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(local neighbors
  [
    [1 2 10]
    [2 1 3 5]
    [3 2 15]
    [4 5 11]
    [5 2 4 6 8]
    [6 5 14]
    [7 8 12]
    [8 5 7 9]
    [9 8 13]
    [10 1 11 22]
    [11 4 10 12 19]
    [12 7 11 16]
    [13 9 14 18]
    [14 6 13 15 21]
    [15 3 14 24]
    [16 12 17]
    [17 16 18 20]
    [18 13 17]
    [19 11 20]
    [20 17 19 21 23]
    [21 14 20]
    [22 10 23]
    [23 20 22 24]
    [24 15 23]
    ])

(local mills
  [
   [1 2 3]
   [4 5 6]
   [7 8 9]
   [10 11 12]
   [13 14 15]
   [16 17 18]
   [19 20 21]
   [22 23 24]
   [1 10 22]
   [4 11 19]
   [7 12 16]
   [2 5 8]
   [17 20 23]
   [9 13 18]
   [6 14 21]
   [3 15 24]
   ])

; these are the only moves that are valid
; i am somewhat bothered by all the wasted space
; by 2-3A and 5-6A e.g.
; Incidentally these are all in order of appearance
; so when you find a match,
; you can also update that index of `moves` to the current player number
(local spaces [
  "1A" "4A" "7A"
  "2B" "4B" "6B"
  "3C" "4C" "5C"
  "1D" "2D" "3D"
  "5D" "6D" "7D"
  "3E" "4E" "5E"
  "2F" "4F" "6F"
  "1G" "4G" "7G"
  ])

; This is what the game board looks like
; it's also used to display the state of the game
; the Xs are converted to "%d" later for string templating
; they are Xs here so that it looks pretty =)
(local board [
  "  1 2 3 4 5 6 7"
  "A x-----x-----x" ;; 1 2 3
  "  |     |     |" ;;
  "B | x---x---x |" ;; 4 5 6
  "  | |   |   | |" ;;
  "C | | x-x-x | |" ;; 7 8 9
  "  | | |   | | |" ;;
  "D x-x-x   x-x-x" ;; 10 11 12 13 14 15
  "  | | |   | | |" ;;
  "E | | x-x-x | |" ;; 16 17 18
  "  | |   |   | |" ;;
  "F | x---x---x |" ;; 19 20 21
  "  |     |     |" ;;
  "G x-----x-----x" ;; 22 23 24
  ])

{: board
 : mills
 : neighbors
 : spaces}