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=head1 NAME |
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|
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Games::Sokoban - load/transform/save sokoban levels in various formats |
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|
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=head1 SYNOPSIS |
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|
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use Games::Sokoban; |
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|
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=head1 DESCRIPTION |
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|
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I needed something like this quickly - if you need better docs, you have to ask. |
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|
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Supports xsb (text), rle, sokevo and a small "binpack" format for input |
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and output and can normalise levels as well as calculate unique IDs. |
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|
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=over 4 |
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|
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=cut |
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|
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package Games::Sokoban; |
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|
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use common::sense; |
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|
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use Carp (); |
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use List::Util (); |
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|
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our $VERSION = '1.0'; |
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|
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=item $level = new Games::Sokoban [format => "text|rle|binpack"], [data => "###..."] |
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|
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=cut |
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|
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sub new { |
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my ($class, %arg) = @_; |
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|
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my $self = bless \%arg, $class; |
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|
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$self->data (delete $self->{data}, delete $self->{format}) |
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if exists $self->{data}; |
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|
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$self |
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} |
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|
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=item $level = new_from_file Games::Sokoban $path[, $format] |
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|
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=cut |
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|
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sub new_from_file { |
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my ($class, $path, $format) = @_; |
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|
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open my $fh, "<:perlio", $path |
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or Carp::croak "$path: $!"; |
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local $/; |
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|
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$class->new (data => (scalar <$fh>), format => $format) |
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} |
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|
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sub detect_format($) { |
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my ($data) = @_; |
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|
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return "text" if $data =~ /^[ #\@\*\$\.\+\015\012\-_]+$/; |
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|
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return "rle" if $data =~ /^[ #\@\*\$\.\+\015\012\-_|1-9]+$/; |
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|
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my ($a, $b) = unpack "ww", $data; |
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return "binpack" if defined $a && defined $b; |
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|
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Carp::croak "unable to autodetect sokoban level format"; |
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} |
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|
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=item $level->data ([$new_data, [$new_data_format]]) |
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|
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Sets the level from the given data. |
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|
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=cut |
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|
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sub data { |
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if (@_ > 1) { |
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my ($self, $data, $format) = @_; |
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|
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$format ||= detect_format $data; |
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|
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if ($format eq "text" or $format eq "rle") { |
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$data =~ y/-_|/ \n/; |
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$data =~ s/(\d)(.)/$2 x $1/ge; |
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my @lines = split /[\015\012]+/, $data; |
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my $w = List::Util::max map length, @lines; |
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|
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$_ .= " " x ($w - length) |
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for @lines; |
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|
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$self->{data} = join "\n", @lines; |
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|
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} elsif ($format eq "binpack") { |
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(my ($w, $s), $data) = unpack "wwB*", $data; |
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|
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my @enc = ('#', '$', '.', ' ', ' ', '###', '*', '# '); |
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|
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$data = join "", |
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map $enc[$_], |
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unpack "C*", |
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pack "(b*)*", |
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unpack "(a3)*", $data; |
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|
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# clip extra chars (max. 2) |
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my $extra = (length $data) % $w; |
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substr $data, -$extra, $extra, "" if $extra; |
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|
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(substr $data, $s, 1) =~ y/ ./@+/; |
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|
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$self->{data} = |
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join "\n", |
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map "#$_#", |
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"#" x $w, |
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(unpack "(a$w)*", $data), |
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"#" x $w; |
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|
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} else { |
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Carp::croak "$format: unsupported sokoban level format requested"; |
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} |
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|
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$self->{format} = $format; |
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$self->update; |
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} |
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|
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$_[0]{data} |
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} |
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|
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sub pos2xy { |
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use integer; |
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|
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$_[1] >= 0 |
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or Carp::croak "illegal buffer offset"; |
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|
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( |
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$_[1] % ($_[0]{w} + 1), |
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$_[1] / ($_[0]{w} + 1), |
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) |
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} |
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|
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sub update { |
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my ($self) = @_; |
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|
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for ($self->{data}) { |
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s/^\n+//; |
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s/\n$//; |
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|
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/^[^\n]+/ or die; |
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|
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$self->{w} = index $_, "\n"; |
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$self->{h} = y/\n// + 1; |
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} |
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} |
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|
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=item $text = $level->as_text |
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|
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=cut |
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|
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sub as_text { |
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my ($self) = @_; |
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|
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"$self->{data}\n" |
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} |
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|
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=item $binary = $level->as_binpack |
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|
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Binpack is a very compact binary format (usually 17% of the size of an xsb |
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file), that is still reasonably easy to encode/decode. |
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|
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It only tries to store simplified levels with full fidelity - other levels |
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can be slightly changed outside the playable area. |
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|
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=cut |
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|
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sub as_binpack { |
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my ($self) = @_; |
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|
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my $binpack = chr $self->{w} - 2; |
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|
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my $w = $self->{w}; |
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|
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my $data = $self->{data}; |
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|
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# crop away all four borders |
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$data =~ s/^#+\n//; |
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$data =~ s/#+$//; |
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$data =~ s/#$//mg; |
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$data =~ s/^#//mg; |
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|
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$data =~ y/\n//d; |
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|
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$data =~ /[\@\+]/ or die; |
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my $s = $-[0]; |
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(substr $data, $s, 1) =~ y/@+/ ./; |
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|
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$data =~ s/\#\#\#/101/g; |
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$data =~ s/\ \ \ /110/g; |
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$data =~ s/\#\ /111/g; |
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|
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$data =~ s/\#/000/g; |
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$data =~ s/\ /001/g; |
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$data =~ s/\./010/g; |
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$data =~ s/\*/011/g; |
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$data =~ s/\$/100/g; |
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|
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# width, @-offset, data |
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|
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pack "wwB*", $w - 2, $s, $data |
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} |
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|
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=item @lines = $level->as_lines |
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|
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=cut |
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|
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sub as_lines { |
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split /\n/, $_[0]{data} |
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} |
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|
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=item $line = $level->as_rle |
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|
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http://www.sokobano.de/wiki/index.php?title=Level_format |
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|
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=cut |
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|
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sub as_rle { |
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my $data = $_[0]{data}; |
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|
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$data =~ s/ +$//mg; |
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$data =~ y/\n /|-/; |
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$data =~ s/((.)\2{2,8})/(length $1) . $2/ge; |
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|
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$data |
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} |
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|
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=item ($x, $y) = $level->start |
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|
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Returns (0-based) starting coordinate. |
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|
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=cut |
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|
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sub start { |
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my ($self) = @_; |
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|
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$self->{data} =~ /[\@\+]/ or Carp::croak "level has no starting point"; |
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$self->pos2xy ($-[0]); |
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} |
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|
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=item $level->hflip |
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|
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Mirror horizontally. |
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|
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=item $level->vflip |
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|
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Mirror vertically. |
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|
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=item $level->transpose |
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|
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Transpose level (mirror at top-left/bottom-right diagonal). |
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|
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=item $level->rotate_90 |
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|
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Rotate by 90 degrees clockwise. |
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|
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=item $level->rotate_180 |
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|
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Rotate by 180 degrees clockwise. |
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|
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=cut |
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|
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sub hflip { |
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$_[0]{data} = join "\n", map { scalar reverse $_ } split /\n/, $_[0]{data}; |
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} |
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|
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sub vflip { |
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$_[0]{data} = join "\n", reverse split /\n/, $_[0]{data}; |
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} |
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|
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sub transpose { |
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my ($self) = @_; |
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|
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# there must be a more elegant way :/ |
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my @c; |
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|
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for (split /\n/, $self->{data}) { |
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my $i; |
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|
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$c[$i++] .= $_ for split //; |
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} |
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|
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$self->{data} = join "\n", @c; |
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($self->{w}, $self->{h}) = ($self->{h}, $self->{w}) |
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} |
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|
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sub rotate_90 { |
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$_[0]->vflip; |
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$_[0]->transpose; |
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} |
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|
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sub rotate_180 { |
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$_[0]{data} = reverse $_[0]{data}; |
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} |
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|
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=item $id = $level->simplify |
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|
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Detect playable area, crop to smallest size. |
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|
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=cut |
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|
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sub simplify { |
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my ($self) = @_; |
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|
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# first detect playable area |
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my ($w, $h) = ($self->{w}, $self->{h}); |
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my ($x, $y) = $self->start; |
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|
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my @data = split /\n/, $self->{data}; |
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my @mask = @data; |
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|
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y/#/\x00/c, y/#/\x7f/ for @mask; |
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|
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my @stack = [$x, $y, 0]; |
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|
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while (@stack) { |
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my ($x, $y, $l) = @{ pop @stack }; |
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my $line = $mask[$y]; |
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|
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for my $x ($x .. $x + $l) { |
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(reverse substr $line, 0, $x + 1) =~ /\x00+/ |
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or next; |
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|
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$l = $+[0]; |
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|
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$x -= $l - 1; |
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(substr $line, $x) =~ /^\x00+/ or die; |
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$l = $+[0]; |
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|
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substr $mask[$y], $x, $l, "\xff" x $l; |
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|
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push @stack, [$x, $y - 1, $l - 1] if $y > 0; |
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push @stack, [$x, $y + 1, $l - 1] if $y < $h - 1; |
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} |
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} |
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|
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my $walls = "#" x $w; |
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|
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for (0 .. $h - 1) { |
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$data[$_] = ($data[$_] & $mask[$_]) | ($walls & ~$mask[$_]); |
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} |
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|
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# reduce borders |
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pop @data while @data > 2 && $data[-2] eq $walls; # bottom |
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shift @data while $data[1] eq $walls; # top |
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|
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for ($self->{data} = join "\n", @data) { |
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s/#$//mg until /[^#]#$/m; # right |
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s/^#//mg until /^#[^#]/m; # left |
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} |
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|
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# phew, done |
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} |
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|
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=item $id = $level->normalise |
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|
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Simplifies the level map and calculates/returns its identity code. |
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. |
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http://www.sourcecode.se/sokoban/level_id.php, assume uppercase and hex. |
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|
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=cut |
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|
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sub normalise { |
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my ($self) = @_; |
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|
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$self->simplify; |
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|
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require Digest::MD5; |
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|
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my ($best_md5, $best_data) = "\xff" x 9; |
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|
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my $chk = sub { |
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my $md5 = substr Digest::MD5::md5 ("$self->{data}\n"), 0, 8; |
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if ($md5 lt $best_md5) { |
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$best_md5 = $md5; |
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$best_data = $self->{data}; |
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} |
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}; |
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|
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$chk->(); $self->hflip; |
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$chk->(); $self->vflip; |
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$chk->(); $self->hflip; |
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$chk->(); $self->rotate_90; |
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$chk->(); $self->hflip; |
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$chk->(); $self->vflip; |
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$chk->(); $self->hflip; |
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$chk->(); |
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|
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$self->data ($best_data, "text"); |
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|
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uc unpack "H*", $best_md5 |
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} |
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|
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=item $levels = Games::Sokoban::load_sokevo $path |
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|
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Loads a sokevo snapshot/history file and returns all contained levels as |
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Games::Sokoban objects in an arrayref. |
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|
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=cut |
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|
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sub load_sokevo($) { |
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open my $fh, "<:crlf", $_[0] |
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or Carp::croak "$_[0]: $!"; |
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|
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my @levels; |
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|
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# skip file header |
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local $/ = "\n\n"; |
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scalar <$fh>; |
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|
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while (<$fh>) { |
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chomp; |
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my %meta = split /(?:: |\n)/; |
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|
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$_ = <$fh>; |
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|
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/^##+\n/ or last; |
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|
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# sokevo internally locks some cells |
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y/^%:,;-=?/ #.$* +#/; |
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|
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# skip levels without pusher |
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y/@+// or next; |
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|
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push @levels, new Games::Sokoban data => $_, meta => \%meta; |
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} |
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|
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\@levels |
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} |
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|
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1; |
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|
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=back |
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|
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=head1 AUTHOR |
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|
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Marc Lehmann <schmorp@schmorp.de> |
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http://home.schmorp.de/ |
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|
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=cut |
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|