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2048: Encapsulate away Board's inner workings

This change brings all the board twiddling code into the Board proper to
enable sliding animations further down the line.
This commit is contained in:
Dmitrii Ubskii 2021-06-11 18:21:16 +03:00 committed by Andreas Kling
parent 9ce5ce3560
commit 8a8c2572b1
3 changed files with 117 additions and 96 deletions

View file

@ -35,7 +35,7 @@ void BoardView::set_board(Game::Board const* board)
return;
}
bool must_resize = !m_board || m_board->tiles.size() != board->tiles.size();
bool must_resize = !m_board || m_board->tiles().size() != board->tiles().size();
m_board = board;
@ -70,16 +70,16 @@ size_t BoardView::rows() const
{
if (!m_board)
return 0;
return m_board->tiles.size();
return m_board->tiles().size();
}
size_t BoardView::columns() const
{
if (!m_board)
return 0;
if (m_board->tiles.is_empty())
if (m_board->tiles().is_empty())
return 0;
return m_board->tiles[0].size();
return m_board->tiles()[0].size();
}
void BoardView::resize_event(GUI::ResizeEvent&)
@ -190,7 +190,7 @@ void BoardView::paint_event(GUI::PaintEvent& event)
painter.fill_rect(rect(), background_color);
return;
}
auto& tiles = m_board->tiles;
auto& tiles = m_board->tiles();
Gfx::IntRect field_rect {
0,
@ -208,7 +208,7 @@ void BoardView::paint_event(GUI::PaintEvent& event)
field_rect.y() + m_padding + (m_cell_size + m_padding) * row + m_cell_size / 2,
};
auto tile_size = Gfx::IntSize { m_cell_size, m_cell_size };
if (pop_in_animation_frame < animation_duration && Game::Board::Position { row, column } == m_board->last_added_position) {
if (pop_in_animation_frame < animation_duration && Game::Board::Position { row, column } == m_board->last_added_position()) {
float pop_in_size = m_min_cell_size + (m_cell_size - m_min_cell_size) * (pop_in_animation_frame / (float)animation_duration);
tile_size = Gfx::IntSize { pop_in_size, pop_in_size };
}

View file

@ -7,6 +7,7 @@
#include "Game.h"
#include <AK/Array.h>
#include <AK/NumericLimits.h>
#include <AK/ScopeGuard.h>
#include <AK/String.h>
#include <stdlib.h>
@ -21,8 +22,8 @@ Game::Game(size_t grid_size, size_t target_tile, bool evil_ai)
else
m_target_tile = target_tile;
m_board.tiles.resize(grid_size);
for (auto& row : m_board.tiles) {
m_board.m_tiles.resize(grid_size);
for (auto& row : m_board.m_tiles) {
row.ensure_capacity(grid_size);
for (size_t i = 0; i < grid_size; i++)
row.append(0);
@ -39,93 +40,84 @@ void Game::add_random_tile()
do {
row = rand() % m_grid_size;
column = rand() % m_grid_size;
} while (m_board.tiles[row][column] != 0);
} while (m_board.m_tiles[row][column] != 0);
size_t value = rand() < RAND_MAX * 0.9 ? 2 : 4;
m_board.add_tile(row, column, value);
}
static Game::Board::Tiles transpose(Game::Board::Tiles const& tiles)
void Game::Board::transpose()
{
Game::Board::Tiles new_tiles;
auto result_row_count = tiles[0].size();
auto result_column_count = tiles.size();
new_tiles.resize(result_row_count);
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 : tiles) {
row.append(entry[i]);
}
for (size_t i = 1; i < m_tiles.size(); ++i) {
for (size_t j = 0; j < i; j++)
swap(m_tiles[i][j], m_tiles[j][i]);
}
return new_tiles;
}
static Game::Board::Tiles reverse(Game::Board::Tiles const& tiles)
void Game::Board::reverse()
{
auto new_tiles = tiles;
for (auto& row : new_tiles) {
for (auto& row : m_tiles) {
for (size_t i = 0; i < row.size() / 2; ++i)
swap(row[i], row[row.size() - i - 1]);
}
return new_tiles;
}
static Game::Board::Row slide_row(Game::Board::Row const& row, size_t& successful_merge_score)
size_t Game::Board::slide_row(size_t row_index)
{
if (row.size() < 2)
return row;
Game::Board::Row& row = m_tiles[row_index];
size_t successful_merge_score = 0;
auto x = row[0];
auto y = row[1];
auto next_nonempty = [&](size_t start_index) {
size_t next = start_index;
for (; next < row.size(); next++) {
if (row[next] != 0)
break;
}
return next;
};
auto result = row;
result.take_first();
size_t current_index = 0;
if (x == 0) {
result = slide_row(result, successful_merge_score);
result.append(0);
return result;
size_t first = next_nonempty(0);
if (first == row.size()) // empty row
return 0;
while (first < row.size()) {
auto second = next_nonempty(first + 1);
if (second == row.size() || row[first] != row[second]) {
row[current_index] = row[first];
current_index++;
first = second;
} else {
VERIFY(row[first] == row[second]);
row[current_index] = 2 * row[first];
current_index++;
successful_merge_score += 2 * row[first];
first = next_nonempty(second + 1);
}
}
if (y == 0) {
result[0] = x;
result = slide_row(result, successful_merge_score);
result.append(0);
return result;
}
for (; current_index < row.size(); current_index++)
row[current_index] = 0;
if (x == y) {
result.take_first();
result = slide_row(result, successful_merge_score);
result.append(0);
result.prepend(x + x);
successful_merge_score += x * 2;
return result;
}
result = slide_row(result, successful_merge_score);
result.prepend(x);
return result;
return successful_merge_score;
}
static Game::Board::Tiles slide_left(Game::Board::Tiles const& tiles, size_t& successful_merge_score)
size_t Game::Board::slide_left()
{
Game::Board::Tiles new_tiles;
for (auto& row : tiles)
new_tiles.append(slide_row(row, successful_merge_score));
size_t successful_merge_score = 0;
return new_tiles;
for (size_t row_index = 0; row_index < m_tiles.size(); row_index++)
successful_merge_score += slide_row(row_index);
return successful_merge_score;
}
static bool is_complete(Game::Board const& board, size_t target)
{
for (auto& row : board.tiles) {
for (auto& row : board.tiles()) {
if (row.contains_slow(target))
return true;
}
@ -147,17 +139,19 @@ static bool has_no_neighbors(Span<u32 const> const& row)
return has_no_neighbors(row.slice(1, row.size() - 1));
};
static bool is_stalled(Game::Board const& board)
bool Game::Board::is_stalled()
{
static auto stalled = [](auto& row) {
return !row.contains_slow(0) && has_no_neighbors(row.span());
};
for (auto& row : board.tiles)
for (auto& row : m_tiles)
if (!stalled(row))
return false;
for (auto& row : transpose(board.tiles))
transpose();
auto scope_guard = ScopeGuard([&]() { transpose(); });
for (auto& row : m_tiles)
if (!stalled(row))
return false;
@ -167,53 +161,61 @@ 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.tiles) {
for (auto& row : board.tiles()) {
for (auto& cell : row)
accumulator += cell == 0;
}
return accumulator;
}
bool Game::slide_tiles(Direction direction)
Game::Board::SlideResult Game::Board::slide_tiles(Direction direction)
{
size_t successful_merge_score = 0;
Game::Board::Tiles new_tiles;
Tiles new_tiles;
switch (direction) {
case Direction::Left:
new_tiles = slide_left(m_board.tiles, successful_merge_score);
successful_merge_score = slide_left();
break;
case Direction::Right:
new_tiles = reverse(slide_left(reverse(m_board.tiles), successful_merge_score));
reverse();
successful_merge_score = slide_left();
reverse();
break;
case Direction::Up:
new_tiles = transpose(slide_left(transpose(m_board.tiles), successful_merge_score));
transpose();
successful_merge_score = slide_left();
transpose();
break;
case Direction::Down:
new_tiles = transpose(reverse(slide_left(reverse(transpose(m_board.tiles)), successful_merge_score)));
transpose();
reverse();
successful_merge_score = slide_left();
reverse();
transpose();
break;
}
bool moved = new_tiles != m_board.tiles;
if (moved) {
m_board.tiles = new_tiles;
m_score += successful_merge_score;
}
bool moved = new_tiles != m_tiles;
return moved;
return { moved, successful_merge_score };
}
Game::MoveOutcome Game::attempt_move(Direction direction)
{
bool moved = slide_tiles(direction);
auto [moved, successful_merge_score] = m_board.slide_tiles(direction);
if (moved) {
m_turns++;
m_score += successful_merge_score;
add_tile();
}
if (is_complete(m_board, m_target_tile))
return MoveOutcome::Won;
if (is_stalled(m_board))
if (m_board.is_stalled())
return MoveOutcome::GameOver;
if (moved)
return MoveOutcome::OK;
@ -231,14 +233,14 @@ 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.tiles[row][column] != 0)
if (m_board.m_tiles[row][column] != 0)
continue;
for (u32 value : Array { 2, 4 }) {
Game saved_state = *this;
saved_state.m_board.tiles[row][column] = value;
saved_state.m_board.m_tiles[row][column] = value;
if (is_stalled(saved_state.board())) {
if (saved_state.m_board.is_stalled()) {
// We can stall the board now, instant game over.
worst_row = row;
worst_column = column;
@ -253,11 +255,11 @@ void Game::add_evil_tile()
size_t best_score = 0;
for (auto direction : Array { Direction::Down, Direction::Left, Direction::Right, Direction::Up }) {
Game moved_state = saved_state;
bool moved = moved_state.slide_tiles(direction);
auto [moved, score_delta] = moved_state.m_board.slide_tiles(direction);
if (!moved) // invalid move
continue;
best_outcome = max(best_outcome, get_number_of_free_cells(moved_state.board()));
best_score = max(best_score, moved_state.score());
best_score = max(best_score, score_delta);
}
// We already know a worse cell placement; discard.
@ -285,7 +287,7 @@ found_worst_tile:
u32 Game::largest_tile() const
{
u32 tile = 0;
for (auto& row : m_board.tiles) {
for (auto& row : m_board.m_tiles) {
for (auto& cell : row)
tile = max(tile, cell);
}

View file

@ -35,11 +35,14 @@ public:
u32 target_tile() const { return m_target_tile; }
u32 largest_tile() const;
struct Board {
class Board {
public:
using Row = Vector<u32>;
using Tiles = Vector<Row>;
Tiles tiles;
Tiles const& tiles() const { return m_tiles; }
bool is_stalled();
struct Position {
size_t row;
@ -53,11 +56,29 @@ public:
void add_tile(size_t row, size_t column, u32 value)
{
tiles[row][column] = value;
last_added_position = Position { row, column };
m_tiles[row][column] = value;
m_last_added_position = Position { row, column };
}
Position const& last_added_position() const { return m_last_added_position; }
Position last_added_position { 0, 0 };
struct SlideResult {
bool has_moved;
size_t score_delta;
};
SlideResult slide_tiles(Direction);
private:
void reverse();
void transpose();
size_t slide_row(size_t row_index);
size_t slide_left();
friend Game;
Tiles m_tiles;
Position m_last_added_position { 0, 0 };
};
Board const& board() const { return m_board; }
@ -71,8 +92,6 @@ public:
}
private:
bool slide_tiles(Direction);
void add_tile()
{
if (m_evil_ai)