package Games::LMSolve::Plank::Base;
$Games::LMSolve::Plank::Base::VERSION = '0.10.0';
our $AUTHORITY = 'cpan:SHLOMIF';
use strict;
use warnings;
use vars qw(@ISA);
use Games::LMSolve::Base qw(%cell_dirs);
@ISA=qw(Games::LMSolve::Base);
use Games::LMSolve::Input;
sub initialize
{
my $self = shift;
$self->SUPER::initialize(@_);
$self->{'dirs'} = [qw(E W S N)];
}
sub input_board
{
my $self = shift;
my $filename = shift;
my $spec =
{
'dims' => { 'type' => "xy(integer)", 'required' => 1, },
'planks' => { 'type' => "array(start_end(xy(integer)))",
'required' => 1,
},
'layout' => { 'type' => "layout", 'required' => 1,},
};
my $input_obj = Games::LMSolve::Input->new();
my $input_fields = $input_obj->input_board($filename, $spec);
my ($width, $height) = @{$input_fields->{'dims'}->{'value'}}{'x','y'};
my ($goal_x, $goal_y);
if (scalar(@{$input_fields->{'layout'}->{'value'}}) < $height)
{
die "Incorrect number of lines in board layout (does not match dimensions";
}
my @board;
my $lines = $input_fields->{'layout'}->{'value'};
for(my $y=0;$y<$height;$y++)
{
my $l = [];
if (length($lines->[$y]) < $width)
{
die "Too few characters in board layout in line No. " . ($input_fields->{'layout'}->{'line_num'}+$y+1);
}
my $x = 0;
foreach my $c (split(//, $lines->[$y]))
{
push @$l, ($c ne " ");
if ($c eq "G")
{
if (defined($goal_x))
{
die "Goal was defined twice!";
}
($goal_x, $goal_y) = ($x, $y);
}
$x++;
}
push @board, $l;
}
if (!defined($goal_x))
{
die "The Goal was not defined in the layout";
}
my $planks_in = $input_fields->{'planks'}->{'value'};
my @planks;
my $get_plank = sub {
my $p = shift;
my ($start_x, $start_y) = ($p->{'start'}->{'x'}, $p->{'start'}->{'y'});
my ($end_x, $end_y) = ($p->{'end'}->{'x'}, $p->{'end'}->{'y'});
my $check_endpoints = sub {
if (! $board[$start_y]->[$start_x])
{
die "Plank cannot be placed at point ($start_x,$start_y)!";
}
if (! $board[$end_y]->[$end_x])
{
die "Plank cannot be placed at point ($end_x,$end_y)!";
}
};
my $plank_str = "Plank ($start_x,$start_y) ==> ($end_x,$end_y)";
if (($start_x >= $width) || ($end_x >= $width) ||
($start_y >= $height) || ($end_y >= $height))
{
die "$plank_str is out of the boundaries of the board";
}
if ($start_x == $end_x)
{
if ($start_y == $end_y)
{
die "$plank_str has zero length!";
}
$check_endpoints->();
if ($start_y > $end_y)
{
($start_y, $end_y) = ($end_y, $start_y);
}
foreach my $y (($start_y+1) .. ($end_y-1))
{
if ($board[$y]->[$start_x])
{
die "$plank_str crosses logs!"
}
}
return { 'len' => ($end_y-$start_y), 'start' => { 'x' => $start_x, 'y' => $start_y}, 'dir' => "S"};
}
elsif ($start_y == $end_y)
{
$check_endpoints->();
if ($start_x > $end_x)
{
($start_x, $end_x) = ($end_x, $start_x);
}
foreach my $x (($start_x+1) .. ($end_x-1))
{
if ($board[$start_y]->[$x])
{
die "$plank_str crosses logs!"
}
}
return { 'len' => ($end_x-$start_x), 'start' => { 'x' => $start_x, 'y' => $start_y}, 'dir' => "E" };
}
elsif (($end_x-$start_x) == ($end_y - $start_y))
{
$check_endpoints->();
if ($start_x > $end_x)
{
($start_x, $end_x) = ($end_x, $start_x);
($start_y, $end_y) = ($end_y, $start_y);
}
foreach my $i (1 .. ($end_x-$start_x-1))
{
if ($board[$start_y+$i]->[$start_x+$i])
{
die "$plank_str crosses logs!"
}
}
if (! grep { $_ eq "SE" } @{$self->{'dirs'}})
{
die "$plank_str is not aligned horizontally or vertically.";
}
return
{
'len' => ($end_x - $start_x),
'start' =>
{
'x' => $start_x,
'y' => $start_y,
},
'dir' => "SE",
};
}
else
{
die "$plank_str is not aligned horizontally or vertically.";
}
};
foreach my $p (@$planks_in)
{
push @planks, $get_plank->($p);
}
$self->{'width'} = $width;
$self->{'height'} = $height;
$self->{'goal_x'} = $goal_x;
$self->{'goal_y'} = $goal_y;
$self->{'board'} = \@board;
$self->{'plank_lens'} = [ map { $_->{'len'} } @planks ];
my $state = [ 0, (map { ($_->{'start'}->{'x'}, $_->{'start'}->{'y'}, (($_->{'dir'} eq "E") ? 0 : ($_->{'dir'} eq "SE") ? 2 : 1)) } @planks) ];
$self->_process_plank_data($state);
#{
# use Data::Dumper;
#
# my $d = Data::Dumper->new([$self, $state], ["\$self", "\$state"]);
# print $d->Dump();
#}
return $state;
}
sub _process_plank_data
{
my $self = shift;
my $state = shift;
my $active = $state->[0];
my @planks =
(map
{
{
'len' => $self->{'plank_lens'}->[$_],
'x' => $state->[$_*3+1],
'y' => $state->[$_*3+1+1],
'dir' => $state->[$_*3+2+1],
'active' => 0,
}
}
(0 .. (scalar(@{$self->{'plank_lens'}}) - 1))
);
foreach my $p (@planks)
{
my $p_dir = $p->{'dir'};
my $dir = ($p_dir == 0) ? "E" : ($p_dir == 1) ? "S" : "SE";
$p->{'dir'} = $dir;
$p->{'end_x'} = $p->{'x'} + $cell_dirs{$dir}->[0] * $p->{'len'};
$p->{'end_y'} = $p->{'y'} + $cell_dirs{$dir}->[1] * $p->{'len'};
}
# $ap is short for active plank
my $ap = $planks[$active];
$ap->{'active'} = 1;
my (@queue);
push @queue, [$ap->{'x'}, $ap->{'y'}], [$ap->{'end_x'}, $ap->{'end_y'}];
undef($ap);
while (my $point = pop(@queue))
{
my ($x,$y) = @$point;
foreach my $p (@planks)
{
if ($p->{'active'})
{
next;
}
if (($p->{'x'} == $x) && ($p->{'y'} == $y))
{
$p->{'active'} = 1;
push @queue, [$p->{'end_x'},$p->{'end_y'}];
}
if (($p->{'end_x'} == $x) && ($p->{'end_y'} == $y))
{
$p->{'active'} = 1;
push @queue, [$p->{'x'},$p->{'y'}];
}
}
}
foreach my $i (0 .. $#planks)
{
if ($planks[$i]->{'active'})
{
$state->[0] = $i;
return \@planks;
}
}
}
sub pack_state
{
my $self = shift;
my $state_vector = shift;
return pack("c*", @$state_vector);
}
sub unpack_state
{
my $self = shift;
my $state = shift;
return [ unpack("c*", $state) ];
}
sub display_state
{
my $self = shift;
my $packed_state = shift;
my $state = $self->unpack_state($packed_state);
my $plank_data = $self->_process_plank_data($state);
my @strings;
foreach my $p (@$plank_data)
{
push @strings, sprintf("(%i,%i) -> (%i,%i) %s", $p->{'x'}, $p->{'y'}, $p->{'end_x'}, $p->{'end_y'}, ($p->{'active'} ? "[active]" : ""));
}
return join(" ; ", @strings);
}
sub check_if_final_state
{
my $self = shift;
my $state = shift;
my $plank_data = $self->_process_plank_data($state);
my $goal_x = $self->{'goal_x'};
my $goal_y = $self->{'goal_y'};
return (scalar(grep { (($_->{'x'} == $goal_x) && ($_->{'y'} == $goal_y)) ||
(($_->{'end_x'} == $goal_x) && ($_->{'end_y'} == $goal_y))
}
@$plank_data) > 0);
}
sub enumerate_moves
{
my $self = shift;
my $state = shift;
my $plank_data = $self->_process_plank_data($state);
# Declare some accessors
my $board = $self->{'board'};
my $width = $self->{'width'};
my $height = $self->{'height'};
my $dirs_ptr = $self->{'dirs'};
my @moves;
for my $to_move_idx (0 .. $#$plank_data)
{
my $to_move = $plank_data->[$to_move_idx];
my $len = $to_move->{'len'};
if (!($to_move->{'active'}))
{
next;
}
foreach my $move_to (@$plank_data)
{
if (!($move_to->{'active'}))
{
next;
}
for my $point ([$move_to->{'x'}, $move_to->{'y'}], [$move_to->{'end_x'}, $move_to->{'end_y'}])
{
my ($x, $y) = @$point;
DIR_LOOP: for my $dir (@$dirs_ptr) # (qw(E W S N))
{
# Find the other ending points of the plank
my $other_x = $x + $cell_dirs{$dir}->[0] * $len;
my $other_y = $y + $cell_dirs{$dir}->[1] * $len;
# Check if we are within bounds
if (($other_x < 0) || ($other_x >= $width))
{
next;
}
if (($other_y < 0) || ($other_y >= $height))
{
next;
}
# Check if there is a stump at the other end-point
if (! $board->[$other_y]->[$other_x])
{
next;
}
# Check the validity of the intermediate points.
for(my $offset = 1 ; $offset < $len ; $offset++)
{
my $ix = $x + $cell_dirs{$dir}->[0] * $offset;
my $iy = $y + $cell_dirs{$dir}->[1] * $offset;
if ($board->[$iy]->[$ix])
{
next DIR_LOOP;
}
# Check if another plank has this point in between
my $collision_plank_idx = 0;
for my $plank (@$plank_data)
{
# Make sure we don't test a plank against
# a collisions with itself.
if ($collision_plank_idx == $to_move_idx)
{
next;
}
my $p_x = $plank->{'x'};
my $p_y = $plank->{'y'};
my $plank_dir = $plank->{'dir'};
for my $i (0 .. $plank->{'len'})
{
if (($p_x == $ix) && ($p_y == $iy))
{
next DIR_LOOP;
}
}
continue
{
$p_x += $cell_dirs{$plank_dir}->[0];
$p_y += $cell_dirs{$plank_dir}->[1];
}
}
continue
{
$collision_plank_idx++;
}
}
# A perfectly valid move - let's add it.
push @moves, { 'p' => $to_move_idx, 'x' => $x, 'y' => $y, 'dir' => $dir };
}
}
}
}
return @moves;
}
sub perform_move
{
my $self = shift;
my $state = shift;
my $m = shift;
my $plank_data = $self->_process_plank_data($state);
my ($x,$y,$p,$dir) = @{$m}{qw(x y p dir)};
my $dir_idx;
if ($dir eq "S")
{
$dir_idx = 1;
}
elsif ($dir eq "E")
{
$dir_idx = 0;
}
elsif ($dir eq "N")
{
$dir_idx = 1;
$y -= $self->{'plank_lens'}->[$p];
}
elsif ($dir eq "W")
{
$dir_idx = 0;
$x -= $self->{'plank_lens'}->[$p];
}
elsif ($dir eq "NW")
{
$dir_idx = 2;
$y -= $self->{'plank_lens'}->[$p];
$x -= $self->{'plank_lens'}->[$p];
}
elsif ($dir eq "SE")
{
$dir_idx = 2;
}
my $new_state = [ @$state ];
@$new_state[0] = $p;
@$new_state[(1+$p*3) .. (1+$p*3+2)] = ($x,$y,$dir_idx);
$self->_process_plank_data($new_state);
return $new_state;
}
sub render_move
{
my $self = shift;
my $move = shift;
if ($move)
{
return sprintf("Move the Plank of Length %i to (%i,%i) %s", $self->{'plank_lens'}->[$move->{'p'}], @{$move}{qw(x y dir)});
}
else
{
return "";
}
}
1;
__END__
=pod
=head1 NAME
Games::LMSolve::Plank::Base - driver for solving the rectangular Plank puzzles
=head1 VERSION
version 0.10.0
=head1 SYNOPSIS
NA - should not be used directly.
=head1 VERSION
version 0.10.0
=head1 METHODS
=head2 $self->initialize()
The constructor.
=head2 $self->input_board()
Overrided.
=head2 $self->pack_state()
Overrided.
=head2 $self->unpack_state()
Overrided.
=head2 $self->display_state()
Overrided.
=head2 $self->check_if_unsolvable()
Overrided.
=head2 $self->check_if_final_state()
Overrided.
=head2 $self->enumerate_moves()
Overrided.
=head2 $self->perform_move()
Overrided.
=head2 $self->render_move()
Overrided.
=head1 SEE ALSO
L<Games::LMSolve::Base>.
For more about Plank puzzles see:
L<http://www.clickmazes.com/planks/ixplanks.htm> .
=head1 AUTHORS
Shlomi Fish, L<http://www.shlomifish.org/>
=head1 AUTHOR
Shlomi Fish <shlomif@cpan.org>
=head1 COPYRIGHT AND LICENSE
This software is Copyright (c) 2014 by Shlomi Fish.
This is free software, licensed under:
The MIT (X11) License
=head1 BUGS
Please report any bugs or feature requests on the bugtracker website
http://rt.cpan.org/Public/Dist/Display.html?Name=Games-LMSolve or by email
to bug-games-lmsolve@rt.cpan.org.
When submitting a bug or request, please include a test-file or a
patch to an existing test-file that illustrates the bug or desired
feature.
=for :stopwords cpan testmatrix url annocpan anno bugtracker rt cpants kwalitee diff irc mailto metadata placeholders metacpan
=head1 SUPPORT
=head2 Perldoc
You can find documentation for this module with the perldoc command.
perldoc Games::LMSolve
=head2 Websites
The following websites have more information about this module, and may be of help to you. As always,
in addition to those websites please use your favorite search engine to discover more resources.
=over 4
=item *
MetaCPAN
A modern, open-source CPAN search engine, useful to view POD in HTML format.
L<http://metacpan.org/release/Games-LMSolve>
=item *
Search CPAN
The default CPAN search engine, useful to view POD in HTML format.
L<http://search.cpan.org/dist/Games-LMSolve>
=item *
RT: CPAN's Bug Tracker
The RT ( Request Tracker ) website is the default bug/issue tracking system for CPAN.
L<https://rt.cpan.org/Public/Dist/Display.html?Name=Games-LMSolve>
=item *
AnnoCPAN
The AnnoCPAN is a website that allows community annotations of Perl module documentation.
L<http://annocpan.org/dist/Games-LMSolve>
=item *
CPAN Ratings
The CPAN Ratings is a website that allows community ratings and reviews of Perl modules.
L<http://cpanratings.perl.org/d/Games-LMSolve>
=item *
CPAN Forum
The CPAN Forum is a web forum for discussing Perl modules.
L<http://cpanforum.com/dist/Games-LMSolve>
=item *
CPANTS
The CPANTS is a website that analyzes the Kwalitee ( code metrics ) of a distribution.
L<http://cpants.cpanauthors.org/dist/Games-LMSolve>
=item *
CPAN Testers
The CPAN Testers is a network of smokers who run automated tests on uploaded CPAN distributions.
L<http://www.cpantesters.org/distro/G/Games-LMSolve>
=item *
CPAN Testers Matrix
The CPAN Testers Matrix is a website that provides a visual overview of the test results for a distribution on various Perls/platforms.
L<http://matrix.cpantesters.org/?dist=Games-LMSolve>
=item *
CPAN Testers Dependencies
The CPAN Testers Dependencies is a website that shows a chart of the test results of all dependencies for a distribution.
L<http://deps.cpantesters.org/?module=Games::LMSolve>
=back
=head2 Bugs / Feature Requests
Please report any bugs or feature requests by email to C<bug-games-lmsolve at rt.cpan.org>, or through
the web interface at L<https://rt.cpan.org/Public/Bug/Report.html?Queue=Games-LMSolve>. You will be automatically notified of any
progress on the request by the system.
=head2 Source Code
The code is open to the world, and available for you to hack on. Please feel free to browse it and play
with it, or whatever. If you want to contribute patches, please send me a diff or prod me to pull
from your repository :)
L<https://github.com/shlomif/lm-solve-source>
git clone https://github.com/shlomif/lm-solve-source.git
=cut