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vm is now (hopefully) complete

adaptedStrategy0
Slash 10 years ago
parent
commit
8497fd6b45
1 changed files with 62 additions and 8 deletions
  1. +62
    -8
      vm/VM.hs

+ 62
- 8
vm/VM.hs View File

@ -1,5 +1,7 @@
module VM where
import Data.Hashable (hash, Hashable(..))
import qualified Data.List as List
import Data.Set (Set)
import qualified Data.Set as Set
import Test.QuickCheck
@ -11,6 +13,7 @@ data Board = Board {
boardHeight :: Int,
filled :: Set Cell
}
deriving Show
data Unit = Unit {
unitMembers :: Set Cell,
@ -24,25 +27,66 @@ data Command = MoveW
| MoveSE
| RotateClockwise
| RotateCounterclockwise
deriving Show
data Game = Game Board Unit
-- data Game = Game { board :: Board, unit :: Unit }
data Game = Game {
gameBoard :: Board,
gameUnits :: [Unit],
oldPositions :: Set Int
}
deriving Show
-- isValidPosition :: Unit -> Board
instance Hashable Unit where
hashWithSalt salt (Unit members pivot) =
hashWithSalt salt (List.sort (Set.toList members), pivot)
data Notes = OK
| Ended
| Collision
| CollisionWithRowElision
-- step :: Game -> Command -> (Game, Notes)
-- step game inst
| ErrorZero
deriving Show
collides :: Unit -> Board -> Bool
collides u b = not . Set.null $ Set.intersection (unitMembers u) (filled b)
isInvalidFor :: Unit -> Board -> Bool
isInvalidFor u b = any isOutside (Set.toList $ unitMembers u) where
isOutside (x, y) = x < 0 || x >= boardWidth b || y < 0 || y >= boardHeight b
lockUnit :: Game -> Game
lockUnit (Game board (u:us) _) = Game newBoard us (Set.fromList []) where
newBoard = board { filled = Set.union (unitMembers u) (filled board) }
checkSpawn :: Game -> Game
checkSpawn game@(Game _ [] _) = game
checkSpawn game@(Game board (u:us) oldPos) = if u `collides` board
then Game board [] oldPos
else game
isCompleted :: Game -> Bool
isCompleted game@(Game _ [] _) = True
isCompleted _ = False
step :: Game -> Command -> (Game, Notes)
step game@(Game _ [] _) command = (game, ErrorZero)
step game@(Game board (unit:us) oldPositions) command =
if unit `collides` board || newUnit `isInvalidFor` board
then let final = checkSpawn (lockUnit game) in
(if isCompleted final then (final, Ended) else (final, OK))
else
if Set.member (hash newUnit) oldPositions
then (Game board (newUnit:us) oldPositions, ErrorZero)
else (Game board (newUnit:us) newOldPositions, OK)
where
newUnit = applyCommand unit command
newOldPositions = Set.insert (hash newUnit) oldPositions
applyWholeUnit :: Unit -> (Cell -> Cell) -> Unit
applyWholeUnit (Unit members pivot) f = Unit (Set.map f members) (f pivot)
applyCommand :: Unit -> Command -> Unit
applyCommand unit MoveW = applyWholeUnit unit move where
move (x, y) = (x - 1, y)
applyCommand unit MoveE = applyWholeUnit unit move where
@ -57,7 +101,7 @@ applyCommand (Unit members pivot) RotateCounterclockwise = Unit (Set.map transfo
transform cell = counterRotateCell pivot cell
rotateCell :: Cell -> Cell -> Cell
rotateCell (px, py) (x, y) = (px - ddiag + (doriz + px `mod` 2) `div` 2, py + doriz) where
rotateCell (px, py) (x, y) = (px - ddiag + (doriz + py `mod` 2) `div` 2, py + doriz) where
(ddiag, doriz) = relativePosition (px, py) (x, y)
counterRotateCell :: Cell -> Cell -> Cell
@ -80,3 +124,13 @@ deepCheck p = quickCheckWith (stdArgs { maxSuccess = 10000 }) p
testTutto = do
deepCheck (\pivot cell -> let r2 = rotateCell pivot in (r2 . r2 . r2 . r2 . r2 . r2) cell == cell)
deepCheck (\pivot cell -> cell == counterRotateCell pivot (rotateCell pivot cell))
deepCheck (\pivot cell -> cell == counterRotateCell2 pivot (rotateCell pivot cell))
testGame = let board = Board 5 10 (Set.fromList [])
unit = Unit (Set.fromList [(2, 8)]) (2, 8)
game = Game board [unit] (Set.fromList [hash unit])
in game
counterRotateCell2 :: Cell -> Cell -> Cell
counterRotateCell2 (px, py) (x, y) = (px + doriz - (ddiag + px `mod` 2) `div` 2, py + ddiag - doriz) where
(ddiag, doriz) = relativePosition (px, py) (x, y)

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