mirror of
https://github.com/RGBCube/serenity
synced 2025-07-25 22:57:44 +00:00
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:
parent
9ce5ce3560
commit
8a8c2572b1
3 changed files with 117 additions and 96 deletions
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@ -35,7 +35,7 @@ void BoardView::set_board(Game::Board const* board)
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return;
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}
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bool must_resize = !m_board || m_board->tiles.size() != board->tiles.size();
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bool must_resize = !m_board || m_board->tiles().size() != board->tiles().size();
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m_board = board;
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@ -70,16 +70,16 @@ size_t BoardView::rows() const
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{
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if (!m_board)
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return 0;
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return m_board->tiles.size();
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return m_board->tiles().size();
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}
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size_t BoardView::columns() const
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{
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if (!m_board)
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return 0;
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if (m_board->tiles.is_empty())
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if (m_board->tiles().is_empty())
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return 0;
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return m_board->tiles[0].size();
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return m_board->tiles()[0].size();
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}
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void BoardView::resize_event(GUI::ResizeEvent&)
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@ -190,7 +190,7 @@ void BoardView::paint_event(GUI::PaintEvent& event)
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painter.fill_rect(rect(), background_color);
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return;
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}
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auto& tiles = m_board->tiles;
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auto& tiles = m_board->tiles();
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Gfx::IntRect field_rect {
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0,
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@ -208,7 +208,7 @@ void BoardView::paint_event(GUI::PaintEvent& event)
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field_rect.y() + m_padding + (m_cell_size + m_padding) * row + m_cell_size / 2,
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};
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auto tile_size = Gfx::IntSize { m_cell_size, m_cell_size };
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if (pop_in_animation_frame < animation_duration && Game::Board::Position { row, column } == m_board->last_added_position) {
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if (pop_in_animation_frame < animation_duration && Game::Board::Position { row, column } == m_board->last_added_position()) {
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float pop_in_size = m_min_cell_size + (m_cell_size - m_min_cell_size) * (pop_in_animation_frame / (float)animation_duration);
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tile_size = Gfx::IntSize { pop_in_size, pop_in_size };
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}
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@ -7,6 +7,7 @@
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#include "Game.h"
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#include <AK/Array.h>
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#include <AK/NumericLimits.h>
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#include <AK/ScopeGuard.h>
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#include <AK/String.h>
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#include <stdlib.h>
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@ -21,8 +22,8 @@ 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.tiles.resize(grid_size);
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for (auto& row : m_board.tiles) {
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m_board.m_tiles.resize(grid_size);
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for (auto& row : m_board.m_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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@ -39,93 +40,84 @@ 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.tiles[row][column] != 0);
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} while (m_board.m_tiles[row][column] != 0);
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size_t value = rand() < RAND_MAX * 0.9 ? 2 : 4;
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m_board.add_tile(row, column, value);
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}
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static Game::Board::Tiles transpose(Game::Board::Tiles const& tiles)
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void Game::Board::transpose()
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{
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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_tiles.resize(result_row_count);
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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 : tiles) {
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row.append(entry[i]);
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}
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for (size_t i = 1; i < m_tiles.size(); ++i) {
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for (size_t j = 0; j < i; j++)
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swap(m_tiles[i][j], m_tiles[j][i]);
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}
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return new_tiles;
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}
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static Game::Board::Tiles reverse(Game::Board::Tiles const& tiles)
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void Game::Board::reverse()
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{
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auto new_tiles = tiles;
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for (auto& row : new_tiles) {
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for (auto& row : m_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_tiles;
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}
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static Game::Board::Row slide_row(Game::Board::Row const& row, size_t& successful_merge_score)
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size_t Game::Board::slide_row(size_t row_index)
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{
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if (row.size() < 2)
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return row;
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Game::Board::Row& row = m_tiles[row_index];
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size_t successful_merge_score = 0;
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auto x = row[0];
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auto y = row[1];
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auto next_nonempty = [&](size_t start_index) {
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size_t next = start_index;
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for (; next < row.size(); next++) {
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if (row[next] != 0)
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break;
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}
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return next;
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};
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auto result = row;
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result.take_first();
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size_t current_index = 0;
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if (x == 0) {
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result = slide_row(result, successful_merge_score);
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result.append(0);
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return result;
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size_t first = next_nonempty(0);
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if (first == row.size()) // empty row
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return 0;
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while (first < row.size()) {
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auto second = next_nonempty(first + 1);
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if (second == row.size() || row[first] != row[second]) {
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row[current_index] = row[first];
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current_index++;
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first = second;
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} else {
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VERIFY(row[first] == row[second]);
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row[current_index] = 2 * row[first];
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current_index++;
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successful_merge_score += 2 * row[first];
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first = next_nonempty(second + 1);
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}
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}
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if (y == 0) {
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result[0] = x;
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result = slide_row(result, successful_merge_score);
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result.append(0);
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return result;
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}
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for (; current_index < row.size(); current_index++)
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row[current_index] = 0;
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if (x == y) {
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result.take_first();
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result = slide_row(result, successful_merge_score);
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result.append(0);
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result.prepend(x + x);
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successful_merge_score += x * 2;
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return result;
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}
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result = slide_row(result, successful_merge_score);
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result.prepend(x);
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return result;
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return successful_merge_score;
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}
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static Game::Board::Tiles slide_left(Game::Board::Tiles const& tiles, size_t& successful_merge_score)
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size_t Game::Board::slide_left()
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{
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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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size_t successful_merge_score = 0;
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return new_tiles;
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for (size_t row_index = 0; row_index < m_tiles.size(); row_index++)
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successful_merge_score += slide_row(row_index);
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return successful_merge_score;
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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.tiles) {
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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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@ -147,17 +139,19 @@ static bool has_no_neighbors(Span<u32 const> const& row)
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return has_no_neighbors(row.slice(1, row.size() - 1));
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};
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static bool is_stalled(Game::Board const& board)
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bool Game::Board::is_stalled()
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{
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static auto stalled = [](auto& row) {
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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.tiles)
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for (auto& row : m_tiles)
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if (!stalled(row))
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return false;
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for (auto& row : transpose(board.tiles))
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transpose();
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auto scope_guard = ScopeGuard([&]() { transpose(); });
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for (auto& row : m_tiles)
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if (!stalled(row))
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return false;
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@ -167,53 +161,61 @@ 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.tiles) {
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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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return accumulator;
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}
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bool Game::slide_tiles(Direction direction)
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Game::Board::SlideResult Game::Board::slide_tiles(Direction direction)
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{
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size_t successful_merge_score = 0;
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Game::Board::Tiles new_tiles;
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Tiles new_tiles;
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switch (direction) {
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case Direction::Left:
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new_tiles = slide_left(m_board.tiles, successful_merge_score);
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successful_merge_score = slide_left();
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break;
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case Direction::Right:
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new_tiles = reverse(slide_left(reverse(m_board.tiles), successful_merge_score));
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reverse();
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successful_merge_score = slide_left();
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reverse();
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break;
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case Direction::Up:
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new_tiles = transpose(slide_left(transpose(m_board.tiles), successful_merge_score));
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transpose();
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successful_merge_score = slide_left();
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transpose();
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break;
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case Direction::Down:
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new_tiles = transpose(reverse(slide_left(reverse(transpose(m_board.tiles)), successful_merge_score)));
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transpose();
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reverse();
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successful_merge_score = slide_left();
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reverse();
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transpose();
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break;
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}
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bool moved = new_tiles != m_board.tiles;
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if (moved) {
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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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bool moved = new_tiles != m_tiles;
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return moved;
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return { moved, successful_merge_score };
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}
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Game::MoveOutcome Game::attempt_move(Direction direction)
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{
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bool moved = slide_tiles(direction);
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auto [moved, successful_merge_score] = m_board.slide_tiles(direction);
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if (moved) {
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m_turns++;
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m_score += successful_merge_score;
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add_tile();
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}
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if (is_complete(m_board, m_target_tile))
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return MoveOutcome::Won;
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if (is_stalled(m_board))
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if (m_board.is_stalled())
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return MoveOutcome::GameOver;
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if (moved)
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return MoveOutcome::OK;
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@ -231,14 +233,14 @@ 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.tiles[row][column] != 0)
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if (m_board.m_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.tiles[row][column] = value;
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saved_state.m_board.m_tiles[row][column] = value;
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if (is_stalled(saved_state.board())) {
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if (saved_state.m_board.is_stalled()) {
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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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@ -253,11 +255,11 @@ void Game::add_evil_tile()
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size_t best_score = 0;
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for (auto direction : Array { Direction::Down, Direction::Left, Direction::Right, Direction::Up }) {
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Game moved_state = saved_state;
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bool moved = moved_state.slide_tiles(direction);
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auto [moved, score_delta] = moved_state.m_board.slide_tiles(direction);
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if (!moved) // invalid move
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continue;
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best_outcome = max(best_outcome, get_number_of_free_cells(moved_state.board()));
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best_score = max(best_score, moved_state.score());
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best_score = max(best_score, score_delta);
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}
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// We already know a worse cell placement; discard.
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@ -285,7 +287,7 @@ found_worst_tile:
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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 : m_board.tiles) {
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for (auto& row : m_board.m_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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@ -35,11 +35,14 @@ public:
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u32 target_tile() const { return m_target_tile; }
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u32 largest_tile() const;
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struct Board {
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class Board {
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public:
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using Row = Vector<u32>;
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using Tiles = Vector<Row>;
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Tiles tiles;
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Tiles const& tiles() const { return m_tiles; }
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bool is_stalled();
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struct Position {
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size_t row;
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@ -53,11 +56,29 @@ public:
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void add_tile(size_t row, size_t column, u32 value)
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{
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tiles[row][column] = value;
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last_added_position = Position { row, column };
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m_tiles[row][column] = value;
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m_last_added_position = Position { row, column };
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}
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Position const& last_added_position() const { return m_last_added_position; }
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Position last_added_position { 0, 0 };
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struct SlideResult {
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bool has_moved;
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size_t score_delta;
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};
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SlideResult slide_tiles(Direction);
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private:
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void reverse();
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void transpose();
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size_t slide_row(size_t row_index);
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size_t slide_left();
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friend Game;
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Tiles m_tiles;
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Position m_last_added_position { 0, 0 };
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};
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Board const& board() const { return m_board; }
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@ -71,8 +92,6 @@ public:
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}
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private:
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bool slide_tiles(Direction);
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void add_tile()
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{
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if (m_evil_ai)
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