Move error handling to front-end
game.validate-move will now return an error code is the move is invalid. default error messages are found in lib/constants.fnl. error handling is now handled on the front end.main
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@ -272,5 +272,44 @@ and will be spending a lot of time on my back.
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So I'm either going to get a lot on 9mm,
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So I'm either going to get a lot on 9mm,
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or nothing at all.
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or nothing at all.
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We'll see!
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We'll see!
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.
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.
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.IP "20 - 21"
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I was having back surgery!
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.
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.
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.IP "WEEK THREE REVIEW"
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Finished the game, and then had a major surgery.
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Doing some tidying up and housekeeping now.
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Organzing tests,
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breaking stuff out into modules.
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Rewriting and refactoring a couple of functions.
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Generally getting ready to start thinking
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about Stretch Goal 1: Story Mode.
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I have a vague inkling of an idea about
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doing some kind of generative story / narration
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based on each move of the game.
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Assign symbolic meaning to the outer, middle, and inner rings of the board.
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Add a little twist based on whether the move is a capture, a slide, a placement.
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That kind of thing.
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Not sure how I want to do it exactly yet.
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I'd like to be able to show the story progress as you play.
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But updating the story every move seems like kind of a lot.
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Maybe just at every game phase.
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So three installments.
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One at the end of Placement,
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the second at the end of Movement,
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and the third at the end of the game?
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Anyway.
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Up next: big refactor of the validation logic.
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I don't want it to just print to console
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if I'm going to eventually support multiple frontends.
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I need to return an error code or something
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for the client to interpret.
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I'm still interested in the Result / Either monad option
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but I think I'm doing to first try the conventional lua way
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and throw an error, and then 'pcall' the function and handle the error politely.
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.pl \n[nl]u
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.pl \n[nl]u
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@ -97,9 +97,33 @@
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:complete 5 ;; no more cows! jk the cows are fine. the game's just over okay
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:complete 5 ;; no more cows! jk the cows are fine. the game's just over okay
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})
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})
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{: board
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;; errror codes
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(local errors {
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:not-a-space "That space does not exist!\nHint: 1a 1A A1 a1 are all the same move."
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:occupied "That space is occupied!"
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:not-an-opponent "Choose an opponent's piece to remove."
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:is-mill "Ma'am, it is ILLEGAL to break up a mill."
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:bad-move-format "Try a move like B2B4 or A7 D7"
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:not-yours "That's not yours, don't touch it."
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:not-neighbor "That ain't your neighbor, Johnny"
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})
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;; if you like it then you shoulda put a ...
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(local rings {
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:outer [ 1 2 3 15 24 23 22 10 ]
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:middle [ 4 5 6 14 21 20 19 11 ]
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:inner [ 7 8 9 13 18 17 16 12 ]
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})
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{
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: board
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: errors
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: mills
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: mills
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: neighbors
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: neighbors
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: rings
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: spaces
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: stages
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: stages
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: spaces}
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}
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14
main.fnl
14
main.fnl
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@ -34,15 +34,21 @@
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;; game loop
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;; game loop
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(while (not (= game.stage const.stages.complete))
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(while (not (= game.stage const.stages.complete))
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(with-board game.moves)
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(with-board game.moves)
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;; validation loop
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(var is-valid false)
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(var is-valid false)
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(var move "")
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(var move "")
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;; validation loop
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(while (not is-valid)
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(while (not is-valid)
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(set move (get-move))
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(set move (get-move))
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(set is-valid (game.validate-move move))
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(case (pcall game.validate-move move)
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(if (not is-valid)
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(false msg)
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(print "Try again.")
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(do
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(do
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(let [(i j) (string.find msg ": ")
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key (string.sub msg (+ 1 j))]
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(print (. const.errors key)))
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(print "Try again."))
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ok
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(do
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(set is-valid true)
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(print (string.format "Turn %d: You chose %s" game.turns move))
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(print (string.format "Turn %d: You chose %s" game.turns move))
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(game:update move)))))
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(game:update move)))))
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;; game is complete
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;; game is complete
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53
src/game.fnl
53
src/game.fnl
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@ -4,15 +4,15 @@
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} (require :lib.index))
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} (require :lib.index))
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(local {
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(local {
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: all-mills?
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: all-mills?
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:mill-at? mill-at-maker
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:mill-at? full-mill-at ;; stay with me...
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:no-moves? no-moves-maker
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:no-moves? full-no-moves
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:space-is-neighbor? space-is-neighbor-maker
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:space-is-neighbor? full-space-is-neighbor
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} (require :lib.game.index))
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} (require :lib.game.index))
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(local const (require :lib.constants))
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(local const (require :lib.constants))
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;; front-loading with some partials
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;; front-loading the "fulls" with some partials
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(local mill-at? (partial mill-at-maker const.mills))
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(local mill-at? (partial full-mill-at const.mills))
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(local space-is-neighbor? (partial space-is-neighbor-maker const.neighbors))
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(local space-is-neighbor? (partial full-space-is-neighbor const.neighbors))
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(local no-moves? (partial no-moves-maker const.neighbors))
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(local no-moves? (partial full-no-moves const.neighbors))
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;; story mode:
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;; story mode:
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@ -124,8 +124,7 @@
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; 2 = Player 2
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; 2 = Player 2
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; NOTE: I think it might be a good idea to make moves
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; NOTE: I think it might be a good idea to make moves
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; a list of moves. so that there can be undo and history
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; a list of moves. so that there can be undo and history
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(set self.moves (fcollect [i 1 24] 0))
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(set self.moves (fcollect [i 1 24] 0)))
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)
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})
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})
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@ -164,40 +163,28 @@
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; is this a legal move?
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; is this a legal move?
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; note: string argument to assert funs are defined in /lib/constants
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(fn valid-move? [move]
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(fn valid-move? [move]
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(or
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(or
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(and
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(and
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(= const.stages.placing game.stage)
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(= const.stages.placing game.stage)
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(or (space-exists? move)
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(assert (space-exists? move) :not-a-space)
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(print "That space does not exist!\nHint: 1a 1A A1 a1 are all the same move."))
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(assert (space-is-unoccupied? move) :occupied))
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(or (space-is-unoccupied? move)
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(print "That space is occupied!")))
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(and
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(and
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(= const.stages.capture game.stage)
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(= const.stages.capture game.stage)
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(or (space-is-occupied-by-opponent? move)
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(assert (space-is-occupied-by-opponent? move) :not-an-opponent)
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(print "Choose an opponent's piece to remove."))
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(assert (or (all-mills? game.moves game.player) (not (mill-at? game.moves (index-of-move move)))) :is-mill))
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(or (or (all-mills? game.moves game.player)
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(not (mill-at? game.moves (index-of-move move))))
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(print "Ma'am, it is ILLEGAL to break up a mill.")
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))
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(and
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(and
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(= const.stages.moving game.stage)
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(= const.stages.moving game.stage)
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(or (moving-format? move)
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(assert (moving-format? move) :bad-move-format)
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(print "Try a move like A1A2 or A7 D7"))
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(assert (not (space-is-occupied-by-opponent? (string.sub move 1 2))) :not-yours)
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(or (not (space-is-occupied-by-opponent? (string.sub move 1 2)))
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(assert (space-is-unoccupied? (string.sub move -2 -1)) :occupied)
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(print "That's not yours, don't touch it."))
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(assert (space-is-neighbor? (index-of-move (string.sub move 1 2)) (index-of-move (string.sub move -2 -1))) :not-neighbor) )
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(or (space-is-unoccupied? (string.sub move -2 -1))
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(print "That space is occupied!"))
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(or (space-is-neighbor? (index-of-move (string.sub move 1 2)) (index-of-move (string.sub move -2 -1)))
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(print "That ain't your neighbor, Johnny")) )
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(and
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(and
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(= const.stages.flying game.stage)
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(= const.stages.flying game.stage)
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(or (moving-format? move)
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(assert (moving-format? move) :bad-move-format)
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(print "Try a move like A1A2 or A7 D7"))
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(assert (not (space-is-occupied-by-opponent? (string.sub move 1 2))) :not-yours)
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(or (not (space-is-occupied-by-opponent? (string.sub move 1 2)))
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(assert (space-is-unoccupied? (string.sub move -2 -1)) :occupied))))
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(print "That's not yours, don't touch it."))
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(or (space-is-unoccupied? (string.sub move -2 -1))
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(print "That space is occupied!")))))
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(tset game :validate-move valid-move?)
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(tset game :validate-move valid-move?)
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