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c1d4d1be97
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c1d4d1be97 | |||
94c4240d63 |
@ -1,5 +1,5 @@
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import algorithm, random, sugar
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import algorithm, random, sugar
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import faststack, fixedseq, game
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import fixedseq, game
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proc nextPermutation(x: var FixedSeq): bool =
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proc nextPermutation(x: var FixedSeq): bool =
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10
config.nims
10
config.nims
@ -1,5 +1,5 @@
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# --threads: on
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--threads: on
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# --d: release
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--d: release
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# --opt: speed
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--opt: speed
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# --passC: -flto
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--passC: -flto
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# --passL: -flto
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--passL: -flto
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204
faststack.nim
204
faststack.nim
@ -1,204 +0,0 @@
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import bitops, strutils, random
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proc show(i: SomeInteger, bitlength = 16) =
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echo BiggestInt(i).toBin(bitlength)
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type
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Color* = enum
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cRed, cGreen, cBlue, cYellow, cPurple
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ColorStack* = object
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data: uint16
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len*: uint8
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const
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masks = [
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0'u16, # dummy value just to get the indices right
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0b0_000_000_000_000_111,
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0b0_000_000_000_111_111,
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0b0_000_000_111_111_111,
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0b0_000_111_111_111_111,
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0b0_111_111_111_111_111,
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]
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allColors* = ColorStack(len: 5, data: 0b0_000_001_010_011_100)
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template offset(s: ColorStack, idx: Natural): uint8 =
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# Compute the bit offset for a given index.
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# Dependent on the stack's length.
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(s.len - 1 - idx.uint8) * 3
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# items are stored from left to right but right-aligned, so we
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# need to shift right to access anything other than the last
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template offset(s: ColorStack, idx: BackwardsIndex): uint8 =
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# for backwards index, we are still shifting right but
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# the lower the index the less we have to shift
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(idx.uint8 - 1) * 3
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proc add*(s: var ColorStack, c: Color) =
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# e.g. if stack is 0b0000000000000100:
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# and color is 0b00000011
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# shift: 0b0000000000100000
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# bitor: 0b0000000000100000 and 0b00000011
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# results in 0b0000000000100011
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s.data = (s.data shl 3).bitor(cast[uint8](c))
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inc s.len
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proc high*(s: ColorStack): uint8 = s.len - 1
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proc low*(s: ColorStack): uint8 = 0 # just... always 0, I guess
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proc `[]`*(s: ColorStack, i: uint8 | BackwardsIndex): Color =
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# shift, then mask everything but the three rightmost bits
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result = Color(
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(s.data shr s.offset(i)) and masks[1]
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)
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proc `[]=`*(s: var ColorStack, i: uint8 | BackwardsIndex, c: Color) =
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let offset = s.offset(i)
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s.data = (s.data and bitnot(masks[1] shl offset)) or (c.uint16 shl offset)
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iterator items*(s: ColorStack): Color =
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# s.len is unsigned so it will wrap around if we do s.len - 1 in that case
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if s.len != 0:
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for i in countdown(s.len - 1, 0'u8):
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yield Color((s.data shr (i * 3)) and masks[1])
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iterator pairs*(s: ColorStack): (uint8, Color) =
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var count = 0'u8
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for color in s:
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yield (count, color)
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inc count
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proc find*(s: ColorStack, needle: Color): int8 =
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for i in 0'u8 .. s.high:
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if s[i] == needle:
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return i.int8
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return -1
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proc moveSubstack*(src, dst: var ColorStack, startIdx: uint8) =
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if startIdx >= src.len:
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raise newException(IndexDefect, "index " & $startIdx & " is out of bounds.")
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# Moves a sub-stack from the top of src to the top of dst
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# shift the dst stack by the length of the substack to make room
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let nToMove = src.len - startIdx
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let shift = nToMove * 3
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dst.data = dst.data shl shift
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# then we mask the source data to present only the items
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# being moved, and OR that with the shifted dst data
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dst.data = dst.data or (src.data and masks[nToMove])
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dst.len += nToMove
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# then we shift the source to get rid of the moved items
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src.data = src.data shr shift
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src.len -= nToMove
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proc moveSubstackPre*(src, dst: var ColorStack, startIdx: uint8) =
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if startIdx >= src.len:
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raise newException(IndexDefect, "index " & $startIdx & " is out of bounds.")
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# Moves a sub-stack from the top of src to the bottom of dst
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let nToMove = src.len - startIdx
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# shift src to position the substack above its destination,
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# get rid of everything to the left of the substack,
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# and OR that with the existing dst data
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let newLen = dst.len + nToMove
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dst.data = dst.data or ( (src.data shl (dst.len * 3)) and masks[newLen] )
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dst.len = newLen
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# get rid of the substack we just moved
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src.data = src.data shr (nToMove * 3)
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src.len -= nToMove
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proc swap*(s: var ColorStack, i1, i2: uint8) =
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# Swap the values at two indices in the stack
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if i1 == i2: return
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# i1 and i2 are unsigned, so we have to watch out for underflows
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let diff = if i1 > i2:
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(i1 - i2) * 3
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else:
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(i2 - i1) * 3
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# take masks[1] from above (rightmost position) and shift to position of i1.
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# then do the same for i2, and OR them together.
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let mask = (masks[1] shl s.offset(i1)) or (masks[1] shl s.offset(i2))
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# get rid of everything but the two values we're swapping
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let masked = s.data and mask
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# shift by the distance between values in both directions, combine, then mask
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let swapped = ((masked shl diff) or (masked shr diff)) and mask
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# finally, AND with the inverse of mask so that only the values being
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# swapped are erased, and combine that with the swapped values
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s.data = (s.data and mask.bitnot) or swapped
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proc shuffle*(r: var Rand, s: var ColorStack) =
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# Fisher-Yates shuffle
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for i in countdown(s.high, 1'u8):
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let j = r.rand(i).uint8
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if j != i:
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s.swap(i, j)
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proc reverse*(s: var ColorStack, first, last: uint8) =
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var x = first
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var y = last
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while x < y:
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s.swap(x, y)
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inc x
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dec y
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iterator asInt*(s: ColorStack): int8 =
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for i in 0'u8 .. s.high:
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yield int8(s[i]) # now we do have to convert
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proc `$`*(s: ColorStack): string =
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result = "St@["
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for c in s:
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if result[^1] != '[':
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result.add(", ")
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result.add($c)
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result.add("]")
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proc check(s: ColorStack) =
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# ensure length is accurate
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var d = s.data
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for i in 0'u8 .. 4'u8:
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if (d and masks[1]) > 4:
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raise newException(RangeDefect, "Value out of range.")
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if d > 0 and i >= s.len:
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raise newException(RangeDefect, "Invalid length.")
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else:
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d = d shr 3
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when isMainModule:
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var one: ColorStack
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one.add(cRed)
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one.add(cGreen)
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one.add(cBlue)
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one.add(cYellow)
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one.add(cPurple)
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var two: ColorStack
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one.moveSubstack(two, 2)
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echo one, " ", one.len
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echo two, " ", two.len
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echo two.find(cRed)
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57
game.nim
57
game.nim
@ -1,26 +1,25 @@
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import hashes, options
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import hashes, options
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import fixedseq, faststack
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import fixedseq
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export faststack.Color, faststack.ColorStack, faststack.allColors
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# type
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type
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# Color* = enum
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Color* = enum
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# cRed, cGreen, cBlue, cYellow, cPurple
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cRed, cGreen, cBlue, cYellow, cPurple
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# ColorStack* = FixedSeq[5, Color, int8]
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ColorStack* = FixedSeq[5, Color, int8]
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# proc initColorStack*: ColorStack =
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proc initColorStack*: ColorStack =
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# result.initFixedSeq
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result.initFixedSeq
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# proc getAllColors: ColorStack =
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proc getAllColors: ColorStack =
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# var i = 0'u8
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var i = 0
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# for c in Color.low .. Color.high:
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for c in Color.low .. Color.high:
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# result[i] = c
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result[i] = c
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const
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const
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allColors* = getAllColors()
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colorNames: array[Color, string] =
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colorNames: array[Color, string] =
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["Red", "Green", "Blue", "Yellow", "Purple"]
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["Red", "Green", "Blue", "Yellow", "Purple"]
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colorAbbrevs: array[Color, char] = ['R', 'G', 'B', 'Y', 'P']
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colorAbbrevs: array[Color, char] = ['R', 'G', 'B', 'Y', 'P']
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@ -58,7 +57,7 @@ type
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squares*: array[1..16, Square]
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squares*: array[1..16, Square]
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camels*: array[Color, range[1..16]]
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camels*: array[Color, range[1..16]]
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diceRolled*: array[Color, bool]
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diceRolled*: array[Color, bool]
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leader*: Option[Color]
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winner*: Option[Color]
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gameOver*: bool
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gameOver*: bool
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initialized: bool
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initialized: bool
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@ -67,6 +66,10 @@ type
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template `[]`*[T](b: var Board, idx: T): var Square =
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template `[]`*[T](b: var Board, idx: T): var Square =
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b.squares[idx]
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b.squares[idx]
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# apparently we need separate ones for mutable and non-mutable
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template `[]`*[T](b: Board, idx: T): Square =
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b.squares[idx]
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proc hash*(b: Board): Hash =
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proc hash*(b: Board): Hash =
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var h: Hash = 0
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var h: Hash = 0
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@ -83,11 +86,16 @@ proc hash*(b: Board): Hash =
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proc init*(b: var Board) =
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proc init*(b: var Board) =
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# for sq in b.squares.mitems:
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for sq in b.squares.mitems:
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# sq.camels.initFixedSeq
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sq.camels.initFixedSeq
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b.initialized = true
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b.initialized = true
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proc leader*(b: Board): Color =
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let leadSquare = max(b.camels)
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result = b[leadSquare].camels[^1]
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proc display*(b: Board, start, stop: int) =
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proc display*(b: Board, start, stop: int) =
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for i in start..stop:
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for i in start..stop:
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let sq = b.squares[i]
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let sq = b.squares[i]
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@ -109,18 +117,15 @@ proc setState*(b: var Board;
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for (tile, dest) in tiles:
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for (tile, dest) in tiles:
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b[dest].tile = some(tile)
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b[dest].tile = some(tile)
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let leadCamel = b[max(b.camels)].camels[^1] # top camel in the last currently-occupied space
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b.leader = some(leadCamel)
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proc diceRemaining*(b: Board): ColorStack =
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proc diceRemaining*(b: Board): FixedSeq[5, Color, int8] =
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result.initFixedSeq
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result.initFixedSeq
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for color, isRolled in b.diceRolled:
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for color, isRolled in b.diceRolled:
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if not isRolled: result.add(color)
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if not isRolled: result.add(color)
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proc resetDice*(b: var Board) =
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proc resetDice*(b: var Board) =
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for c, rolled in b.diceRolled:
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for c in Color:
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b.diceRolled[c] = false
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b.diceRolled[c] = false
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@ -131,7 +136,7 @@ proc advance*(b: var Board, die: Die) =
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var endPos = startPos + roll
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var endPos = startPos + roll
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if endPos > 16: # camel has passed the finish line
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if endPos > 16: # camel has passed the finish line
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b.leader = some(b[startPos].camels[^1])
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b.winner = some(b[startPos].camels[^1])
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b.gameOver = true
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b.gameOver = true
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return
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return
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@ -141,11 +146,11 @@ proc advance*(b: var Board, die: Die) =
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endPos += int(t)
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endPos += int(t)
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if t == tBackward: prepend = true
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if t == tBackward: prepend = true
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let stackStart = b[startPos].camels.find(color).uint8
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let stackStart = b[startPos].camels.find(color)
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if prepend:
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if prepend:
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b[startPos].camels.moveSubstackPre(b[endPos].camels, stackStart)
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b[startPos].camels.moveSubstackPre(b[endPos].camels, stackStart)
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let stackLen = b[startPos].camels.len - stackStart
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let stackLen = b[startPos].camels.len - stackStart
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for i in 0'u8 ..< stackLen:
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for i in 0 ..< stackLen:
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# we know how many camels we added to the bottom, so set the position for each of those
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# we know how many camels we added to the bottom, so set the position for each of those
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b.camels[b[endPos].camels[i]] = endPos
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b.camels[b[endPos].camels[i]] = endPos
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else:
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else:
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@ -155,8 +160,4 @@ proc advance*(b: var Board, die: Die) =
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for i in (dstPrevHigh + 1) .. b[endPos].camels.high:
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for i in (dstPrevHigh + 1) .. b[endPos].camels.high:
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b.camels[b[endPos].camels[i]] = endPos
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b.camels[b[endPos].camels[i]] = endPos
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# if we are stacking on or moving past the previous leader
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if endPos >= b.camels[b.leader.get]:
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b.leader = some(b[endPos].camels[^1])
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b.diceRolled[color] = true
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b.diceRolled[color] = true
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@ -1,5 +1,5 @@
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import cpuinfo, math, options, random, tables
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import cpuinfo, math, options, random, tables
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import combinators, game, faststack, fixedseq
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import combinators, game, fixedseq
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type
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type
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@ -38,7 +38,7 @@ proc percents*(scores: ScoreSet): WinPercents =
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# ======================
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# ======================
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iterator legEndStates(b: Board): Board =
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iterator legEndStates(b: Board): Board =
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var diceRemaining: FixedSeq[5, Color, int8]
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var diceRemaining: ColorStack
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diceRemaining.initFixedSeq
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diceRemaining.initFixedSeq
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for i, c in b.diceRolled:
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for i, c in b.diceRolled:
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if not c: diceRemaining.add(i)
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if not c: diceRemaining.add(i)
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@ -52,53 +52,20 @@ iterator legEndStates(b: Board): Board =
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|||||||
|
|
||||||
proc getLegScores*(b: Board): ScoreSet =
|
proc getLegScores*(b: Board): ScoreSet =
|
||||||
for prediction in b.legEndStates:
|
for prediction in b.legEndStates:
|
||||||
inc result[prediction.leader.get]
|
inc result[prediction.winner.get]
|
||||||
|
|
||||||
|
|
||||||
# =====================
|
# =====================
|
||||||
# Full-game simulations
|
# Full-game simulations
|
||||||
# =====================
|
# =====================
|
||||||
|
|
||||||
# get rid of this later
|
|
||||||
import strutils
|
|
||||||
proc showSpaces*(b: Board; start, stop: Natural): string =
|
|
||||||
let numSpaces = stop - start + 1
|
|
||||||
let width = 4 * numSpaces - 1
|
|
||||||
var lines: array[7, string]
|
|
||||||
# start by building up an empty board
|
|
||||||
for i in 0 .. 6: # gotta initialize the strings
|
|
||||||
lines[i] = newString(width)
|
|
||||||
for c in lines[i].mitems:
|
|
||||||
c = ' '
|
|
||||||
# fill in the dividers
|
|
||||||
lines[5] = repeat("=== ", numSpaces - 1)
|
|
||||||
lines[5].add("===")
|
|
||||||
|
|
||||||
# now populate the board
|
|
||||||
for sp in 0 ..< numSpaces:
|
|
||||||
# fill in the square numbers
|
|
||||||
let squareNum = sp + start
|
|
||||||
let cellMid = 4 * sp + 1
|
|
||||||
for i, chr in $squareNum:
|
|
||||||
lines[6][cellMid + i] = chr
|
|
||||||
|
|
||||||
# fill in the camel stacks
|
|
||||||
for i, color in b.squares[squareNum].camels:
|
|
||||||
let lineNum = 4 - i # lines go to 6, but bottom 2 are reserved
|
|
||||||
let repr = '|' & color.abbrev & '|'
|
|
||||||
for j, chr in repr:
|
|
||||||
lines[lineNum][cellMid - 1 + j] = chr
|
|
||||||
|
|
||||||
result = lines.join("\n")
|
|
||||||
# get rid of this later
|
|
||||||
|
|
||||||
proc randomGame*(b: Board, r: var Rand): Color =
|
proc randomGame*(b: Board, r: var Rand): Color =
|
||||||
var projection = b
|
var projection = b
|
||||||
while true:
|
while true:
|
||||||
for roll in randomFuture(projection.diceRemaining, r):
|
for roll in randomFuture(projection.diceRemaining, r):
|
||||||
projection.advance(roll)
|
projection.advance(roll)
|
||||||
if projection.gameOver:
|
if projection.gameOver:
|
||||||
return projection.leader.get
|
return projection.winner.get
|
||||||
projection.resetDice()
|
projection.resetDice()
|
||||||
|
|
||||||
|
|
||||||
|
Reference in New Issue
Block a user