AI-Evolve-Befunge

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lib/AI/Evolve/Befunge/Physics/othello.pm  view on Meta::CPAN

    return $mine;
}


=head2 can_pass

    my $can_pass = $othello->can_pass($board, $player);

Returns 1 if the player can pass, and 0 otherwise.  For the othello
rule set, passing is only allowed if no valid moves are available.

=cut

sub can_pass {
    my ($self,$board,$player) = @_;
    my $possible_points = 0;
    foreach my $y (0..7) {
        foreach my $x (0..7) {
            $possible_points += valid_move($self,$board,$player,v($x,$y));
        }
    }
    return $possible_points ? 0 : 1;
}


=head2 make_move

    $othello->make_move($board, $player, $pos);

Makes the indicated move, updates the board with the new piece and
flips enemy pieces as necessary.

=cut

sub make_move {
    my ($self, $board, $player, $pos) = @_;
    confess "make_move: player value '$player' out of range!" if $player < 1 or $player > 2;
    confess "make_move: vector is undef!" unless defined $pos;
    confess "make_move: vector '$pos' out of range!" unless $self->in_bounds($pos);
    foreach my $vec (@valid_dirs) {
        my $num = $self->try_move_vector($board,$player,$pos,$vec);
        my $cur = $pos + $vec;
        for(1..$num) {
            $board->set_value($cur, $player);
            $cur += $vec;
        }
    }
    $board->set_value($pos, $player);
    return 0 if $self->won($board); # game over, one of the players won
    return 3-$player unless $self->can_pass($board,3-$player); # normal case, other player's turn
    return $player   unless $self->can_pass($board,$player);   # player moves again
    return 0; # game over, tie game
}


register_physics(
    name       => "othello",
    token      => ord('O'),
    decorate   => 1,
    board_size => v(8, 8),
    commands   => {
        M => \&AI::Evolve::Befunge::Physics::op_make_board_move,
        T => \&AI::Evolve::Befunge::Physics::op_query_tokens
    },
);

1;



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