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package AI::Evolve::Befunge::Physics; |
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9303
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use strict; |
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use warnings; |
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use Carp; |
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use Perl6::Export::Attrs; |
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use UNIVERSAL::require; |
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use AI::Evolve::Befunge::Util; |
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use aliased 'AI::Evolve::Befunge::Board' => 'Board'; |
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use aliased 'AI::Evolve::Befunge::Critter' => 'Critter'; |
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use aliased 'AI::Evolve::Befunge::Critter::Result' => 'Result'; |
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use base 'Class::Accessor::Fast'; |
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1160
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__PACKAGE__->mk_accessors( qw{ name board_size commands token decorate generations } ); |
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# FIXME: this module needs some extra codepaths to handle non-boardgame Physics |
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# engines. |
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=head1 NAME |
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AI::Evolve::Befunge::Physics - Physics engine base class |
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=head1 SYNOPSIS |
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For a rules plugin (game or application): |
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register_physics( |
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name => "ttt", |
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token => ord('T'), |
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decorate => 0. |
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board_size => Language::Befunge::Vector->new(3, 3), |
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commands => { M => \&AI::Evolve::Befunge::Physics::op_board_make_move }, |
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); |
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For everyone else: |
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37
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$ttt = Physics->new('ttt'); |
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my $score = $ttt->double_match($blueprint1, $blueprint2); |
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=head1 DESCRIPTION |
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This module serves a double purpose. |
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45
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First, it serves as a plugin repository for Physics engines. It |
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46
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allows physics engines to register themselves, and it allows callers |
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47
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to fetch entries from the database (indexed by the name of the Physics |
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48
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engine). |
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50
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Second, it serves as a base class for Physics engines. It creates |
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51
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class instances to represent a Physics engine, and given a blueprint |
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52
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or two, allows callers to run creatures in a universe which follow the |
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53
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rules of that Physics engine. |
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54
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55
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56
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=head1 STANDALONE FUNCTIONS |
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57
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58
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=head2 register_physics |
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59
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60
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register_physics( |
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61
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name => "ttt", |
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62
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token => ord('T'), |
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63
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decorate => 0. |
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64
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board_size => Language::Befunge::Vector->new(3, 3), |
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65
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commands => { M => \&AI::Evolve::Befunge::Physics::op_board_make_move }, |
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66
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); |
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67
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68
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Create a new physics plugin, and register it with the Physics plugin |
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69
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database. The "name" passed here can be used later on in ->new() |
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70
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(see below) to fetch an instance of that physics plugin. |
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71
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72
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The arguments are: |
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73
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74
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name: The name of the Physics module. Used by Physics->new |
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to fetch the right plugin. |
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76
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token: A unique numeric token representing this Physics |
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77
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plugin. It is possible that a Critter could evolve |
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78
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that can function usefully in more than one universe; |
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this token is pushed onto its initial stack in order |
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to encourage this. |
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81
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decorate: Used by graphical frontends. If non-zero, the |
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82
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graphical frontend will use special icons to indicate |
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spaces where a player may move. |
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84
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commands: A hash of op callback functions, indexed on the |
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85
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Befunge character that should call them. |
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86
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board_size: A Vector denoting the size of a game's board. This |
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87
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field is optional; non-game plugins should leave it |
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88
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unspecified. |
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90
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91
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=cut |
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92
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93
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{ my %rules; |
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94
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95
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sub register_physics :Export(:DEFAULT) { |
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96
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8
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8
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1
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2706
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my %args = @_; |
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97
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8
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100
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68
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croak("no name given") unless exists $args{name}; |
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7
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50
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croak("Physics plugin '".$args{name}."' already registered!\n") if exists($rules{$args{name}}); |
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99
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6
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3761
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$rules{$args{name}} = \%args; |
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100
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4
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4
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26
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} |
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79
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101
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102
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103
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=head2 find_physics |
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105
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my $physics = find_physics($name); |
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107
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Find a physics plugin in the database. Note that this is for internal |
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108
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use; external users should use ->new(), below. |
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109
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110
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=cut |
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111
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112
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sub find_physics { |
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23
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1
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10297
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my $name = shift; |
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114
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23
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100
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92
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return undef unless exists $rules{$name}; |
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115
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21
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116
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return $rules{$name}; |
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116
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} |
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117
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118
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} |
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119
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120
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121
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=head1 CONSTRUCTOR |
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123
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=head2 new |
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124
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125
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my $physics = Physics->new('ttt'); |
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126
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127
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Fetch a class instance for the given physics engine. The argument |
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128
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passed should be the name of a physics engine... for instance, 'ttt' |
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129
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or 'othello'. The physics plugin should be in a namespace under |
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130
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'AI::Evolve::Befunge::Physics'... the module will be loaded if |
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necessary. |
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132
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133
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=cut |
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134
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135
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sub new { |
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1
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2644
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my ($package, $physics) = @_; |
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20
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my $usage = 'Usage: Physics->new($physicsname);'; |
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138
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100
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croak($usage) unless defined($package); |
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139
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40
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croak($usage) unless defined($physics); |
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140
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6
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22
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my $module = 'AI::Evolve::Befunge::Physics::' . $physics; |
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141
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6
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111
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$module->require; |
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142
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6
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86
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my $rv = find_physics($physics); |
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143
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6
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100
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63
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croak("no such physics module found") unless defined $rv; |
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144
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5
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35
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$rv = {%$rv}; # copy of the original object |
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145
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5
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58
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return bless($rv, $module); |
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146
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} |
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147
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148
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149
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=head1 METHODS |
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150
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151
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Once you have obtained a class instance by calling ->new(), you may |
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152
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call the following methods on that instance. |
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153
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154
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=head2 run_board_game |
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155
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156
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my $score = $physics->run_board_game([$critter1,$critter2],$board); |
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157
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158
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Run the two critters repeatedly, so that they can make moves in a |
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159
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board game. |
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160
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161
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A score value is returned. If a number greater than 0 is returned, |
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162
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the critter wins. If a number less than 0 is returned, the critter |
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163
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loses. |
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164
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165
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The score value is derived in one of several ways... first priority |
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166
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is to bias toward a creature which won the game, second is to bias |
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167
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toward a creature who did not die (when the other did), third, |
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168
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the physics plugin is asked to score the creatures based on the moves |
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169
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they made, and finally, a choice is made based on the number of |
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resources each critter consumed. |
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172
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173
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=cut |
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174
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175
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sub run_board_game { |
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176
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12
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12
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1
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8796
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my ($self, $aref, $board) = @_; |
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177
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12
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20
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my $usage = 'Usage: $physics->run_board_game([$critter1, $critter2], $board)'; |
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178
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12
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100
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74
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croak($usage) unless ref($self) =~ /^AI::Evolve::Befunge::Physics/; |
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179
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11
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100
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45
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croak($usage) unless ref($board) eq 'AI::Evolve::Befunge::Board'; |
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180
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10
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16
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my ($critter1, $critter2) = @$aref; |
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181
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10
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100
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46
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croak($usage) unless ref($critter1) eq 'AI::Evolve::Befunge::Critter'; |
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182
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9
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100
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27
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croak($usage) unless ref($critter2) eq 'AI::Evolve::Befunge::Critter'; |
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183
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8
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100
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29
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croak($usage) if @$aref != 2; |
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184
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7
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100
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24
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croak($usage) if @_ > 3; |
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185
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6
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7
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my $moves = 1; |
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186
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6
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23
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$self->setup_board($board); |
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187
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6
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43
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my @orig_players = ({critter => $critter1, stats => {pass => 0}}, |
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188
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|
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{critter => $critter2, stats => {pass => 0}}); |
|
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6
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15
|
my @players = @orig_players; |
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190
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# create a dummy Result object, just in case the loop never gets to player2 |
|
191
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# (because player1 died on the first move). |
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192
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6
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27
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$players[1]{rv} = Result->new(name => $critter2->blueprint->name, tokens => $critter2->tokens); |
|
193
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6
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24
|
while(!$self->over($board)) { |
|
194
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13
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156
|
my $rv = $players[0]{rv} = $players[0]{critter}->move($board, $players[0]{stats}); |
|
195
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13
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|
96
|
my $move = $rv->choice(); |
|
196
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13
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100
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|
82
|
undef $move unless ref($move) eq 'Language::Befunge::Vector'; |
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197
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13
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100
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31
|
if(!defined($move)) { |
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198
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5
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100
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25
|
if($self->can_pass($board,$players[0]{critter}->color())) { |
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199
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1
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15
|
$players[0]{rv}->moves($moves); |
|
200
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} else { |
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201
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4
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100
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50
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if($rv->died) { |
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202
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2
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20
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verbose("player ", $players[0]{critter}->color(), " died.\n"); |
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203
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} else { |
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204
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2
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14
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$rv->died(0.5); |
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205
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2
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14
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$rv->fate('conceded'); |
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206
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2
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15
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verbose("player ", $players[0]{critter}->color(), " conceded.\n"); |
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207
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} |
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208
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4
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11
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last; |
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209
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} |
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210
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} |
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211
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9
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18
|
$moves++; |
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212
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9
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100
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43
|
$self->make_move($board, $players[0]{critter}->color(), $move) if defined $move; |
|
213
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# swap players |
|
214
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9
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22
|
my $player = shift @players; |
|
215
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9
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32
|
push(@players,$player); |
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216
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} |
|
217
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218
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6
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100
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31
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$board->output() unless get_quiet(); |
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219
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220
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# tally up the results to feed to compare(), below. |
|
221
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6
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24
|
my ($rv1 , $rv2 ) = ($orig_players[0]{rv} , $orig_players[1]{rv} ); |
|
222
|
6
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|
19
|
my ($stats1, $stats2) = ($orig_players[0]{stats}, $orig_players[1]{stats}); |
|
223
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6
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|
22
|
$rv1->stats($stats1); |
|
224
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6
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65
|
$rv2->stats($stats2); |
|
225
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6
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50
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|
41
|
$rv1->won(1) if $self->won($board) == $critter1->color(); |
|
226
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6
|
100
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|
77
|
$rv2->won(1) if $self->won($board) == $critter2->color(); |
|
227
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6
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|
84
|
$rv1->score($self->score($board, $critter1->color, $moves)); |
|
228
|
6
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|
66
|
$rv2->score($self->score($board, $critter2->color, $moves)); |
|
229
|
6
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|
75
|
return $self->compare($rv1, $rv2); |
|
230
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|
|
} |
|
231
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232
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|
233
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|
=head2 compare |
|
234
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|
235
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|
|
$rv = $physics->compare($rv1, $rv2); |
|
236
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|
237
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|
Given two return values (as loaded up by the L |
|
238
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method, above), return a comparison value for the critters they belong |
|
239
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to. This is essentially a "$critter1 <=> $critter2" comparison; a |
|
240
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|
return value below 0 indicates that critter1 is the lesser of the two |
|
241
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|
critters, and a return value above 0 indicates that critter1 is the |
|
242
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greater of the two critters. The following criteria will be used for |
|
243
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|
|
comparison, in decreasing order of precedence: |
|
244
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|
245
|
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|
|
=over 4 |
|
246
|
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|
247
|
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|
|
=item The one that won |
|
248
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|
249
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|
|
=item The one that didn't die |
|
250
|
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|
251
|
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|
|
=item The one that scored higher |
|
252
|
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|
253
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|
|
=item The one that made more moves |
|
254
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|
255
|
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|
|
=item The one that had more tokens afterwards |
|
256
|
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|
257
|
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|
|
=item The one with a greater (asciibetical) name |
|
258
|
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|
259
|
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|
|
=back |
|
260
|
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|
261
|
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|
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|
|
=cut |
|
262
|
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|
|
|
263
|
|
|
|
|
|
|
# This is essentially a big $critter1 <=> $critter2 comparator. |
|
264
|
|
|
|
|
|
|
sub compare { |
|
265
|
12
|
|
|
12
|
1
|
22
|
my ($self, $rv1, $rv2) = @_; |
|
266
|
12
|
|
|
|
|
15
|
my $rv; |
|
267
|
12
|
|
|
|
|
35
|
$rv = ($rv1->won() <=> $rv2->won() )*32; # prefer more winning |
|
268
|
12
|
100
|
|
|
|
115
|
$rv = ($rv1->score() <=> $rv2->score() )*16 # or prefer more scoring |
|
269
|
|
|
|
|
|
|
unless $rv; |
|
270
|
12
|
100
|
|
|
|
93
|
$rv = ($rv1->moves() <=> $rv2->moves() )*8 # or prefer more moves |
|
271
|
|
|
|
|
|
|
unless $rv; |
|
272
|
12
|
100
|
|
|
|
72
|
$rv = ($rv1->tokens() <=> $rv2->tokens())*4 # or prefer more tokens |
|
273
|
|
|
|
|
|
|
unless $rv; |
|
274
|
12
|
100
|
|
|
|
68
|
$rv = ($rv2->died() <=> $rv1->died() )*2 # or prefer less dying |
|
275
|
|
|
|
|
|
|
unless $rv; |
|
276
|
12
|
100
|
|
|
|
44
|
$rv = ($rv2->name() cmp $rv1->name() )*1 # or prefer quieter names |
|
277
|
|
|
|
|
|
|
unless $rv; |
|
278
|
12
|
|
|
|
|
120
|
return $rv; |
|
279
|
|
|
|
|
|
|
} |
|
280
|
|
|
|
|
|
|
|
|
281
|
|
|
|
|
|
|
|
|
282
|
|
|
|
|
|
|
=head2 setup_and_run_board_game |
|
283
|
|
|
|
|
|
|
|
|
284
|
|
|
|
|
|
|
my $score = $physics->setup_and_run_board_game($bp1, $bp2); |
|
285
|
|
|
|
|
|
|
|
|
286
|
|
|
|
|
|
|
Creates Critter objects from the given Blueprint objects, creates a |
|
287
|
|
|
|
|
|
|
game board (with board_size as determined from the physics plugin), |
|
288
|
|
|
|
|
|
|
and calls run_board_game, above. |
|
289
|
|
|
|
|
|
|
|
|
290
|
|
|
|
|
|
|
=cut |
|
291
|
|
|
|
|
|
|
|
|
292
|
|
|
|
|
|
|
sub setup_and_run_board_game { |
|
293
|
3
|
|
|
3
|
1
|
86
|
my ($self, $config, $bp1, $bp2) = @_; |
|
294
|
3
|
|
|
|
|
6
|
my $usage = '...->setup_and_run($config, $blueprint1, $blueprint2)'; |
|
295
|
3
|
100
|
|
|
|
27
|
croak($usage) unless ref($config) eq 'AI::Evolve::Befunge::Util::Config'; |
|
296
|
2
|
100
|
|
|
|
15
|
croak($usage) unless ref($bp1) eq 'AI::Evolve::Befunge::Blueprint'; |
|
297
|
1
|
50
|
|
|
|
13
|
croak($usage) unless ref($bp2) eq 'AI::Evolve::Befunge::Blueprint'; |
|
298
|
0
|
|
|
|
|
0
|
my @extra_args; |
|
299
|
0
|
|
|
|
|
0
|
push(@extra_args, Config => $config); |
|
300
|
0
|
|
|
|
|
0
|
push(@extra_args, Physics => $self); |
|
301
|
0
|
|
|
|
|
0
|
push(@extra_args, Commands => $$self{commands}); |
|
302
|
0
|
|
|
|
|
0
|
push(@extra_args, BoardSize => $self->board_size); |
|
303
|
0
|
|
|
|
|
0
|
my $board = Board->new(Size => $self->board_size); |
|
304
|
0
|
|
|
|
|
0
|
my $critter1 = Critter->new(Blueprint => $bp1, Color => 1, @extra_args); |
|
305
|
0
|
|
|
|
|
0
|
my $critter2 = Critter->new(Blueprint => $bp2, Color => 2, @extra_args); |
|
306
|
|
|
|
|
|
|
|
|
307
|
0
|
|
|
|
|
0
|
return $self->run_board_game([$critter1,$critter2], $board); |
|
308
|
|
|
|
|
|
|
} |
|
309
|
|
|
|
|
|
|
|
|
310
|
|
|
|
|
|
|
|
|
311
|
|
|
|
|
|
|
=head2 double_match |
|
312
|
|
|
|
|
|
|
|
|
313
|
|
|
|
|
|
|
my $relative_score = $physics->double_match($bp1, $bp2); |
|
314
|
|
|
|
|
|
|
|
|
315
|
|
|
|
|
|
|
Runs two board games; one with bp1 starting first, and again with |
|
316
|
|
|
|
|
|
|
bp2 starting first. The second result is subtracted from the first, |
|
317
|
|
|
|
|
|
|
and the result is returned. This represents a qualitative comparison |
|
318
|
|
|
|
|
|
|
between the two creatures. This can be used as a return value for |
|
319
|
|
|
|
|
|
|
mergesort or qsort. |
|
320
|
|
|
|
|
|
|
|
|
321
|
|
|
|
|
|
|
=cut |
|
322
|
|
|
|
|
|
|
|
|
323
|
|
|
|
|
|
|
sub double_match :Export(:DEFAULT) { |
|
324
|
3
|
|
|
3
|
1
|
72
|
my ($self, $config, $bp1, $bp2) = @_; |
|
325
|
3
|
|
|
|
|
6
|
my $usage = '...->double_match($config, $blueprint1, $blueprint2)'; |
|
326
|
3
|
100
|
|
|
|
17
|
croak($usage) unless ref($config) eq 'AI::Evolve::Befunge::Util::Config'; |
|
327
|
2
|
100
|
|
|
|
15
|
croak($usage) unless ref($bp1) eq 'AI::Evolve::Befunge::Blueprint'; |
|
328
|
1
|
50
|
|
|
|
11
|
croak($usage) unless ref($bp2) eq 'AI::Evolve::Befunge::Blueprint'; |
|
329
|
0
|
|
|
|
|
0
|
my ($data1, $data2); |
|
330
|
0
|
|
|
|
|
0
|
$data1 = $self->setup_and_run_board_game($config,$bp1,$bp2); |
|
331
|
0
|
|
|
|
|
0
|
$data2 = $self->setup_and_run_board_game($config,$bp2,$bp1); |
|
332
|
0
|
|
|
|
|
0
|
return ($data1 - $data2) <=> 0; |
|
333
|
4
|
|
|
4
|
|
7079
|
} |
|
|
4
|
|
|
|
|
6
|
|
|
|
4
|
|
|
|
|
17
|
|
|
334
|
|
|
|
|
|
|
|
|
335
|
|
|
|
|
|
|
|
|
336
|
|
|
|
|
|
|
=head1 COMMAND CALLBACKS |
|
337
|
|
|
|
|
|
|
|
|
338
|
|
|
|
|
|
|
These functions are intended for use as Befunge opcode handlers, and |
|
339
|
|
|
|
|
|
|
are used by the Physics plugin modules. |
|
340
|
|
|
|
|
|
|
|
|
341
|
|
|
|
|
|
|
=head2 op_make_board_move |
|
342
|
|
|
|
|
|
|
|
|
343
|
|
|
|
|
|
|
01M |
|
344
|
|
|
|
|
|
|
|
|
345
|
|
|
|
|
|
|
Pops a vector (of the appropriate dimensions for the given board, not |
|
346
|
|
|
|
|
|
|
necessarily the same as the codesize) from the stack, and attempts |
|
347
|
|
|
|
|
|
|
to make that "move". This is for Physics engines which represent |
|
348
|
|
|
|
|
|
|
board games. |
|
349
|
|
|
|
|
|
|
|
|
350
|
|
|
|
|
|
|
=cut |
|
351
|
|
|
|
|
|
|
|
|
352
|
|
|
|
|
|
|
sub op_make_board_move { |
|
353
|
146
|
|
|
146
|
1
|
7523
|
my ($interp)= @_; |
|
354
|
146
|
|
|
|
|
240
|
my $critter = $$interp{_ai_critter}; |
|
355
|
146
|
|
|
|
|
193
|
my $board = $$interp{_ai_board}; |
|
356
|
146
|
|
|
|
|
204
|
my $color = $$critter{color}; |
|
357
|
146
|
|
|
|
|
233
|
my $physics = $$critter{physics}; |
|
358
|
146
|
|
|
|
|
492
|
my $vec = v($interp->get_curip->spop_mult($board->size->get_dims())); |
|
359
|
146
|
100
|
|
|
|
504
|
return Language::Befunge::Ops::dir_reverse(@_) |
|
360
|
|
|
|
|
|
|
unless $physics->valid_move($board, $color, $vec); |
|
361
|
10
|
|
|
|
|
76
|
$$critter{move} = $vec; |
|
362
|
|
|
|
|
|
|
} |
|
363
|
|
|
|
|
|
|
|
|
364
|
|
|
|
|
|
|
=head2 op_query_tokens |
|
365
|
|
|
|
|
|
|
|
|
366
|
|
|
|
|
|
|
T |
|
367
|
|
|
|
|
|
|
|
|
368
|
|
|
|
|
|
|
Query the number of remaining tokens. |
|
369
|
|
|
|
|
|
|
|
|
370
|
|
|
|
|
|
|
=cut |
|
371
|
|
|
|
|
|
|
|
|
372
|
|
|
|
|
|
|
sub op_query_tokens { |
|
373
|
0
|
|
|
0
|
1
|
|
my ($interp)= @_; |
|
374
|
0
|
|
|
|
|
|
my $critter = $$interp{_ai_critter}; |
|
375
|
0
|
|
|
|
|
|
$interp->get_curip->spush($critter->tokens); |
|
376
|
|
|
|
|
|
|
} |
|
377
|
|
|
|
|
|
|
|
|
378
|
|
|
|
|
|
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1; |