-checkY y = if (y > length puzzle) (-1) y
-
-/*
- next(x2_2) := case
- x2_2 = Wall: Wall;
-
- x2_2 = Free & x2_3 = Agent & move = Left: Agent;
- x2_2 = Free & x3_2 = Agent & move = Up: Agent;
- x2_2 = Free & x2_1 = Agent & move = Right : Agent;
- x2_2 = Free & x1_2 = Agent & move = Down : Agent;
-
- x2_2 = Free & x2_3 = Box & x2_4 = Agent & move = Left: Box;
- x2_2 = Free & x3_2 = Box & x4_2 = Agent & move = Up: Box;
- x2_2 = Free & x2_1 = Box & x2_0 = Agent & move = Right : Box;
- x2_2 = Free & x1_2 = Box & x0_2 = Agent & move = Down : Box;
-
- x2_2 = Agent & (x2_3 = Free | x2_3 = Target) & move = Right: Free;
- x2_2 = Agent & (x3_2 = Free | x3_2 = Target) & move = Down: Free;
- x2_2 = Agent & (x2_1 = Free | x2_1 = Target) & move = Left : Free;
- x2_2 = Agent & (x1_2 = Free | x1_2 = Target) & move = Up : Free;
-
- x2_2 = Box & x2_3 = Agent & (x2_1 = Free | x2_1 = Target) & move = Left: Agent;
- x2_2 = Box & x3_2 = Agent & (x1_2 = Free | x1_2 = Target) & move = Up: Agent;
- x2_2 = Box & x2_1 = Agent & (x2_3 = Free | x2_3 = Target) & move = Right : Agent;
- x2_2 = Box & x1_2 = Agent & (x3_2 = Free | x3_2 = Target) & move = Down : Agent;
-
- x2_2 = Target & x2_3 = Agent & move = Left: AgentOnTarget;
- x2_2 = Target & x3_2 = Agent & move = Up: AgentOnTarget;
- x2_2 = Target & x2_1 = Agent & move = Right : AgentOnTarget;
- x2_2 = Target & x1_2 = Agent & move = Down : AgentOnTarget;
-
- x2_2 = Target & x2_3 = Box & x2_4 = Agent & move = Left: BoxOnTarget;
- x2_2 = Target & x3_2 = Box & x4_2 = Agent & move = Up: BoxOnTarget;
- x2_2 = Target & x2_1 = Box & x2_0 = Agent & move = Right : BoxOnTarget;
- x2_2 = Target & x1_2 = Box & x0_2 = Agent & move = Down : BoxOnTarget;
-
- x2_2 = AgentOnTarget & (x2_3 = Free | x2_3 = Target) & move = Right: Target;
- x2_2 = AgentOnTarget & (x3_2 = Free | x3_2 = Target) & move = Down: Target;
- x2_2 = AgentOnTarget & (x2_1 = Free | x2_1 = Target) & move = Left : Target;
- x2_2 = AgentOnTarget & (x1_2 = Free | x1_2 = Target) & move = Up : Target;
-
- x2_2 = BoxOnTarget & x2_3 = Agent & (x2_1 = Free | x2_1 = Target) & move = Left: AgentOnTarget;
- x2_2 = BoxOnTarget & x3_2 = Agent & (x1_2 = Free | x1_2 = Target) & move = Up: AgentOnTarget;
- x2_2 = BoxOnTarget & x2_1 = Agent & (x2_3 = Free | x2_3 = Target) & move = Right : AgentOnTarget;
- x2_2 = BoxOnTarget & x1_2 = Agent & (x3_2 = Free | x3_2 = Target) & move = Down : AgentOnTarget;
-
- TRUE : x2_2;
- esac;
-
-*/
-
+checkY y = let (Sokoban p) = puzzle in if (y > length p) (-1) y
+
+genField :: SokobanPuzzle -> [String]
+genField p = let (Sokoban pzl) = p in genField` pzl 0 0 []
+where
+ genField` :: [[SokobanTile]] Int Int [String] -> [String]
+ genField` p i j rs
+ | i+1 == length (hd p) = rs
+ | j == (length p) = genField` p (i+1) 0 [" init(x" +++ toString i +++ "_" +++ toString j +++ ") := " +++ fromTile ((p !! i) !! j) +++ ";\n": rs]
+ | otherwise = genField` p i (j+1) [" init(x" +++ toString i +++ "_" +++ toString j +++ ") := " +++ fromTile ((p !! i) !! j) +++ ";\n": rs]
+
+genVars :: Int Int -> [String]
+genVars x y = genVars` x y 0 0 []
+where
+ genVars` :: Int Int Int Int [String] -> [String]
+ genVars` a b x y res
+ | (a+1) == x = res
+ | b == y = genVars` a b (x+1) 0 [" x" +++ toString x +++ "_" +++ toString y +++ " : {Wall, Free, Box, BoxOnTarget, Target, Agent, AgentOnTarget};\n":res]
+ | otherwise = genVars` a b x (y+1) [" x" +++ toString x +++ "_" +++ toString y +++ " : {Wall, Free, Box, BoxOnTarget, Target, Agent, AgentOnTarget};\n":res]
+