dotsandboxes/main.rkt

220 lines
8.8 KiB
Racket

#lang racket
(provide (all-defined-out)) ; for testing module
(require racket/draw racket/random)
; a Grid contains:
; -- a list of lines. All lines in a grid must be specified as moving left to right, top to bottom ("to" coordinate higher than "from" coordinate")
; -- the width and height of the grid.
(struct grid (lines width height) #:transparent)
; represents a point in 2d space.
(struct point (x y) #:transparent)
; represents a line drawn from one point to another and which player drew it.
(struct line (from to player) #:transparent)
; represents the state of a game in play
; grid is the grid
; player is the current player
; scores is a list of numbers for the score of each player.
; players is a list of two players who are playing in the game
(struct GameState (grid player scores players) #:transparent)
; represents a player. func is a function with the signature:
; Grid Number -> Line
; where the grid is the current board state, the Number is if the player is player 1 or 2, and it returns the move it will play that turn.
; name is the player's name.
(struct player (name func) #:transparent)
; width and height of the playing grid.
(define GRID-WIDTH 6)
(define GRID-HEIGHT 6)
; size of one grid position in pixels
(define GRID-SCALE 16)
; image representing the empty grid
(define EMPTY-GRID
(let* ([bitmap (make-bitmap (* GRID-WIDTH GRID-SCALE) (* GRID-HEIGHT GRID-SCALE))]
[dc (new bitmap-dc% [bitmap bitmap])])
(send dc set-brush "black" 'solid)
(for ([x (in-range GRID-WIDTH)])
(for ([y (in-range GRID-HEIGHT)])
(send dc draw-ellipse (* x GRID-SCALE) (* y GRID-SCALE) (/ GRID-SCALE 2) (/ GRID-SCALE 2))))
bitmap))
; Grid that contains all possible lines filled. Used for filtering valid moves. This is an ugly way, but i can't think of a better one right now.
(define FULL-GRID (grid
(flatten
(for/list ([x (in-range GRID-WIDTH)])
(for/list ([y (in-range GRID-HEIGHT)])
(list
(if (< x (- GRID-WIDTH 1)) (line (point x y) (point (+ x 1) y) 1) '())
(if (< y (- GRID-HEIGHT 1)) (line (point x y) (point x (+ y 1)) 1) '()))))) GRID-WIDTH GRID-HEIGHT))
; Line Line -> Bool
; tests if two lines are in the same position
(define (same-position? l1 l2)
(or
(and
(equal? (line-from l1) (line-from l2))
(equal? (line-to l1) (line-to l2)))
(and
(equal? (line-to l1) (line-from l2))
(equal? (line-from l1) (line-to l2)))))
; Point Point -> Point
; adds two points together.
(define (point+ p1 p2)
(point (+ (point-x p1) (point-x p2)) (+ (point-y p1) (point-y p2))))
; Grid -> List of Lines
; returns all valid moves on a grid.
; TODO optimise. This "filtering what is invalid out of all possible lines" method sucks.
; TODO write more tests
(define (valid-moves g)
(filter (lambda (move) (valid-move? move g)) (grid-lines FULL-GRID)))
; Point Grid -> Number
; given a point that is the top-left corner of a square on the grid, returns the amount of edges surrounding that square.
(define (count-square p g)
; explanation:
; for every item in the grid (g), test it against every edge of the box for equality. if any are equal, it matches.
; then only those that match are kept and this list is checked for length to determine the matching lines.
(length
(filter (lambda (item)
(member #t
(for/list ([x (list (point 0 0) (point 0 1) (point 1 0) (point 0 0))]
[y (list (point 0 1) (point 1 1) (point 1 1) (point 1 0))])
(same-position? item (line (point+ x p) (point+ y p) 0))))) (grid-lines g)))) ; for every position in the square, check if there's a line there
; Line -> Bool
; returns #t if the line is forwards (with forwards being moving right and down, higher end coord than start)
(define (forwards? line)
(and
(>= (point-x (line-to line)) (point-x (line-from line)))
(>= (point-y (line-to line)) (point-y (line-from line)))))
; Line -> Bool
; returns #t if a line is valid in terms of length (only moving one point in one direction)
(define (valid-length? line)
(= 1
(+ (abs (- (point-x (line-from line)) (point-x (line-to line))))
(abs (- (point-y (line-from line)) (point-y (line-to line)))))))
; Point -> Bool
; returns #t if a point is out of bounds (off the edge of the grid)
(define (out-of-bounds? p)
(or
(> 0 (point-x p))
(> 0 (point-y p))
(< (- GRID-WIDTH 1) (point-x p))
(< (- GRID-WIDTH 1) (point-y p))))
; Line Grid -> Bool
; returns #t if adding the given move to the grid is valid.
(define (valid-move? line grid)
(and
(empty? (filter (lambda (l) (same-position? l line)) (grid-lines grid))) ; line doesn't already exist on board
(valid-length? line)
(forwards? line)
(and
(not (out-of-bounds? (line-from line)))
(not (out-of-bounds? (line-to line))))))
; a Player that plays random moves
(define random-player
(player
"Random"
(lambda (g n)
(let ([m (car (random-sample (valid-moves g) 1))])
(line (line-from m) (line-to m) n)))))
; Grid Line -> Grid
; adds line to grid, if it is a valid move. Otherwise skips the move.
(define (append-move g l)
(if (valid-move? l g) (grid (append (grid-lines g) (list l)) (grid-width g) (grid-height g)) g))
; Line -> List of Points
; returns the positions of boxes the given line affects, assuming a valid line.
; TODO this is messy as fuck, especially with that (filter). Racket must have some way to do this more nicely.
(define (boxes-for line)
(filter (lambda (x) (not (eq? x 0)))
(list
(if (and
(not (= (- GRID-WIDTH 1) (point-x (line-from line))))
(not (= (- GRID-HEIGHT 1) (point-y (line-from line))))) (line-from line) 0)
(if (and
(< (point-x (line-from line)) (point-x (line-to line))) ; horizontal line
(> (point-y (line-from line)) 0))
(point (point-x (line-from line)) (- (point-y (line-from line)) 1)) 0)
(if (and
(< (point-y (line-from line)) (point-y (line-to line))) ; vertical line
(> (point-x (line-from line)) 0))
(point (- (point-x (line-from line)) 1) (point-y (line-from line))) 0))))
; Grid Line -> bool or Number
; returns the number of boxes this completes
(define (completes-boxes grid l)
(let
([boxes (boxes-for l)]
[g (append-move grid l)])
(length (filter (lambda (b) (= (count-square b g) 4)) boxes))))
; GameState -> GameState
; runs the game.
; If the game is over, returns the final game state
; else, lets a player play a move. If they complete a box, they stay on and earn a point. Else, the other player has a turn.
(define (play-game s)
(let ([g (GameState-grid s)]
[p (GameState-player s)])
(cond
[(= (length (grid-lines g)) (length (grid-lines FULL-GRID))) s] ; end of the game
[else
(let* ([move ((player-func (list-ref (GameState-players s) p)) g p)]
[new-grid (append-move g move)]
[boxes (completes-boxes g move)]
[box (not (= 0 boxes))]
[scores (GameState-scores s)])
(play-game (GameState
new-grid
(if box p (abs (- p 1)))
(if box (list-set scores p (+ boxes (list-ref scores p))) scores) (GameState-players s))))])))
; Grid -> Image
; renders grid to an image for showing humans the game.
(define (render-grid-bitmap grid)
(let* ([bitmap (make-bitmap (+ 10 (* GRID-WIDTH GRID-SCALE)) (+ 10 (* GRID-HEIGHT GRID-SCALE)))] ; add border for printing
[dc (new bitmap-dc% [bitmap bitmap])])
(render-grid grid dc)
bitmap))
; Grid dc !
; renders grid on the given drawing context.
; TODO setting line color doesn't seem to be always working?
; TODO color in squares
(define (render-grid g dc)
(define passed '())
(for ([l (grid-lines g)]) ; reversed for fill-drawing malarkey.
(if (empty? passed) (set! passed (list l)) (set! passed (append passed (list l))))
(cond
[(= (line-player l) 0) (send dc set-pen "red" 4 'solid)] ; player 1 draws in red
[(= (line-player l) 1) (send dc set-pen "blue" 4 'solid)]) ; player 2 draws in blue
(send dc draw-line
(+ 4 (* GRID-SCALE (point-x (line-from l))))
(+ 4 (* GRID-SCALE (point-y (line-from l))))
(+ 4 (* GRID-SCALE (point-x (line-to l))))
(+ 4 (* GRID-SCALE (point-y (line-to l))))) ; draw the line
(let ([boxes (boxes-for l)])
(for ([b boxes])
(if (= (count-square b (grid passed (grid-width g) (grid-height g))) 4)
(send dc draw-text
(if (= (line-player l) 0) "R" "B")
(+ 6 (* GRID-SCALE (point-x b)))
(+ 3 (* GRID-SCALE (point-y b))))
0))))
(send dc draw-bitmap EMPTY-GRID 0 0)) ; overlay dot grid