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Games: Add Flood
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15 changed files with 822 additions and 0 deletions
131
Userland/Games/Flood/Board.cpp
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131
Userland/Games/Flood/Board.cpp
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/*
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* Copyright (c) 2022, the SerenityOS developers.
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#include "Board.h"
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#include <AK/Random.h>
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#include <time.h>
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Board::Board(size_t rows, size_t columns)
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{
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resize(rows, columns);
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}
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void Board::clear()
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{
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for (size_t row = 0; row < m_rows; ++row) {
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for (size_t column = 0; column < m_columns; ++column) {
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set_cell(row, column, Color::Transparent);
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}
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}
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}
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bool Board::is_flooded() const
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{
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auto first_cell_color = cell(0, 0).release_value();
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for (size_t row = 0; row < rows(); ++row) {
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for (size_t column = 0; column < columns(); ++column) {
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if (first_cell_color == cell(row, column).release_value())
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continue;
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return false;
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}
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}
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return true;
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}
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void Board::randomize()
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{
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for (size_t row = 0; row < m_rows; ++row) {
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for (size_t column = 0; column < m_columns; ++column) {
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auto const& color = m_colors[get_random_uniform(m_colors.size())];
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set_cell(row, column, color);
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}
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}
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set_current_color(cell(0, 0).release_value());
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}
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void Board::resize(size_t rows, size_t columns)
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{
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m_rows = rows;
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m_columns = columns;
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// Vector values get default-initialized, we don't need to set them explicitly.
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m_cells.resize(rows);
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for (size_t row = 0; row < rows; ++row)
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m_cells[row].resize(columns);
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}
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void Board::set_cell(size_t row, size_t column, Color color)
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{
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VERIFY(row < m_rows && column < m_columns);
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m_cells[row][column] = color;
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}
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ErrorOr<Color> Board::cell(size_t row, size_t column) const
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{
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if (row >= m_rows || column >= m_columns)
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return Error::from_string_literal("No such cell.");
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return m_cells[row][column];
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}
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void Board::set_current_color(Color new_color)
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{
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m_previous_color = m_current_color;
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m_current_color = new_color;
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}
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void Board::set_color_scheme(Vector<Color> colors)
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{
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VERIFY(colors.size() == 8);
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m_colors = move(colors);
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}
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void Board::reset()
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{
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clear();
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set_current_color(Color::Transparent);
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m_previous_color = Color::Transparent;
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}
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// Adapted from Userland/PixelPaint/Tools/BucketTool.cpp::flood_fill.
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u32 Board::update_colors(bool only_calculate_flooded_area)
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{
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Queue<Gfx::IntPoint> points_to_visit;
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points_to_visit.enqueue({ 0, 0 });
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set_cell(0, 0, get_current_color());
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Vector<Vector<bool>> visited_board;
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visited_board.resize(cells().size());
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for (size_t row = 0; row < cells().size(); ++row)
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visited_board[row].resize(cells()[row].size());
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u32 painted = 1;
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// This implements a non-recursive flood fill. This is a breadth-first search of paintable neighbors
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// As we find neighbors that are paintable we update their pixel, add them to the queue, and mark them in the "visited_board".
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while (!points_to_visit.is_empty()) {
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auto current_point = points_to_visit.dequeue();
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auto candidate_points = Array {
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current_point.moved_left(1),
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current_point.moved_right(1),
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current_point.moved_up(1),
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current_point.moved_down(1)
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};
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for (auto candidate_point : candidate_points) {
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if (cell(candidate_point.y(), candidate_point.x()).is_error())
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continue;
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if (!visited_board[candidate_point.y()][candidate_point.x()] && cell(candidate_point.y(), candidate_point.x()).release_value() == (only_calculate_flooded_area ? get_current_color() : get_previous_color())) {
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++painted;
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points_to_visit.enqueue(candidate_point);
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visited_board[candidate_point.y()][candidate_point.x()] = true;
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if (!only_calculate_flooded_area)
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set_cell(candidate_point.y(), candidate_point.x(), get_current_color());
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}
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}
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}
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return painted;
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}
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