mirror of
https://github.com/RGBCube/serenity
synced 2025-05-14 08:54:58 +00:00

The pattern to construct `Application` was to use the `try_create` method from the `C_OBJECT` macro. While being safe from an OOM perspective, this method doesn't propagate errors from the constructor. This patch make `Application` use the `C_OBJECT_ABSTRACT` and manually define a `create` method that can bubble up errors from the construction stage. This commit also removes the ability to use `argc` and `argv` to create an `Application`, only `Main`'s `Arguments` can be used. From a user point of view, the patch renames `try_create` => `create`, hence the huge number of modified files.
198 lines
7.8 KiB
C++
198 lines
7.8 KiB
C++
/*
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* Copyright (c) 2022, 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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#include "BoardWidget.h"
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#include "SettingsDialog.h"
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#include <AK/URL.h>
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#include <Games/Flood/FloodWindowGML.h>
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#include <LibConfig/Client.h>
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#include <LibCore/System.h>
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#include <LibDesktop/Launcher.h>
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#include <LibGUI/Action.h>
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#include <LibGUI/Application.h>
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#include <LibGUI/BoxLayout.h>
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#include <LibGUI/Icon.h>
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#include <LibGUI/MessageBox.h>
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#include <LibGUI/Statusbar.h>
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#include <LibGUI/Window.h>
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#include <LibGfx/Painter.h>
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#include <LibMain/Main.h>
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// FIXME: Improve this AI.
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// Currently, this AI always chooses a move that gets the most cells flooded immediately.
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// This far from being able to generate an optimal solution, and is something that needs to be improved
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// if a user-facing auto-solver is implemented or a harder difficulty is wanted.
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// A fairly simple way to improve this would be to test deeper moves and then choose the most efficient sequence.
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static int get_number_of_moves_from_ai(Board const& board)
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{
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Board ai_board { board };
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auto const color_scheme = ai_board.get_color_scheme();
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ai_board.set_current_value(ai_board.cell(0, 0));
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int moves { 0 };
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while (!ai_board.is_flooded()) {
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++moves;
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int most_painted = 0;
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int best_value = ai_board.cell(0, 0);
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for (size_t i = 0; i < color_scheme.size(); ++i) {
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Board test_board { ai_board };
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test_board.set_current_value(i);
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// The first update applies the current value, and the second update is done to obtain the new area.
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test_board.update_values();
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int new_area = test_board.update_values(true);
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if (new_area > most_painted) {
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most_painted = new_area;
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best_value = i;
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}
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}
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ai_board.set_current_value(best_value);
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ai_board.update_values();
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}
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return moves;
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}
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ErrorOr<int> serenity_main(Main::Arguments arguments)
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{
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TRY(Core::System::pledge("stdio rpath recvfd sendfd unix"));
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auto app = TRY(GUI::Application::create(arguments));
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auto app_icon = TRY(GUI::Icon::try_create_default_icon("app-flood"sv));
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auto window = TRY(GUI::Window::try_create());
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Config::pledge_domain("Flood");
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TRY(Desktop::Launcher::add_allowed_handler_with_only_specific_urls("/bin/Help", { URL::create_with_file_scheme("/usr/share/man/man6/Flood.md") }));
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TRY(Desktop::Launcher::seal_allowlist());
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TRY(Core::System::pledge("stdio rpath recvfd sendfd"));
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TRY(Core::System::unveil("/tmp/session/%sid/portal/launch", "rw"));
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TRY(Core::System::unveil("/res", "r"));
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TRY(Core::System::unveil(nullptr, nullptr));
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size_t board_rows = Config::read_i32("Flood"sv, ""sv, "board_rows"sv, 16);
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size_t board_columns = Config::read_i32("Flood"sv, ""sv, "board_columns"sv, 16);
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Config::write_i32("Flood"sv, ""sv, "board_rows"sv, board_rows);
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Config::write_i32("Flood"sv, ""sv, "board_columns"sv, board_columns);
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window->set_double_buffering_enabled(false);
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window->set_title("Flood");
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window->resize(304, 325);
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auto main_widget = TRY(window->set_main_widget<GUI::Widget>());
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TRY(main_widget->load_from_gml(flood_window_gml));
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auto board_widget = TRY(main_widget->find_descendant_of_type_named<GUI::Widget>("board_widget_container")->try_add<BoardWidget>(board_rows, board_columns));
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board_widget->board()->randomize();
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int ai_moves = get_number_of_moves_from_ai(*board_widget->board());
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int moves_made = 0;
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auto statusbar = main_widget->find_descendant_of_type_named<GUI::Statusbar>("statusbar");
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app->on_action_enter = [&](GUI::Action& action) {
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auto text = action.status_tip();
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if (text.is_empty())
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text = Gfx::parse_ampersand_string(action.text());
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statusbar->set_override_text(move(text));
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};
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app->on_action_leave = [&](GUI::Action&) {
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statusbar->set_override_text({});
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};
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auto update = [&]() {
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board_widget->update();
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statusbar->set_text(DeprecatedString::formatted("Moves remaining: {}", ai_moves - moves_made));
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};
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update();
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auto change_settings = [&] {
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auto settings_dialog = SettingsDialog::construct(window, board_rows, board_columns);
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if (settings_dialog->exec() != GUI::Dialog::ExecResult::OK)
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return;
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board_rows = settings_dialog->board_rows();
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board_columns = settings_dialog->board_columns();
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Config::write_i32("Flood"sv, ""sv, "board_rows"sv, board_rows);
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Config::write_i32("Flood"sv, ""sv, "board_columns"sv, board_columns);
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GUI::MessageBox::show(settings_dialog, "New settings have been saved and will be applied on a new game"sv, "Settings Changed Successfully"sv, GUI::MessageBox::Type::Information);
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};
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auto start_a_new_game = [&] {
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board_widget->resize_board(board_rows, board_columns);
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board_widget->board()->reset();
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board_widget->board()->randomize();
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ai_moves = get_number_of_moves_from_ai(*board_widget->board());
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moves_made = 0;
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update();
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window->update();
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};
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board_widget->on_move = [&](Board::RowAndColumn row_and_column) {
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auto const [row, column] = row_and_column;
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board_widget->board()->set_current_value(board_widget->board()->cell(row, column));
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if (board_widget->board()->get_previous_value() != board_widget->board()->get_current_value()) {
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++moves_made;
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board_widget->board()->update_values();
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update();
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if (board_widget->board()->is_flooded()) {
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DeprecatedString dialog_text("You have tied with the AI."sv);
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auto dialog_title("Congratulations!"sv);
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if (ai_moves - moves_made == 1)
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dialog_text = "You defeated the AI by 1 move."sv;
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else if (ai_moves - moves_made > 1)
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dialog_text = DeprecatedString::formatted("You defeated the AI by {} moves.", ai_moves - moves_made);
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else
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dialog_title = "Game over!"sv;
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GUI::MessageBox::show(window,
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dialog_text,
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dialog_title,
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GUI::MessageBox::Type::Information,
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GUI::MessageBox::InputType::OK);
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start_a_new_game();
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} else if (moves_made == ai_moves) {
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GUI::MessageBox::show(window,
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StringView("You have no more moves left."sv),
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"You lost!"sv,
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GUI::MessageBox::Type::Information,
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GUI::MessageBox::InputType::OK);
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start_a_new_game();
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}
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}
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};
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auto game_menu = TRY(window->try_add_menu("&Game"_short_string));
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TRY(game_menu->try_add_action(GUI::Action::create("&New Game", { Mod_None, Key_F2 }, TRY(Gfx::Bitmap::load_from_file("/res/icons/16x16/reload.png"sv)), [&](auto&) {
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start_a_new_game();
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})));
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TRY(game_menu->try_add_separator());
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TRY(game_menu->try_add_action(GUI::Action::create("&Settings", TRY(Gfx::Bitmap::load_from_file("/res/icons/16x16/settings.png"sv)), [&](auto&) {
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change_settings();
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})));
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TRY(game_menu->try_add_separator());
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TRY(game_menu->try_add_action(GUI::CommonActions::make_quit_action([](auto&) {
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GUI::Application::the()->quit();
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})));
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auto help_menu = TRY(window->try_add_menu("&Help"_short_string));
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TRY(help_menu->try_add_action(GUI::CommonActions::make_command_palette_action(window)));
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TRY(help_menu->try_add_action(GUI::CommonActions::make_help_action([](auto&) {
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Desktop::Launcher::open(URL::create_with_file_scheme("/usr/share/man/man6/Flood.md"), "/bin/Help");
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})));
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TRY(help_menu->try_add_action(GUI::CommonActions::make_about_action("Flood", app_icon, window)));
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window->show();
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window->set_icon(app_icon.bitmap_for_size(16));
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return app->exec();
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}
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