283 lines
6.3 KiB
Plaintext
283 lines
6.3 KiB
Plaintext
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; Introducing:
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; Nine Mens Morris
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; The Game
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;
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; Featuring:
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; Fennel
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; The Language
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;
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; By:
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; dozens
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; the human
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;
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; Do you know what Nine Mens Morris looks like?
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; It has three concentric rings, each containing eight spaces.
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; Here's what it looks like:
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;
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; 1-----2-----3
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; | | |
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; | 4---5---6 |
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; | | | | |
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; | | 7-8-9 | |
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; | | | | | |
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; 0-1-2 3-4-5 +10
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; | | | | | |
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; | | 6-7-8 | |
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; | | | | |
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; | 9---0---1 | +20
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; | | |
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; 2-----3-----4
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;; helper and utility functions
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(local {
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:contains contains
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:head head
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:mill? mill-maker
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:pprint pprint
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} (require :lib.index))
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; there are three phases of play:
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; placing, moving, and flying.
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; (plus one for capturing)
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; (plus one for complete)
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(local stages {
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:placing 1
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:moving 2
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:flying 3
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:capture 4
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:complete 5
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})
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; there are two players
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; their names are LUIGI and MARIO
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(local player {
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:one 1 ;; luigi
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:two 2 ;; mario
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})
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; initialize moves[] to 0.
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; this is the game state.
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; shows which spaces are occupied by which players.
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; 0 = unoccupied
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; 1 = Player 1
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; 2 = Player 2
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(local moves (fcollect [i 1 24] 0))
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(local rules {
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; what moves are legal from each space
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; slash what neighbors does each space have
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:neighbors [
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[1 2 10]
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[2 1 3 5]
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[3 2 15]
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[4 5 11]
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[5 2 4 6 8]
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[6 5 14]
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[7 8 12]
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[8 5 7 9]
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[9 8 13]
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[10 1 11 22]
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[11 4 10 12 19]
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[12 7 11 16]
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[13 9 14 18]
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[14 6 13 15 21]
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[15 3 14 24]
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[16 12 17]
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[17 16 18 20]
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[18 13 17]
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[19 11 20]
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[20 17 19 21 23]
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[21 14 20]
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[22 10 23]
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[23 20 22 24]
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[24 15 23]
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]
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; sixteen combinations of spaces form a mill
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:mills [
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[1 2 3]
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[4 5 6]
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[7 8 9]
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[10 11 12]
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[13 14 15]
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[16 17 18]
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[19 20 21]
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[22 23 24]
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[1 10 22]
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[4 11 19]
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[7 12 16]
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[2 5 8]
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[17 20 23]
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[9 13 18]
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[6 14 21]
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[3 15 24]
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]
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})
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(fn mill? [state move] (partial mill-maker rules.mills))
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; game state object
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(local game {
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:player player.one
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:stage stages.placing
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:update (fn [self move]
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(if (mill? moves move)
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(do
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(print "MILLLLLLLLLLLLL!")
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(tset self :stage stages.capture)
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)
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(tset self :player (if (= player.one self.player) player.two player.one))
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)
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)
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})
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; This is what the game board looks like
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; it's also used to display the state of the game
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; the Xs are converted to "%d" later for string templating
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; they are Xs here so that it looks pretty =)
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(local board [
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" 1 2 3 4 5 6 7"
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"A x-----x-----x"
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" | | |"
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"B | x---x---x |"
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" | | | | |"
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"C | | x-x-x | |"
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" | | | | | |"
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"D x-x-x x-x-x"
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" | | | | | |"
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"E | | x-x-x | |"
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" | | | | |"
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"F | x---x---x |"
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" | | |"
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"G x-----x-----x"
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])
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; Print! That! Board!
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(fn print-board [board moves]
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(var total-count -2) ; lol, m-a-g-i-c
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; just kidding, it's so that -2 + 3 = 1
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; which is where i want to start indexing my table
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(each [_ row (ipairs board)]
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(let [(template count) (string.gsub row "x" "%%d")]
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(if (> count 0)
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(do
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(set total-count (+ total-count count)) ; where i need that magic number on first iteration
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(print (string.format template (select total-count (table.unpack moves)))))
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(print row)))))
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; `select` above does NOT do what i thought it did.
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; i thought it would return the first x values given (select x values)
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; instead it returns the rest of the table having discarded the first x values
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; i think that `pick-values` probably does what i thought `select` does
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; these are the only moves that are valid
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; i am somewhat bothered by all the wasted space
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; by 2-3A and 5-6A e.g.
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; Incidentally these are all in order of appearance
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; so when you find a match,
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; you can also update that index of `moves` to the current player number
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(local valid-spaces [
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"1A" "4A" "7A"
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"2B" "4B" "6B"
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"3C" "4C" "5C"
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"1D" "2D" "3D"
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"5D" "6D" "7D"
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"3E" "4E" "5E"
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"2F" "4F" "5F"
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"1G" "4G" "7G"
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])
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; add the inverse of each valid move
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; e.g. 1A = A1
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(fn add-reverse-moves []
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(let [reversed (icollect [_ v (ipairs valid-spaces)] (string.reverse v))]
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(each [_ v (ipairs reversed)]
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(table.insert valid-spaces v))))
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(add-reverse-moves)
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; does the move exist within the domain of valid spaces
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(fn space-exists? [m] (contains valid-spaces (string.upper m)))
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; return the numerical index of a "A1" formatted move
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(fn index-of-move [m]
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(let [ upper (string.upper m)
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rev (string.reverse upper)
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idx (head (icollect [i v (ipairs valid-spaces)]
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(if (or (= v upper) (= v rev)) i)))
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]
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idx))
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; is the space represented by a move ("A1") unoccupied?
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(fn space-is-unoccupied? [m]
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(let [unoccupied? 0]
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(= unoccupied? (. moves (index-of-move m)))))
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; is this a legal move?
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; TODO: maybe some functional error handling here?
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; https://mostly-adequate.gitbook.io/mostly-adequate-guide/ch08#pure-error-handling
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; https://mostly-adequate.gitbook.io/mostly-adequate-guide/appendix_b#either
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; or maybe all i need is a case-try statement..
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; https://fennel-lang.org/reference#case-try-for-matching-multiple-steps
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; update: i didn't really like that
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; i think maybe i do want the monad after all..
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; i'll come back to it later
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(fn valid-move? [move]
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(or
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(and
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(= stages.placing game.stage)
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(or (space-exists? move) (print "That space does not exist!\nHint: 1a 1A A1 a1 are all valid moves."))
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(or (space-is-unoccupied? move) (print "That space is occupied!"))))
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(and
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;; TODO: add capturing phase
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(= stages.capturing game.stage)
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)
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(and
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;; TODO: add flying phase
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(= stages.flying game.stage)
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)
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)
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; get player input
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(fn get-move []
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(print (.. "Player " game.player "'s turn:"))
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(io.read))
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(fn main []
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;; game loop
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(while (not (= game.stage stages.complete))
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(print-board board moves)
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;; validation loop
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(var is-valid false)
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(var move "")
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(while (not is-valid)
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(set move (get-move))
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(set is-valid (valid-move? move))
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(if (not is-valid)
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(print "Try again.")
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(do
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(print (.. "You chose " move))
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(tset moves (index-of-move move) game.player)
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(game:update move)
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)
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)
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)
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)
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)
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(main)
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