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The map functionality description (kind of)
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@ -1,4 +1,216 @@
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data User = User
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{ firstName :: String
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, secondName :: String
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}
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-- The User data type has field firstName, it's a string.
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-- firstName :: User -> String
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-- secondName :: User -> String
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greetingToUser :: User -> String
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greetingToUser user = "Hello, " ++ (firstName user) ++ " " ++ (secondName user)
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data AppState = AppState
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{ _labTrailpoints :: StateVar Trailpoints
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, _labCurrentTrailPoint :: StateVar Int
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}
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-- 1) _labTrailpoints is a field name; StateVar Trailpoints
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-- 2) _labTrailpoints is an accessor; (AppState -> StateVar Trailpoints)
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-- f :: AppState -> StateVar Trailpoints
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-- AppState
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(_labTrailpoints :: AppState -> StateVar Trailpoints) (appState :: AppState)
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(_labTrailpoints appState)
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-- Map - datatype (dictionary)
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-- Map.toList :: Map k a -> [(k, a)]
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-- Map.toAscList :: Map k a -> [(k, a)]
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-- Map.toDescList :: Map k a -> [(k, a)]
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-- Map.fold :: (a -> b -> b) -> b -> Map k a -> b
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-- Map.foldrWithKey :: (k -> a -> b -> b) -> b -> Map k a -> b
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-- k1 a1
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-- / \
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-- k2 a2 k3 a3
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-- / \
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-- k4 a4 k5 a5
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-- foldr :: (a -> b -> b) -> b -> [a] -> b
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-- snd :: (a, b) -> b
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-- "mapping", "traversing"
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-- map :: (a -> b) -> [a] -> [b]
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import qualified Data.Map as Map
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type Trailpoints = Map.Map Pos (Cell, Content)
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-- With lists and foldr
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nextTrailpoint :: Trailpoints -> Int
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nextTrailpoint trailpoint = let
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listOfPosAndCells :: [(Pos, (Cell, Content))] = Map.toList trailpoint
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listOfCellsAndContent :: [(Cell, Content)] = map snd listOfPosAndCells
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listOfContent :: [Content] = map snd listOfCellsAndContent
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maxTrailPoint :: Int = foldr f 0 listOfContent
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in maxTrailPoint
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where
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f :: Content -> Int -> Int
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f (Trailpoint n) nPrev | n > nPrev = n
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f _ nPrev = nPrev
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-- With Map.fold
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nextTrailpoint' :: Trailpoints -> Int
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nextTrailpoint' trailpoint = Map.fold f 0 trailpoint
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where
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f :: (Cell, Content) -> Int -> Int
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f (_, Trailpoint n) nPrev | n > nPrev = n
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f _ nPrev = nPrev
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-- With Map.foldrWithKey
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nextTrailpoint'' :: Trailpoints -> Int
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nextTrailpoint'' trailpoint = Map.foldrWithKey f 0 trailpoint
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where
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f :: Pos -> (Cell, Content) -> Int -> Int
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f _ (_, Trailpoint n) nPrev | n > nPrev = n
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f _ _ nPrev = nPrev
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-- With lists and explicit recursion
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nextTrailpoint :: Trailpoints -> Int
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nextTrailpoint trailpoint = let
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listOfPosAndCells :: [(Pos, (Cell, Content))] = Map.toList trailpoint
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listOfCellsAndContent :: [(Cell, Content)] = map snd listOfPosAndCells
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listOfContent :: [Content] = map snd listOfCellsAndContent
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maxTrailPoint :: Int = f 0 listOfContent
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in maxTrailPoint
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where
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f :: Int -> [Content] -> Int
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f nPrev [] = nPrev
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f nPrev (Trailpoint n : ts) | n > nPrev = f n ts
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f nPrev (_: ts) = f nPrev ts
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-- Hydra function
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readVarIO :: StateVar s -> LangL s
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-- updateTrail :: AppState -> (Int, Int) -> [(Int, Int)] -> LangL ()
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-- updateTrail appState pos trailList =
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-- do
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-- let (trailPointsVar :: StateVar Trailpoints) = (_labTrailpoints :: AppState -> StateVar Trailpoints) (appState :: AppState)
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-- (trailPoints :: Trailpoints) <- readVarIO (trailPointsVar :: Statevar Trailpoints)
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-- let visual = Cell Wall Wall Wall Wall
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-- let newTrailpoints = Map.insert (pos :: (Int, Int)) (cell, ((nextTrailpoint :: Trailpoints -> Int -> Int) Trailpoint n ))) (trailPoints :: Trailpoints)
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-- writeVarIO trailPointsVar newTrailpoints
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--
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updateTrail :: AppState -> (Int, Int) -> [(Int, Int)] -> LangL ()
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updateTrail appState pos trailList = do
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let trailPointsVar = _labTrailpoints appState
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let labyrinthVar = _labyrinth appState
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trailPoints :: Map Pos (Cell, Content) <- readVarIO trailPointsVar
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lab :: Map Pos (Cell, Content) <- readVarIO labyrinthVar
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let mbLabCell = Map.lookup pos lab
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case mbLabCell of
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Nothing -> error $ "The cell is not found on pos" ++ show pos
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Just (cell, _) -> do
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let n = nextTrailpoint trailPoints
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let newTrailpoints = Map.insert pos (cell, Trailpoint n) trailPoints
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writeVarIO trailPointsVar newTrailpoints
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--------------------------------------------------------------------------------
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-- 1) What is a trailpoint?
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-- A: a list of places where player was.
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-- 2) What is initial state?
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-- A: empty map
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-- 3) What are the rules to change it?
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-- 4) What moment to change it?
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-- Trailpoint
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type Trailpoints = Map Pos (Cell, Content)
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-- someTrailpoints = Map.fromList
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-- [ (p1, (cell1, Trailpoint 0) )
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-- , (p2, (cell2, Trailpoint 1) )
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-- , (p3, (cell3, Trailpoint 2) )
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-- ]
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-- x -> 0 1 2
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-- ┏━━━━┯━━━━┯━━━━┓
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-- 0 ┃ │ W0┃
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-- ┠ ┼ ┼ ┨
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-- 1 ┃ T@ │
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-- ┠ ┼────┼ ┨
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-- 2 ┃ W1 M ┃
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-- ┗━━━━┷━━━━┷━━━━┛
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-- "Player observes a room around"
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--
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-- x -> 0 1 2
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-- ┏━━━━┯
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-- 0| ┃ 1 │
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-- | ┠ ┼ ┼
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-- 1| ┃ 2 3@ │
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-- | ┠ ┼────┼
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-- 2|
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-- 2 cases:
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-- 1) When the game starts, trailpoints is initialized by a cell where the player is.
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-- 2) Update trailpoint on a player's move.
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-- Update a trailpoint by obtaining the next trailpoint number (it will be Content)
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-- and copying a cell from the labyrinth to the trailpoint (it will be Cell)
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-- Rendering:
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-- Use either renderLabyrinth or printLabyrinth
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-- x -> 0 1 2
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-- ┏ ┯━━━━┯━━━━┓
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-- 0 ┃
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-- ┠ ┼ ┼ ┨
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-- 1 │
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-- ┠ ┼────┼────┨
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-- 2 ┃ │ │ ┃
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-- ┗━━━━┷━━━━┷━━━━┛
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--
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-- x -> 0 1 2
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-- ┏━━━━┯━━━━┯━━━━┓
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-- 0 ┃ │ │ ┃
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-- ┠────┼────┼────┨
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-- 1 ┃ │ │ │
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-- ┠────┼────┼────┨
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-- 2 ┃ │ │ ┃
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-- ┗━━━━┷━━━━┷━━━━┛
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-- map command produces pictures like this:
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-- x -> 0 1 2
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-- ┏━━━━┯
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-- 0| ┃ 1 │
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-- | ┠ ┼ ┼
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-- 1| ┃ 2 3@ │
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-- | ┠ ┼────┼
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-- 2|
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On the start of the game:
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- The initial cell should be included into the trailpoints
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