我选择在Perl 6中重新设计我的先前代码的一部分,在这种情况下,是棋盘。前两节课进展顺利(或者至少工作了,我知道的很少,我无法说出它们的正确性) ,但我坚持使用第三个。这是代码:
#!/home/hsmyers/rakudo741/bin/perl6
# board.p6 - Beginnings of a PGN toolset. And place to start learning
# Perl 6/Raku.
use v6d;
#!___________________________________________________________
constant $size = 4;
class Piece {
my Str @namesOfPieces[$size] = <
white-rook white-knight white-bishop white-queen
>;
my Str @abrevsOfPieces[$size] = <
R N B Q K B N R
>;
my Str @symbolsOfPieces[$size] = <
♖ ♘ ♗ ♕ ♔ ♗ ♘ ♖
>;
my Str @codeptsOfPieces[$size] = (
"\x2656", "\x2658", "\x2657", "\x2655",
);
has Str $.name;
has Str $.abrev;
has Str $.symbol;
has Uni $.codept;
submethod BUILD( :$i ) {
$!name = @namesOfPieces[$i];
$!abrev = @abrevsOfPieces[$i];
$!symbol = @symbolsOfPieces[$i];
$!codept = @codeptsOfPieces[$i].NFC;
}
}
class Square {
my Int @colors[$size] = <
1 0 1 0 1 0 1 0
>;
my Str @names[$size] = <
a1 b1 c1 d1 e1 f1 g1 h1
>;
has Int $.color;
has Int $.index;
has Str $.name;
has Piece $.piece;
submethod BUILD( :$i ) {
$!color = @colors[$i];
$!index = $i;
$!name = @names[$i];
$!piece = Piece.new(:i($i));
}
}
class Board is Array {
}
my $p = Piece.new(:i(0));
$p.say;
my $s = Square.new(:i(0));
$s.say;
#!___________________________________________________________
my @b := Board.new(
Square.new(:i(0)),
Square.new(:i(1)),
Square.new(:i(2))
);
say @b;
say @b.WHAT;
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在cli上运行时,结果为:
Piece.new(name => "white-rook", abrev => "R", symbol => "?", codept => Uni.new(0x2656).NFC)
Square.new(color => IntStr.new(1, "1"), index => 0, name => "a1", piece => Piece.new(name => "white-
rook", abrev => "R", symbol => "?", codept => Uni.new(0x2656).NFC))
[Square.new(color => IntStr.new(1, "1"), index => 0, name => "a1", piece => Piece.new(name =>
"white-rook", abrev => "R", symbol => "?", codept => Uni.new(0x2656).NFC)) Square.new(color =>
IntStr.new(0, "0"), index => 1, name => "b1", piece => Piece.new(name => "white-knight", abrev =>
"N", symbol => "?", codept => Uni.new(0x2658).NFC)) Square.new(color => IntStr.new(1, "1"), index =>
2, name => "c1", piece => Piece.new(name => "white-bishop", abrev => "B", symbol => "?", codept =>
Uni.new(0x2657).NFC))]
(Board)
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到目前为止,Board类(实际上是空的)仅是我的尝试而已。令人惊讶的是(至少对我而言),它提供了一定程度的可操作性。它具有不同的“新”和“构建”,均未提供有效的解决方案。考虑到实际计数为64而不是4,因此当前方法行不通。
我目前的想法是,我需要构建一个由64个正方形组成的数组,这将依次创建必要的部分。我试图增加自我,却无济于事。有什么建议吗?
从Array这里继承可能不是最好的设计选择;它揭示并致力于的底层表示形式,Board随着代码的发展,它将带来重构挑战。相反,我建议a Board具有一个Array由Square初始化的Square对象。
假设董事会本来应该是$size平方的,那么您可以执行以下操作:
class Board {
has @.squares[$size ** 2];
method TWEAK() {
@!squares = map { Square.new(i => $_ % $size) }, ^($size ** 2);
}
}
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也就是说,取0到但不包括$size平方的范围,然后将每个值映射到一个Square实例。(我们对索引取模,以避免索引超出其他类别之一的范围。)
2D数组可能更可取:
class Board {
has @.squares[$size;$size];
method TWEAK() {
@!squares = (map -> $i { Square.new(:$i) }, ^$size) xx $size;
}
}
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在这里,我们map又一次,但是这一次,因为我们只是做一维,所以我们放弃了模。使用命名$i参数意味着我们可以使用:$i便利,这是便利的简称:i($i)(在您发布的代码中也有机会这样做)。然后,我们使该表达式产生一行,并使用xx它运行$size一次以获取每一列的数据。
最终,它可能不会像这样简单。也许Square应该使用两个构造函数参数(一个数字和一个字母)来形成其名称。这可能是最好的做map的map。此外,Piece实例的初始化可能也想发生Board。自上次下象棋已经过去了25年,但我敢肯定,在比赛开始时并不是每个方块都有一块。