File Coverage

blib/lib/Game/Marad.pm
Criterion Covered Total %
statement 106 109 97.2
branch 42 42 100.0
condition 33 33 100.0
subroutine 14 15 93.3
pod 8 8 100.0
total 203 207 98.0


line stmt bran cond sub pod time code
1             # -*- Perl -*-
2              
3             package Game::Marad 0.07;
4 2     2   235434 use 5.26.0;
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5 2     2   10 use warnings;
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6 2     2   1303 use Object::Pad 0.802;
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7             class Game::Marad :strict(params);
8              
9             use constant {
10 2         6438 BOARD_SIZE => 9,
11             MIDDLE => 4, # the middle square is used for scoring
12              
13             MAX_MOVES => 4,
14              
15             TYPE_MASK => 0b0000_1111, # piece type
16             PLAYER_BIT => 6, # owned by player 1 or 2?
17             MOVED_MASK => 0b1000_0000, # has the piece moved?
18              
19             MOVE_NOPE => 0,
20             MOVE_SQUARE => 1, # NOTE also Rook
21             MOVE_DIAGONAL => 2, # NOTE also Bishop
22              
23             PIECE_EMPTY => 0,
24             PIECE_ROOK => 1,
25             PIECE_BISHOP => 2,
26             PIECE_KING => 3, # NOTE Rook and Bishop bits are set
27              
28             XX => 0,
29             YY => 1,
30 2     2   927 };
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31              
32             # NOTE the client is expected to be well behaved and to not modify the
33             # contents of board nor the score (hiding these references would only
34             # make such impolite behavior slightly more difficult)
35 1     1 1 4 field $board :reader;
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36 2     2 1 7 field $move_count :reader;
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37 3     3 1 11 field $player :reader;
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38 5     5 1 416 field $score :reader;
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39              
40             ADJUST {
41             $board = [
42             [qw/0 0 0 0 0 0 0 0 0/], # starting game state
43             [qw/0 2 0 0 0 0 0 66 0/],
44             [qw/0 1 0 0 0 0 0 65 0/],
45             [qw/0 1 0 0 0 0 0 65 0/],
46             [qw/0 3 0 0 0 0 0 67 0/],
47             [qw/0 1 0 0 0 0 0 65 0/],
48             [qw/0 1 0 0 0 0 0 65 0/],
49             [qw/0 2 0 0 0 0 0 66 0/],
50             [qw/0 0 0 0 0 0 0 0 0/],
51             ];
52             $move_count = _move_count();
53             $player = 0;
54             $score = [ 0, 0 ];
55             }
56              
57             ########################################################################
58             #
59             # METHODS
60              
61 7     7 1 26 method is_owner( $x, $y ) {
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62 7 100 100     72 return 0 if $x < 0 or $x >= BOARD_SIZE or $y < 0 or $y >= BOARD_SIZE;
      100        
      100        
63 3         9 my $piece = $board->[$y][$x];
64 3 100       14 return 0 if $piece == PIECE_EMPTY;
65 2 100       14 return 0 unless ( $piece >> PLAYER_BIT & 1 ) == $player;
66 1         5 return 1;
67             }
68              
69             # try to carry out a game move involving two points, generally from a
70             # player selecting a piece to move and a direction (via the destination
71             # point) to move in. the move may not be possible for various reasons.
72             # if possible a move may cause a bunch of changes to the board and other
73             # game state
74 13     13 1 152 method move( $srcx, $srcy, $dstx, $dsty ) {
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75 13 100 100     105 return 0, "out of bounds"
      100        
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76             if $srcx < 0
77             or $srcx >= BOARD_SIZE
78             or $srcy < 0
79             or $srcy >= BOARD_SIZE;
80              
81 9         15 my $piece = $board->[$srcy][$srcx];
82 9 100       27 return 0, "not a piece" if $piece == PIECE_EMPTY;
83              
84 8 100       31 return 0, "not owner" unless ( $piece >> PLAYER_BIT & 1 ) == $player;
85              
86 7         16 my ( $move_type, $stepx, $stepy ) = _move_type( $srcx, $srcy, $dstx, $dsty );
87 7 100       21 return 0, "invalid move" if $move_type == MOVE_NOPE;
88              
89             # this is probably too clever: the king by virtue of being number 3
90             # has both the square and diagonal move bits set, while rooks and
91             # bishops have only one of them set
92 6         12 my $piece_type = $piece & TYPE_MASK;
93 6 100       19 return 0, "invalid move type" unless ( $move_type & $piece_type ) > 0;
94              
95 5         14 _move_stack( $board, $move_count, $srcx, $srcy, $stepx, $stepy );
96              
97             # score points for motion in the middle
98 5         9 my $center = $board->[MIDDLE][MIDDLE];
99 5 100 100     17 if ( $center > 0 and ( $center & MOVED_MASK ) == MOVED_MASK ) {
100 2         4 $score->[ $center >> PLAYER_BIT & 1 ]++;
101             }
102             # clear any moved bits (keeps the map clean, only the middle moved
103             # bit really needs to be cleared, provided things that iterate over
104             # the $board extract the type and owner)
105 5         9 for my $row ( $board->@* ) {
106 45         59 for my $col ( $row->@* ) {
107 405         501 $col &= ~MOVED_MASK;
108             }
109             }
110              
111 5         11 $player ^= 1;
112 5 100       13 $move_count = _move_count() if $player == 0;
113              
114 5         46 return 1, "ok";
115             }
116              
117             # boards of different sizes might be supported in which case clients may
118             # need something like the following to obtain that information
119 1     1 1 6 method size() { return BOARD_SIZE }
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120              
121             # Zobrist Hashing metadata. the caller will need to make suitable use of
122             # this, such as by indexing the [ type, owner, location ] values into an
123             # 3x2x81 array populated with 64-bit random values as generated perhaps
124             # by the ->irand64 method of the Math::Random::PCG32 module and then ^=
125 1     1 1 17 method zobrist() {
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126 1         2 my @meta;
127 1         2 my $location = 0;
128 1         3 for my $row ( $board->@* ) {
129 9         12 for my $piece ( $row->@* ) {
130 81 100       136 next if $piece == 0;
131 14         24 my $type = ($piece & TYPE_MASK) - 1;
132 14         17 my $owner = $piece >> PLAYER_BIT & 1;
133 14         26 push @meta, [ $type, $owner, $location++ ];
134             }
135             }
136 1         5 return @meta;
137             }
138              
139             ########################################################################
140             #
141             # SUBROUTINES
142              
143             # this many moves happen in each turnpair
144 0     0   0 sub _move_count () { 1 + int rand(MAX_MOVES) }
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145              
146             # moves stuff with less recursion than in prior versions (before 0.05)
147 10     10   9437 sub _move_stack ( $grid, $moves, $srcx, $srcy, $stepx, $stepy ) {
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148 10         17 my $point = [];
149 10         29 $point->@[XX,YY] = ($srcx, $srcy);
150 10         19 my @stack = $point;
151 10         37 while ( $moves > 0 ) {
152 37         54 my $point = [];
153 37         77 $point->@[ XX, YY ] = ( $stack[-1][XX] + $stepx, $stack[-1][YY] + $stepy );
154             # edge: ran out of space for pushing
155             last
156 37 100 100     187 if $point->[XX] < 0
      100        
      100        
157             or $point->[XX] >= BOARD_SIZE
158             or $point->[YY] < 0
159             or $point->[YY] >= BOARD_SIZE;
160 30         48 push @stack, $point;
161             # empty cell: swap along the stack to advance the pieces
162 30 100       69 if ( $grid->[ $stack[-1][YY] ][ $stack[-1][XX] ] == PIECE_EMPTY ) {
163 27         50 for my $i ( reverse 0 .. ( $#stack - 1 ) ) {
164             # downside: this may happen more than it needs to
165 37         60 $grid->[ $stack[$i][YY] ][ $stack[$i][XX] ] |= MOVED_MASK;
166 37         46 my $j = $i + 1;
167 37         103 ( $grid->[ $stack[$i][YY] ][ $stack[$i][XX] ],
168             $grid->[ $stack[$j][YY] ][ $stack[$j][XX] ]
169             )
170             = (
171             $grid->[ $stack[$j][YY] ][ $stack[$j][XX] ],
172             $grid->[ $stack[$i][YY] ][ $stack[$i][XX] ]
173             );
174             # in theory one could collect a list of moves for use by
175             # an animation routine, or have a callback for that. but
176             # that would use more CPU and memory
177             }
178 27         39 shift @stack;
179 27         89 $moves--;
180             }
181             # non-empty cell: put it onto the stack next time around
182             }
183             }
184              
185             # given two points, what sort of movement is it? (may not be valid)
186 17     17   13231 sub _move_type ( $x1, $y1, $x2, $y2 ) {
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187 17 100 100     56 return MOVE_NOPE, undef, undef if $x1 == $x2 and $y1 == $y2;
188              
189 15         37 my ( $dy, $plus_x ) = ( $y2 - $y1, $x2 > $x1 );
190 15 100       44 return MOVE_SQUARE, ( $plus_x ? 1 : -1 ), 0 if $dy == 0;
    100          
191              
192 11         20 my ( $dx, $plus_y ) = ( $x2 - $x1, $y2 > $y1 );
193 11 100       32 return MOVE_SQUARE, 0, ( $plus_y ? 1 : -1 ) if $dx == 0;
    100          
194              
195 9 100       59 return MOVE_DIAGONAL, ( $plus_x ? 1 : -1 ), ( $plus_y ? 1 : -1 )
    100          
    100          
196             if abs($dx) == abs($dy);
197              
198 1         5 return MOVE_NOPE, undef, undef;
199             }
200              
201             1;
202             __END__