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432 lines
15 KiB
EmacsLisp
432 lines
15 KiB
EmacsLisp
;;; blackbox.el --- blackbox game in Emacs Lisp
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;; Copyright (C) 1985-1987, 1992, 2001-2016 Free Software Foundation,
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;; Inc.
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;; Author: F. Thomas May <uw-nsr!uw-warp!tom@beaver.cs.washington.edu>
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;; Adapted-By: ESR
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;; Keywords: games
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;; This file is part of GNU Emacs.
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;; GNU Emacs is free software: you can redistribute it and/or modify
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;; it under the terms of the GNU General Public License as published by
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;; the Free Software Foundation, either version 3 of the License, or
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;; (at your option) any later version.
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;; GNU Emacs is distributed in the hope that it will be useful,
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;; but WITHOUT ANY WARRANTY; without even the implied warranty of
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;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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;; GNU General Public License for more details.
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;; You should have received a copy of the GNU General Public License
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;; along with GNU Emacs. If not, see <http://www.gnu.org/licenses/>.
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;;; Commentary:
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;; by F. Thomas May <uw-nsr!uw-warp!tom@beaver.cs.washington.edu>
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;; doc comment by Root Boy Jim <rbj@dsys.icst.nbs.gov>, 27 Apr 89
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;; interface improvements by ESR, Dec 5 1991.
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;; The object of the game is to find four hidden balls by shooting rays
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;; into the black box. There are four possibilities: 1) the ray will
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;; pass thru the box undisturbed, 2) it will hit a ball and be absorbed,
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;; 3) it will be deflected and exit the box, or 4) be deflected immediately,
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;; not even being allowed entry into the box.
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;;
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;; The strange part is the method of deflection. It seems that rays will
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;; not pass next to a ball, and change direction at right angles to avoid it.
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;;
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;; R 3
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;; 1 - - - - - - - - 1
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;; - - - - - - - -
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;; - O - - - - - - 3
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;; 2 - - - - O - O -
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;; 4 - - - - - - - -
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;; 5 - - - - - - - - 5
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;; - - - - - - - - R
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;; H - - - - - - - O
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;; 2 H 4 H
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;;
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;; Rays which enter and exit are numbered. You can see that rays 1 & 5 pass
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;; thru the box undisturbed. Ray 2 is deflected by the northwesternmost
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;; ball. Likewise rays 3 and 4. Rays which hit balls and are absorbed are
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;; marked with H. The bottom of the left and the right of the bottom hit
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;; the southeastern ball directly. Rays may also hit balls after being
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;; reflected. Consider the H on the bottom next to the 4. It bounces off
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;; the NW-ern most ball and hits the central ball. A ray shot from above
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;; the right side 5 would hit the SE-ern most ball. The R beneath the 5
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;; is because the ball is returned instantly. It is not allowed into
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;; the box if it would reflect immediately. The R on the top is a more
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;; leisurely return. Both central balls would tend to deflect it east
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;; or west, but it cannot go either way, so it just retreats.
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;;
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;; At the end of the game, if you've placed guesses for as many balls as
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;; there are in the box, the true board position will be revealed. Each
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;; `x' is an incorrect guess of yours; `o' is the true location of a ball.
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;;; Code:
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(defvar bb-board nil
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"Blackbox board.")
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(defvar bb-x -1
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"Current x-position.")
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(defvar bb-y -1
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"Current y-position.")
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(defvar bb-score 0
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"Current score.")
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(defvar bb-detour-count 0
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"Number of detours.")
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(defvar bb-balls-placed nil
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"List of already placed balls.")
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;; This is used below to remap existing bindings for cursor motion to
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;; blackbox-specific bindings in blackbox-mode-map. This is so that
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;; users who prefer non-default key bindings for cursor motion don't
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;; lose that when they play Blackbox.
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(defun blackbox-redefine-key (map oldfun newfun)
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"Redefine keys that run the function OLDFUN to run NEWFUN instead."
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(define-key map (vector 'remap oldfun) newfun))
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(defvar blackbox-mode-map
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(let ((map (make-keymap)))
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(suppress-keymap map t)
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(blackbox-redefine-key map 'backward-char 'bb-left)
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(blackbox-redefine-key map 'left-char 'bb-left)
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(blackbox-redefine-key map 'forward-char 'bb-right)
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(blackbox-redefine-key map 'right-char 'bb-right)
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(blackbox-redefine-key map 'previous-line 'bb-up)
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(blackbox-redefine-key map 'next-line 'bb-down)
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(blackbox-redefine-key map 'move-end-of-line 'bb-eol)
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(blackbox-redefine-key map 'move-beginning-of-line 'bb-bol)
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(define-key map " " 'bb-romp)
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(define-key map "q" 'bury-buffer)
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(define-key map [insert] 'bb-romp)
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(define-key map [return] 'bb-done)
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(blackbox-redefine-key map 'newline 'bb-done)
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map))
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;; Blackbox mode is suitable only for specially formatted data.
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(define-derived-mode blackbox-mode special-mode "Blackbox"
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"Major mode for playing blackbox.
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To learn how to play blackbox, see the documentation for function `blackbox'.
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The usual mnemonic keys move the cursor around the box.
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\\<blackbox-mode-map>\\[bb-bol] and \\[bb-eol] move to the beginning and end of line, respectively.
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\\[bb-romp] -- send in a ray from point, or toggle a ball at point
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\\[bb-done] -- end game and get score"
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(setq truncate-lines t))
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;;;###autoload
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(defun blackbox (num)
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"Play blackbox.
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Optional prefix argument is the number of balls; the default is 4.
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What is blackbox?
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Blackbox is a game of hide and seek played on an 8 by 8 grid (the
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Blackbox). Your opponent (Emacs, in this case) has hidden several
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balls (usually 4) within this box. By shooting rays into the box and
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observing where they emerge it is possible to deduce the positions of
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the hidden balls. The fewer rays you use to find the balls, the lower
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your score.
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Overview of play:
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\\<blackbox-mode-map>\
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To play blackbox, type \\[blackbox]. An optional prefix argument
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specifies the number of balls to be hidden in the box; the default is
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four.
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The cursor can be moved around the box with the standard cursor
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movement keys.
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To shoot a ray, move the cursor to the edge of the box and press SPC.
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The result will be determined and the playfield updated.
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You may place or remove balls in the box by moving the cursor into the
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box and pressing \\[bb-romp].
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When you think the configuration of balls you have placed is correct,
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press \\[bb-done]. You will be informed whether you are correct or
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not, and be given your score. Your score is the number of letters and
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numbers around the outside of the box plus five for each incorrectly
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placed ball. If you placed any balls incorrectly, they will be
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indicated with `x', and their actual positions indicated with `o'.
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Details:
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There are three possible outcomes for each ray you send into the box:
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Detour: the ray is deflected and emerges somewhere other than
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where you sent it in. On the playfield, detours are
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denoted by matching pairs of numbers -- one where the
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ray went in, and the other where it came out.
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Reflection: the ray is reflected and emerges in the same place
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it was sent in. On the playfield, reflections are
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denoted by the letter `R'.
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Hit: the ray strikes a ball directly and is absorbed. It does
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not emerge from the box. On the playfield, hits are
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denoted by the letter `H'.
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The rules for how balls deflect rays are simple and are best shown by
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example.
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As a ray approaches a ball it is deflected ninety degrees. Rays can
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be deflected multiple times. In the diagrams below, the dashes
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represent empty box locations and the letter `O' represents a ball.
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The entrance and exit points of each ray are marked with numbers as
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described under \"Detour\" above. Note that the entrance and exit
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points are always interchangeable. `*' denotes the path taken by the
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ray.
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Note carefully the relative positions of the ball and the ninety
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degree deflection it causes.
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1
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- * - - - - - - - - - - - - - - - - - - - - - -
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- * - - - - - - - - - - - - - - - - - - - - - -
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1 * * - - - - - - - - - - - - - - - O - - - - O -
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- - O - - - - - - - O - - - - - - - * * * * - -
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- - - - - - - - - - - * * * * * 2 3 * * * - - * - -
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- - - - - - - - - - - * - - - - - - - O - * - -
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- - - - - - - - - - - * - - - - - - - - * * - -
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- - - - - - - - - - - * - - - - - - - - * - O -
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2 3
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As mentioned above, a reflection occurs when a ray emerges from the same point
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it was sent in. This can happen in several ways:
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- - - - - - - - - - - - - - - - - - - - - - - -
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- - - - O - - - - - O - O - - - - - - - - - - -
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R * * * * - - - - - - - * - - - - O - - - - - - -
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- - - - O - - - - - - * - - - - R - - - - - - - -
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- - - - - - - - - - - * - - - - - - - - - - - -
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- - - - - - - - - - - * - - - - - - - - - - - -
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- - - - - - - - R * * * * - - - - - - - - - - - -
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- - - - - - - - - - - - O - - - - - - - - - - -
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In the first example, the ray is deflected downwards by the upper
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ball, then left by the lower ball, and finally retraces its path to
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its point of origin. The second example is similar. The third
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example is a bit anomalous but can be rationalized by realizing the
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ray never gets a chance to get into the box. Alternatively, the ray
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can be thought of as being deflected downwards and immediately
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emerging from the box.
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A hit occurs when a ray runs straight into a ball:
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- - - - - - - - - - - - - - - - - - - - - - - -
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- - - - - - - - - - - - - - - - - - - - O - - -
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- - - - - - - - - - - - O - - - H * * * * - - - -
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- - - - - - - - H * * * * O - - - - - - * - - - -
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- - - - - - - - - - - - O - - - - - - O - - - -
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H * * * O - - - - - - - - - - - - - - - - - - - -
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- - - - - - - - - - - - - - - - - - - - - - - -
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- - - - - - - - - - - - - - - - - - - - - - - -
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Be sure to compare the second example of a hit with the first example of
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a reflection."
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(interactive "P")
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(switch-to-buffer "*Blackbox*")
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(blackbox-mode)
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(setq buffer-read-only t)
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(buffer-disable-undo (current-buffer))
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(setq bb-board (bb-init-board (or num 4)))
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(setq bb-balls-placed nil)
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(setq bb-x -1)
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(setq bb-y -1)
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(setq bb-score 0)
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(setq bb-detour-count 0)
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(bb-insert-board)
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(bb-goto (cons bb-x bb-y)))
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(defun bb-init-board (num-balls)
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(let (board pos)
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(while (>= (setq num-balls (1- num-balls)) 0)
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(while
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(progn
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(setq pos (cons (random 8) (random 8)))
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(member pos board)))
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(setq board (cons pos board)))
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board))
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(defun bb-insert-board ()
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(let (i (buffer-read-only nil))
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(erase-buffer)
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(insert " \n")
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(setq i 8)
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(while (>= (setq i (1- i)) 0)
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(insert " - - - - - - - - \n"))
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(insert " \n")
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(insert (format "\nThere are %d balls in the box" (length bb-board)))
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))
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(defun bb-right (count)
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(interactive "p")
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(while (and (> count 0) (< bb-x 8))
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(forward-char 2)
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(setq bb-x (1+ bb-x))
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(setq count (1- count))))
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(defun bb-left (count)
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(interactive "p")
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(while (and (> count 0) (> bb-x -1))
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(backward-char 2)
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(setq bb-x (1- bb-x))
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(setq count (1- count))))
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(defun bb-up (count)
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(interactive "p")
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(while (and (> count 0) (> bb-y -1))
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(with-no-warnings (previous-line))
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(setq bb-y (1- bb-y))
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(setq count (1- count))))
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(defun bb-down (count)
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(interactive "p")
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(while (and (> count 0) (< bb-y 8))
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(with-no-warnings (next-line))
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(setq bb-y (1+ bb-y))
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(setq count (1- count))))
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(defun bb-eol ()
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(interactive)
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(setq bb-x 8)
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(bb-goto (cons bb-x bb-y)))
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(defun bb-bol ()
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(interactive)
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(setq bb-x -1)
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(bb-goto (cons bb-x bb-y)))
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(defun bb-romp ()
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(interactive)
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(cond
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((and
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(or (= bb-x -1) (= bb-x 8))
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(or (= bb-y -1) (= bb-y 8))))
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((bb-outside-box bb-x bb-y)
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(bb-trace-ray bb-x bb-y))
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(t
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(bb-place-ball bb-x bb-y))))
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(defun bb-place-ball (x y)
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(let ((coord (cons x y)))
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(cond
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((member coord bb-balls-placed)
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(setq bb-balls-placed (delete coord bb-balls-placed))
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(bb-update-board "-"))
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(t
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(setq bb-balls-placed (cons coord bb-balls-placed))
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(bb-update-board (propertize "O" 'help-echo "Placed ball"))))))
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(defun bb-trace-ray (x y)
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(when (= (following-char) 32)
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(let ((result (bb-trace-ray-2
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t
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x
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(cond
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((= x -1) 1)
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((= x 8) -1)
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(t 0))
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y
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(cond
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((= y -1) 1)
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((= y 8) -1)
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(t 0)))))
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(cond
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((eq result 'hit)
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(bb-update-board (propertize "H" 'help-echo "Hit"))
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(setq bb-score (1+ bb-score)))
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((equal result (cons x y))
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(bb-update-board (propertize "R" 'help-echo "Reflection"))
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(setq bb-score (1+ bb-score)))
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(t
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(setq bb-detour-count (1+ bb-detour-count))
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(bb-update-board (propertize (format "%d" bb-detour-count)
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'help-echo "Detour"))
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(save-excursion
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(bb-goto result)
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(bb-update-board (propertize (format "%d" bb-detour-count)
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'help-echo "Detour")))
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(setq bb-score (+ bb-score 2)))))))
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(defun bb-trace-ray-2 (first x dx y dy)
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(cond
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((and (not first)
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(bb-outside-box x y))
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(cons x y))
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((member (cons (+ x dx) (+ y dy)) bb-board)
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'hit)
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((member (cons (+ x dx dy) (+ y dy dx)) bb-board)
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(bb-trace-ray-2 nil x (- dy) y (- dx)))
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((member (cons (+ x dx (- dy)) (+ y dy (- dx))) bb-board)
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(bb-trace-ray-2 nil x dy y dx))
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(t
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(bb-trace-ray-2 nil (+ x dx) dx (+ y dy) dy))))
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(defun bb-done ()
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"Finish the game and report score."
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(interactive)
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(let (bogus-balls)
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(cond
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((not (= (length bb-balls-placed) (length bb-board)))
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(message "There %s %d hidden ball%s; you have placed %d."
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(if (= (length bb-board) 1) "is" "are")
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(length bb-board)
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(if (= (length bb-board) 1) "" "s")
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(length bb-balls-placed)))
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(t
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(setq bogus-balls (bb-show-bogus-balls bb-balls-placed bb-board))
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(if (= bogus-balls 0)
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(message "Right! Your score is %d." bb-score)
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(message "Oops! You missed %d ball%s. Your score is %d."
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bogus-balls
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(if (= bogus-balls 1) "" "s")
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(+ bb-score (* 5 bogus-balls))))
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(bb-goto '(-1 . -1))))))
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(defun bb-show-bogus-balls (balls-placed board)
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(bb-show-bogus-balls-2 balls-placed board "x")
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(bb-show-bogus-balls-2 board balls-placed "o"))
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(defun bb-show-bogus-balls-2 (list-1 list-2 c)
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(cond
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((null list-1)
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0)
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((member (car list-1) list-2)
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(bb-show-bogus-balls-2 (cdr list-1) list-2 c))
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(t
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(bb-goto (car list-1))
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(bb-update-board c)
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(1+ (bb-show-bogus-balls-2 (cdr list-1) list-2 c)))))
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(defun bb-outside-box (x y)
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(or (= x -1) (= x 8) (= y -1) (= y 8)))
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(defun bb-goto (pos)
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(goto-char (+ (* (car pos) 2) (* (cdr pos) 22) 26)))
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(defun bb-update-board (c)
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(let ((buffer-read-only nil))
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(backward-char (1- (length c)))
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(delete-char (length c))
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(insert c)
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(backward-char 1)))
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(provide 'blackbox)
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;;; blackbox.el ends here
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