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package Game::Battleship::Grid; |
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$Game::Battleship::Grid::VERSION = '0.06'; |
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our $AUTHORITY = 'cpan:GENE'; |
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use strict; |
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use warnings; |
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use Carp; |
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use Game::Battleship::Craft; |
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use Moo; |
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use Types::Standard qw( ArrayRef Int ); |
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has dimension => ( |
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is => 'ro', |
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isa => ArrayRef[Int], |
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default => sub { [ 9, 9 ] }, |
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); |
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has fleet => ( |
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is => 'ro', |
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isa => ArrayRef, |
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); |
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# Place the array reference of craft on the grid. |
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sub BUILD { |
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my $self = shift; |
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# Initialize the matrix. |
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for my $i (0 .. $self->{dimension}[0]) { |
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for my $j (0 .. $self->{dimension}[1]) { |
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$self->{matrix}[$i][$j] = '.'; |
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} |
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} |
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# Place the fleet on the grid. |
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for my $craft (@{ $self->{fleet} }) { |
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my ($ok, $x0, $y0, $x1, $y1, $orient); |
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if (defined $craft->{position}) { |
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($x0, $y0) = ($craft->{position}[0], $craft->{position}[1]); |
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# Set the craft orientation and tail coordinates. |
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($orient, $x1, $y1) = _tail_coordinates( |
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$x0, $y0, |
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0
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$craft->{points} - 1 |
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); |
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} |
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else { |
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# XXX This looping is needlessly brutish. refactoring please |
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while (not $ok) { |
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# Grab a random coordinate that we haven't seen. |
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$x0 = int(rand($self->{dimension}[0] + 1)); |
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$y0 = int(rand($self->{dimension}[1] + 1)); |
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54
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# Set the craft orientation and tail coordinates. |
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($orient, $x1, $y1) = _tail_coordinates( |
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$x0, $y0, |
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$craft->{points} - 1 |
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); |
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60
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# If the craft is not placed off the grid and it does |
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# not collide with another craft, then we are ok to |
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# move on. |
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# XXX regex constraint rules here? |
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100
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100
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if ($x1 <= $self->{dimension}[0] && |
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$y1 <= $self->{dimension}[1] |
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) { |
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# For each craft (except the current one) that has |
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# a position, do the craft share a common point? |
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22
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35
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my $collide = 0; |
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71
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for (@{ $self->{fleet} }) { |
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72
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# Ships can't be the same. |
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100
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if ($craft->{name} ne $_->{name}) { |
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# Ships can't intersect. |
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100
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100
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if (defined $_->{position} && |
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_segment_intersection( |
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$x0, $y0, |
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$x1, $y1, |
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@{ $_->{position}[0] }, |
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@{ $_->{position}[1] } |
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) |
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) { |
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$collide = 1; |
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last; |
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} |
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} |
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} |
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$ok = 1 unless $collide; |
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} |
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} |
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# Set the craft position. |
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$craft->{position} = [[$x0, $y0], [$x1, $y1]]; |
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} |
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#warn "$craft->{name}: [$x0, $y0], [$x1, $y1], $craft->{points}\n"; |
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98
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# Add the craft to the grid. |
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for my $n (0 .. $craft->{points} - 1) { |
100
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100
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if ($orient) { |
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$self->{matrix}[$x0 + $n][$y0] = $craft->{id}; |
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} |
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else { |
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$self->{matrix}[$x0][$y0 + $n] = $craft->{id}; |
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} |
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} |
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} |
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} |
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110
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sub _tail_coordinates { |
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# Get the coordinates of the end of the segment based on a given |
112
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# span. |
113
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my ($x0, $y0, $span) = @_; |
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115
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# Set orientation to 0 (vertical) or 1 (horizontal). |
116
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27
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my $orient = int rand 2; |
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118
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my ($x1, $y1) = ($x0, $y0); |
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120
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100
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if ($orient) { |
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$x1 += $span; |
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} |
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else { |
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$y1 += $span; |
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} |
126
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127
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return $orient, $x1, $y1; |
128
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} |
129
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130
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sub _segment_intersection { |
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# 0 - Intersection doesn't exist. |
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# 1 - Intersection exists. |
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# NOTE: In Battleship, we only care about yes/no, but the |
134
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# original code can tell much more: |
135
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# 0 (was 2) - line segments are parallel |
136
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# 0 (was 3) - line segments are collinear but do not overlap. |
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# 4 - line segments are collinear and share an end point. |
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# 5 - line segments are collinear and overlap. |
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140
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croak "segment_intersection needs 4 points\n" unless @_ == 8; |
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my( |
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$x0, $y0, $x1, $y1, # AB segment 1 |
143
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$x2, $y2, $x3, $y3 # CD segment 2 |
144
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) = @_; |
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#warn "[$x0, $y0]-[$x1, $y1], [$x2, $y2]-[$x3, $y3]\n"; |
146
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147
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my $xba = $x1 - $x0; |
148
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my $yba = $y1 - $y0; |
149
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my $xdc = $x3 - $x2; |
150
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my $ydc = $y3 - $y2; |
151
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56
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my $xca = $x2 - $x0; |
152
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41
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48
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my $yca = $y2 - $y0; |
153
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154
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my $delta = $xba * $ydc - $yba * $xdc; |
155
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my $t1 = $xca * $ydc - $yca * $xdc; |
156
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my $t2 = $xca * $yba - $yca * $xba; |
157
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158
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100
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if ($delta != 0) { |
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my $u = $t1 / $delta; |
160
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my $v = $t2 / $delta; |
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162
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# Two segments intersect (including at end points). |
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return ($u <= 1 && $u >= 0 && $v <= 1 && $v >= 0) ? 1 : 0; |
164
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} |
165
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else { |
166
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# AB & CD are parallel. |
167
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129
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return 0 if $t1 != 0 && $t2 != 0; |
168
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# NOTE: We just care about yes/no, so this is the old way: |
169
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# return 2 if $t1 != 0 && $t2 != 0; |
170
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171
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# When AB & CD are collinear... |
172
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1
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2
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my ($a, $b, $c, $d); |
173
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174
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# If AB isn't a vertical line segment, project to x-axis. |
175
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1
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if ($x0 != $x1) { |
176
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# < is min, > is max |
177
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0
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0
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0
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$a = $x0 < $x1 ? $x0 : $x1; |
178
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0
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0
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0
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$b = $x0 > $x1 ? $x0 : $x1; |
179
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0
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0
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$c = $x2 < $x3 ? $x2 : $x3; |
180
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0
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0
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0
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$d = $x2 > $x3 ? $x2 : $x3; |
181
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182
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0
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0
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0
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0
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if ($d < $a || $c > $b) { |
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0
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0
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183
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# NOTE: We just care about yes/no. The old way returns 3: |
184
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0
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0
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return 0;#3; |
185
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} |
186
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elsif ($d == $a || $c == $b) { |
187
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0
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0
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return 4; |
188
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} |
189
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else { |
190
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0
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0
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return 5; |
191
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} |
192
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} |
193
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# If AB is a vertical line segment, project to y-axis. |
194
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else { |
195
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# < is min, > is max |
196
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1
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50
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4
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$a = $y0 < $y1 ? $y0 : $y1; |
197
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1
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50
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4
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$b = $y0 > $y1 ? $y0 : $y1; |
198
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1
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50
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4
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$c = $y2 < $y3 ? $y2 : $y3; |
199
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1
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50
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3
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$d = $y2 > $y3 ? $y2 : $y3; |
200
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201
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1
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50
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33
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15
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if ($d < $a || $c > $b) { |
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50
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33
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202
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|
|
|
|
|
# NOTE: We just care about yes/no. The old way returns 3: |
203
|
0
|
|
|
|
|
0
|
return 0;#3; |
204
|
|
|
|
|
|
|
} |
205
|
|
|
|
|
|
|
elsif ($d == $a || $c == $b) { |
206
|
0
|
|
|
|
|
0
|
return 4; |
207
|
|
|
|
|
|
|
} |
208
|
|
|
|
|
|
|
else { |
209
|
1
|
|
|
|
|
5
|
return 5; |
210
|
|
|
|
|
|
|
} |
211
|
|
|
|
|
|
|
} |
212
|
|
|
|
|
|
|
} |
213
|
|
|
|
|
|
|
} |
214
|
|
|
|
|
|
|
|
215
|
|
|
|
|
|
|
1; |
216
|
|
|
|
|
|
|
|
217
|
|
|
|
|
|
|
__END__ |