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package Games::SGF::Go::Rotator; |
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use strict; |
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use warnings; |
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use base 'Games::SGF::Go'; |
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use vars qw($VERSION); |
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$VERSION = '1.21'; |
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=head1 NAME |
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Games::SGF::Go::Rotator - subclass of Games::SGF::Go that can rotate the board |
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=head1 DESCRIPTION |
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If you have an SGF file of a game that your opponent recorded, it will be |
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the wrong way up from your perspective, and so harder for you to remember |
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what's going on when you analyse the game later. This subclass of |
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Games::SGF::Go provides extra methods for rotating it. |
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=head1 SYNOPSIS |
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my $sgf = Games::SGF::Go::Rotator->new(); |
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$sgf->readFile('mygame.sgf'); |
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$sgf->rotate(); # rotate by 180 degrees, what you'd normally want |
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$sgf->rotate90(); # rotate 90 degrees clockwise. |
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=head1 METHODS |
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In addition to the methods documented below, all of Games::SGF::Go's |
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methods are, of course, also available. Neither of the new methods |
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take any arguments, and they return the rotated SGF as well as altering |
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it in-place, for convenience when chaining methods. |
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=head2 rotate |
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Rotate the SGF through 180 degrees. |
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=cut |
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sub rotate { shift()->rotate90()->rotate90(); } |
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=head2 rotate90 |
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Rotate the SGF through 90 degrees clockwise. |
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=cut |
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sub rotate90 { |
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my $self = shift; |
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my $text = $self->writeText(); |
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(my $size = $text) =~ s/.*SZ\[(\d+)\].*/$1/gs; |
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# first rotate any [AA] apart from C[AA] |
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$text =~ s/([^C])\[([a-z]{2})]/"${1}["._rotate90(_splitcoord($2), $size).']'/eg; |
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# now rotate any A{B,E,W}[AA:AA] |
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# note this is the only place where [AA:AA] is legal in Go |
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$text =~ s/A([BEW])\[([a-z]{2}):([a-z]{2})\]/ |
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my @first = _splitcoord(_rotate90(_splitcoord($2), $size)); |
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my @second = _splitcoord(_rotate90(_splitcoord($3), $size)); |
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my @northings = sort { $a cmp $b } ($first[0], $second[0]); |
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my @eastings = sort { $a cmp $b } ($first[1], $second[1]); |
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"A${1}[$northings[0]$eastings[0]:$northings[1]$eastings[1]]" |
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/eg; |
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$self->readText($text); |
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# ick, diving into the guts - readText adds a new game, this |
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# deletes the first game |
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shift @{$self->{collection}}; |
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return $self; |
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} |
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# algorithm: |
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# consider a square NxN board ... |
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# abcde Each 90 degree rotation moves W to X to Y to Z. |
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# a .W... So (x1, y1) => (N-y1, x1) |
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# b ....X |
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# c ..... |
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# d Z.... |
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# e ...Y. |
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sub _splitcoord { return split(//, shift()) } |
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sub _rotate90 { |
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672
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my($x, $y, $size) = @_; |
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my @letters = (qw(a b c d e f g h i j k l m n o p q r s))[0 .. $size - 1]; |
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672
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my %letter_to_number = map { $letters[$_] => $_ } (0 .. $size - 1); |
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672
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($x, $y) = map { $letter_to_number{$_} } ($x, $y); |
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($x, $y) = (($size - 1) - $y, $x); |
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return join('', map { $letters[$_] } ($x, $y)); |
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} |
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=head1 BUGS and FEEDBACK |
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I welcome feedback about my code, including constructive criticism. |
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Bug reports should be made using L or by email, |
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and should include the smallest possible chunk of code, along with |
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any necessary data, which demonstrates the bug. Ideally, this |
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will be in the form of a file which I can drop in to the module's |
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test suite. |
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Rotating a game will probably reset the pointer used when navigating |
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around the file. This doesn't matter to me. If it matters to you, |
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then please submit a patch with tests. |
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If you have multiple games in a single file, it will probably screw |
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up. Again, I don't care. If you care, then please submit a patch |
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with tests. |
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=head1 SEE ALSO |
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L |
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=head1 THANKS TO ... |
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Daniel Gilder for pointing out the bug where stuff like AE[aa:ee] |
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wasn't being rotated, and providing a fix. |
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=head1 AUTHOR, COPYRIGHT and LICENCE |
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David Cantrell EFE |
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Copyright 2010 David Cantrell Edavid@cantrell.org.ukE |
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This software is free-as-in-speech software, and may be used, |
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distributed, and modified under the terms of either the GNU |
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General Public Licence version 2 or the Artistic Licence. It's |
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up to you which one you use. The full text of the licences can |
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be found in the files GPL2.txt and ARTISTIC.txt, respectively. |
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=head1 CONSPIRACY |
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This module is also free-as-in-mason software. |
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=cut |
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1; |