]> code.delx.au - gnu-emacs-elpa/blob - TODO
Lots of painting improvements for displays, to improve efficiency.
[gnu-emacs-elpa] / TODO
1 - Feature work remaining:
2
3 2.0
4 annotations
5 chatting
6 2.x
7 display/database tie-in
8 analysis/highlight tools
9 bughouse/crazyhouse
10
11 ----------------------------------------------------------------------
12
13 - Make use of the new chess-incr-index*, which does no checks
14
15 - Fix highlighting in chess-plain when chess-plain-spacing is set.
16 chess-coord needs to be applied to a larger area, and also the way
17 highlight locations are found needs to be recalculated.
18
19 - Change all of the highlighting functions to use properties to find
20 out where the highlighting region should begin.
21
22 - Move keyboard shortcutting and mouse selection into their own
23 modules
24
25 - Use chess-ply-set-keyword wherever keywords are being set now.
26
27 - Find a way that regexp-alist entries that only need to fire once are
28 only scanned once.
29
30 - Extend elp.el to do any kind of memory profiling
31
32 - Queue up input that comes in from an engine, then process the queue
33 -- instead of using chess-engine-last-pos
34
35 ----------------------------------------------------------------------
36
37 - Need to implement the "50 moves after irreversible" draw rule
38
39 - The game should go inactive once I lose by stalemate/checkmate
40
41 - When a clock runs down, indicate this in the modeline, and all the
42 user to call-flag in order to win on time
43
44 - Detect draw/resign/abort/retract, etc., from ICS and common engines
45
46 - in chess-engine-filter and chess-ics-filter, if an error is
47 encountered, skip that line so the same error isn't triggered again
48
49 - SPACE to pass, then try to move (against an engine) fails saying
50 it's not our turn to move
51
52 - Add support for adjournments; also, implement this is such a way
53 that an e-mail or postal game is basically a game that's adjourned
54 after every move; use BBDB if available
55
56 - Allow databases to return a game moniker, which can be used to
57 reference that game again
58
59 - There needs to be much more robustness; it's too easy to get the
60 game into an unplayable state right now
61
62 - Break my dependency on cl
63
64 - Use more asserts throughout the code
65
66 - Read-only mode needs to be more vigorous. There's nothing
67 preventing the user from using M-x commands.
68
69 - Complete chess-pgn-mode's automatic entry
70
71 - Make any game-modifying commands in a display use C-c C-?
72
73 - Use MIME attachments (application/x-chess-pgn) for sending e-mail
74 chess games back and forth.
75
76 - Copy some of ics.el's nicer functionality into chess-ics.el
77
78 - Complete the ICS12 parser, based on Mario's comments
79
80 - Add support for ICS observing
81
82 - Make the mode-line much more informative, with information on who is
83 playing, etc.
84
85 - Use server-side sockets in chess-network, if Emacs supports it
86
87 - Allow ASCII displays to use a separate frame
88
89 - In edit mode, mouse-2 and mouse-3 should provide a drop-down list of
90 pieces the square can be set to. Cursor movement is really not the
91 best for chess-images. I still need to figure out how best to
92 handle cursor-type with that display.
93
94 - Still need to test many areas: position editing
95
96 - Implement engine options; then, in chess-puzzle set the option that
97 tells the engine not to resign.
98
99 - Remote displays are horribly insecure.
100
101 - Resize the chess board on a window resize event, if possible.
102
103 - Add chess-game-strip-annotations, for removing all annotations from
104 a game object
105
106 - Let the user specify a default size for the chess-images display
107
108 - Port image display code to XEmacs
109
110 Training features
111
112 - Allow the opponent to give hints.
113
114 - Add a warning mode that will use the results of an analysis to warn
115 the user (and ask for confirmation) before doing something that
116 might lead to an inferior position.
117
118 - Add a chess tutor program, to teach people how to play chess
119
120 Analysis features
121
122 - Add an engine function for obtaining an evaluation of the current
123 position. Then, allow M-x chess to startup a non-game oriented
124 engine, solely for the purpose of submitting position evaluations,
125 and displaying the result in the modeline. (Also, look at crafty's
126 kibitzing feature).
127
128 - Add a Map command, that will colorize the squares depending on
129 whether they are reachable by either side. Green if reachable by
130 you, Red if by your opponent, and blue if by both. With a prefix
131 argument, colorize only the squares that have pieces on them. This
132 is a stable modes that remains in effect until turned off. It also
133 requires the ability to pass a color to the chessboard highlighting
134 routine.
135
136 - Using gnuplot-mode, allow evaluation trends to be plotted
137
138 - Add an analyze command that will indicate which pieces are defended,
139 how well, which are attacked, which moves would increase
140 defense/attack/both, etc. Basically, everything that can be known
141 about the current board, and one move ahead (on both sides).
142
143 BEFORE FINAL RELEASE
144
145 profile
146 mem profile
147 docstring
148 texi
149 elint
150 checkdoc