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package Game::Battleship::Grid; |
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$Game::Battleship::Grid::VERSION = '0.0601'; |
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our $AUTHORITY = 'cpan:GENE'; |
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5
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use Carp; |
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145
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11
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use Game::Battleship::Craft; |
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2
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7
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2
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use Moo; |
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18
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592
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use Types::Standard qw( ArrayRef Int ); |
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22
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9
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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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1
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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 .. $self->dimension->[1]) { |
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500
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921
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$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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36
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if (defined $craft->position) { |
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0
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($x0, $y0) = ($craft->position->[0], $craft->position->[1]); |
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39
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# Set the craft orientation and tail coordinates. |
40
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0
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0
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($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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} |
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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($self->dimension->[1] + 1)); |
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52
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# Set the craft orientation and tail coordinates. |
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($orient, $x1, $y1) = _tail_coordinates( |
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$x0, $y0, |
55
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$craft->points - 1 |
56
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); |
57
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58
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# If the craft is not placed off the grid and it does |
59
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# not collide with another craft, then we are ok to |
60
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# move on. |
61
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# XXX regex constraint rules here? |
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19
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100
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100
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107
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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 |
66
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# a position, do the craft share a common point? |
67
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15
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20
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my $collide = 0; |
68
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69
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15
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17
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for (@{ $self->{fleet} }) { |
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36
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70
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# Ships can't be the same. |
71
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75
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100
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216
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if ($craft->name ne $_->name) { |
72
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# Ships can't intersect. |
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60
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50
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66
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172
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if (defined $_->position && |
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_segment_intersection( |
75
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$x0, $y0, |
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$x1, $y1, |
77
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30
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59
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@{ $_->position->[0] }, |
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30
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76
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@{ $_->position->[1] } |
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) |
80
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) { |
81
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0
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0
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$collide = 1; |
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0
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0
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last; |
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} |
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} |
85
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} |
86
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87
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15
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50
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54
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$ok = 1 unless $collide; |
88
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} |
89
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} |
90
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91
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# Set the craft position. |
92
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15
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50
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$craft->{position} = [[$x0, $y0], [$x1, $y1]]; |
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} |
94
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#warn "$craft->{name}: [$x0, $y0], [$x1, $y1], $craft->{points}\n"; |
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96
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# Add the craft to the grid. |
97
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15
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40
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for my $n (0 .. $craft->points - 1) { |
98
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51
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100
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79
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if ($orient) { |
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32
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96
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$self->{matrix}[$x0 + $n][$y0] = $craft->{id}; |
100
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} |
101
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else { |
102
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19
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94
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$self->{matrix}[$x0][$y0 + $n] = $craft->{id}; |
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} |
104
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} |
105
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} |
106
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} |
107
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108
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sub _tail_coordinates { |
109
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# Get the coordinates of the end of the segment based on a given |
110
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# span. |
111
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19
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19
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25
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my ($x0, $y0, $span) = @_; |
112
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113
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# Set orientation to 0 (vertical) or 1 (horizontal). |
114
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19
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27
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my $orient = int rand 2; |
115
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116
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19
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27
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my ($x1, $y1) = ($x0, $y0); |
117
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118
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19
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100
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36
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if ($orient) { |
119
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11
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12
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$x1 += $span; |
120
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} |
121
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else { |
122
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8
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11
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$y1 += $span; |
123
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} |
124
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125
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19
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40
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return $orient, $x1, $y1; |
126
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} |
127
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128
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sub _segment_intersection { |
129
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# 0 - Intersection doesn't exist. |
130
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# 1 - Intersection exists. |
131
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# NOTE: In Battleship, we only care about yes/no, but the |
132
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# original code can tell much more: |
133
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# 0 (was 2) - line segments are parallel |
134
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# 0 (was 3) - line segments are collinear but do not overlap. |
135
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# 4 - line segments are collinear and share an end point. |
136
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# 5 - line segments are collinear and overlap. |
137
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138
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30
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50
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30
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64
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croak "segment_intersection needs 4 points\n" unless @_ == 8; |
139
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my( |
140
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30
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52
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$x0, $y0, $x1, $y1, # AB segment 1 |
141
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$x2, $y2, $x3, $y3 # CD segment 2 |
142
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) = @_; |
143
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#warn "[$x0, $y0]-[$x1, $y1], [$x2, $y2]-[$x3, $y3]\n"; |
144
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145
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30
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41
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my $xba = $x1 - $x0; |
146
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30
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35
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my $yba = $y1 - $y0; |
147
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30
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32
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my $xdc = $x3 - $x2; |
148
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30
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32
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my $ydc = $y3 - $y2; |
149
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30
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33
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my $xca = $x2 - $x0; |
150
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30
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32
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my $yca = $y2 - $y0; |
151
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152
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30
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41
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my $delta = $xba * $ydc - $yba * $xdc; |
153
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30
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42
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my $t1 = $xca * $ydc - $yca * $xdc; |
154
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30
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36
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my $t2 = $xca * $yba - $yca * $xba; |
155
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156
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30
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100
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52
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if ($delta != 0) { |
157
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16
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28
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my $u = $t1 / $delta; |
158
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16
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19
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my $v = $t2 / $delta; |
159
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160
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# Two segments intersect (including at end points). |
161
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16
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50
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66
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138
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return ($u <= 1 && $u >= 0 && $v <= 1 && $v >= 0) ? 1 : 0; |
162
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} |
163
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else { |
164
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# AB & CD are parallel. |
165
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14
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50
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33
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102
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return 0 if $t1 != 0 && $t2 != 0; |
166
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# NOTE: We just care about yes/no, so this is the old way: |
167
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# return 2 if $t1 != 0 && $t2 != 0; |
168
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169
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# When AB & CD are collinear... |
170
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0
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my ($a, $b, $c, $d); |
171
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172
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# If AB isn't a vertical line segment, project to x-axis. |
173
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0
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0
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if ($x0 != $x1) { |
174
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# < is min, > is max |
175
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0
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0
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$a = $x0 < $x1 ? $x0 : $x1; |
176
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0
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0
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$b = $x0 > $x1 ? $x0 : $x1; |
177
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0
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0
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$c = $x2 < $x3 ? $x2 : $x3; |
178
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0
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0
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$d = $x2 > $x3 ? $x2 : $x3; |
179
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180
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0
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0
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0
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if ($d < $a || $c > $b) { |
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0
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0
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181
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# NOTE: We just care about yes/no. The old way returns 3: |
182
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0
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return 0;#3; |
183
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} |
184
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elsif ($d == $a || $c == $b) { |
185
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0
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return 4; |
186
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} |
187
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else { |
188
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0
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return 5; |
189
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} |
190
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} |
191
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# If AB is a vertical line segment, project to y-axis. |
192
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else { |
193
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# < is min, > is max |
194
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0
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0
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$a = $y0 < $y1 ? $y0 : $y1; |
195
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0
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0
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$b = $y0 > $y1 ? $y0 : $y1; |
196
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0
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0
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$c = $y2 < $y3 ? $y2 : $y3; |
197
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0
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0
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$d = $y2 > $y3 ? $y2 : $y3; |
198
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199
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0
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0
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0
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if ($d < $a || $c > $b) { |
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0
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0
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200
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# NOTE: We just care about yes/no. The old way returns 3: |
201
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0
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return 0;#3; |
202
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} |
203
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elsif ($d == $a || $c == $b) { |
204
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0
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return 4; |
205
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} |
206
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else { |
207
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0
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|
|
return 5; |
208
|
|
|
|
|
|
|
} |
209
|
|
|
|
|
|
|
} |
210
|
|
|
|
|
|
|
} |
211
|
|
|
|
|
|
|
} |
212
|
|
|
|
|
|
|
|
213
|
|
|
|
|
|
|
1; |
214
|
|
|
|
|
|
|
|
215
|
|
|
|
|
|
|
__END__ |