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author | Dmitrii Ubskii <ubskydm@gmail.com> | 2021-05-16 19:17:01 +0300 |
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committer | Linus Groh <mail@linusgroh.de> | 2021-05-18 08:51:56 +0100 |
commit | 94569e52f561eaa7fe4cb9f570792e063eb6922a (patch) | |
tree | 718dc392406ed26d5dafb5dc710d3bdfed01086b /Userland/Games/2048/Game.cpp | |
parent | a93d0fe8c27f0b03f9bd3243974edd7f248c3f27 (diff) | |
download | serenity-94569e52f561eaa7fe4cb9f570792e063eb6922a.zip |
2048: Minimize player score when selecting worst tile
Maximizing the board population still takes priority, but if there are
tile generator "moves" that result in equivalent board population after
a player move, the one with the lowest score is selected.
Diffstat (limited to 'Userland/Games/2048/Game.cpp')
-rw-r--r-- | Userland/Games/2048/Game.cpp | 25 |
1 files changed, 18 insertions, 7 deletions
diff --git a/Userland/Games/2048/Game.cpp b/Userland/Games/2048/Game.cpp index ac68441930..f5753d9b59 100644 --- a/Userland/Games/2048/Game.cpp +++ b/Userland/Games/2048/Game.cpp @@ -227,6 +227,7 @@ void Game::add_evil_tile() u32 worst_value = 2; size_t most_free_cells = NumericLimits<size_t>::max(); + size_t worst_score = NumericLimits<size_t>::max(); for (size_t row = 0; row < m_grid_size; row++) { for (size_t column = 0; column < m_grid_size; column++) { @@ -246,24 +247,34 @@ void Game::add_evil_tile() goto found_worst_tile; } - // This is the best outcome the player can achieve in one move. + // These are the best outcome and score the player can achieve in one move. // We want this to be as low as possible. size_t best_outcome = 0; + size_t best_score = 0; for (auto direction : Array { Direction::Down, Direction::Left, Direction::Right, Direction::Up }) { Game moved_state = saved_state; bool moved = moved_state.slide_tiles(direction); if (!moved) // invalid move continue; best_outcome = max(best_outcome, get_number_of_free_cells(moved_state.board())); + best_score = max(best_score, moved_state.score()); } - if (best_outcome < most_free_cells) { - worst_row = row; - worst_column = column; - worst_value = value; + // We already know a worse cell placement; discard. + if (best_outcome > most_free_cells) + continue; - most_free_cells = best_outcome; - } + // This tile is the same as the worst we know in terms of board population, + // but the player can achieve the same or better score; discard. + if (best_outcome == most_free_cells && best_score >= worst_score) + continue; + + worst_row = row; + worst_column = column; + worst_value = value; + + most_free_cells = best_outcome; + worst_score = best_score; } } } |