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2048: Abstract Board into its own struct

This commit is contained in:
Dmitrii Ubskii 2021-06-11 15:26:56 +03:00 committed by Andreas Kling
parent ec8fe6952f
commit 11158c2400
3 changed files with 56 additions and 46 deletions

View file

@ -21,8 +21,8 @@ Game::Game(size_t grid_size, size_t target_tile, bool evil_ai)
else
m_target_tile = target_tile;
m_board.resize(grid_size);
for (auto& row : m_board) {
m_board.tiles.resize(grid_size);
for (auto& row : m_board.tiles) {
row.ensure_capacity(grid_size);
for (size_t i = 0; i < grid_size; i++)
row.append(0);
@ -39,44 +39,44 @@ void Game::add_random_tile()
do {
row = rand() % m_grid_size;
column = rand() % m_grid_size;
} while (m_board[row][column] != 0);
} while (m_board.tiles[row][column] != 0);
size_t value = rand() < RAND_MAX * 0.9 ? 2 : 4;
m_board[row][column] = value;
m_board.add_tile(row, column, value);
}
static Game::Board transpose(Game::Board const& board)
static Game::Board::Tiles transpose(Game::Board::Tiles const& tiles)
{
Vector<Vector<u32>> new_board;
auto result_row_count = board[0].size();
auto result_column_count = board.size();
Game::Board::Tiles new_tiles;
auto result_row_count = tiles[0].size();
auto result_column_count = tiles.size();
new_board.resize(result_row_count);
new_tiles.resize(result_row_count);
for (size_t i = 0; i < board.size(); ++i) {
auto& row = new_board[i];
for (size_t i = 0; i < tiles.size(); ++i) {
auto& row = new_tiles[i];
row.clear_with_capacity();
row.ensure_capacity(result_column_count);
for (auto& entry : board) {
for (auto& entry : tiles) {
row.append(entry[i]);
}
}
return new_board;
return new_tiles;
}
static Game::Board reverse(Game::Board const& board)
static Game::Board::Tiles reverse(Game::Board::Tiles const& tiles)
{
auto new_board = board;
for (auto& row : new_board) {
auto new_tiles = tiles;
for (auto& row : new_tiles) {
for (size_t i = 0; i < row.size() / 2; ++i)
swap(row[i], row[row.size() - i - 1]);
}
return new_board;
return new_tiles;
}
static Vector<u32> slide_row(Vector<u32> const& row, size_t& successful_merge_score)
static Game::Board::Row slide_row(Game::Board::Row const& row, size_t& successful_merge_score)
{
if (row.size() < 2)
return row;
@ -114,18 +114,18 @@ static Vector<u32> slide_row(Vector<u32> const& row, size_t& successful_merge_sc
return result;
}
static Game::Board slide_left(Game::Board const& board, size_t& successful_merge_score)
static Game::Board::Tiles slide_left(Game::Board::Tiles const& tiles, size_t& successful_merge_score)
{
Vector<Vector<u32>> new_board;
for (auto& row : board)
new_board.append(slide_row(row, successful_merge_score));
Game::Board::Tiles new_tiles;
for (auto& row : tiles)
new_tiles.append(slide_row(row, successful_merge_score));
return new_board;
return new_tiles;
}
static bool is_complete(Game::Board const& board, size_t target)
{
for (auto& row : board) {
for (auto& row : board.tiles) {
if (row.contains_slow(target))
return true;
}
@ -153,11 +153,11 @@ static bool is_stalled(Game::Board const& board)
return !row.contains_slow(0) && has_no_neighbors(row.span());
};
for (auto& row : board)
for (auto& row : board.tiles)
if (!stalled(row))
return false;
for (auto& row : transpose(board))
for (auto& row : transpose(board.tiles))
if (!stalled(row))
return false;
@ -167,7 +167,7 @@ static bool is_stalled(Game::Board const& board)
static size_t get_number_of_free_cells(Game::Board const& board)
{
size_t accumulator = 0;
for (auto& row : board) {
for (auto& row : board.tiles) {
for (auto& cell : row)
accumulator += cell == 0;
}
@ -177,26 +177,26 @@ static size_t get_number_of_free_cells(Game::Board const& board)
bool Game::slide_tiles(Direction direction)
{
size_t successful_merge_score = 0;
Board new_board;
Game::Board::Tiles new_tiles;
switch (direction) {
case Direction::Left:
new_board = slide_left(m_board, successful_merge_score);
new_tiles = slide_left(m_board.tiles, successful_merge_score);
break;
case Direction::Right:
new_board = reverse(slide_left(reverse(m_board), successful_merge_score));
new_tiles = reverse(slide_left(reverse(m_board.tiles), successful_merge_score));
break;
case Direction::Up:
new_board = transpose(slide_left(transpose(m_board), successful_merge_score));
new_tiles = transpose(slide_left(transpose(m_board.tiles), successful_merge_score));
break;
case Direction::Down:
new_board = transpose(reverse(slide_left(reverse(transpose(m_board)), successful_merge_score)));
new_tiles = transpose(reverse(slide_left(reverse(transpose(m_board.tiles)), successful_merge_score)));
break;
}
bool moved = new_board != m_board;
bool moved = new_tiles != m_board.tiles;
if (moved) {
m_board = new_board;
m_board.tiles = new_tiles;
m_score += successful_merge_score;
}
@ -231,14 +231,14 @@ void Game::add_evil_tile()
for (size_t row = 0; row < m_grid_size; row++) {
for (size_t column = 0; column < m_grid_size; column++) {
if (m_board[row][column] != 0)
if (m_board.tiles[row][column] != 0)
continue;
for (u32 value : Array { 2, 4 }) {
Game saved_state = *this;
saved_state.m_board[row][column] = value;
saved_state.m_board.tiles[row][column] = value;
if (is_stalled(saved_state.m_board)) {
if (is_stalled(saved_state.board())) {
// We can stall the board now, instant game over.
worst_row = row;
worst_column = column;
@ -279,13 +279,13 @@ void Game::add_evil_tile()
}
}
found_worst_tile:
m_board[worst_row][worst_column] = worst_value;
m_board.add_tile(worst_row, worst_column, worst_value);
}
u32 Game::largest_tile() const
{
u32 tile = 0;
for (auto& row : board()) {
for (auto& row : m_board.tiles) {
for (auto& cell : row)
tile = max(tile, cell);
}