Rebmu: 298 Characters
I'm tinkering with with my own experiment in Code Golf language design! I haven't thrown matrix tricks into the standard bag yet, and copying GolfScript's ideas will probably help. But right now I'm working on refining the basic gimmick.
Anyway, here's my first try. The four internal spaces are required in the code as it is, but the line breaks are not necessary:
.fFS.sSC L{#o@}W|[l?fM]H|[l?m]Z|[Tre[wH]iOD?j[rvT]t]
Ca|[st[xY]a KrePC[[yBKx][ntSBhXbkY][ntSBhYsbWx][xSBwY]]ntJskPCmFkSk]
Ga|[rtYsZ[rtXfZ[TaRE[xY]iTbr]iTbr]t]B|[gA|[ieSlFcA[rnA]]]
MeFI?a[rlA]aFV[NbIbl?n[ut[++n/2 TfCnIEfLtBRchCbSPieTHlTbrCHcNsLe?sNsZ]]
gA|[TfCaEEfZfA[prT][pnT]nn]ulBbr JmoADjPC[3 1]rK4]
It may look like a cat was on my keyboard. But once you get past a little space-saving trick (literally saving spaces) called "mushing" it's not so bad. The idea is that Rebmu is not case sensitive, so alternation of capitalization runs is used to compress the symbols. Instead of doing FooBazBar => foo baz bar
I apply distinct meanings. FOObazBAR => foo: baz bar
(where the first token is an assignment target) vs fooBAZbar => foo baz bar
(all ordinary tokens).
When the unmush is run, you get something more readable, but expanded to 488 characters:
. f fs . s sc l: {#o@} w: | [l? f m] h: | [l? m] z: | [t: re [w h] i od?
j [rv t] t] c: a| [st [x y] a k: re pc [[y bk x] [nt sb h x bk y] [nt sb
h y sb w x] [x sb w y]] nt j sk pc m f k s k] g: a| [rt y s z [rt x f z
[t: a re [x y] i t br] i t br] rn t] b: | [g a| [ie s l f c a [rn a]]]
m: e fi? a [rl a] a fv [n: b i bl? n [ut [++ n/2 t: f c n ie f l t br
ch c b sp ie th l t br ch c n s l e? s n s z]] g a| [t: f c a ee f z f
a [pr t] [pn t] nn] ul b br j: mo ad j pc [3 1] r k 4]
Rebmu can run it expanded also. There are also verbose keywords as well (first
instead of fs
) and you can mix and match. Here's the function definitions with some comments:
; shortcuts f and s extracting the first and second series elements
. f fs
. s sc
; character constants are like #"a", this way we can do fL for #"#" etc
L: {#o@}
; width and height of the input data
W: | [l? f m]
H: | [l? m]
; dimensions adjusted for rotation (we don't rotate the array)
Z: | [t: re [w h] i od? j [rv t] t]
; cell extractor, gives series position (like an iterator) for coordinate
C: a| [
st [x y] a
k: re pc [[y bk x] [nt sb h x bk y] [nt sb h y sb w x] [x sb w y]] nt j
sk pc m f k s k
]
; grid enumerator, pass in function to run on each cell
G: a| [rt y s z [rt x f z [t: a re [x y] i t br] i t br] t]
; ball position function
B: | [g a| [ie sc l f c a [rn a]]]
W
is the width function and H
is the height of the original array data. The data is never rotated...but there is a variable j
which tells us how many 90 degree right turns we should apply.
A function Z
gives us the adjusted size for when rotation is taken into account, and a function C
takes a coordinate pair parameter and returns a series position (kind of like a pointer or iterator) into the data for that coordinate pair.
There's an array iterator G
which you pass a function to and it will call that function for each cell in the grid. If the function you supply ever returns a value it will stop the iteration and the iteration function will return that value. The function B
scans the maze for a ball and returns coordinates if found, or none
.
Here's the main loop with some commenting:
; if the command line argument is a filename, load it, otherwise use string
m: e fi? a [rl a] a
; forever (until break, anyway...)
fv [
; save ball position in n
n: B
; if n is a block type then enter a loop
i bl? n [
; until (i.e. repeat until)
ut [
; increment second element of n (the y coordinate)
++ n/2
; t = first(C(n))
t: f C n
; if-equal(first(L), t) then break
ie f l t br
; change(C(B), space)
ch C B sp
; if-equal(third(L),t) then break
ie th L t br
; change(C(n), second(L))
ch C n s L
; terminate loop if "equals(second(n), second(z))"
e? s n s z
]
]
; iterate over array and print each line
g a| [t: f c a ee f z f a [pr t] [pn t] nn]
; unless the ball is not none, we'll be breaking the loop here...
ul b br
; rotate according to input
j: mo ad j pc [3 1] r k 4
]
There's not all that much particularly clever about this program. Which is part of my idea, which is to see what kind of compression one could get on simple, boring approaches that don't rely on any tricks. I think it demonstrates some of Rebmu's novel potential.
It will be interesting to see how a better standard library could affect the brevity of solutions!
Latest up-to-date commented source available on GitHub: rotating-maze.rebmu