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https://github.com/RGBCube/serenity
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2048: Abstract Board into its own struct
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parent
ec8fe6952f
commit
11158c2400
3 changed files with 56 additions and 46 deletions
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@ -21,8 +21,8 @@ Game::Game(size_t grid_size, size_t target_tile, bool evil_ai)
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else
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m_target_tile = target_tile;
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m_board.resize(grid_size);
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for (auto& row : m_board) {
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m_board.tiles.resize(grid_size);
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for (auto& row : m_board.tiles) {
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row.ensure_capacity(grid_size);
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for (size_t i = 0; i < grid_size; i++)
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row.append(0);
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@ -39,44 +39,44 @@ void Game::add_random_tile()
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do {
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row = rand() % m_grid_size;
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column = rand() % m_grid_size;
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} while (m_board[row][column] != 0);
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} while (m_board.tiles[row][column] != 0);
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size_t value = rand() < RAND_MAX * 0.9 ? 2 : 4;
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m_board[row][column] = value;
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m_board.add_tile(row, column, value);
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}
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static Game::Board transpose(Game::Board const& board)
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static Game::Board::Tiles transpose(Game::Board::Tiles const& tiles)
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{
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Vector<Vector<u32>> new_board;
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auto result_row_count = board[0].size();
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auto result_column_count = board.size();
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Game::Board::Tiles new_tiles;
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auto result_row_count = tiles[0].size();
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auto result_column_count = tiles.size();
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new_board.resize(result_row_count);
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new_tiles.resize(result_row_count);
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for (size_t i = 0; i < board.size(); ++i) {
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auto& row = new_board[i];
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for (size_t i = 0; i < tiles.size(); ++i) {
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auto& row = new_tiles[i];
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row.clear_with_capacity();
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row.ensure_capacity(result_column_count);
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for (auto& entry : board) {
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for (auto& entry : tiles) {
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row.append(entry[i]);
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}
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}
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return new_board;
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return new_tiles;
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}
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static Game::Board reverse(Game::Board const& board)
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static Game::Board::Tiles reverse(Game::Board::Tiles const& tiles)
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{
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auto new_board = board;
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for (auto& row : new_board) {
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auto new_tiles = tiles;
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for (auto& row : new_tiles) {
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for (size_t i = 0; i < row.size() / 2; ++i)
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swap(row[i], row[row.size() - i - 1]);
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}
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return new_board;
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return new_tiles;
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}
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static Vector<u32> slide_row(Vector<u32> const& row, size_t& successful_merge_score)
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static Game::Board::Row slide_row(Game::Board::Row const& row, size_t& successful_merge_score)
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{
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if (row.size() < 2)
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return row;
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@ -114,18 +114,18 @@ static Vector<u32> slide_row(Vector<u32> const& row, size_t& successful_merge_sc
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return result;
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}
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static Game::Board slide_left(Game::Board const& board, size_t& successful_merge_score)
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static Game::Board::Tiles slide_left(Game::Board::Tiles const& tiles, size_t& successful_merge_score)
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{
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Vector<Vector<u32>> new_board;
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for (auto& row : board)
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new_board.append(slide_row(row, successful_merge_score));
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Game::Board::Tiles new_tiles;
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for (auto& row : tiles)
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new_tiles.append(slide_row(row, successful_merge_score));
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return new_board;
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return new_tiles;
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}
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static bool is_complete(Game::Board const& board, size_t target)
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{
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for (auto& row : board) {
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for (auto& row : board.tiles) {
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if (row.contains_slow(target))
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return true;
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}
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@ -153,11 +153,11 @@ static bool is_stalled(Game::Board const& board)
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return !row.contains_slow(0) && has_no_neighbors(row.span());
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};
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for (auto& row : board)
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for (auto& row : board.tiles)
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if (!stalled(row))
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return false;
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for (auto& row : transpose(board))
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for (auto& row : transpose(board.tiles))
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if (!stalled(row))
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return false;
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@ -167,7 +167,7 @@ static bool is_stalled(Game::Board const& board)
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static size_t get_number_of_free_cells(Game::Board const& board)
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{
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size_t accumulator = 0;
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for (auto& row : board) {
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for (auto& row : board.tiles) {
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for (auto& cell : row)
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accumulator += cell == 0;
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}
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@ -177,26 +177,26 @@ static size_t get_number_of_free_cells(Game::Board const& board)
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bool Game::slide_tiles(Direction direction)
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{
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size_t successful_merge_score = 0;
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Board new_board;
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Game::Board::Tiles new_tiles;
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switch (direction) {
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case Direction::Left:
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new_board = slide_left(m_board, successful_merge_score);
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new_tiles = slide_left(m_board.tiles, successful_merge_score);
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break;
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case Direction::Right:
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new_board = reverse(slide_left(reverse(m_board), successful_merge_score));
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new_tiles = reverse(slide_left(reverse(m_board.tiles), successful_merge_score));
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break;
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case Direction::Up:
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new_board = transpose(slide_left(transpose(m_board), successful_merge_score));
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new_tiles = transpose(slide_left(transpose(m_board.tiles), successful_merge_score));
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break;
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case Direction::Down:
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new_board = transpose(reverse(slide_left(reverse(transpose(m_board)), successful_merge_score)));
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new_tiles = transpose(reverse(slide_left(reverse(transpose(m_board.tiles)), successful_merge_score)));
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break;
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}
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bool moved = new_board != m_board;
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bool moved = new_tiles != m_board.tiles;
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if (moved) {
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m_board = new_board;
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m_board.tiles = new_tiles;
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m_score += successful_merge_score;
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}
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@ -231,14 +231,14 @@ void Game::add_evil_tile()
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for (size_t row = 0; row < m_grid_size; row++) {
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for (size_t column = 0; column < m_grid_size; column++) {
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if (m_board[row][column] != 0)
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if (m_board.tiles[row][column] != 0)
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continue;
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for (u32 value : Array { 2, 4 }) {
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Game saved_state = *this;
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saved_state.m_board[row][column] = value;
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saved_state.m_board.tiles[row][column] = value;
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if (is_stalled(saved_state.m_board)) {
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if (is_stalled(saved_state.board())) {
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// We can stall the board now, instant game over.
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worst_row = row;
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worst_column = column;
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@ -279,13 +279,13 @@ void Game::add_evil_tile()
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}
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}
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found_worst_tile:
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m_board[worst_row][worst_column] = worst_value;
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m_board.add_tile(worst_row, worst_column, worst_value);
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}
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u32 Game::largest_tile() const
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{
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u32 tile = 0;
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for (auto& row : board()) {
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for (auto& row : m_board.tiles) {
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for (auto& cell : row)
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tile = max(tile, cell);
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}
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