NAME

Games::Go::Cinderblock::State - A game state representation

SYNOPSIS

my $rulemap = Games::Go::Cinderblock::Rulemap::Rect->new(
  w => 5,
  h => 3,
);
my $board = [
  [qw/0 w 0 b 0],
  [qw/w w 0 b b],
  [qw/0 w 0 b 0]
];
my $state = Games::Go::Cinderblock::State->new(
  rulemap => $rulemap,
  board => $board,
  turn => 'b',
);
# b expertly fills in an eye
my $move_result = $state->attempt_move(
  color => 'b',
  node => [2,4],
);
$state = $move_result->resulting_state;
say "Current turn: ' . $state->turn;
# Current turn: w

DESCRIPTION

Unless you want bad things to happen, do not modify the state directly while using it as the basis of a scorable. States are generally immutable, but you do have the power to change them directly. Don't, though.

Use attempt_move, instead. In the future, move attempts will have special categories for passes & other tricky shenanigans.

METHODS

attempt_move

Usage: my $move_result = $state->attempt_move(node=>$node,color=>$color

Return a MoveResult, which contains a resulting state if the move attempt is successful.

scorable

Returns a new Games::Go::Cinderblock::Scorable with this state as its basis.

floodfill

# a chain of black stones, starting at [10,10].
my $chain = $state->floodfill( sub{$_ eq 'b'}, [10,10]);

Usage: my $nodeset = $state->floodfill($condition, $progenitor)

This returns a nodeset of connected nodes where the condition evaluates to true, beginning at a progenitor node.

To get a chain of white stones starting at $node $state->floodfill( $sub{ $_ eq 'w' }, $node);

To get a region of empty space, starting at $node $state->floodfill( $sub{ ! $_ }, $node);

grep_nodeset

my $not_larger_nodeset = $state->grep_nodeset(sub{$_ =~ /[wb]/}, $nodeset)

Another awkward functional thing.