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313 lines
8.3 KiB
C++
313 lines
8.3 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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#include "Game.h"
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#include <AK/Array.h>
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#include <AK/NumericLimits.h>
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#include <AK/ScopeGuard.h>
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#include <stdlib.h>
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Game::Game(size_t grid_size, size_t target_tile, bool evil_ai)
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: m_grid_size(grid_size)
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, m_evil_ai(evil_ai)
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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.m_tiles.resize(grid_size);
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for (auto& row : m_board.m_tiles) {
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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_tile();
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add_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.m_tiles[row][column] != 0);
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size_t value = rand() < RAND_MAX * 0.9 ? 2 : 4;
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m_board.add_tile(row, column, value);
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}
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void Game::Board::transpose()
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{
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for (size_t i = 1; i < m_tiles.size(); ++i) {
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for (size_t j = 0; j < i; j++)
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swap(m_tiles[i][j], m_tiles[j][i]);
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}
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for (auto& t : m_sliding_tiles) {
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swap(t.row_from, t.column_from);
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swap(t.row_to, t.column_to);
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}
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}
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void Game::Board::reverse()
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{
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for (auto& row : m_tiles) {
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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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auto const row_size = m_tiles[0].size();
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for (auto& t : m_sliding_tiles) {
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t.column_from = row_size - t.column_from - 1;
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t.column_to = row_size - t.column_to - 1;
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}
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}
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size_t Game::Board::slide_row(size_t row_index)
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{
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Game::Board::Row& row = m_tiles[row_index];
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size_t successful_merge_score = 0;
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auto next_nonempty = [&](size_t start_index) {
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size_t next = start_index;
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for (; next < row.size(); next++) {
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if (row[next] != 0)
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break;
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}
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return next;
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};
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size_t current_index = 0;
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size_t first = next_nonempty(0);
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if (first == row.size()) // empty row
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return 0;
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while (first < row.size()) {
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auto second = next_nonempty(first + 1);
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if (second == row.size() || row[first] != row[second]) {
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m_sliding_tiles.append({ row_index, first, row[first], row_index, current_index, row[first] });
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row[current_index] = row[first];
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current_index++;
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first = second;
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} else {
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VERIFY(row[first] == row[second]);
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m_sliding_tiles.append({ row_index, first, row[first], row_index, current_index, 2 * row[first] });
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m_sliding_tiles.append({ row_index, second, row[second], row_index, current_index, 2 * row[first] });
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row[current_index] = 2 * row[first];
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current_index++;
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successful_merge_score += 2 * row[first];
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first = next_nonempty(second + 1);
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}
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}
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for (; current_index < row.size(); current_index++)
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row[current_index] = 0;
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return successful_merge_score;
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}
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size_t Game::Board::slide_left()
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{
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m_sliding_tiles.clear();
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size_t successful_merge_score = 0;
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for (size_t row_index = 0; row_index < m_tiles.size(); row_index++)
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successful_merge_score += slide_row(row_index);
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return successful_merge_score;
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}
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static bool is_complete(Game::Board const& board, size_t target)
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{
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for (auto& row : board.tiles()) {
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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(ReadonlySpan<u32> const& 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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bool Game::Board::is_stalled()
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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 : m_tiles)
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if (!stalled(row))
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return false;
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transpose();
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auto scope_guard = ScopeGuard([&]() { transpose(); });
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for (auto& row : m_tiles)
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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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static size_t get_number_of_free_cells(Game::Board const& board)
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{
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size_t accumulator = 0;
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for (auto& row : board.tiles()) {
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for (auto& cell : row)
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accumulator += cell == 0;
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}
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return accumulator;
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}
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Game::Board::SlideResult Game::Board::slide_tiles(Direction direction)
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{
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size_t successful_merge_score = 0;
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switch (direction) {
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case Direction::Left:
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successful_merge_score = slide_left();
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break;
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case Direction::Right:
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reverse();
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successful_merge_score = slide_left();
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reverse();
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break;
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case Direction::Up:
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transpose();
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successful_merge_score = slide_left();
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transpose();
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break;
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case Direction::Down:
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transpose();
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reverse();
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successful_merge_score = slide_left();
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reverse();
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transpose();
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break;
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}
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bool moved = false;
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for (auto& t : m_sliding_tiles) {
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if (t.row_from != t.row_to || t.column_from != t.column_to)
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moved = true;
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}
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return { moved, successful_merge_score };
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}
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Game::MoveOutcome Game::attempt_move(Direction direction)
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{
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auto [moved, successful_merge_score] = m_board.slide_tiles(direction);
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if (moved) {
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m_turns++;
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m_score += successful_merge_score;
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add_tile();
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}
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if (is_complete(m_board, m_target_tile) && !m_want_to_continue)
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return MoveOutcome::Won;
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if (m_board.is_stalled())
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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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void Game::add_evil_tile()
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{
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size_t worst_row = 0;
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size_t worst_column = 0;
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u32 worst_value = 2;
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size_t most_free_cells = NumericLimits<size_t>::max();
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size_t worst_score = NumericLimits<size_t>::max();
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for (size_t row = 0; row < m_grid_size; row++) {
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for (size_t column = 0; column < m_grid_size; column++) {
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if (m_board.m_tiles[row][column] != 0)
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continue;
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for (u32 value : Array { 2, 4 }) {
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Game saved_state = *this;
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saved_state.m_board.m_tiles[row][column] = value;
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if (saved_state.m_board.is_stalled()) {
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// We can stall the board now, instant game over.
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worst_row = row;
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worst_column = column;
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worst_value = value;
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goto found_worst_tile;
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}
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// These are the best outcome and score the player can achieve in one move.
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// We want this to be as low as possible.
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size_t best_outcome = 0;
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size_t best_score = 0;
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for (auto direction : Array { Direction::Down, Direction::Left, Direction::Right, Direction::Up }) {
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Game moved_state = saved_state;
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auto [moved, score_delta] = moved_state.m_board.slide_tiles(direction);
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if (!moved) // invalid move
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continue;
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best_outcome = max(best_outcome, get_number_of_free_cells(moved_state.board()));
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best_score = max(best_score, score_delta);
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}
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// We already know a worse cell placement; discard.
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if (best_outcome > most_free_cells)
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continue;
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// This tile is the same as the worst we know in terms of board population,
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// but the player can achieve the same or better score; discard.
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if (best_outcome == most_free_cells && best_score >= worst_score)
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continue;
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worst_row = row;
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worst_column = column;
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worst_value = value;
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most_free_cells = best_outcome;
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worst_score = best_score;
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}
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}
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}
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found_worst_tile:
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m_board.add_tile(worst_row, worst_column, worst_value);
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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 : m_board.m_tiles) {
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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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