cosider enemies as threats
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@@ -27,7 +27,7 @@ loop1 pos depth acc
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in loop1 sim (depth - 1) acc'
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sim1 :: Pos -> (Int, Pos)
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sim1 pos = (\(val, (_,_, pos, _)) -> (val, pos)) (simulate board1 (0, 100, pos, singleton (0,4)))
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sim1 pos = (\(val, (_,_, pos, _,_)) -> (val, pos)) (simulate board1 (0, 100, pos, singleton (0,4), empty))
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board1 :: Board
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board1 = fromList $ fmap fromList
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@@ -32,6 +32,7 @@ dependencies:
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- haskell-src-exts
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- vector
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- mtl
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- time
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library:
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source-dirs: src
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@@ -10,6 +10,7 @@ import System.Random
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import Data.Char (digitToInt)
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import Data.List as L
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import qualified Data.Vector as V
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import Data.Time.Clock.POSIX
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import BotRunner
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import Graph
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@@ -49,6 +50,7 @@ bot readLine writeLine = do
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-- game loop
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forever $ do
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t1 <- getPOSIXTime
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input_line <- getLine
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let entitycount = read input_line :: Int -- the number of entities
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@@ -71,6 +73,9 @@ bot readLine writeLine = do
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let hero = V.head $ V.filter (\e -> case e of
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EHero id _ _ _ -> id == myId
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_ -> False) heroes
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let enemies = V.filter (\e -> case e of
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EHero id _ _ _ -> id /= myId
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_ -> False) heroes
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let mines = V.filter (\e -> case e of
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EMine oId _ -> oId /= myId
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_ -> False) entities
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@@ -81,23 +86,26 @@ bot readLine writeLine = do
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EMine oId _ -> oId == myId
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_ -> False) entities
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let gs = gameState hero $ fmap posFromEntity myMines
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let gs = gameState hero (fmap posFromEntity myMines) (fmap posFromEntity enemies)
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let oldMines = length $ getMines gs
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let sim = simulate board gs
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let newMines = length $ getMines $ snd sim
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let cmd = if newMines - oldMines > 0
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then (\(_,(_,_,pos,_)) -> moveToPos pos) sim
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else case life hero of
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Just lp -> if lp < 30 then moveToPos minTavernPos else moveToEntity minEMine
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Nothing -> moveToEntity minEMine
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let cmd = (\(_,(_,_,pos,_,_)) -> moveToPos pos) sim
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-- hPrint stderr $ newMines - oldMines
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-- hPrint stderr minEMine
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-- let cmd = if newMines - oldMines > 0
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-- then (\(_,(_,_,pos,_,_)) -> moveToPos pos) sim
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-- else case life hero of
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-- Just lp -> if lp < 30 then moveToPos minTavernPos else moveToEntity minEMine
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-- Nothing -> moveToEntity minEMine
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t2 <- getPOSIXTime
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hPrint stderr $ newMines - oldMines
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hPrint stderr $ round $ 1000 * (t2 - t1)
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putStrLn cmd
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getMines :: GameState -> V.Vector Pos
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getMines (_,_,_,m) = m
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getMines (_,_,_,m,_) = m
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moveToEntity :: Entity -> String
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moveToEntity e = case e of
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@@ -116,9 +124,9 @@ posFromEntity :: Entity -> (Int, Int)
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posFromEntity (EHero _ p _ _) = p
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posFromEntity (EMine _ p) = p
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gameState :: Entity -> V.Vector Pos -> GameState
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gameState (EHero _ pos l g) mines = (g, l, pos, mines)
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gameState (EMine _ pos) mines = (-1, -1, pos, mines)
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gameState :: Entity -> V.Vector Pos -> V.Vector Pos -> GameState
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gameState (EHero _ pos l g) mines enemies = (g, l, pos, mines, enemies)
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gameState (EMine _ pos) mines enemies = (-1, -1, pos, mines, enemies)
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isTavern :: BoardEntity -> Bool
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isTavern Tavern = True
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@@ -9,8 +9,9 @@ import Control.Monad.State as S
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import Control.Monad.State.Class
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import Data.List as L
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import Simulation.Data
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import Simulation.Lib
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searchDepth = 9
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searchDepth = 8
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-- fromPlayerBoard :: Board -> BoardInternal
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-- fromPlayerBoard pBoardInternal = fmap (fmap $ fromEnum) asVector
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@@ -24,7 +25,7 @@ simulate :: Board -> GameState -> (Int, GameState)
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simulate board = simulateMove board (-1,-1) searchDepth
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simulateMove :: Board -> Pos -> Int -> GameState -> (Int, GameState)
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simulateMove board prevPos depth state@(_,_,pos,_)
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simulateMove board prevPos depth state@(_,_,pos,_,_)
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| depth == 0 =
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let state' = evalMove board state
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in (evalGameState state', state')
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@@ -34,37 +35,38 @@ simulateMove board prevPos depth state@(_,_,pos,_)
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-- der Trick: in einem Zug muss die Minenposition zurueckgegeben werden, die Position des Helden
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-- aendert sich aber nicht. Im naechsten Zug will der Held dann nicht mehr die Mine erobern.
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pos' = if bPos == Tavern || bPos == Mine then prevPos else pos -- move back out of tavern/mine
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-- pos wird nicht benutzt. Pos ist aber der Wert, der zurueckgegeben werden muss, damit sich der Held in die Taverne bewegt
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moves = filter (posValid board state) $ possibleMoves pos'
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moves = V.filter (posValid board state) $ possibleMoves pos'
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vals = fmap (\pos'' -> simulateMove board pos' (depth-1) (updatePos pos'' state')) moves
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valsWithOldPos = if depth == searchDepth
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then vals -- return position of submove on first level
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else zip (fmap fst vals) $ fmap (updatePos pos . snd) vals -- return starting position otherwise -- pos'
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else V.zip (fmap fst vals) $ fmap (updatePos pos . snd) vals -- return starting position otherwise -- pos'
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in L.maximumBy (\(v1, _) (v2, _) -> compare v1 v2) valsWithOldPos
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updatePos :: Pos -> GameState -> GameState
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updatePos pos (gold, life, _, mines) = (gold, life, pos, mines)
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updatePos pos (gold, life, _, mines, enemies) = (gold, life, pos, mines, enemies)
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-- update State according to hero position on board
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-- executed every move
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evalMove :: Board -> GameState -> GameState
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evalMove board state@(gold, life, pos, mines) = evalDeath evalBuildings
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evalMove board state@(gold, life, pos, mines, enemies) = evalDeath $ evalEnemies evalBuildings
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where
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evalBuildings
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| entity == Air = (gold + length mines, thirst life, pos, mines)
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| entity == SpawnPoint = (gold + length mines, thirst life, pos, mines)
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| entity == Air = (gold + length mines, thirst life, pos, mines, enemies)
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| entity == SpawnPoint = (gold + length mines, thirst life, pos, mines, enemies)
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| entity == Tavern =
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if gold >= 2 then
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( gold + length mines - 2
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, min 100 (life + 50) -- TODO: Check if life is +19
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, pos
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, mines
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, enemies
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)
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else
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( gold + length mines
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, thirst life
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, pos
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, mines
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, enemies
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)
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| entity == Mine =
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let addMine = pos `V.notElem` mines
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@@ -74,12 +76,18 @@ evalMove board state@(gold, life, pos, mines) = evalDeath evalBuildings
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, if addMine then thirst life - 20 else thirst life
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, pos
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, mines'
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, enemies
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)
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| entity == Wall = state -- should never happen
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where
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entity = boardPos board pos
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evalDeath state'@(gold', life', pos', mines')
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| life' < 5 = (gold', 100, (0,0), V.empty) -- TODO: starting position is not 0,0 but spawnpoint
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-- TODO: Gegner verliert auch Leben
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evalEnemies :: GameState -> GameState
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evalEnemies state'@(gold', life', pos', mines', enemies')
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| any (<2) $ fmap (dist pos') enemies' = (gold', life' - 20, pos', mines', enemies')
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| otherwise = state'
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evalDeath state'@(gold', life', pos', mines', enemies')
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| life' < 5 = (gold', 100, (0,0), V.empty, enemies') -- TODO: starting position is not 0,0 but spawnpoint
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| otherwise = state'
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thirst life = max 1 (life - 1)
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@@ -87,21 +95,21 @@ thirst life = max 1 (life - 1)
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-- retuns the evalutaion of the current move
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-- executed if maximum depth is reached
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evalGameState :: GameState -> Int
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evalGameState (gold, life, _, mines) = gold + (life `div` 10) + length mines * 2
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evalGameState (gold, life, _, mines, _) = gold + (life `div` 10) + length mines * 2 -- TODO: Warum macht nur mines quatsch?
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-- get BoardInternalEntity Enum of Pos on BoardInternal
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boardPos :: Board -> Pos -> BoardEntity
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boardPos board (x,y) = (board V.! y) V.! x
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posValid :: Board -> GameState -> Pos -> Bool
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posValid board (_, _, _, mines) pos@(x,y) = onBoardInternal && boardPos' /= Wall && pos `notElem` mines
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posValid board (_, _, _, mines, _) pos@(x,y) = onBoardInternal && boardPos' /= Wall && pos `notElem` mines
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where
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size = length board
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boardPos' = boardPos board pos
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onBoardInternal = x >= 0 && x < size && y >= 0 && y < size
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possibleMoves :: Pos -> [Pos]
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possibleMoves (x,y) = [ (x+1, y), (x, y+1), (x-1, y), (x, y-1) ]
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possibleMoves :: Pos -> V.Vector Pos
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possibleMoves (x,y) = V.fromList [ (x+1, y), (x, y+1), (x-1, y), (x, y-1) ]
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data Tree v = Node v (Tree v) | Leaf v
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@@ -10,5 +10,5 @@ type IndexedBoard = V.Vector (Pos, BoardEntity)
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type Pos = (Int, Int)
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-- (gold, life, hero pos, own mines)
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type GameState = (Int, Int, Pos, V.Vector Pos)
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-- (gold, life, hero pos, own mines, enemies)
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type GameState = (Int, Int, Pos, V.Vector Pos, V.Vector Pos)
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@@ -4,7 +4,7 @@ cabal-version: 1.12
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--
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-- see: https://github.com/sol/hpack
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--
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-- hash: a40eac4da8b91ec478d65b8403d0b4c79040e0e5d0ae95d897222ea2c05cb732
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-- hash: 417e6c9b6226b7bcecca4ed2838a83b02bcb813752e3a15911e72c73db470c74
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name: stackproject
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version: 0.1.0.0
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@@ -51,6 +51,7 @@ library
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, haskell-src-exts
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, mtl
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, random
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, time
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, vector
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default-language: Haskell2010
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@@ -74,6 +75,7 @@ executable stackproject-exe
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, mtl
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, random
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, stackproject
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, time
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, vector
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default-language: Haskell2010
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@@ -98,5 +100,6 @@ test-suite stackproject-test
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, mtl
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, random
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, stackproject
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, time
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, vector
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default-language: Haskell2010
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