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serenity/Userland/Games/2048/Game.h
Dmitrii Ubskii a93d0fe8c2 2048: Evil AI logic: select new tile in the worst position
Not very smart: the worst position is defined such that after the
player's next move the fewest tiles remain empty.
2021-05-18 08:51:56 +01:00

72 lines
1.3 KiB
C++

/*
* Copyright (c) 2020, the SerenityOS developers.
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include <AK/Vector.h>
class Game final {
public:
Game(size_t grid_size, size_t target_tile, bool evil_ai);
Game(const Game&) = default;
Game& operator=(const Game&) = default;
enum class MoveOutcome {
OK,
InvalidMove,
GameOver,
Won,
};
enum class Direction {
Up,
Down,
Left,
Right,
};
MoveOutcome attempt_move(Direction);
size_t score() const { return m_score; }
size_t turns() const { return m_turns; }
u32 target_tile() const { return m_target_tile; }
u32 largest_tile() const;
using Board = Vector<Vector<u32>>;
const Board& board() const { return m_board; }
static size_t max_power_for_board(size_t size)
{
if (size >= 6)
return 31;
return size * size + 1;
}
private:
bool slide_tiles(Direction);
void add_tile()
{
if (m_evil_ai)
add_evil_tile();
else
add_random_tile();
}
void add_random_tile();
void add_evil_tile();
size_t m_grid_size { 0 };
u32 m_target_tile { 0 };
bool m_evil_ai { false };
Board m_board;
size_t m_score { 0 };
size_t m_turns { 0 };
};