package AI::Evolve::Befunge::Board;
use strict;
use warnings;
use Carp;
use AI::Evolve::Befunge::Util qw(code_print);
use AI::Evolve::Befunge::Critter;
use base 'Class::Accessor::Fast';
__PACKAGE__->mk_accessors( qw{ size dimensions } );
=head1 NAME
AI::Evolve::Befunge::Board - board game object
=head1 SYNOPSIS
my $board = AI::Evolve::Befunge::Board->new(Size => $vector);
$board->set_value($vector, $value);
$board->clear();
=head1 DESCRIPTION
This module tracks board-game state for AI::Evolve::Befunge. It is only used
for board-game-style physics, like tic tac toe, othello, go, chess, etc.
Non-boardgame applications do not use a Board object.
=head1 CONSTRUCTOR
=head2 new
AI::Evolve::Befunge::Board->new(Size => $vector);
AI::Evolve::Befunge::Board->new(Size => $number, Dimensions => $number);
Creates a new Board object. You need to specify the board-size somehow, either
by providing a Language::Befunge::Vector object, or by specifying the size of
the side of a hypercube and the number of dimensions it exists in (2 is the
most likely number of dimensions). If the Size argument is numeric, the
Dimensions argument is required, and a size vector will be generated
internally.
=cut
# FIXME: fully vectorize this, and make this module dimensionality-independent
# (maybe just use another laheyspace for the storage object)
sub new {
my $self = bless({}, shift);
my %args = @_;
my $usage = "\nUsage: ...Board->new(Dimensions => 4, Size => 8) or ...Board->new(Size => \$vector)";
croak($usage) unless exists $args{Size};
if(ref($args{Size})) {
if(exists($args{Dimensions})) {
croak "Dimensions argument doesn't match the number of dimensions in the vector"
unless $args{Size}->get_dims() == $args{Dimensions};
} else {
$args{Dimensions} = $args{Size}->get_dims();
}
} else {
if(exists($args{Dimensions})) {
$args{Size} = Language::Befunge::Vector->new(
map { $args{Size} } (1..$args{Dimensions}));
} else {
croak "No Dimensions argument given, and Size isn't a vector";
}
}
$$self{size} = $args{Size};
$$self{dimensions} = $args{Dimensions};
foreach my $dim (0..$$self{size}->get_dims()-1) {
croak("Size[$dim] must be at least 1!")
unless $$self{size}->get_component($dim) >= 1;
if($dim >= 2) {
croak("This module isn't smart enough to handle more than 2 dimensions yet")
unless $$self{size}->get_component($dim) == 1;
}
}
$$self{sizex} = $$self{size}->get_component(0);
$$self{sizey} = $$self{size}->get_component(1);
$$self{b} = [];
for(0..$$self{sizey}-1) {
push(@{$$self{b}}, [ map { 0 } (1..$$self{sizex})]);
}
return $self;
}
=head1 METHODS
=head2 clear
$board->clear();
Clear the board - set all spaces to 0.
=cut
sub clear {
my $self = shift;
$$self{b} = [];
for(0..$$self{sizey}-1) {
push(@{$$self{b}}, [ map { 0 } (0..$$self{sizex}-1)]);
}
}
=head2 as_string
my $string = $board->as_string();
Returns an ascii-art display of the current board state. The return value
looks like this (without indentation):
.ox
.x.
oxo
=cut
sub as_string {
my $self = shift;
my @char = ('.', 'x', 'o');
my $code = join("\n", map { join('', map { $char[$_] } (@{$$self{b}[$_]}))} (0..$$self{sizey}-1));
return "$code\n";
}
=head2 as_binary_string
my $binary = $board->as_binary_string();
Returns an ascii-art display of the current board state. It looks the same as
->as_string(), above, except that the values it uses are binary values 0, 1,
and 2, rather than plaintext descriptive tokens. This is suitable for passing
to Language::Befunge::LaheySpace::Generic's ->store() method.
=cut
sub as_binary_string {
my $self = shift;
my $code = join("\n",
map { join('', map { chr($_) } (@{$$self{b}[$_]}))} (0..$$self{sizey}-1));
return "$code\n";
}
=head2 output
$board->output();
Prints the return value of the ->as_string() method to the console, decorated
with row and column indexes. The output looks like this (without indentation):
012
0 .ox
1 .x.
2 oxo
=cut
sub output {
my $self = shift;
code_print($self->as_string(),$$self{sizex},$$self{sizey});
}
=head2 fetch_value
$board->fetch_value($vector);
Returns the value of the board space specified by the vector argument. This
is typically a numeric value; 0 means the space is unoccupied, otherwise the
value is typically the player number who owns the space, or the piece-type (for
games which have multiple types of pieces), or whatever.
=cut
sub fetch_value {
my ($self, $v) = @_;
croak("need a vector argument") unless ref($v) eq 'Language::Befunge::Vector';
my ($x, $y, @overflow) = $v->get_all_components();
croak "fetch_value: x value '$x' out of range!" if $x < 0 or $x >= $$self{sizex};
croak "fetch_value: y value '$y' out of range!" if $y < 0 or $y >= $$self{sizey};
return $$self{b}[$y][$x];
}
=head2 set_value
$board->fetch_value($vector, $value);
Set the value of the board space specified by the vector argument.
=cut
sub set_value {
my ($self, $v, $val) = @_;
croak("need a vector argument") unless ref($v) eq 'Language::Befunge::Vector';
my ($x, $y, @overflow) = $v->get_all_components();
croak "set_value: x value '$x' out of range!" if $x < 0 or $x >= $$self{sizex};
croak "set_value: y value '$y' out of range!" if $y < 0 or $y >= $$self{sizey};
croak "undef value!" unless defined $val;
croak "data '$val' out of range!" unless $val >= 0 && $val < 3;
$$self{b}[$y][$x] = $val;
}
=head2 copy
my $new_board = $board->copy();
Create a new copy of the board.
=cut
sub copy {
my ($self) = @_;
my $new = ref($self)->new(Size => $$self{size});
my $min = Language::Befunge::Vector->new_zeroes($$self{dimensions});
my $max = Language::Befunge::Vector->new(map { $_ - 1 } ($$self{size}->get_all_components));
for(my $this = $min->copy; defined $this; $this = $this->rasterize($min,$max)) {
$new->set_value($this,$self->fetch_value($this));
}
return $new;
}
1;