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Not very smart: the worst position is defined such that after the player's next move the fewest tiles remain empty.
72 lines
1.3 KiB
C++
72 lines
1.3 KiB
C++
/*
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* Copyright (c) 2020, 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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#pragma once
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#include <AK/Vector.h>
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class Game final {
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public:
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Game(size_t grid_size, size_t target_tile, bool evil_ai);
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Game(const Game&) = default;
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Game& operator=(const Game&) = default;
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enum class MoveOutcome {
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OK,
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InvalidMove,
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GameOver,
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Won,
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};
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enum class Direction {
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Up,
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Down,
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Left,
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Right,
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};
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MoveOutcome attempt_move(Direction);
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size_t score() const { return m_score; }
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size_t turns() const { return m_turns; }
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u32 target_tile() const { return m_target_tile; }
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u32 largest_tile() const;
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using Board = Vector<Vector<u32>>;
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const Board& board() const { return m_board; }
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static size_t max_power_for_board(size_t size)
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{
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if (size >= 6)
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return 31;
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return size * size + 1;
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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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add_evil_tile();
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else
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add_random_tile();
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}
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void add_random_tile();
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void add_evil_tile();
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size_t m_grid_size { 0 };
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u32 m_target_tile { 0 };
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bool m_evil_ai { false };
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Board m_board;
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size_t m_score { 0 };
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size_t m_turns { 0 };
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};
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