remainder of this section should be taken with a grain of salt.
GNUbg aju ei ole veel olemas (kuigi menüüs Mootor on vastav kirje juba olemas; -). Seepärast tuleb siinöeldut lihtsalt uskuda.
Use of the GNUbg engine requires a working installation of the actual GNUbg program. & kbackgammon; then starts GNUbg in the background and communicates with it. All this is transparent to the user (ie; it is hidden from the user) and all interaction with GNUbg is through the & GUI; elements of & kbackgammon;.
GNUbg aju kasutamine nõuab, et GNUbg ise oleks ka paigaldatud. & kbackgammon; käivitab siis GNUbg taustal ning suhtleb temaga. See on kasutajale täiesti läbipaistev (ie; see on kasutaja eest peidetud) ning kogu suhtlus GNUbg- ga käib & kbackgammon; i & GUI; elementide vahendusel.