finish move generator, add jump generator, add dup and all associated
functions
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6f69940642
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129
checkers.rb
129
checkers.rb
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@ -1,5 +1,8 @@
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#!/usr/bin/ruby
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EMPTY = 0
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TEAM_1 = 1
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TEAM_2 = 2
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TEAM_1_MAN = ' w '
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TEAM_1_KING = ' W '
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TEAM_2_MAN = ' b '
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@ -10,6 +13,9 @@ BOARD_SIZE = 8
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class Board
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def initialize()
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@board = Array.new(BOARD_SIZE) {|i| Array.new(BOARD_SIZE, BOARD_EMPTY)}
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end
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def setup()
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0.step(BOARD_SIZE) {|i|
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peice = (i < 3 ? TEAM_1_MAN : TEAM_2_MAN)
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if [0,2,5,7].include? i
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@ -19,15 +25,23 @@ class Board
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else
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next
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end
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start.step(BOARD_SIZE,2) {|j|
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start.step(BOARD_SIZE-1,2) {|j|
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@board[i][j] = peice
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}
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}
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end
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def set(x, y, thing)
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@board[y][x] = thing
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end
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def get(x, y)
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@board[y][x]
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end
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def to_s()
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str = ' '
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0.step(BOARD_SIZE) {|i|
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0.step(BOARD_SIZE-1) {|i|
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str += ' ' + i.to_s + ' '
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}
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str += "\n"
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@ -43,7 +57,118 @@ class Board
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return str
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end
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def piece_team(piece)
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if piece == TEAM_1_MAN or piece == TEAM_1_KING
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return TEAM_1
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elsif piece == TEAM_2_MAN or piece == TEAM_2_KING
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return TEAM_2
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else
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return EMPTY
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end
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end
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def empty?(x, y)
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return @board[y][x] == BOARD_EMPTY
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end
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def valid_coords(x, y)
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return (x >= 0 and x < BOARD_SIZE and y >= 0 and y <= BOARD_SIZE)
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end
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def gen_moves(x, y, x_mod, y_mod)
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moves = []
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for xm in x_mod
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new_x = x + xm
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for ym in y_mod
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new_y = y + ym
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if valid_coords(new_x, new_y) and empty?(new_x, new_y)
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moves += [[new_x, new_y]]
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end
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end
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end
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return moves
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end
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# function to chart path of jumps
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# merging them together
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# only returns full paths
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#
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# base case: no jumps avail, return path
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# jumps avail: do all and merge and return
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def gen_jumps(path, x, y, team, x_mod, y_mod)
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jumps = []
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for xm in x_mod
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new_x = x + xm
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for y in ymod
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new_y = y + ym
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if valid_coords(new_x, new_y) and piece?(new_x, new_y) and team != team(new_x, new_y)
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final_x = new_x + xm
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final_y = new_y + ym
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if (valid_coords(final_x, final_y) and empty?(final_x, final_y))
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jumps += gen_jumps(path + [[final_x, final_y]], final_x, final_y, x_mod, y_mod)
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end
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end
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end
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end
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if jumps == []
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return [path]
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else
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return jumps
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end
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end
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def piece?(x, y)
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return !emtpy(x, y)
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end
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def team(x, y)
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if piece?(x, y)
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if @board[y][x] == TEAM_1_MAN or @board[y][x] == TEAM_1_KING
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return TEAM_1
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else
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return TEAM_2
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end
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end
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return EMPTY
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end
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def man?(x, y)
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return (@board[y][x] == TEAM_1_MAN or @board[y][x] == TEAM_2_MAN)
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end
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def king?(x, y)
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return (@board[y][x] == TEAM_1_KING or @board[y][x] == TEAM_2_KING)
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end
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def valid_moves(x, y, team)
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moves = []
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if piece_team(@board[y][x]) == team
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direction = [1]
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if king?(x, y)
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direction = [-1, 1]
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elsif team == TEAM_2
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direction = [-1]
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end
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moves = gen_moves(x, y, [-1,1], direction)
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moves += gen_jumps([], x, y, team, [-1, 1], direction)
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end
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return moves
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end
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def dup()
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b = Board.new
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for x in 0..(BOARD_SIZE-1)
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for y in 0..(BOARD_SIZE-1)
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b.set(x, y, get(x, y))
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end
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end
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return b
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end
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end
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b = Board.new()
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b.setup()
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puts b.to_s
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