/* * Copyright (c) 2020, the SerenityOS developers. * * SPDX-License-Identifier: BSD-2-Clause */ #include "Game.h" #include #include #include #include #include Game::Game(size_t grid_size, size_t target_tile, bool evil_ai) : m_grid_size(grid_size) , m_evil_ai(evil_ai) { if (target_tile == 0) m_target_tile = 2048; else if ((target_tile & (target_tile - 1)) != 0) m_target_tile = 1 << max_power_for_board(grid_size); else m_target_tile = target_tile; m_board.m_tiles.resize(grid_size); for (auto& row : m_board.m_tiles) { row.ensure_capacity(grid_size); for (size_t i = 0; i < grid_size; i++) row.append(0); } add_tile(); add_tile(); } void Game::add_random_tile() { int row; int column; do { row = rand() % m_grid_size; column = rand() % m_grid_size; } while (m_board.m_tiles[row][column] != 0); size_t value = rand() < RAND_MAX * 0.9 ? 2 : 4; m_board.add_tile(row, column, value); } void Game::Board::transpose() { for (size_t i = 1; i < m_tiles.size(); ++i) { for (size_t j = 0; j < i; j++) swap(m_tiles[i][j], m_tiles[j][i]); } for (auto& t : m_sliding_tiles) { swap(t.row_from, t.column_from); swap(t.row_to, t.column_to); } } void Game::Board::reverse() { for (auto& row : m_tiles) { for (size_t i = 0; i < row.size() / 2; ++i) swap(row[i], row[row.size() - i - 1]); } auto const row_size = m_tiles[0].size(); for (auto& t : m_sliding_tiles) { t.column_from = row_size - t.column_from - 1; t.column_to = row_size - t.column_to - 1; } } size_t Game::Board::slide_row(size_t row_index) { Game::Board::Row& row = m_tiles[row_index]; size_t successful_merge_score = 0; auto next_nonempty = [&](size_t start_index) { size_t next = start_index; for (; next < row.size(); next++) { if (row[next] != 0) break; } return next; }; size_t current_index = 0; size_t first = next_nonempty(0); if (first == row.size()) // empty row return 0; while (first < row.size()) { auto second = next_nonempty(first + 1); if (second == row.size() || row[first] != row[second]) { m_sliding_tiles.append({ row_index, first, row[first], row_index, current_index, row[first] }); row[current_index] = row[first]; current_index++; first = second; } else { VERIFY(row[first] == row[second]); m_sliding_tiles.append({ row_index, first, row[first], row_index, current_index, 2 * row[first] }); m_sliding_tiles.append({ row_index, second, row[second], row_index, current_index, 2 * row[first] }); row[current_index] = 2 * row[first]; current_index++; successful_merge_score += 2 * row[first]; first = next_nonempty(second + 1); } } for (; current_index < row.size(); current_index++) row[current_index] = 0; return successful_merge_score; } size_t Game::Board::slide_left() { m_sliding_tiles.clear(); size_t successful_merge_score = 0; for (size_t row_index = 0; row_index < m_tiles.size(); row_index++) successful_merge_score += slide_row(row_index); return successful_merge_score; } static bool is_complete(Game::Board const& board, size_t target) { for (auto& row : board.tiles()) { if (row.contains_slow(target)) return true; } return false; } static bool has_no_neighbors(Span const& row) { if (row.size() < 2) return true; auto x = row[0]; auto y = row[1]; if (x == y) return false; return has_no_neighbors(row.slice(1, row.size() - 1)); }; bool Game::Board::is_stalled() { static auto stalled = [](auto& row) { return !row.contains_slow(0) && has_no_neighbors(row.span()); }; for (auto& row : m_tiles) if (!stalled(row)) return false; transpose(); auto scope_guard = ScopeGuard([&]() { transpose(); }); for (auto& row : m_tiles) if (!stalled(row)) return false; return true; } static size_t get_number_of_free_cells(Game::Board const& board) { size_t accumulator = 0; for (auto& row : board.tiles()) { for (auto& cell : row) accumulator += cell == 0; } return accumulator; } Game::Board::SlideResult Game::Board::slide_tiles(Direction direction) { size_t successful_merge_score = 0; switch (direction) { case Direction::Left: successful_merge_score = slide_left(); break; case Direction::Right: reverse(); successful_merge_score = slide_left(); reverse(); break; case Direction::Up: transpose(); successful_merge_score = slide_left(); transpose(); break; case Direction::Down: transpose(); reverse(); successful_merge_score = slide_left(); reverse(); transpose(); break; } bool moved = false; for (auto& t : m_sliding_tiles) { if (t.row_from != t.row_to || t.column_from != t.column_to) moved = true; } return { moved, successful_merge_score }; } Game::MoveOutcome Game::attempt_move(Direction direction) { auto [moved, successful_merge_score] = m_board.slide_tiles(direction); if (moved) { m_turns++; m_score += successful_merge_score; add_tile(); } if (is_complete(m_board, m_target_tile) && !m_want_to_continue) return MoveOutcome::Won; if (m_board.is_stalled()) return MoveOutcome::GameOver; if (moved) return MoveOutcome::OK; return MoveOutcome::InvalidMove; } void Game::add_evil_tile() { size_t worst_row = 0; size_t worst_column = 0; u32 worst_value = 2; size_t most_free_cells = NumericLimits::max(); size_t worst_score = NumericLimits::max(); for (size_t row = 0; row < m_grid_size; row++) { for (size_t column = 0; column < m_grid_size; column++) { if (m_board.m_tiles[row][column] != 0) continue; for (u32 value : Array { 2, 4 }) { Game saved_state = *this; saved_state.m_board.m_tiles[row][column] = value; if (saved_state.m_board.is_stalled()) { // We can stall the board now, instant game over. worst_row = row; worst_column = column; worst_value = value; goto found_worst_tile; } // 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; auto [moved, score_delta] = moved_state.m_board.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, score_delta); } // We already know a worse cell placement; discard. if (best_outcome > most_free_cells) continue; // 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; } } } found_worst_tile: m_board.add_tile(worst_row, worst_column, worst_value); } u32 Game::largest_tile() const { u32 tile = 0; for (auto& row : m_board.m_tiles) { for (auto& cell : row) tile = max(tile, cell); } return tile; }