feat: add moving phase

also moves `moves` into the game object and moves updating `moves` to
game:update
main
Dozens B. McCuzzins 2024-06-06 22:49:52 -06:00
parent 7776b2011a
commit f985dc4e5c
6 changed files with 132 additions and 53 deletions

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@ -1,19 +1,21 @@
(local {: contains} (require :lib.contains))
(local {: flip} (require :lib.flip))
(local {: head} (require :lib.head))
(local {: keys} (require :lib.keys))
(local {: kvflip} (require :lib.kvflip))
(local {: mill-at?} (require :lib.mill))
(local {: pprint} (require :lib.tableprint))
(local {: slice} (require :lib.slice))
(local {: space-is-neighbor?} (require :lib.space-is-neighbor))
(local {: tail} (require :lib.tail))
{
: contains
: flip
: head
: keys
: kvflip
: mill-at?
: pprint
: slice
: space-is-neighbor?
: tail
}

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@ -1,6 +1,6 @@
(fn flip [t]
(fn kvflip [t]
"takes a table of {key value} and returns a table of {value key}"
(collect [k v (pairs t)] (values v k)))
{: flip}
{: kvflip}

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@ -1,13 +1,13 @@
(let [{: flip} (require :lib.flip)
(let [{: kvflip} (require :lib.kvflip)
{: describe :end test-end} (require :lib.test)]
(describe "flip()" (fn [t]
(describe "kvflip()" (fn [t]
(let [input {:apple "red" :banana "yellow"}
expected {:red "apple" :yellow "banana"}
]
(t {:given "a table"
:should "flip that table!"
:should "kvflip that table!"
: expected
:actual (flip input)})
:actual (kvflip input)})
(test-end)))))

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@ -0,0 +1,18 @@
(local {: contains} (require :lib.contains))
(local {: head} (require :lib.head))
(local {: tail} (require :lib.tail))
(lambda space-is-neighbor? [all-neighbors from to]
;; i have learned to check that i'm passing the correct type of move
;; i.e. a number and not a string
(assert (= "number" (type from)) "from must be a number")
(assert (= "number" (type to)) "to must be a number")
(assert (= "table" (type all-neighbors)) "all-neighbors must be a table")
(let [neighborhood-list (icollect [_ n (ipairs all-neighbors)] (if (= from (head n)) n))
neighborhood (head neighborhood-list)
neighbors (tail neighborhood)
is-neighbor (contains neighbors to)]
is-neighbor))
{: space-is-neighbor?}

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@ -0,0 +1,22 @@
(let [{: space-is-neighbor?} (require :lib.space-is-neighbor)
{: neighbors} (require :lib.constants)
{: describe :end test-end} (require :lib.test)
with-neighbors (partial space-is-neighbor? neighbors)
]
(describe "space-is-neighbor()" (fn [t]
(t {:given "space of 3"
:should "know 2 is a neighbor"
:expected true
:actual (with-neighbors 3 2)})
(t {:given "space of 3"
:should "know 15 is a neighbor"
:expected true
:actual (with-neighbors 3 15)})
(t {:given "space of 3"
:should "know 1 is not a neighbor"
:expected false
:actual (with-neighbors 3 1)})
(test-end))))

115
main.fnl
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@ -2,49 +2,50 @@
(local {
: contains
: head
: flip
: kvflip
: pprint
: slice
:mill-at? mill-at-maker
:space-is-neighbor? space-is-neighbor-maker
} (require :lib.index))
;; constants...more like just strings
(local const (require :lib.constants))
;; front-loading mill with a partial
;; front-loading with some partials
(local mill-at? (partial mill-at-maker const.mills))
(local space-is-neighbor? (partial space-is-neighbor-maker const.neighbors))
; there are three phases of play:
; placing, moving, and flying.
; (plus one for capturing)
; (plus one for complete)
;; there are three phases of play:
;; placing, moving, and flying.
;; (plus one for capturing)
;; (plus one for game-over)
(local stages {
:placing 1 ;; placing the cows
:moving 2 ;; moving the cows
:flying 3 ;; flying the cows
:capture 4 ;; capture a cow (we do not shoot cows)
:complete 5 ;; no more cows!
:complete 5 ;; no more cows! jk the cows are fine. the game's just over okay
})
; there are two players
; their names are LUIGI and MARIO
;; there are two players
;; their names are LUIGI and MARIO
(local player {
:one 1 ;; luigi has light cows
:two 2 ;; mario has DARK cows >:)
})
; initialize moves[] to 0.
; this is the game state.
; shows which spaces are occupied by which players.
; 0 = unoccupied
; 1 = Player 1
; 2 = Player 2
;; TODO: move this to game.moves?
(local moves (fcollect [i 1 24] 0))
; return the numerical index (1-24) of a [A-Za-z0-9] formatted move
(fn index-of-move [m]
(let [upper (string.upper m)
rev (string.reverse upper)
idx (head (icollect [i v (ipairs const.spaces)]
(if (or (= v upper) (= v rev)) i)))]
idx))
; game state object
;; game state object
(local game {
:player player.one
:stage stages.placing
@ -52,19 +53,51 @@
(case self.stage
4 ;; capture
(do
(tset moves move 0)
;; TODO: capturing during moving is not working?
(tset self.moves (index-of-move move) 0)
(tset self :player (self:next-player))
(tset self :stage stages.placing)
(tset self :stage (if (> self.pieces-placed 17) stages.moving stages.placing))
(tset self.moves (index-of-move move) self.player)
)
1 ;; placing
(if (mill-at? moves move)
(do
(set self.pieces-placed (+ 1 self.pieces-placed))
(tset self :stage (if (> self.pieces-placed 17) stages.moving stages.placing))
(tset self.moves (index-of-move move) self.player)
(if (mill-at? self.moves (index-of-move move))
(tset self :stage stages.capture)
(tset self :player (self:next-player))
)
)
2 ;; moving
(let [from (index-of-move (string.sub move 1 2))
to (index-of-move (string.sub move -2 -1))]
(print "From" from)
(print "To" to)
(tset self.moves from 0)
(tset self.moves to self.player)
(if (mill-at? self.moves to)
(tset self :stage stages.capture)
(tset self :player (self:next-player))
)
)
)
)
:next-player (fn [self] (if (= player.one self.player) player.two player.one))
:pieces-placed 0
:init (fn [self]
; initialize moves[] to 0.
; this is the game state.
; shows which spaces are occupied by which players.
; 0 = unoccupied
; 1 = Player 1
; 2 = Player 2
; NOTE: I think it might be a good idea to make moves
; a list of moves. so that there can be undo and history
(set self.moves (fcollect [i 1 24] 0))
)
})
(game:init)
(fn string-upper [s]
@ -83,7 +116,7 @@
(print (string.format row-template (table.unpack myslice)))
(set index offset)))
(print row))))
(print (.. "Stage: " (string-upper (. (flip stages) game.stage))))
(print (.. "Stage: " (string-upper (. (kvflip stages) game.stage))))
(print (.. "Player " game.player "'s turn:")))
@ -100,29 +133,25 @@
(fn space-exists? [m] (contains const.spaces (string.upper m)))
; return the numerical index (1-24) of a [A-Za-z0-9] formatted move
(fn index-of-move [m]
(let [upper (string.upper m)
rev (string.reverse upper)
idx (head (icollect [i v (ipairs const.spaces)]
(if (or (= v upper) (= v rev)) i)))]
idx))
; is the space represented by a [A-Za-z0-9] move unoccupied?
(fn space-is-unoccupied? [m]
(let [unoccupied? 0] ; i.e. is move equal to 0
(= unoccupied? (. moves (index-of-move m)))))
(= unoccupied? (. game.moves (index-of-move m)))))
(fn space-is-occupied-by-opponent? [m]
(let [opponent (if (= game.player 1) 2 1)
result (= opponent (. moves (index-of-move m))) ]
result (= opponent (. game.moves (index-of-move m))) ]
result))
(fn moving-format? [m]
(let [from (string.sub m 1 2)
to (string.sub m -2 -1)]
(and (space-exists? from) (space-exists? to))))
; is this a legal move?
; TODO: maybe some functional error handling here?
; maybe some functional error handling here?
; https://mostly-adequate.gitbook.io/mostly-adequate-guide/ch08#pure-error-handling
; https://mostly-adequate.gitbook.io/mostly-adequate-guide/appendix_b#either
; or maybe all i need is a case-try statement..
@ -142,9 +171,20 @@
(= stages.capture game.stage)
(or (space-is-occupied-by-opponent? move)
(print "Choose an opponent's piece to remove."))
(or (not (mill-at? moves (index-of-move move)))
(or (not (mill-at? game.moves (index-of-move move)))
(print "Ma'am, it is ILLEGAL to break up a mill."))
)
(and
(= stages.moving game.stage)
(or (moving-format? move)
(print "Try a move like A1A2 or A7 D7"))
(or (not (space-is-occupied-by-opponent? (string.sub move 1 2)))
(print "That's not yours, don't touch it."))
(or (space-is-unoccupied? (string.sub move -2 -1))
(print "That space is occupied!"))
(or (space-is-neighbor? (index-of-move (string.sub move 1 2)) (index-of-move (string.sub move -2 -1)))
(print "That ain't your neighbor, Johnny"))
)
(and
;; TODO: add flying phase
(= stages.flying game.stage)
@ -161,7 +201,7 @@
(fn main []
;; game loop
(while (not (= game.stage stages.complete))
(print-board const.board moves)
(print-board const.board game.moves)
;; validation loop
(var is-valid false)
@ -169,14 +209,11 @@
(while (not is-valid)
(set move (get-move))
(set is-valid (valid-move? move))
(let [idx (index-of-move move)]
(if (not is-valid)
(print "Try again.")
(do
(print (.. "You chose " move))
(tset moves idx game.player)
(game:update idx)
)
(game:update move)
)
)
)