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https://github.com/RGBCube/serenity
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This adds a "settings" option that allows the user to configure the board size and target tile, and optionally save them to a config file. Closes #3219.
229 lines
6 KiB
C++
229 lines
6 KiB
C++
/*
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* Copyright (c) 2020, the SerenityOS developers.
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* 1. Redistributions of source code must retain the above copyright notice, this
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* list of conditions and the following disclaimer.
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*
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* 2. Redistributions in binary form must reproduce the above copyright notice,
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* this list of conditions and the following disclaimer in the documentation
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* and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
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* FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
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* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
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* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
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* CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
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* OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#include "Game.h"
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#include <AK/String.h>
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#include <stdlib.h>
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Game::Game(size_t grid_size, size_t target_tile)
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: m_grid_size(grid_size)
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{
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if (target_tile == 0)
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m_target_tile = 2048;
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else if ((target_tile & (target_tile - 1)) != 0)
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m_target_tile = 1 << max_power_for_board(grid_size);
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else
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m_target_tile = target_tile;
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m_board.resize(grid_size);
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for (auto& row : m_board) {
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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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}
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add_random_tile();
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add_random_tile();
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}
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void Game::add_random_tile()
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{
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int row;
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int column;
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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[row][column] != 0);
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size_t value = rand() < RAND_MAX * 0.9 ? 2 : 4;
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m_board[row][column] = value;
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}
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static Game::Board transpose(const Game::Board& board)
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{
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Vector<Vector<u32>> new_board;
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auto result_row_count = board[0].size();
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auto result_column_count = board.size();
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new_board.resize(result_row_count);
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for (size_t i = 0; i < board.size(); ++i) {
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auto& row = new_board[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 : board) {
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row.append(entry[i]);
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}
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}
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return new_board;
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}
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static Game::Board reverse(const Game::Board& board)
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{
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auto new_board = board;
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for (auto& row : new_board) {
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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_board;
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}
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static Vector<u32> slide_row(const Vector<u32>& row, size_t& successful_merge_score)
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{
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if (row.size() < 2)
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return row;
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auto x = row[0];
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auto y = row[1];
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auto result = row;
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result.take_first();
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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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}
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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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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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}
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static Game::Board slide_left(const Game::Board& board, size_t& successful_merge_score)
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{
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Vector<Vector<u32>> new_board;
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for (auto& row : board)
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new_board.append(slide_row(row, successful_merge_score));
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return new_board;
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}
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static bool is_complete(const Game::Board& board, size_t target)
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{
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for (auto& row : board) {
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if (row.contains_slow(target))
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return true;
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}
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return false;
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}
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static bool has_no_neighbors(const Span<const u32>& row)
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{
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if (row.size() < 2)
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return true;
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auto x = row[0];
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auto y = row[1];
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if (x == y)
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return false;
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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(const Game::Board& board)
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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)
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if (!stalled(row))
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return false;
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for (auto& row : transpose(board))
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if (!stalled(row))
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return false;
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return true;
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}
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Game::MoveOutcome Game::attempt_move(Direction direction)
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{
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size_t successful_merge_score = 0;
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Board new_board;
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switch (direction) {
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case Direction::Left:
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new_board = slide_left(m_board, successful_merge_score);
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break;
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case Direction::Right:
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new_board = reverse(slide_left(reverse(m_board), successful_merge_score));
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break;
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case Direction::Up:
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new_board = transpose(slide_left(transpose(m_board), successful_merge_score));
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break;
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case Direction::Down:
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new_board = transpose(reverse(slide_left(reverse(transpose(m_board)), successful_merge_score)));
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break;
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}
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bool moved = new_board != m_board;
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if (moved) {
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m_board = new_board;
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m_turns++;
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add_random_tile();
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m_score += successful_merge_score;
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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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return MoveOutcome::GameOver;
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if (moved)
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return MoveOutcome::OK;
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return MoveOutcome::InvalidMove;
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}
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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 : board()) {
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for (auto& cell : row)
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tile = max(tile, cell);
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}
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return tile;
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}
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