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# -*- Perl -*- |
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package Game::Marad 0.05; |
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use 5.26.0; |
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use Object::Pad 0.52; |
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22080
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class Game::Marad :strict(params); |
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use constant { |
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BOARD_SIZE => 9, |
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MIDDLE => 4, # the middle square is used for scoring |
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MAX_MOVES => 4, |
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TYPE_MASK => 0b0000_1111, # piece type |
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PLAYER_BIT => 6, # owned by player 1 or 2? |
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MOVED_MASK => 0b1000_0000, # has the piece moved? |
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MOVE_NOPE => 0, |
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MOVE_SQUARE => 1, # NOTE also Rook |
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MOVE_DIAGONAL => 2, # NOTE also Bishop |
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PIECE_EMPTY => 0, |
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PIECE_ROOK => 1, |
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PIECE_BISHOP => 2, |
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PIECE_KING => 3, # NOTE Rook and Bishop bits are set |
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XX => 0, |
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YY => 1, |
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}; |
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# NOTE the client is expected to be well behaved and to not modify the |
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# contents of board nor the score (hiding these references would only |
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# make such impolite behavior slightly more difficult) |
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has $board :reader; |
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has $move_count :reader; |
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has $player :reader; |
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has $score :reader; |
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ADJUST { |
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$board = [ |
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[qw/0 0 0 0 0 0 0 0 0/], # starting game state |
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[qw/0 2 0 0 0 0 0 66 0/], |
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[qw/0 1 0 0 0 0 0 65 0/], |
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[qw/0 1 0 0 0 0 0 65 0/], |
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[qw/0 3 0 0 0 0 0 67 0/], |
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[qw/0 1 0 0 0 0 0 65 0/], |
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[qw/0 1 0 0 0 0 0 65 0/], |
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[qw/0 2 0 0 0 0 0 66 0/], |
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[qw/0 0 0 0 0 0 0 0 0/], |
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]; |
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$move_count = _move_count(); |
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$player = 0; |
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$score = [ 0, 0 ]; |
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} |
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######################################################################## |
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# |
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# METHODS |
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1
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method is_owner( $x, $y ) { |
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100
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return 0 if $x < 0 or $x >= BOARD_SIZE or $y < 0 or $y >= BOARD_SIZE; |
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100
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100
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62
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3
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my $piece = $board->[$y][$x]; |
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3
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100
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return 0 if $piece == PIECE_EMPTY; |
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2
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100
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return 0 unless ( $piece >> PLAYER_BIT & 1 ) == $player; |
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1
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return 1; |
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} |
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# try to carry out a game move involving two points, generally from a |
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# player selecting a piece to move and a direction (via the destination |
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# point) to move in. the move may not be possible for various reasons. |
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# if possible a move may cause a bunch of changes to the board and other |
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# game state |
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1
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method move( $srcx, $srcy, $dstx, $dsty ) { |
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return 0, "out of bounds" |
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100
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100
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if $srcx < 0 |
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or $srcx >= BOARD_SIZE |
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or $srcy < 0 |
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or $srcy >= BOARD_SIZE; |
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my $piece = $board->[$srcy][$srcx]; |
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100
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return 0, "not a piece" if $piece == PIECE_EMPTY; |
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100
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return 0, "not owner" unless ( $piece >> PLAYER_BIT & 1 ) == $player; |
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my ( $move_type, $stepx, $stepy ) = _move_type( $srcx, $srcy, $dstx, $dsty ); |
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100
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return 0, "invalid move" if $move_type == MOVE_NOPE; |
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# this is probably too clever: the king by virtue of being number 3 |
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# has both the square and diagonal move bits set, while rooks and |
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# bishops have only one of them set |
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my $piece_type = $piece & TYPE_MASK; |
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100
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return 0, "invalid move type" unless ( $move_type & $piece_type ) > 0; |
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_move_stack( $board, $move_count, $srcx, $srcy, $stepx, $stepy ); |
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# score points for motion in the middle |
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my $center = $board->[MIDDLE][MIDDLE]; |
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100
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100
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if ( $center > 0 and ( $center & MOVED_MASK ) == MOVED_MASK ) { |
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$score->[ $center >> PLAYER_BIT & 1 ]++; |
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} |
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# clear any moved bits (keeps the map clean, only the middle moved |
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# bit really needs to be cleared, provided things that iterate over |
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# the $board extract the type and owner) |
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for my $row ( $board->@* ) { |
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for my $col ( $row->@* ) { |
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405
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$col &= ~MOVED_MASK; |
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} |
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} |
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110
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$player ^= 1; |
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100
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$move_count = _move_count() if $player == 0; |
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113
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5
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return 1, "ok"; |
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} |
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# boards of different sizes might be supported in which case clients may |
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# need something like the following to obtain that information |
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1
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1
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method size() { return BOARD_SIZE } |
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120
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######################################################################## |
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# |
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# SUBROUTINES |
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124
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# this many moves happen in each turnpair |
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0
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sub _move_count () { 1 + int rand(MAX_MOVES) } |
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# moves stuff with less recursion than in prior versions (before 0.05) |
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9352
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sub _move_stack ( $grid, $moves, $srcx, $srcy, $stepx, $stepy ) { |
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129
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my $point = []; |
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$point->@[XX,YY] = ($srcx, $srcy); |
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my @stack = $point; |
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while ( $moves > 0 ) { |
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my $point = []; |
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$point->@[ XX, YY ] = ( $stack[-1][XX] + $stepx, $stack[-1][YY] + $stepy ); |
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# edge: ran out of space for pushing |
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last |
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100
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194
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if $point->[XX] < 0 |
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100
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100
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138
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or $point->[XX] >= BOARD_SIZE |
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or $point->[YY] < 0 |
140
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or $point->[YY] >= BOARD_SIZE; |
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45
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push @stack, $point; |
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# empty cell: swap along the stack to advance the pieces |
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100
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80
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if ( $grid->[ $stack[-1][YY] ][ $stack[-1][XX] ] == PIECE_EMPTY ) { |
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54
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for my $i ( reverse 0 .. ( $#stack - 1 ) ) { |
145
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# downside: this may happen more than it needs to |
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59
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$grid->[ $stack[$i][YY] ][ $stack[$i][XX] ] |= MOVED_MASK; |
147
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48
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my $j = $i + 1; |
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37
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105
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( $grid->[ $stack[$i][YY] ][ $stack[$i][XX] ], |
149
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$grid->[ $stack[$j][YY] ][ $stack[$j][XX] ] |
150
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) |
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= ( |
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$grid->[ $stack[$j][YY] ][ $stack[$j][XX] ], |
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$grid->[ $stack[$i][YY] ][ $stack[$i][XX] ] |
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); |
155
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# in theory one could collect a list of moves for use by |
156
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# an animation routine, or have a callback for that. but |
157
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# that would use more CPU and memory |
158
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} |
159
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shift @stack; |
160
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$moves--; |
161
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} |
162
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# non-empty cell: put it onto the stack next time around |
163
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} |
164
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} |
165
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166
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# given two points, what sort of movement is it? (may not be valid) |
167
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17
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17
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13139
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sub _move_type ( $x1, $y1, $x2, $y2 ) { |
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168
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17
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100
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100
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64
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return MOVE_NOPE, undef, undef if $x1 == $x2 and $y1 == $y2; |
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170
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15
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35
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my ( $dy, $plus_x ) = ( $y2 - $y1, $x2 > $x1 ); |
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15
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100
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59
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return MOVE_SQUARE, ( $plus_x ? 1 : -1 ), 0 if $dy == 0; |
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100
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172
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173
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11
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20
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my ( $dx, $plus_y ) = ( $x2 - $x1, $y2 > $y1 ); |
174
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11
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100
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32
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return MOVE_SQUARE, 0, ( $plus_y ? 1 : -1 ) if $dx == 0; |
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100
|
|
|
|
|
|
175
|
|
|
|
|
|
|
|
176
|
9
|
100
|
|
|
|
59
|
return MOVE_DIAGONAL, ( $plus_x ? 1 : -1 ), ( $plus_y ? 1 : -1 ) |
|
|
100
|
|
|
|
|
|
|
|
100
|
|
|
|
|
|
177
|
|
|
|
|
|
|
if abs($dx) == abs($dy); |
178
|
|
|
|
|
|
|
|
179
|
1
|
|
|
|
|
6
|
return MOVE_NOPE, undef, undef; |
180
|
|
|
|
|
|
|
} |
181
|
|
|
|
|
|
|
|
182
|
|
|
|
|
|
|
1; |
183
|
|
|
|
|
|
|
__END__ |