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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<el:level xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://enigma-game.org/schema/level/1 level.xsd" xmlns:el="http://enigma-game.org/schema/level/1">
<el:protected>
<el:info el:type="library">
<el:identity el:title="" el:id="lib/libsoko"/>
<el:version el:score="1" el:release="1" el:revision="8" el:status="released"/>
<el:author el:name="Enigma Team" el:email="" el:homepage=""/>
<el:copyright>Copyright © 2007, 2008, 2009 Enigma Team</el:copyright>
<el:license el:type="GPL v2.0 or above" el:open="true"/>
<el:compatibility el:enigma="1.10">
<el:dependency el:path="lib/liblua" el:id="lib/liblua" el:release="1" el:preload="true"/>
<el:dependency el:path="lib/libmath" el:id="lib/libmath" el:release="1" el:preload="true"/>
<el:dependency el:path="lib/libimport" el:id="lib/libimport" el:release="1" el:preload="true"/>
<el:dependency el:path="lib/libsoko_designlist" el:id="lib/libsoko_designlist" el:release="1" el:preload="true"/>
</el:compatibility>
<el:modes el:easy="false" el:single="false" el:network="false"/>
<el:comments>
<el:dedication>
To Ralf Westram, who wrote the first Sokoban lib for Enigma,
and Taztunes, maybe the most active Sokoban-Enigma-player.
</el:dedication>
</el:comments>
<el:score el:easy="-" el:difficult="-"/>
</el:info>
<el:luamain><![CDATA[
lib.soko = {}
setmetatable(lib.soko, getmetatable(lib))
lib.soko.keys_to_field_names = {[" "] = "inf", ["- "] = "outf", ["$ "] = "box",
["# "] = "wall", [" ."] = "goal", ["D "] = "door", ["d "] = "open_door"}
lib.soko.ignore_key = "Ig" -- This key may not appear in any Sokoban-level.
-- The following constants are defined in libsoko_designlist:
-- RESOLVE_ALL = 0
-- RESOLVE_RANDOM = 1
-- RESOLVE_CHECKERBOARD = 2
-- RESOLVE_LINES = 3
-- RESOLVE_WAVES = 4
-- RESOLVE_ORIENTED = 5
-- MAXDESIGN
GOAL_HOOK_DEFAULT = 0
GOAL_HOOK_RALF = 1
lib.soko.MAX_HEIGHT = 10000 -- If you have to change this, change it before any other call to lib.soko.
lib.soko.resolver_info = {}
lib.soko.ti_defined = {}
lib.soko.area = {}
lib.soko.endphase_started = false
lib.soko.initially_completed_goals = 0
lib.soko.goal_hook = GOAL_HOOK_DEFAULT
------------------------------------------------------------------------
-- lib.soko.area
------------------------------------------------------------------------
-- lib.soko.area provides a way to save information about specific
-- positions of the current level (see it as "attributes for positions").
function lib.soko.area_get(self, index)
if usertype(index) == "position" then
local signature = index.x * lib.soko.MAX_HEIGHT + index.y
if not rawget(self, signature) then
rawset(self, signature, {})
end
return rawget(self, signature)
elseif (type(index) == "string") and (index == "type") then
return "lib.soko.area"
else
error("lib.soko: Internal error: Read access to area_get with wrong type " .. etype(index) .. ".", 2)
end
end
function lib.soko.area_set(self, newindex, value)
error("lib.soko: Internal error: lib.soko.area used inappropriately.", 1)
end
lib.soko.area_metatable = {
__index = lib.soko.area_get,
__newindex = lib.soko.area_set,
_type = "lib.soko.area"
}
setmetatable(lib.soko.area, lib.soko.area_metatable)
------------------------------------------------------------------------
-- Choosing the Designnumber, Random numbers
------------------------------------------------------------------------
-- design_from_level determines a random design number, based on the
-- outline of the level (position of walls). The algorithm we use here
-- is inspired by the horseshoe mapping and thereby deterministically
-- chaotic. To illustrate, why we don't use a simpler calculation
-- using random seeds pseudo-random number generators, we expose on
-- this nice mathematical problem a bit deeper. And although the
-- algorithm we use to determine design numbers can as well be used
-- in other situations, we stick to the design number as concrete
-- example.
--
-- Main Problem:
--
-- Let N be the number of designs in the design list, and L a
-- variable depending on the level alone (or the level itself).
-- Find an algorithm which chooses a number n(L,N) from {1, ..., N}
-- for given level L, such that
-- 1) n(L,N) is uniformly distributed (i.e. all designs are
-- equally probable),
-- 2) n(L,N+1) != n(L,N) => n(L,N+1) = N+1
-- Property (2) means the following: We want to extend our design
-- list once in a while. But the design of a level should change
-- as seldom as possible, i.e., when it changes at all, then it
-- already becomes the newly added design. Implementation of this
-- "stability" is the main problem.
--
-- Analysis:
--
-- Assume L would be a real number in [0,1). Then for N=2 the
-- obvious solution would be: n(L,2) = (L < 0.5) ? 1 : 2.
-- Now look at N=3. We reassign the domains of 1 and 2, such
-- that each of the domains [0,0.5) and [0.5,1) gives a part
-- away for design number 3. We would end up with something like
-- [ 0, 1/6) : 3
-- [1/6, 1/2) : 1
-- [1/2, 4/6) : 3
-- [4/6, 1) : 2
-- And with N=4, the domains fragmentate more and more.
-- For large enough N, the number of connected domains doubles
-- with each increase of N.
--
-- This can be interpreted as fractal behaviour, as a kind of
-- Cantor dust. However, the deeper interpretation is that our
-- assumption of L being a real number creates the fractality,
-- not the algorithm itself. From a topological aspect, a
-- (decision) tree reflects the structure much better!
-- How could such a tree look like? The easiest method (the one
-- implemented here) seems to be as follows:
--
-- Generate a random number between 1 and N. Is it 1? Then the
-- design shall be N. If not, generate a random number between
-- 1 and N-1. Is it 1? Then the design shall be N-1. If not,
-- generate a random number between 1 and N-2, etc.
--
-- Now, we have given a binary sequence (the outline of the level:
-- wall, or no wall?) and need to create a number between 1 and
-- j from it. Do this by iteration: For each element in our
-- binary sequence use operation A if it is 0, or operation B
-- if it is 1 on some number b. A and B should be permutations,
-- and if they mix good enough, we get a uniform distribution.
--
-- Solution:
--
-- The two operations we use are:
-- A: A translation by 1 (modulo j).
-- B: A discrete horseshoe-kind mapping.
-- Each element "#" in the level uses operation B, then A, each
-- other element only A. The kind of horseshoe we're using is
-- as follows: The lower half of all numbers is stretched onto
-- the odd numbers, the top half is stretched and mirrored onto
-- the even numbers. Example for j = 8:
-- 0 1 2 3 4 5 6 7
-- becomes 1 3 5 7 6 4 2 0
-- This mapping has a very low periodicity, i.e. after only
-- very few repetitions the original order is reconstructed
-- (j=8: 4, j=13: 9, j=15: 5 etc.). However, walls often
-- repeat in levels, and to compensate for this, a translation
-- (= addition of 1) is added. I.e.,
-- 0 1 2 3 4 5 6 7
-- becomes 2 4 6 0 7 5 3 1
-- Note that the reversed horseshoe mapping in combination with
-- such a translation by n conserves the first and last n numbers.
-- Similarly, a negative translation together with our horseshoe
-- mapping would be problematic.
--
-- Is this a uniform distribution?
--
-- Difficult to answer. Indeed, there is no definite answer, as
-- the probability space should consist of all Sokoban levels,
-- which is not nicely defined (random levels are mostly not
-- playable, and not all possible levels are indeed interesting).
-- So, I tested this algorithm with the first 6000 levels from
-- xsok given here: http://kantorek.webzdarma.cz/downloada.htm
-- The list length was assumed to be 75. The resulting histogram
-- looks uniform, the standard deviation is 9.03. Compare this
-- with sqrt(6000*1/75*(1-1/75)) = 8.88, i.e. the deviation is
-- only slightly above the normal distribution. However, their
-- ratio varies with the list length.
--
-- See also: Landau function g(n) for determining the maximal
-- order of an element in the symmetric group S(n).
--
function lib.soko.number_from_level(map, list_length)
local j = list_length + 1
local l = 2
local b
repeat
j = j - 1
b = 0
for y = 1, map.height do
local line = map[y]
for x = 1, map.width do
-- works only for keylength = 2
if string.sub(line, 2*x - 1, 2*x - 1) == "#" then
if 2*b + 1 < j then
b = 2*b + 1
else
b = 2 * (j - 1 - b)
end
end
b = (b + 1) % j
end
end
until (b == 0) or (j == 1)
return j
end
function lib.soko.design_from_description(map, design_description, maxdesignnumber)
assert_type(design_description, "lib.soko.design_from_description second argument", 2, "nil", "positive integer", "table")
assert_type(maxdesignnumber, "lib.soko.design_from_description third argument", 2, "nil", "positive integer")
-- choose design
local design = {}
if type(design_description) == "number" then
design = lib.lua.deep_copy(lib.soko_designlist.list[design_description])
elseif type(design_description) == "table" then
design = lib.lua.deep_copy(design_description)
else
assert_type(map, "lib.soko.design_from_description first argument", 2, "map")
design = lib.lua.deep_copy(lib.soko_designlist.list[lib.soko.number_from_level(
map, maxdesignnumber or MAXDESIGN[1.1])])
end
if (design == nil) then
error("The requested design is not available -- maybe you tried to run "
.."this level with an outdated version of Enigma?", 3)
end
if (type(design) ~= "table") then
error("libsoko: Internal error: The requested design is not of type table, "
.."but of type " .. type(design) .. ".", 3)
end
if design.endp == nil then
design.endp = {}
end
return design
end
------------------------------------------------------------------------
-- Level Drawing
------------------------------------------------------------------------
function lib.soko.define_tiles(design)
local function field_to_tiles(field, key)
if type(field) == "string" then
if (field == "st_door") or (field == "st_door_d") then
lib.soko.resolver_info[key] = {RESOLVE_ORIENTED}
set_ti(key .. ":" .. NORTH, {"st_door", faces = "sn"})
set_ti(key .. ":" .. SOUTH, {"st_door", faces = "sn"})
set_ti(key .. ":" .. EAST, {"st_door", faces = "ew"})
set_ti(key .. ":" .. WEST, {"st_door", faces = "ew"})
else
set_ti(key, {field})
end
elseif usertype(field) == "tile" then
set_ti(key, field)
elseif type(field) == "nil" then
set_ti(key, {})
elseif type(field) == "table" then
for j, subfield in pairs(field) do
if j ~= "res" then
field_to_tiles(subfield, key .. ":" .. j)
end
end
-- We collect all neccessary information for the resolver.
if type(field.res) == "nil" then
lib.soko.resolver_info[key] = {RESOLVE_ALL}
elseif type(field.res) == "number" then
lib.soko.resolver_info[key] = {field.res}
elseif type(field.res) == "table" then
lib.soko.resolver_info[key] = field.res
else
error("lib.soko.define_tiles: Can't understand type " .. etype(field.res)
.. " in resolver info for key '" .. key .. "'.", 2)
end
lib.soko.resolver_info[key]._count = #field
-- For RESOLVE_RANDOM, we calculate the total frequency,
-- so we don't have to do it during resolution, and fill
-- in missing values.
if lib.soko.resolver_info[key][1] == RESOLVE_RANDOM then
local frequency_sum = 0
for j = 1, lib.soko.resolver_info[key]._count do
local freq = lib.soko.resolver_info[key][j + 1]
if not freq then
lib.soko.resolver_info[key][j + 1] = 1
freq = 1
elseif (type(freq) ~= "number") or (freq < 0) then
error("lib.soko.define_tiles: Frequency values must be "
.. "non-negative (key '" .. key .. "').", 2)
end
frequency_sum = frequency_sum + freq
end
lib.soko.resolver_info[key]._sum = frequency_sum
end
else
error("lib.soko.define_tiles: Can't understand type " .. type(efield)
.. " in design description for key '" .. key .. "'.", 2)
end
end
for key, field_name in pairs(lib.soko.keys_to_field_names) do
field_to_tiles(lib.soko_designlist.default[field_name], key .. ":1")
field_to_tiles(design[field_name], key .. ":2")
lib.soko.resolver_info[key] = {RESOLVE_ALL, _count = 2}
field_to_tiles(design.endp[field_name], key .. ":endp")
end
set_ti("O ", {"st_oxyd", "oxyd#", flavor = design.oxyd or lib.soko_designlist.default.oxyd})
if design.white then
set_ti("@ ", {"#ac_marble_white", "marble#", owner = YIN, controllers = CTRL_YIN})
set_ti("n ", {"st_chess_white"})
else
set_ti("@ ", {"#ac_marble", "marble#"})
set_ti("n ", {"st_chess"})
end
end
function set_ti(key, tile)
ti[key] = tile
lib.soko.ti_defined[key] = true
end
function get_ti(key)
if lib.soko.ti_defined[key] then
return ti[key]
else
return nil
end
end
function lib.soko.resolver(key, x, y)
local method = (lib.soko.resolver_info[key] or {})[1]
local count = (lib.soko.resolver_info[key] or {})._count
local resolve_to = nil
if not method then
return get_ti(key)
elseif method == RESOLVE_ALL then
local tile = ti{}
for j = 1, count do
tile = tile .. lib.soko.resolver(key .. ":" .. j, x, y)
end
return tile
elseif method == RESOLVE_RANDOM then
resolve_to = 1
local r = math.random(lib.soko.resolver_info[key]._sum)
local s = lib.soko.resolver_info[key][resolve_to + 1]
while (s < r) and (resolve_to < count) do
resolve_to = resolve_to + 1
s = s + lib.soko.resolver_info[key][resolve_to + 1]
end
elseif method == RESOLVE_CHECKERBOARD then
resolve_to = (((x%2) + (y%2)) % count) + 1
elseif method == RESOLVE_LINES then
resolve_to = ((x + y) % count) + 1
elseif method == RESOLVE_WAVES then
resolve_to = ((x + y * y + x*y*x + 3*y*x*y*x) % count) + 1
elseif method == RESOLVE_ORIENTED then
resolve_to = lib.soko.area[po(x,y)].orientation
-- Unknown method, throw error.
elseif type(method) == "number" then
error("lib.soko.resolver: Unknown resolver method number " .. method .. ".", 2)
else
error("lib.soko.resolver: Unknown resolver method of type " .. etype(method) .. ".", 2)
end
if resolve_to then
return lib.soko.resolver(key .. ":" .. resolve_to, x ,y)
else
return ti{}
end
end
function lib.soko.resolver_endphase(key, x, y)
local key1 = string.sub(key, 1, 1) .. " " .. ":endp"
local key2 = " " .. string.sub(key, 2, 2) .. ":endp"
return (lib.soko.resolver(key1, x, y) or ti{})
.. (lib.soko.resolver(key2, x, y) or ti{})
end
------------------------------------------------------------------------
-- Attributes and Endphase Preparation
------------------------------------------------------------------------
function lib.soko.setup_attributes_and_polists(map)
-- Temporarily change the defaultkey of the map to the outf-key.
local current_defaultkey = map.defaultkey
map.defaultkey = "- "
-- Prepare position lists
lib.soko.polist = {}
for _, field in pairs({"way", "wall", "outf", "goal", "wall_one", "wall_two"}) do
lib.soko.polist[field] = po(grp())
end
local function mark_as(pos, field)
lib.soko.polist[field] = lib.soko.polist[field] .. pos
lib.soko.area[pos]["is_"..field] = true
end
-- Traverse the complete map and analyze each position into which
-- polist it belongs. Additionally surround the map with outf-positions;
-- this is easily possible as map[...] returns an outf-key for these
-- positions, which are out of its scope.
for x = -1, map.width do
for y = -1, map.height do
local key = map[{x,y}]
local key1 = string.sub(key, 1, 1)
local key2 = string.sub(key, 2, 2)
if key1 == " " then mark_as(po(x,y), "way")
elseif key1 == "-" then mark_as(po(x,y), "outf")
elseif key1 == "$" then mark_as(po(x,y), "way")
st(x,y):set({name = "box#"})
elseif key1 == "#" then mark_as(po(x,y), "wall")
elseif key1 == "@" then mark_as(po(x,y), "way")
elseif key1 == "n" then mark_as(po(x,y), "way")
st(x,y):set({name = "chess#"})
end
if key2 == "." then
mark_as(po(x,y), "goal")
it(x,y):set({name = "goal#", safeaction = true, target = "lib_soko_goal_trigger"})
if (key1 == "$") or (key1 == "n") then
it(x,y)._completed = true
lib.soko.initially_completed_goals = lib.soko.initially_completed_goals + 1
else
it(x,y)._completed = false
end
end
end
end
map.defaultkey = current_defaultkey
lib.soko.polist.inf = lib.soko.polist.way .. lib.soko.polist.wall
local nogoals = fl(lib.soko.polist.way) - fl(lib.soko.polist.goal)
nogoals.freeze_check = true
no["box#*"].freeze_check = true
-- polist.wall_one
-- There are three conditions for an element of polist.wall_one:
-- (i) it's a wall, (ii) it's near or diagonal to outside,
-- (iii) it's near a way.
-- In addition, it counts the number of near ways.
for i = 1, #lib.soko.polist.wall do
local pos = lib.soko.polist.wall[i]
local outside = false
for j = 1, #NEIGHBORS_8 do
local delta = NEIGHBORS_8[j]
outside = outside or lib.soko.area[pos + delta].is_outf
end
local count = 0
local last_orientation
for _, dir in ipairs({{N, NORTH}, {S, SOUTH}, {E, EAST}, {W, WEST}}) do
if lib.soko.area[pos + dir[1]].is_way then
count = count + 1
last_orientation = dir[2]
end
end
lib.soko.area[pos].ways = count
if outside and (count > 0) then
mark_as(pos, "wall_one")
if count == 1 then
lib.soko.area[pos].orientation = last_orientation
end
end
end
-- polist.wall_two
-- There are five conditions for an element of polist.wall_two:
-- (i) it's near a wall_one, (ii) it's not a wall_one,
-- (iii) it's wall or outside, (iv) it's not near a way.
-- In addition, the neighboring wall_ones are added into the list.
for i = 1, #lib.soko.polist.wall_one do
local wall_one = lib.soko.polist.wall_one[i]
for j = 1, #NEIGHBORS_4 do
local delta = NEIGHBORS_4[j]
local check = wall_one + delta
if map:covers(check)
and not (lib.soko.area[check].is_way or lib.soko.area[check].is_wall_one
or ((lib.soko.area[check].ways or 0) > 0)) then
mark_as(check, "wall_two")
lib.soko.area[check].wall_one =
(lib.soko.area[check].wall_one or po(grp())) .. wall_one
end
end
end
end
function lib.soko.prepare_endphase(map, design)
-- ensure existence of goals
assert_bool(#lib.soko.polist.goal > 0, "libsoko: No goals defined.", 2)
-- ensure a correctly set endphase-attribute
assert_type(design.endp, "libsoko design endphase", 2, "nil", "table")
design.endp = design.endp or lib.lua.deep_copy(lib.soko_designlist.default.endp)
assert_type(design.endp.alg, "libsoko design endphase algorithm", 2, "nil", "string")
design.endp.alg = design.endp.alg or lib.lua.deep_copy(lib.soko_designlist.default.endp.alg)
-- if there is more than one connected component, choose endphase "circle"
if #lib.math.mark_components(fl(lib.soko.polist.way), "_pathcomponent", NEIGHBORS_4, true) ~= 1 then
design.endp.alg = lib.lua.deep_copy(lib.soko_designlist.default.endp.alg)
end
-- save map and design for later
lib.soko.map = map
lib.soko.design = design
-- prepare oxyds and blockers (a "blocker" is a generalized door)
local alg = design.endp.alg
if (alg == "circle")
or (alg == "hide")
or (alg == "fourswitch")
or (alg == "gradients")
or (alg == "magnets") then
-- nothing to prepare
elseif (alg == "ralf")
or (alg == "allcrack")
or (alg == "vortex") then
-- design.door or design.wall or "st_nil"
lib.soko.goal_hook = GOAL_HOOK_RALF
lib.soko.endphase_set_block_oxyds(design.endp.max_pairs)
elseif (alg == "block") then
lib.soko.endphase_set_block_oxyds(design.endp.max_pairs)
elseif (alg == "outside") then
lib.soko.endphase_set_outside_oxyds(design.endp.max_pairs)
elseif (alg == "knock") then
lib.soko.endphase_set_block_oxyds(tonumber(design.endp.max_pairs) or 3)
lib.soko.endphase_set_knocking()
else
error("lib.soko.prepare_endphase: Endphase algorithm " .. alg .. " unknown.", 2)
end
end
------------------------------------------------------------------------
-- Goal Trigger and Endphase Main Functions
------------------------------------------------------------------------
function lib_soko_goal_trigger(is_on, sender)
if lib.soko.endphase_started then
return
end
if (-wo:st(sender)) ~= sender._completed then
sender._completed = -wo:st(sender)
if lib.soko.goal_hook == GOAL_HOOK_RALF then
lib.soko.endphase_goal_hook_ralf(sender)
end
no["goal_counter"]:signal(sender._completed)
end
end
function lib_soko_endphase()
-- Correct structure of endp-attribute has been checked
-- by prepare_endphase, we trust it blindly.
lib.soko.endphase_started = true
local endp = lib.lua.deep_copy(lib.soko.design.endp)
local alg = endp.alg
local marbles = no["marble#*"]
-- redraw level and give items
wo:drawMap(lib.soko.resolver_endphase, po(0,0), lib.soko.ignore_key, lib.soko.map)
local give = lib.lua.deep_copy(endp.give)
if type(give) == "string" then
give = {{give}}
elseif usertype(give) == "tile" then
give = {give}
end
if type(give) == "table" then
for _, v in pairs(give) do
if (type(v) == "string") and string.find(v, "ac_") then
wo[marbles] = {v}
elseif (type(v) == "table") and string.find(v[1], "ac_") then
wo[marbles] = v
elseif v == "rubberball" then
local kind = cond(design.white, "#ac_marble", "#ac_marble_white")
for j = 1, #marbles do
wo[marbles[j]] = {kind, "rubberball_" .. j, controllers = CTRL_NONE}
wo:add({"ot_rubberband", anchor1 = "rubberball_" .. j,
anchor2 = marbles[j], strength = 50})
end
elseif type(v) == "string" then
wo:add(YIN, {v})
else
wo:add(YIN, v)
end
end
elseif type(give) ~= "nil" then
error("libsoko: Error in design: Can't give something of type "..type(v)..".", 2)
end
if alg == "circle" then
lib.soko.endphase_circle()
elseif alg == "outside" then
-- Don't do anything; redrawing the level was enough.
elseif alg == "hide" then
lib.soko.endphase_set_hide_oxyds(endp.max_pairs)
elseif (alg == "ralf")
or (alg == "outside")
or (alg == "block") then
lib.soko.endphase_ralf_open_doors()
elseif alg == "allcrack" then
lib.soko.endphase_ralf_open_doors()
lib.soko.endphase_allcrack()
elseif alg == "fourswitch" then
lib.soko.endphase_fourswitch()
elseif alg == "vortex" then
lib.soko.endphase_ralf_open_doors()
lib.soko.endphase_vortex()
elseif alg == "gradients" then
lib.soko.endphase_set_hide_oxyds(endp.max_pairs)
lib.soko.endphase_gradients(endp.strength)
elseif alg == "magnets" then
lib.soko.endphase_set_hide_oxyds(endp.max_pairs)
lib.soko.endphase_magnets(endp.strength)
elseif alg == "knock" then
-- Don't do anything; endphase_call_knocking queries endphase_started.
else
-- Use default: "circle"
lib.soko.endphase_circle()
end
end
------------------------------------------------------------------------
-- Endphase and Endphase Preparation Smaller Functions
------------------------------------------------------------------------
function lib.soko.endphase_circle()
assert_bool(no["marble#*"] and (#no["marble#*"] > 0), "lib.soko.endphase_circle: No marble found.", 2)
local pos = po(no["marble#*"][1])
if pos.x > 10 then pos = pos + {-2,0} end
if pos.y > 6 then pos = pos + {0,-2} end
st(NEIGHBORS_8 + (pos + po(1, 1))):kill()
it(NEIGHBORS_8 + (pos + po(1, 1))):kill()
set_ti("Q ", {"st_quake"})
wo:drawMap(lib.soko.resolver, pos + po(-1, -1), "i ", {
"i O O O i ",
"O O ",
"O Q O ",
"O O ",
"i O O O i "})
wo:shuffleOxyd()
if #no["marble#*"] > 1 then
wo:add(YIN, {"it_hammer"})
end
end
function lib.soko.endphase_set_hide_oxyds(max_pairs)
local places = fl(lib.soko.polist.wall_one)
-- choose number of oxyds
local number_pairs = lib.math.steps(#places, {2, 6, 10, 30}) + 1
if number_pairs < 2 then
-- use circle instead
lib.soko.endphase_circle()
return
end
if max_pairs and tonumber(max_pairs) then
number_pairs = math.min(tonumber(max_pairs), number_pairs)
end
places = (places:shuffle()):sub(2 * number_pairs)
-- Draw the oxyds and save positions in map and polists.
wo[places] = get_ti("O ")
wo:shuffleOxyd()
lib.soko.map[po(places)] = "O "
lib.soko.polist.oxyd = po(places)
for _, field in pairs({"outf", "wall", "wall_one", "wall_two"}) do
lib.soko.polist[field] = po(fl(lib.soko.polist[field]) - places)
end
end
function lib.soko.endphase_set_block_oxyds(max_pairs)
local oxyds = po(grp())
local blockers = po(grp())
-- Add all wall_one-elements with exactly one way near as blocker,
-- and the opposite position as oxyd, if it is of type wall_two.
-- Make sure that each possible oxyd position is assigned at most once,
-- and that no other oxyds or blockers are near.
for j = 1, #lib.soko.polist.wall_one do
local blocker = lib.soko.polist.wall_one[j]
if lib.soko.area[blocker].ways == 1 then
for k = 1, #NEIGHBORS_4 do
local dir = NEIGHBORS_4[k]
if lib.soko.area[blocker + dir].is_way
and lib.soko.area[blocker - dir].is_wall_two then
-- Check that no oxyd has been set on this position before and
-- no other oxyd or blocker is near the new oxyd or its blocker.
local occupied = false
for l = 1, #oxyds do
occupied = occupied
or (lib.math.manhattan_distance(blockers[l], blocker) <= 1)
or (lib.math.manhattan_distance(oxyds[l], blocker) <= 1)
or (lib.math.manhattan_distance(blockers[l], blocker - dir) <= 1)
or (lib.math.manhattan_distance(oxyds[l], blocker - dir) <= 1)
end
if not occupied then
lib.soko.area[blocker].oxyd = blocker - dir
lib.soko.area[blocker - dir].blocker = blocker
lib.soko.area[blocker].way = blocker + dir
blockers = blockers .. blocker
oxyds = oxyds .. (blocker - dir)
end
end
end
end
end
-- Choose some appropriate subset
local number_pairs = lib.math.steps(#oxyds, {4, 8, 16, 28}) + 1
if number_pairs < 2 then
-- Not enough places? Choose "circle"-algorithm instead and set
-- remaining polists to empty groups (nec. for endphase_set_knocking).
lib.soko.design.endp.alg = "circle"
lib.soko.polist.oxyd = po(grp())
lib.soko.polist.blocker = po(grp())
return
end
if max_pairs and tonumber(max_pairs) and (tonumber(max_pairs) >= 1) then
number_pairs = math.min(tonumber(max_pairs), number_pairs)
end
oxyds = (fl(oxyds):shuffle()):sub(2 * number_pairs)
-- Draw the oxyds and save positions in map and polists.
wo[oxyds] = get_ti("O ")
wo:shuffleOxyd()
lib.soko.map[oxyds] = "O "
lib.soko.polist.oxyd = po(oxyds)
lib.soko.polist.blocker = po(grp())
for ox in oxyds do
local blocker = lib.soko.area[po(ox)].blocker
lib.soko.polist.blocker = lib.soko.polist.blocker .. blocker
wo[blocker] = lib.soko.resolver("# ", blocker.x, blocker.y)
.. lib.soko.resolver("D ", blocker.x, blocker.y)
end
blockers = fl(lib.soko.polist.blocker)
lib.soko.map[blockers] = "D "
for _, field in pairs({"outf", "wall", "wall_one", "wall_two"}) do
lib.soko.polist[field] = po((fl(lib.soko.polist[field]) - oxyds) - blockers)
end
-- Assign goals to blockers.
-- Note: There might be more goals as blockers, and, vice versa,
-- there might be more blockers as goals.
local goals = fl(lib.soko.polist.goal):shuffle()
for j = 2, math.min(#goals, #blockers) do
lib.soko.area[po(goals[j])].open = po(blockers[j])
if lib.soko.goal_hook == GOAL_HOOK_RALF then
lib.soko.endphase_ralf_open_door(it(goals[j])._completed, po(blockers[j]))
end
end
end
function lib.soko.endphase_set_outside_oxyds(max_pairs)
local places = grp() -- a group of floors
-- Select all places outside or in the walls, unreachable
-- for the marble.
local common_list = lib.soko.polist.outf .. lib.soko.polist.wall_two
for j = 1, #common_list do
if (common_list[j].x % 2 == 0) and (common_list[j].y % 2 == 0) then
places = places + fl(common_list[j])
end
end
-- Choose some appropriate subset
local number_pairs = lib.math.steps(#places, {2, 20, 50, 100}) + 1
if number_pairs < 2 then
-- Not enough places? Then choose the four corners. They should always
-- be at least wall_two and far enough away from each other.
places = grp(fl(lib.soko.map.width - 1, 0), fl(0, lib.soko.map.height - 1),
fl(0,0), fl(lib.soko.map.width - 1, lib.soko.map.height - 1))
number_pairs = 2
end
if max_pairs and tonumber(max_pairs) then
number_pairs = math.min(tonumber(max_pairs), number_pairs)
end
places = (places:shuffle()):sub(2 * number_pairs)
-- Draw the oxyds and save positions in map and polists.
wo[places] = get_ti("O ")
wo:shuffleOxyd()
lib.soko.map[po(places)] = "O "
lib.soko.polist.oxyd = po(places)
for _, field in pairs({"outf", "wall", "wall_one", "wall_two"}) do
lib.soko.polist[field] = po(fl(lib.soko.polist[field]) - places)
end
end
function lib.soko.endphase_set_knocking()
-- If no suitable places for blockers were found, the algorithm has already
-- been changed to "circle" by endphase_set_block_oxyds. In this case,
-- polist.blocker is the empty group and nothing will happen.
local blockers = po(fl(lib.soko.polist.blocker):shuffle())
-- set attributes of doors
for j = 1, #blockers do
if -st(blockers[j]) then
st(blockers[j]):set({action = "callback", target = "lib_soko_endphase_call_knocking",
_close = blockers[(j % #blockers) + 1], _number = j,
_open = blockers[((j + 1) % #blockers) + 1]})
end
end
end
function lib_soko_endphase_call_knocking(is_on, sender)
-- Deactivate the first door until endphase has started.
if (tonumber(sender._number) ~= 1) or lib.soko.endphase_started then
-- Open or close the neccessary doors given as attributes.
st(sender._close):close()
st(sender._open ):open()
end
end
function lib.soko.endphase_fourswitch()
local places = fl(lib.soko.polist.wall_one):shuffle()
-- choose number of fourswitchs/oxyds
local number_pairs = lib.math.steps(#places, {2, 6, 10}) + 1
if number_pairs < 2 then
-- use circle instead
lib.soko.endphase_circle()
return
end
places = po(places:sub(2 * number_pairs))
-- set fourswitchs
for j = 1, #places do
wo[places[j]] = {"st_fourswitch", _number = j, _correct = false,
target = "lib_soko_endphase_call_fourswitch", safeaction = true}
lib.soko.area[places[j]].current = NORTH
lib.soko.area[places[j]].solve = ({NORTH, SOUTH, EAST, WEST})[random(1,4)]
end
lib.soko.fourswitchs = places
end
function lib_soko_endphase_call_fourswitch(is_on, sender)
if not(sender:exists() and po(sender):exists()) then
return
end
local j = sender._number
lib.soko.area[po(sender)].current = sender.state
-- When count is correct, make it "st_fake_oxyda".
if sender.state == lib.soko.area[po(sender)].solve then
wo[sender] = {"st_fake_oxyda", state = OPEN, _correct = true}
end
-- If it's the first fourswitch (the one fourswitch that doesn't change
-- any other), check all fourswitchs and replace them by oxyds if all
-- are correct. Else, recreate the next fourswitch in hierarchy. Call
-- it once by toggling. This means: Recursion!
if j == 1 then
-- Check all fourswitchs, replace by oxyds if all are correct.
for k = 1, #lib.soko.fourswitchs do
if not st(lib.soko.fourswitchs[k])._correct then
return
end
end
wo[lib.soko.fourswitchs] = get_ti("O ")
wo:shuffleOxyd()
else
-- Trigger all lower fourswitchs and recreate if neccessary.
if st(lib.soko.fourswitchs[j - 1])._correct then
wo[lib.soko.fourswitchs[j - 1]] = {"st_fourswitch", _number = j - 1,
target = "lib_soko_endphase_call_fourswitch", safeaction = true,
state = lib.soko.area[lib.soko.fourswitchs[j - 1]].current, _correct = false}
end
st(lib.soko.fourswitchs[j - 1]):toggle()
end
end
function lib.soko.endphase_vortex()
local list_way = (fl(lib.soko.polist.way) + fl(lib.soko.polist.blocker))
- fl(lib.soko.polist.goal)
local component = lib.math.mark_components(list_way, "_component", NEIGHBORS_4, true)
-- If only one component, exit, player will find his or her way alone.
if #component < 2 then
return
end
-- Analyse oxyds and to which components they belong to.
local component_has_oxyds = {}
for floor in fl(lib.soko.polist.blocker) do
if floor._component then
component_has_oxyds[floor._component] = true
else
error("lib.soko.endphase_vortes: Error in component calculation.")
end
end
-- Let there be at most max(5, number-of-oxyd-components)
-- components, plus the one the marble actually occupies.
local t = {} -- helper table: components with oxyds or marble
local u = {} -- helper table: all components except t
local marble_component = fl(no["marble#*"][1])._component
for j = 1, #component do
if component_has_oxyds[j] or (j == marble_component) then
table.insert(t, component[j])
else
table.insert(u, component[j])
end
end
u = lib.lua.shuffle(u)
while (#t < 5) and (#u > 0) do
table.insert(t, table.remove(u))
end
component = t
-- Find a cyclic permutation (i.e. with only one cycle) to connect the
-- vortices (each vortex shall be reached by starting from any other).
local connect = lib.math.cyclic_permutation(#component)
-- Shuffle floors of each component.
for j = 1, #component do
component[j] = component[j]:shuffle()
end
-- Now set and connect the vortices
for j = 1, #component do
local dest = po(component[connect[j]][1])
-- Remember: We also allow (we need!) vortices at old blocker-positions.
-- There could still be a stone over this. This stone might be st_blocker,
-- which turns to it_blocker and has therefore to be removed.
st(component[j][1]):kill()
wo[component[j][1]] = {"it_vortex_open", destination = dest}
end
end
function lib.soko.endphase_allcrack()
for j = 1, #lib.soko.polist.way do
if not -it(lib.soko.polist.way[j]) then
wo[lib.soko.polist.way[j]] = {"it_crack", flavor = "water", state = MEDIUM}
end
end
end
function lib.soko.endphase_gradients(strength)
for j = 1, #lib.soko.polist.way do
local kind = "fl_slope_" .. ({"pw", "ps", "pe", "pn", "inw", "isw",
"ise", "ine", "onw", "osw", "ose", "one"})[random(1,12)]
wo[lib.soko.polist.way[j]] = {kind, strength = tonumber(strength) or 25.0}
end
end
function lib.soko.endphase_magnets(strength)
local places = fl(lib.soko.polist.way) - fl(lib.soko.polist.goal)
places = (places:shuffle()):sub(math.floor(#places/6))
wo[places] = {"it_magnet_on", range = 5, strength = tonumber(strength) or 30.0}
end
function lib.soko.endphase_goal_hook_ralf(sender)
-- identify the corresponding blocker (door) and open it
if lib.soko.area[po(sender)].open then
lib.soko.endphase_ralf_open_door(sender._completed, lib.soko.area[po(sender)].open)
end
end
function lib.soko.endphase_ralf_open_doors()
for j = 1, #lib.soko.polist.blocker do
lib.soko.endphase_ralf_open_door(true, lib.soko.polist.blocker[j])
end
end
-- endphase_ralf_open_door opens or closes a door at position
-- POS, dependend on the boolean OPEN.
function lib.soko.endphase_ralf_open_door(open, pos)
if lib.soko.design.open_door then
wo[pos] = lib.soko.resolver(cond(open, " ", "# "), pos.x, pos.y)
.. lib.soko.resolver(cond(open, "d ", "D "), pos.x, pos.y)
else
-- use default "open"/"close"-messages instead
if -st(pos) then st(pos):message(cond(open, "open", "close")) end
if -it(pos) then it(pos):message(cond(open, "open", "close")) end
if -fl(pos) then fl(pos):message(cond(open, "close", "open")) end
end
end
------------------------------------------------------------------------
-- Interface functions
------------------------------------------------------------------------
-- Syntax:
-- create_sokoball(multilevel, sublevel_number, args)
-- with
-- args = { design = DESIGNARG, maxdesign = MAXDESIGNNUMBER }
--
-- create_sokoball creates a sokoball-level from the string MULTILEVEL.
-- This string can be a multilevel, in which case SUBLEVEL_NUMBER
-- determines the number of the level, starting with 1. Default is 1.
-- The design can be chosen by the DESIGNARG variable. This is either
-- a number (see section "Designs") or a table with the corresponding
-- design entries. A missing entry will be interpreted as the entry
-- from lib.soko_designlist.default. If the DESIGN variable is omitted,
-- a check-number is created from the level which uniquely* determines
-- a design from the design list, with MAXDESIGNNUMBER as highest
-- possible design number. *Uniquely means: The design might change
-- when the design list is enlarged.
-- Returns width and height of new level.
--
function lib.soko.create_sokoball(multilevel, sublevel_number, args)
assert_type(multilevel, "lib.soko.create_sokoball first argument", 2, "non-empty string")
assert_type(sublevel_number, "lib.soko.create_sokoball second argument", 2, "nil", "positive integer")
assert_type(args, "lib.soko.create_sokoball third argument", 2, "table", "nil")
local designarg = nil
local maxdesignnumber = nil
for key, entry in pairs(args or {}) do
if key == "design" then
assert_type(entry, "lib.soko.create_sokoball argument \"design\"", 2, "nil", "positive integer", "table")
designarg = entry
elseif key == "maxdesign" then
assert_type(entry, "lib.soko.create_sokoball argument \"maxdesign\"", 2, "nil", "positive integer")
maxdesignnumber = entry
else
error("lib.soko: Unsupported argument " .. key .. " to create_sokoball.", 2)
end
end
local small_map = lib.import.map_sokoban(multilevel, sublevel_number)
local design = lib.soko.design_from_description(small_map, designarg, maxdesignnumber)
-- Extend map to 20x13 if possible, throw an error if level exceeds
-- MAX_HEIGHT. We add three additional rows, which are used to surround
-- the level with "virtual" positions in lib.soko.area; these are set
-- in lib.soko.setup_attributes_and_polists() below.
local final_width = math.max(20, small_map.width)
local final_height = math.max(13, small_map.height)
if small_map.height + 3 > lib.soko.MAX_HEIGHT then
error("lib.soko: Level exceeds maximum height.", 2)
end
local map = wo:newMap("- ", final_width, final_height)
local dx = math.floor((final_width - small_map.width) / 2)
local dy = math.floor((final_height - small_map.height) / 2)
small_map.defaultkey = "- "
map:paste(small_map, po(dx, dy))
map.defaultkey = " "
-- Global variables
wo["ConserveLevel"] = true
wo["AutoRespawn"] = true
wo["AllowSuicide"] = false
wo["ShowMoves"] = true
wo["FollowGrid"] = false
wo["FollowMethod"] = FOLLOW_SCROLL
wo["AllowSingleOxyds"] = true
wo["Fragility"] = 1.0
wo["CrackSpreading"] = 0.0
lib.soko.define_tiles(design)
wo(res.composer(lib.soko.resolver), " ", map)
lib.soko.setup_attributes_and_polists(map)
lib.soko.prepare_endphase(map, design)
-- If we have a chessoban, make sure all goals are it_trigger.
-- (Remember that st_shogun can press it_trigger as well.)
if #no["chess#*"] ~= 0 then
wo[lib.soko.polist.goal] = {"it_trigger", "trigger#",
target = "lib_soko_goal_trigger", safeaction = true}
end
wo:add({"ot_counter", "goal_counter", safeaction = true,
state = lib.soko.initially_completed_goals,
["action_" .. (#lib.soko.polist.goal)] = "callback",
["target_" .. (#lib.soko.polist.goal)] = "lib_soko_endphase"})
return map.width, map.height
end
]]></el:luamain>
<el:i18n>
</el:i18n>
</el:protected>
</el:level>
|