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package Games::Go::Cinderblock::Rulemap; |
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148592
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use 5.14.0; |
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280
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15070
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use Moose; |
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0
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4
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5
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use Games::Go::Cinderblock::NodeSet; |
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use Games::Go::Cinderblock::Delta; |
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7
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use Games::Go::Cinderblock::State; |
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use Games::Go::Cinderblock::Scorable; |
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9
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use Games::Go::Cinderblock::MoveAttempt; |
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use Games::Go::Cinderblock::MoveResult; |
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12
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use Games::Go::Cinderblock::Rulemap::Rect; |
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use List::MoreUtils qw/all/; |
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15
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# This class evaluates moves and determines new board positions. |
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# This class stores no board/position data. |
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# Also, will must be used to determine visible portions of the board if there's fog of war. |
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19
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# This class is basically here to define default behavior and |
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# to provide a mechanism to override it. |
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# However this class will not handle rendering. |
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23
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# Rulemaps are not stored in the database. They are derived from |
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# entries in the Ruleset and Extra_rule tables. Or wherever. |
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# Some extra rules could be assigned using Moose's roles. |
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# Example: 'fog of war', 'atom go' each could be assigned to several variants. |
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28
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# Also: This does not involve the ko rule. That requires a database search |
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29
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# for a duplicate position. TODO:: B::History. Do this. |
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30
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31
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# Note: I'm treating intersections (i.e. nodes) as scalars, which different rulemap |
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32
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# subclasses may handle as they will. Rect nodes [$row,$col]. |
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34
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#To support more than 2 players or sides, each game inherently has a sort of basis |
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35
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# such as 'ffa', 'zen', 'team', 'perverse', or perhaps more |
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37
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# Classes to extract: |
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38
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# Games::Go::Cinderblock::State, (DONE) |
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39
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# Games::Go::Cinderblock::MoveResult, (DONE, + MoveAttempt) |
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40
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# Games::Go::Cinderblock::Scorable, (DONE) |
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41
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# Games::Go::Cinderblock::Delta, |
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42
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# Games::Go::Cinderblock::History? |
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43
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# Games::Go::Cinderblock::TurmDeturninator? |
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44
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# Games::Go::Cinderblock::NodeSet, (DONE) |
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45
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46
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has topology => ( |
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47
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is => 'ro', |
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48
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isa => 'Str', |
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49
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default => 'plane' |
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50
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); |
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51
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has phase_description => ( |
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52
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is => 'ro', |
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53
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isa => 'Str', |
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54
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default => '0b 1w' |
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55
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); |
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56
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has komi => ( |
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57
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is => 'ro', |
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58
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isa => 'Num', |
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59
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default => '6.5' |
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60
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); |
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61
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has ko_rule => ( |
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62
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is => 'ro', |
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63
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isa => 'Str', |
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64
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default => 'situational', |
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65
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); |
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66
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67
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# to be extended to fog, atom, etc |
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68
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sub FOO_apply_rule_role{ |
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69
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my ($self, $rule, $param) = @_; |
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70
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if ($rule =~ /^heisengo/){ |
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71
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Games::Go::Cinderblock::Rulemap::Heisengo::apply ($self, $param); |
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72
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} |
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73
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elsif ($rule =~ /^planckgo/){ |
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74
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Games::Go::Cinderblock::Rulemap::Planckgo::apply ($self, $param); |
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75
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} |
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76
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else {die $rule} |
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77
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} |
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78
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79
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80
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#These must be implemented in a subclass |
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81
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my $blah = 'use a topo subclass such as ::Rect instead of Games::Go::Cinderblock::Rulemap'; |
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82
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sub move_is_valid{ die $blah} |
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83
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sub node_to_string{ die $blah} |
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84
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sub node_from_string{ die $blah} |
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85
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sub node_liberties{ die $blah} |
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86
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sub set_stone_at_node{ die $blah} |
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87
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sub stone_at_node{ die $blah} |
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88
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sub all_nodes{ die $blah} |
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89
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sub copy_board{ die $blah} |
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90
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sub empty_board{ die $blah} |
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91
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92
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93
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sub initial_state{ |
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94
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my $self = shift; |
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95
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my $state = Games::Go::Cinderblock::State->new( |
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96
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rulemap => $self, |
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97
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board => $self->empty_board, |
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98
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turn => 'b', |
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99
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); |
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100
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return $state; |
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101
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} |
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102
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103
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sub normalize_board_to_string{ # to hash for ko collisions.. |
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104
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my ($self,$board) = @_; |
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105
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my @all_nodes = $self->all_nodes; |
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106
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my @all_stones = map {$self->stone_at_node($board, $_) || 0} @all_nodes; |
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107
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return join '', @all_stones; |
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108
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} |
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109
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# use Carp::Always; |
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110
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111
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sub evaluate_move_attempt{ |
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112
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my ($self, $move_attempt) = @_; |
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113
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my $basis = $move_attempt->basis_state; |
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114
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my $board = $basis->board; |
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115
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my $node = $move_attempt->node; |
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116
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my $color = $move_attempt->color; |
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117
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# my ($self, $board, $node, $color) = @_; |
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118
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die "bad color $color" unless $color=~ /^[bw]$/; |
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119
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die "bad node @$node" unless $self->node_is_valid($node); |
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120
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121
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my %failure_template = ( |
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122
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rulemap => $self, |
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123
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basis_state => $basis, |
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124
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move_attempt => $move_attempt, |
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125
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succeeded => 0, |
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126
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); |
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127
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if ($self->stone_at_node ($board, $node)){ |
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128
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return Games::Go::Cinderblock::MoveResult->new( |
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129
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%failure_template, |
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130
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reason => "stone exists at ". $self->node_to_string($node) |
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131
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); |
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132
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} |
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133
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if ($color ne $basis->turn){ |
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134
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return Games::Go::Cinderblock::MoveResult->new( |
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135
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%failure_template, |
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136
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reason => "color $color (not) played during turn " .$basis->turn, |
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137
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); |
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138
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} |
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139
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140
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#produce copy of board for evaluation -> add stone at $node |
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141
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my $newboard = $self->copy_board ($board); |
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142
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$self->set_stone_at_node ($newboard, $node, $color); |
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143
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# $chain is a list of strongly connected stones, |
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144
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# and $foes=enemies,$libs=liberties adjacent to $chain |
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145
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my ($chain, $libs, $foes) = $self->get_chain($newboard, $node); |
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146
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my $caps = $self->find_captured ($newboard, $foes); |
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147
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if (@$libs == 0 and @$caps == 0){ |
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148
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return Games::Go::Cinderblock::MoveResult->new( |
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149
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rulemap => $self, |
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150
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basis_state => $basis, |
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151
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move_attempt => $move_attempt, |
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152
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succeeded => 0, |
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153
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reason => "suicide", |
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154
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); |
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155
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} |
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156
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for my $cap(@$caps){ # just erase captured stones |
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157
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$self->set_stone_at_node ($newboard, $cap, 0); |
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158
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} |
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159
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my $other_color = (($color eq 'b') ? 'w' : 'b'); |
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160
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my $res_stt = Games::Go::Cinderblock::State->new( |
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161
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rulemap => $self, |
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162
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board => $newboard, |
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163
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turn => $other_color, |
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164
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captures => { |
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165
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$color => $basis->captures->{$color} + @$caps, |
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166
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$other_color => $basis->captures->{$other_color}, |
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167
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}, |
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168
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); |
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169
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#return ($newboard, '', $caps);#no err |
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170
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return Games::Go::Cinderblock::MoveResult->new( |
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171
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rulemap => $self, |
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172
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basis_state => $basis, |
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173
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move_attempt => $move_attempt, |
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174
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succeeded => 1, |
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175
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caps => $caps, |
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176
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resulting_state => $res_stt, |
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177
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); |
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178
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#node is returned to make this method easier to override for heisenGo |
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179
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} |
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180
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181
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#uses a floodfill algorithm, #TODO: absorb. generic. |
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182
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#returns (string, liberties, adjacent_foes) |
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183
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sub get_chain { #for all board types |
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184
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my ($self, $board, $node1) = @_; #start row/column |
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185
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186
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my %seen; #indexed by stringified nodes |
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187
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my @found; |
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188
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my @libs; #liberties |
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189
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my @foes; #enemy stones adjacent to string |
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190
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my $string_side = $self->stone_at_node($board, $node1); |
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191
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return unless defined $string_side; #empty |
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192
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#0 has to mean empty, (b black, w white, ...) |
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193
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my @nodes = ($node1); #array of adjacent intersections to consider |
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194
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195
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while (@nodes) { |
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196
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my $node = pop @nodes; |
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197
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next if $seen {$self->node_to_string ($node)}; |
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198
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$seen {$self->node_to_string ($node)} = 1; |
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199
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200
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my $here_side = $self->stone_at_node ($board, $node); |
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201
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202
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unless ($here_side){ #empty |
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203
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push @libs, $node; |
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204
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next |
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205
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} |
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206
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if ($here_side eq $string_side){ |
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207
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push @found, $node; |
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208
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push @nodes, $self->node_liberties ($node); |
|
209
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next |
|
210
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} |
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211
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# else enemy |
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212
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push @foes, $node; |
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213
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} |
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214
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return (\@found, \@libs, \@foes); |
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215
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} |
|
216
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217
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218
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#chains are represented by a single 'delegate' node to identify chain |
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219
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#returns chains, keyed by their delegates. a chain is a list of nodestrings |
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220
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#also returns hash of {nodestring=>delegate} |
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221
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#also returns hash of {delegate=>side} |
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222
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sub FOO_all_chains{ |
|
223
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my ($self, $board) = @_; |
|
224
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my %delegates; |
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225
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my %delegate_of_stone; |
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226
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my %delegate_side; |
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227
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for my $n ($self->all_stones($board)){ |
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228
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my $s = $self->node_to_string($n); |
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229
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next if $delegate_of_stone{$s}; |
|
230
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231
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$delegate_side{$s} = $self->stone_at_node($board, $n); |
|
232
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my ($chain,$l,$f) = $self->get_chain($board, $n); |
|
233
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#push @chains, $chain; |
|
234
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#only deal with nodestrings here; |
|
235
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$delegates{$s} = [map {$self->node_to_string($_)} @$chain]; |
|
236
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my @nodestrings; |
|
237
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|
#examine & to_string each node |
|
238
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for (@$chain){ |
|
239
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my $nodestring =$self->node_to_string($_); |
|
240
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|
push @nodestrings, $nodestring; |
|
241
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$delegate_of_stone{$nodestring} = $s; |
|
242
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} |
|
243
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} |
|
244
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|
|
return (\%delegates, \%delegate_of_stone, \%delegate_side) |
|
245
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|
} |
|
246
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|
247
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|
|
sub nodeset{ # $rm->nodeset(@nodes) |
|
248
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|
|
my $self = shift; |
|
249
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|
|
my $ns = Games::Go::Cinderblock::NodeSet->new(rulemap => $self); |
|
250
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|
|
$ns->add($_) for @_; |
|
251
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|
return $ns; |
|
252
|
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|
} |
|
253
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|
|
# sub all_nodes, sub no_nodes.. TODO |
|
254
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|
|
sub all_nodes_nodeset{ |
|
255
|
|
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|
|
my $self = shift; |
|
256
|
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|
|
|
|
|
return $self->nodeset($self->all_nodes); |
|
257
|
|
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|
|
} |
|
258
|
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|
|
sub FOO_floodfill{ #in state now.. |
|
259
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|
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|
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|
|
my ($self, $cond, $progenitor) = @_; |
|
260
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|
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|
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|
|
my $set = $self->nodeset($progenitor); |
|
261
|
|
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|
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|
|
my $seen = $self->nodeset($progenitor); |
|
262
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|
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|
|
|
|
my @q = $self->adjacent_nodes($progenitor); |
|
263
|
|
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|
|
while(@q){ |
|
264
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|
|
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|
|
my $node = shift @q; |
|
265
|
|
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|
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|
|
next if $seen->has($node); |
|
266
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|
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|
|
$seen->add($node); |
|
267
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|
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|
|
next unless $cond->($node); |
|
268
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|
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|
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|
|
$set->add($node); |
|
269
|
|
|
|
|
|
|
push @q, $self->adjacent_nodes($node); |
|
270
|
|
|
|
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|
|
} |
|
271
|
|
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|
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|
|
} |
|
272
|
|
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|
|
|
273
|
|
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|
|
274
|
|
|
|
|
|
|
sub all_stones { |
|
275
|
|
|
|
|
|
|
my ($self, $board) = @_; |
|
276
|
|
|
|
|
|
|
return grep {$self->stone_at_node($board, $_)} ($self->all_nodes); |
|
277
|
|
|
|
|
|
|
} |
|
278
|
|
|
|
|
|
|
|
|
279
|
|
|
|
|
|
|
#opposite of get_chain |
|
280
|
|
|
|
|
|
|
sub get_empty_space{ |
|
281
|
|
|
|
|
|
|
my ($self, $board, $node1, $ignore_stones) = @_; #start row/column |
|
282
|
|
|
|
|
|
|
return ([],[]) if $self->stone_at_node ($board, $node1); |
|
283
|
|
|
|
|
|
|
$ignore_stones = {} unless $ignore_stones; #dead stones tend to be ignored when calculating territory |
|
284
|
|
|
|
|
|
|
|
|
285
|
|
|
|
|
|
|
my %seen; #indexed by stringified nodes |
|
286
|
|
|
|
|
|
|
my @found; |
|
287
|
|
|
|
|
|
|
my @adjacent_stones; |
|
288
|
|
|
|
|
|
|
my @nodes = ($node1); #array of adjacent intersections to consider |
|
289
|
|
|
|
|
|
|
while (@nodes) { |
|
290
|
|
|
|
|
|
|
my $node = pop @nodes; |
|
291
|
|
|
|
|
|
|
my $nodestring = $self->node_to_string ($node); |
|
292
|
|
|
|
|
|
|
next if $seen {$nodestring}; |
|
293
|
|
|
|
|
|
|
$seen {$nodestring} = 1; |
|
294
|
|
|
|
|
|
|
|
|
295
|
|
|
|
|
|
|
my $here_color = $self->stone_at_node ($board, $node); |
|
296
|
|
|
|
|
|
|
if (!$here_color or $ignore_stones->{$nodestring}){ #empty |
|
297
|
|
|
|
|
|
|
push @found, $node; |
|
298
|
|
|
|
|
|
|
push @nodes, $self->node_liberties ($node) |
|
299
|
|
|
|
|
|
|
} |
|
300
|
|
|
|
|
|
|
else{ #stone |
|
301
|
|
|
|
|
|
|
push @adjacent_stones, $node; |
|
302
|
|
|
|
|
|
|
} |
|
303
|
|
|
|
|
|
|
} |
|
304
|
|
|
|
|
|
|
return (\@found, \@adjacent_stones); |
|
305
|
|
|
|
|
|
|
} |
|
306
|
|
|
|
|
|
|
|
|
307
|
|
|
|
|
|
|
# TODO: absorb into generic flood fill |
|
308
|
|
|
|
|
|
|
#take a list of stones, returns those which have no libs, as chains |
|
309
|
|
|
|
|
|
|
sub find_captured{ |
|
310
|
|
|
|
|
|
|
my ($self, $board, $nodes) = @_; |
|
311
|
|
|
|
|
|
|
my @nodes = @$nodes; #list |
|
312
|
|
|
|
|
|
|
my %seen; #indexed by stringified node |
|
313
|
|
|
|
|
|
|
my @caps; #list |
|
314
|
|
|
|
|
|
|
while (@nodes){ |
|
315
|
|
|
|
|
|
|
my $node = pop @nodes; |
|
316
|
|
|
|
|
|
|
next if $seen {$self->node_to_string($node)}; |
|
317
|
|
|
|
|
|
|
my ($chain, $libs, $foes) = $self->get_chain ($board, $node); |
|
318
|
|
|
|
|
|
|
my $capture_these = scalar @$libs ? '0' : '1'; |
|
319
|
|
|
|
|
|
|
for my $n (@$chain){ |
|
320
|
|
|
|
|
|
|
$seen {$self->node_to_string($n)} = 1; |
|
321
|
|
|
|
|
|
|
push @caps, $n if $capture_these; |
|
322
|
|
|
|
|
|
|
} |
|
323
|
|
|
|
|
|
|
} |
|
324
|
|
|
|
|
|
|
return \@caps |
|
325
|
|
|
|
|
|
|
} |
|
326
|
|
|
|
|
|
|
|
|
327
|
|
|
|
|
|
|
|
|
328
|
|
|
|
|
|
|
|
|
329
|
|
|
|
|
|
|
sub side_of_entity{ |
|
330
|
|
|
|
|
|
|
my ($self, $entity) = @_; |
|
331
|
|
|
|
|
|
|
die 'wrong score mode' unless $self->detect_basis eq 'ffa'; |
|
332
|
|
|
|
|
|
|
for my $phase (split ' ', $self->phase_description) { |
|
333
|
|
|
|
|
|
|
if ($phase =~ m/$entity([wbr])/){ |
|
334
|
|
|
|
|
|
|
return $1; |
|
335
|
|
|
|
|
|
|
} |
|
336
|
|
|
|
|
|
|
} |
|
337
|
|
|
|
|
|
|
} |
|
338
|
|
|
|
|
|
|
sub all_entities{ |
|
339
|
|
|
|
|
|
|
my $self = shift; |
|
340
|
|
|
|
|
|
|
my $pd = $self->phase_description; |
|
341
|
|
|
|
|
|
|
my %e; |
|
342
|
|
|
|
|
|
|
while($pd=~/(\d)/g){ |
|
343
|
|
|
|
|
|
|
$e{$1}=1 |
|
344
|
|
|
|
|
|
|
} |
|
345
|
|
|
|
|
|
|
return keys %e; |
|
346
|
|
|
|
|
|
|
} |
|
347
|
|
|
|
|
|
|
sub all_sides{ |
|
348
|
|
|
|
|
|
|
my $self = shift; |
|
349
|
|
|
|
|
|
|
my $pd = $self->phase_description; |
|
350
|
|
|
|
|
|
|
my %s; |
|
351
|
|
|
|
|
|
|
while($pd=~/([bw])/g){ |
|
352
|
|
|
|
|
|
|
$s{$1}=1 |
|
353
|
|
|
|
|
|
|
} |
|
354
|
|
|
|
|
|
|
return keys %s; |
|
355
|
|
|
|
|
|
|
} |
|
356
|
|
|
|
|
|
|
|
|
357
|
|
|
|
|
|
|
sub default_captures {#for before move 1 |
|
358
|
|
|
|
|
|
|
my $self = shift; |
|
359
|
|
|
|
|
|
|
my @phases = split ' ', $self->phase_description; |
|
360
|
|
|
|
|
|
|
return join ' ', map {0} (1..@phases) #'0 0' |
|
361
|
|
|
|
|
|
|
} |
|
362
|
|
|
|
|
|
|
|
|
363
|
|
|
|
|
|
|
|
|
364
|
|
|
|
|
|
|
#Necessary to decide how to describe game in /game. |
|
365
|
|
|
|
|
|
|
#Score & game objectives depend. |
|
366
|
|
|
|
|
|
|
#reads the phase description and |
|
367
|
|
|
|
|
|
|
# returns 'ffa', 'team', 'zen', or 'perverse'? or 'other'? |
|
368
|
|
|
|
|
|
|
sub detect_basis{ |
|
369
|
|
|
|
|
|
|
my $self = shift; #is it a pd or a rulemap? |
|
370
|
|
|
|
|
|
|
my $pd = ref $self ? $self->phase_description : $self; |
|
371
|
|
|
|
|
|
|
|
|
372
|
|
|
|
|
|
|
#assume that this is well-formed |
|
373
|
|
|
|
|
|
|
#and no entity numbers are skipped |
|
374
|
|
|
|
|
|
|
my @phases = map {[split'',$_]} split ' ', $pd; |
|
375
|
|
|
|
|
|
|
my %ents; |
|
376
|
|
|
|
|
|
|
my %sides; |
|
377
|
|
|
|
|
|
|
for (@phases){ |
|
378
|
|
|
|
|
|
|
$ents{$_->[0]}{$_->[1]} = 1; |
|
379
|
|
|
|
|
|
|
$sides{$_->[1]}{$_->[0]} = 1; |
|
380
|
|
|
|
|
|
|
} |
|
381
|
|
|
|
|
|
|
return 'ffa' if @phases == keys %ents |
|
382
|
|
|
|
|
|
|
and @phases == keys %sides; |
|
383
|
|
|
|
|
|
|
return 'zen' if all {keys %{$ents{$_}} == keys%sides} (keys%ents); |
|
384
|
|
|
|
|
|
|
|
|
385
|
|
|
|
|
|
|
return 'other'; |
|
386
|
|
|
|
|
|
|
} |
|
387
|
|
|
|
|
|
|
|
|
388
|
|
|
|
|
|
|
sub compute_score{ |
|
389
|
|
|
|
|
|
|
my ($self, $board, $caps, $death_mask) = @_; |
|
390
|
|
|
|
|
|
|
my ($terr_mask, $terr_points) = $self->find_territory_mask($board, $death_mask); |
|
391
|
|
|
|
|
|
|
|
|
392
|
|
|
|
|
|
|
my $type = $self->detect_basis; |
|
393
|
|
|
|
|
|
|
my $pd = $self->phase_description; |
|
394
|
|
|
|
|
|
|
my @phases = split ' ', $pd; |
|
395
|
|
|
|
|
|
|
@phases = map {[split '', $_]} @phases; |
|
396
|
|
|
|
|
|
|
|
|
397
|
|
|
|
|
|
|
my @sides = $self->all_sides; |
|
398
|
|
|
|
|
|
|
my %side_score = map {$_=>0} @sides; |
|
399
|
|
|
|
|
|
|
|
|
400
|
|
|
|
|
|
|
{ #add up captures of each team. |
|
401
|
|
|
|
|
|
|
my @caps = split ' ', $caps; # from latest move |
|
402
|
|
|
|
|
|
|
for my $phase (@phases){ |
|
403
|
|
|
|
|
|
|
my $phase_caps = shift @caps; |
|
404
|
|
|
|
|
|
|
$side_score{$phase->[1]} += $phase_caps; |
|
405
|
|
|
|
|
|
|
} |
|
406
|
|
|
|
|
|
|
#add up territory of each team. |
|
407
|
|
|
|
|
|
|
for my $side (@sides){ |
|
408
|
|
|
|
|
|
|
$side_score{$side} += $terr_points->{$side}; |
|
409
|
|
|
|
|
|
|
} |
|
410
|
|
|
|
|
|
|
#and count dead things in death_mask |
|
411
|
|
|
|
|
|
|
#points in death_mask go to territory owner in terr_mask |
|
412
|
|
|
|
|
|
|
for my $d (keys %$death_mask){ |
|
413
|
|
|
|
|
|
|
my $capturer = $terr_mask->{$d}; |
|
414
|
|
|
|
|
|
|
if ($capturer){ |
|
415
|
|
|
|
|
|
|
$side_score{$capturer}++; |
|
416
|
|
|
|
|
|
|
} |
|
417
|
|
|
|
|
|
|
} |
|
418
|
|
|
|
|
|
|
} |
|
419
|
|
|
|
|
|
|
|
|
420
|
|
|
|
|
|
|
if ($self->phase_description eq '0b 1w'){ |
|
421
|
|
|
|
|
|
|
$side_score{w} += $self->komi; |
|
422
|
|
|
|
|
|
|
} |
|
423
|
|
|
|
|
|
|
|
|
424
|
|
|
|
|
|
|
if ($type eq 'ffa' or $type eq 'zen' or $type eq 'team'){ |
|
425
|
|
|
|
|
|
|
return \%side_score |
|
426
|
|
|
|
|
|
|
} |
|
427
|
|
|
|
|
|
|
return 'perverse or other modes not scoring...' |
|
428
|
|
|
|
|
|
|
} |
|
429
|
|
|
|
|
|
|
|
|
430
|
|
|
|
|
|
|
sub num_phases{ |
|
431
|
|
|
|
|
|
|
my ($self) = @_; |
|
432
|
|
|
|
|
|
|
my @phases = split ' ', $self->phase_description; |
|
433
|
|
|
|
|
|
|
return scalar @phases; |
|
434
|
|
|
|
|
|
|
} |
|
435
|
|
|
|
|
|
|
|
|
436
|
|
|
|
|
|
|
sub determine_next_phase{ |
|
437
|
|
|
|
|
|
|
my ($self, $phase, $choice_phases) = @_; |
|
438
|
|
|
|
|
|
|
my $np = $self->num_phases; |
|
439
|
|
|
|
|
|
|
my $next = $phase; |
|
440
|
|
|
|
|
|
|
for (1..$np){ |
|
441
|
|
|
|
|
|
|
$next = ($next + 1) % $np; |
|
442
|
|
|
|
|
|
|
return $next if grep {$next==$_} @$choice_phases; |
|
443
|
|
|
|
|
|
|
} |
|
444
|
|
|
|
|
|
|
die "I was given a bad list of choice phases: " . join',',@$choice_phases; |
|
445
|
|
|
|
|
|
|
} |
|
446
|
|
|
|
|
|
|
|
|
447
|
|
|
|
|
|
|
|
|
448
|
|
|
|
|
|
|
#compare earlier state to later state. |
|
449
|
|
|
|
|
|
|
# package the things which actually change. |
|
450
|
|
|
|
|
|
|
# among board, turn, & captures. |
|
451
|
|
|
|
|
|
|
|
|
452
|
|
|
|
|
|
|
sub delta{ |
|
453
|
|
|
|
|
|
|
my ($self,$state1,$state2) = @_; |
|
454
|
|
|
|
|
|
|
my %deltargs; |
|
455
|
|
|
|
|
|
|
|
|
456
|
|
|
|
|
|
|
my $board_changeset = $self->_compare_boards( $state1->board, $state2->board ); |
|
457
|
|
|
|
|
|
|
$deltargs{board} = $board_changeset if %$board_changeset; |
|
458
|
|
|
|
|
|
|
if($state1->turn ne $state2->turn){ |
|
459
|
|
|
|
|
|
|
$deltargs{turn} = {before=>$state1->turn,after=>$state2->turn}; |
|
460
|
|
|
|
|
|
|
} |
|
461
|
|
|
|
|
|
|
if($state1->captures('w') != $state2->captures('w')){ |
|
462
|
|
|
|
|
|
|
$deltargs{captures}{w} = {before=>$state1->captures('w'),after=>$state2->captures('w')}; |
|
463
|
|
|
|
|
|
|
} |
|
464
|
|
|
|
|
|
|
if($state1->captures('b') != $state2->captures('b')){ |
|
465
|
|
|
|
|
|
|
$deltargs{captures}{b} = {before=>$state1->captures('b'),after=>$state2->captures('b')}; |
|
466
|
|
|
|
|
|
|
} |
|
467
|
|
|
|
|
|
|
|
|
468
|
|
|
|
|
|
|
my $delta = Games::Go::Cinderblock::Delta->new( |
|
469
|
|
|
|
|
|
|
rulemap => $self, |
|
470
|
|
|
|
|
|
|
%deltargs |
|
471
|
|
|
|
|
|
|
); |
|
472
|
|
|
|
|
|
|
return $delta; |
|
473
|
|
|
|
|
|
|
} |
|
474
|
|
|
|
|
|
|
|
|
475
|
|
|
|
|
|
|
|
|
476
|
|
|
|
|
|
|
#compare earlier board to later board. |
|
477
|
|
|
|
|
|
|
sub _compare_boards{ |
|
478
|
|
|
|
|
|
|
my ($self, $board1, $board2) = @_; |
|
479
|
|
|
|
|
|
|
|
|
480
|
|
|
|
|
|
|
my %changeset; |
|
481
|
|
|
|
|
|
|
for my $node ($self->all_nodes){ |
|
482
|
|
|
|
|
|
|
my $fore = $self->stone_at_node($board1, $node); #0,w,b,etc |
|
483
|
|
|
|
|
|
|
my $afte = $self->stone_at_node($board2, $node); |
|
484
|
|
|
|
|
|
|
next if ($fore eq $afte); |
|
485
|
|
|
|
|
|
|
if($fore){ |
|
486
|
|
|
|
|
|
|
# autovivify. |
|
487
|
|
|
|
|
|
|
push @{$changeset{remove}{$fore}}, $node; |
|
488
|
|
|
|
|
|
|
} |
|
489
|
|
|
|
|
|
|
if($afte){ |
|
490
|
|
|
|
|
|
|
push @{$changeset{add}{$afte}}, $node; |
|
491
|
|
|
|
|
|
|
} |
|
492
|
|
|
|
|
|
|
} |
|
493
|
|
|
|
|
|
|
return \%changeset; |
|
494
|
|
|
|
|
|
|
} |
|
495
|
|
|
|
|
|
|
|
|
496
|
|
|
|
|
|
|
1; |
|
497
|
|
|
|
|
|
|
|
|
498
|
|
|
|
|
|
|
__END__ |
|
499
|
|
|
|
|
|
|
|
|
500
|
|
|
|
|
|
|
=head1 NAME |
|
501
|
|
|
|
|
|
|
|
|
502
|
|
|
|
|
|
|
Games::Go::Cinderblock::Rulemap - The beating heart of cinderblock. |
|
503
|
|
|
|
|
|
|
|
|
504
|
|
|
|
|
|
|
=head1 SYNOPSIS |
|
505
|
|
|
|
|
|
|
|
|
506
|
|
|
|
|
|
|
my $rulemap = Games::Go::Cinderblock::Rulemap::Rect->new( |
|
507
|
|
|
|
|
|
|
w => 11, |
|
508
|
|
|
|
|
|
|
h => 8, |
|
509
|
|
|
|
|
|
|
wrap_h => 1, |
|
510
|
|
|
|
|
|
|
wrap_v => 1, |
|
511
|
|
|
|
|
|
|
); |
|
512
|
|
|
|
|
|
|
my $state = $rulemap->initial_state; |
|
513
|
|
|
|
|
|
|
my $move_result = $state->attempt_move( |
|
514
|
|
|
|
|
|
|
color => 'b', |
|
515
|
|
|
|
|
|
|
node => [3,3], |
|
516
|
|
|
|
|
|
|
); |
|
517
|
|
|
|
|
|
|
say $move_result->succeeded ? 'success!' : ('failed? ' . $move_result->reason); |
|
518
|
|
|
|
|
|
|
$state = $move_result->resulting_state; |
|
519
|
|
|
|
|
|
|
# do something with $move_result->delta. |
|
520
|
|
|
|
|
|
|
|
|
521
|
|
|
|
|
|
|
=head1 DESCRIPTION |
|
522
|
|
|
|
|
|
|
|
|
523
|
|
|
|
|
|
|
This module is basically basilisk::Rulemap, now mostly split |
|
524
|
|
|
|
|
|
|
into a bunch of helper modules. The intention is still to use |
|
525
|
|
|
|
|
|
|
Moose's metaclass capabilities & method modifiers to override |
|
526
|
|
|
|
|
|
|
aspects of the default behavior. |
|
527
|
|
|
|
|
|
|
|
|
528
|
|
|
|
|
|
|
This class still uses subclasses to define topology, and still |
|
529
|
|
|
|
|
|
|
only one topology is in a usable state: |
|
530
|
|
|
|
|
|
|
L<Games::Go::Cinderblock::Rulemap::Rect>. |
|
531
|
|
|
|
|
|
|
|
|
532
|
|
|
|
|
|
|
=head1 METHODS |
|
533
|
|
|
|
|
|
|
|
|
534
|
|
|
|
|
|
|
=head2 initial_state |
|
535
|
|
|
|
|
|
|
|
|
536
|
|
|
|
|
|
|
=head2 nodeset |
|
537
|
|
|
|
|
|
|
|
|
538
|
|
|
|
|
|
|
=head2 empty_board |
|
539
|
|
|
|
|
|
|
|
|
540
|
|
|
|
|
|
|
=head2 all_nodes |
|
541
|
|
|
|
|
|
|
|
|
542
|
|
|
|
|
|
|
=cut |