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serenity/Userland/Games/Flood/main.cpp
Lucas CHOLLET 1a97382305 LibGUI: Make Application's construction fallible
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.
2023-05-05 16:41:21 +01:00

198 lines
7.8 KiB
C++

/*
* Copyright (c) 2022, the SerenityOS developers.
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include "BoardWidget.h"
#include "SettingsDialog.h"
#include <AK/URL.h>
#include <Games/Flood/FloodWindowGML.h>
#include <LibConfig/Client.h>
#include <LibCore/System.h>
#include <LibDesktop/Launcher.h>
#include <LibGUI/Action.h>
#include <LibGUI/Application.h>
#include <LibGUI/BoxLayout.h>
#include <LibGUI/Icon.h>
#include <LibGUI/MessageBox.h>
#include <LibGUI/Statusbar.h>
#include <LibGUI/Window.h>
#include <LibGfx/Painter.h>
#include <LibMain/Main.h>
// FIXME: Improve this AI.
// Currently, this AI always chooses a move that gets the most cells flooded immediately.
// This far from being able to generate an optimal solution, and is something that needs to be improved
// if a user-facing auto-solver is implemented or a harder difficulty is wanted.
// A fairly simple way to improve this would be to test deeper moves and then choose the most efficient sequence.
static int get_number_of_moves_from_ai(Board const& board)
{
Board ai_board { board };
auto const color_scheme = ai_board.get_color_scheme();
ai_board.set_current_value(ai_board.cell(0, 0));
int moves { 0 };
while (!ai_board.is_flooded()) {
++moves;
int most_painted = 0;
int best_value = ai_board.cell(0, 0);
for (size_t i = 0; i < color_scheme.size(); ++i) {
Board test_board { ai_board };
test_board.set_current_value(i);
// The first update applies the current value, and the second update is done to obtain the new area.
test_board.update_values();
int new_area = test_board.update_values(true);
if (new_area > most_painted) {
most_painted = new_area;
best_value = i;
}
}
ai_board.set_current_value(best_value);
ai_board.update_values();
}
return moves;
}
ErrorOr<int> serenity_main(Main::Arguments arguments)
{
TRY(Core::System::pledge("stdio rpath recvfd sendfd unix"));
auto app = TRY(GUI::Application::create(arguments));
auto app_icon = TRY(GUI::Icon::try_create_default_icon("app-flood"sv));
auto window = TRY(GUI::Window::try_create());
Config::pledge_domain("Flood");
TRY(Desktop::Launcher::add_allowed_handler_with_only_specific_urls("/bin/Help", { URL::create_with_file_scheme("/usr/share/man/man6/Flood.md") }));
TRY(Desktop::Launcher::seal_allowlist());
TRY(Core::System::pledge("stdio rpath recvfd sendfd"));
TRY(Core::System::unveil("/tmp/session/%sid/portal/launch", "rw"));
TRY(Core::System::unveil("/res", "r"));
TRY(Core::System::unveil(nullptr, nullptr));
size_t board_rows = Config::read_i32("Flood"sv, ""sv, "board_rows"sv, 16);
size_t board_columns = Config::read_i32("Flood"sv, ""sv, "board_columns"sv, 16);
Config::write_i32("Flood"sv, ""sv, "board_rows"sv, board_rows);
Config::write_i32("Flood"sv, ""sv, "board_columns"sv, board_columns);
window->set_double_buffering_enabled(false);
window->set_title("Flood");
window->resize(304, 325);
auto main_widget = TRY(window->set_main_widget<GUI::Widget>());
TRY(main_widget->load_from_gml(flood_window_gml));
auto board_widget = TRY(main_widget->find_descendant_of_type_named<GUI::Widget>("board_widget_container")->try_add<BoardWidget>(board_rows, board_columns));
board_widget->board()->randomize();
int ai_moves = get_number_of_moves_from_ai(*board_widget->board());
int moves_made = 0;
auto statusbar = main_widget->find_descendant_of_type_named<GUI::Statusbar>("statusbar");
app->on_action_enter = [&](GUI::Action& action) {
auto text = action.status_tip();
if (text.is_empty())
text = Gfx::parse_ampersand_string(action.text());
statusbar->set_override_text(move(text));
};
app->on_action_leave = [&](GUI::Action&) {
statusbar->set_override_text({});
};
auto update = [&]() {
board_widget->update();
statusbar->set_text(DeprecatedString::formatted("Moves remaining: {}", ai_moves - moves_made));
};
update();
auto change_settings = [&] {
auto settings_dialog = SettingsDialog::construct(window, board_rows, board_columns);
if (settings_dialog->exec() != GUI::Dialog::ExecResult::OK)
return;
board_rows = settings_dialog->board_rows();
board_columns = settings_dialog->board_columns();
Config::write_i32("Flood"sv, ""sv, "board_rows"sv, board_rows);
Config::write_i32("Flood"sv, ""sv, "board_columns"sv, board_columns);
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);
};
auto start_a_new_game = [&] {
board_widget->resize_board(board_rows, board_columns);
board_widget->board()->reset();
board_widget->board()->randomize();
ai_moves = get_number_of_moves_from_ai(*board_widget->board());
moves_made = 0;
update();
window->update();
};
board_widget->on_move = [&](Board::RowAndColumn row_and_column) {
auto const [row, column] = row_and_column;
board_widget->board()->set_current_value(board_widget->board()->cell(row, column));
if (board_widget->board()->get_previous_value() != board_widget->board()->get_current_value()) {
++moves_made;
board_widget->board()->update_values();
update();
if (board_widget->board()->is_flooded()) {
DeprecatedString dialog_text("You have tied with the AI."sv);
auto dialog_title("Congratulations!"sv);
if (ai_moves - moves_made == 1)
dialog_text = "You defeated the AI by 1 move."sv;
else if (ai_moves - moves_made > 1)
dialog_text = DeprecatedString::formatted("You defeated the AI by {} moves.", ai_moves - moves_made);
else
dialog_title = "Game over!"sv;
GUI::MessageBox::show(window,
dialog_text,
dialog_title,
GUI::MessageBox::Type::Information,
GUI::MessageBox::InputType::OK);
start_a_new_game();
} else if (moves_made == ai_moves) {
GUI::MessageBox::show(window,
StringView("You have no more moves left."sv),
"You lost!"sv,
GUI::MessageBox::Type::Information,
GUI::MessageBox::InputType::OK);
start_a_new_game();
}
}
};
auto game_menu = TRY(window->try_add_menu("&Game"_short_string));
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&) {
start_a_new_game();
})));
TRY(game_menu->try_add_separator());
TRY(game_menu->try_add_action(GUI::Action::create("&Settings", TRY(Gfx::Bitmap::load_from_file("/res/icons/16x16/settings.png"sv)), [&](auto&) {
change_settings();
})));
TRY(game_menu->try_add_separator());
TRY(game_menu->try_add_action(GUI::CommonActions::make_quit_action([](auto&) {
GUI::Application::the()->quit();
})));
auto help_menu = TRY(window->try_add_menu("&Help"_short_string));
TRY(help_menu->try_add_action(GUI::CommonActions::make_command_palette_action(window)));
TRY(help_menu->try_add_action(GUI::CommonActions::make_help_action([](auto&) {
Desktop::Launcher::open(URL::create_with_file_scheme("/usr/share/man/man6/Flood.md"), "/bin/Help");
})));
TRY(help_menu->try_add_action(GUI::CommonActions::make_about_action("Flood", app_icon, window)));
window->show();
window->set_icon(app_icon.bitmap_for_size(16));
return app->exec();
}