mirror of
git://git.tartarus.org/simon/puzzles.git
synced 2025-04-22 16:32:13 -07:00
Improved the limited shuffle mechanism in Sixteen and Twiddle. They
were already making sure that no shuffle move was the precise inverse of the previous one, or contributed to repeating the previous one so many times as to turn it into effectively fewer moves (doing the same rotation three times in Twiddle, or shifting a row by more than half its length in Sixteen). However, they were only checking against the _last_ move, which meant that in any situation where there were completely disjoint move spaces (4x4n2 Twiddle, or any Sixteen at all) it was still possible to have A then B then inv(A) occurring in the shuffle, leading to an unnecessarily easy game. Now both shuffle routines keep separate track of all _non-overlapping_ recent moves, and will avoid inverting any move which hasn't had another move overlap it since it was made. This should reduce the incidence of too-easy limited shuffle games, although it can't be prevented _entirely_ (since, if nothing else, it's always possible to increase the shuffle limit past the maximum group radius). [originally from svn r5875]
This commit is contained in:
64
sixteen.c
64
sixteen.c
@ -207,7 +207,9 @@ static char *new_game_desc(game_params *params, random_state *rs,
|
||||
tiles = snewn(n, int);
|
||||
|
||||
if (params->movetarget) {
|
||||
int prevstart = -1, prevoffset = -1, prevdirection = 0, nrepeats = 0;
|
||||
int prevoffset = -1;
|
||||
int max = (params->w > params->h ? params->w : params->h);
|
||||
int *prevmoves = snewn(max, int);
|
||||
|
||||
/*
|
||||
* Shuffle the old-fashioned way, by making a series of
|
||||
@ -218,7 +220,7 @@ static char *new_game_desc(game_params *params, random_state *rs,
|
||||
tiles[i] = i;
|
||||
|
||||
for (i = 0; i < params->movetarget; i++) {
|
||||
int start, offset, len, direction;
|
||||
int start, offset, len, direction, index;
|
||||
int j, tmp;
|
||||
|
||||
/*
|
||||
@ -230,12 +232,14 @@ static char *new_game_desc(game_params *params, random_state *rs,
|
||||
|
||||
if (j < params->w) {
|
||||
/* Column. */
|
||||
index = j;
|
||||
start = j;
|
||||
offset = params->w;
|
||||
len = params->h;
|
||||
} else {
|
||||
/* Row. */
|
||||
start = (j - params->w) * params->w;
|
||||
index = j - params->w;
|
||||
start = index * params->w;
|
||||
offset = 1;
|
||||
len = params->w;
|
||||
}
|
||||
@ -243,36 +247,42 @@ static char *new_game_desc(game_params *params, random_state *rs,
|
||||
direction = -1 + 2 * random_upto(rs, 2);
|
||||
|
||||
/*
|
||||
* To at least _try_ to avoid boring cases, check that
|
||||
* this move doesn't directly undo the previous one, or
|
||||
* repeat it so many times as to turn it into fewer
|
||||
* moves.
|
||||
* To at least _try_ to avoid boring cases, check
|
||||
* that this move doesn't directly undo a previous
|
||||
* one, or repeat it so many times as to turn it
|
||||
* into fewer moves in the opposite direction. (For
|
||||
* example, in a row of length 4, we're allowed to
|
||||
* move it the same way twice, but not three
|
||||
* times.)
|
||||
*
|
||||
* We track this for each individual row/column,
|
||||
* and clear all the counters as soon as a
|
||||
* perpendicular move is made. This isn't perfect
|
||||
* (it _can't_ guaranteeably be perfect - there
|
||||
* will always come a move count beyond which a
|
||||
* shorter solution will be possible than the one
|
||||
* which constructed the position) but it should
|
||||
* sort out all the obvious cases.
|
||||
*/
|
||||
if (start == prevstart && offset == prevoffset) {
|
||||
if (direction == -prevdirection)
|
||||
continue; /* inverse of previous move */
|
||||
else if (2 * (nrepeats+1) > len)
|
||||
continue; /* previous move repeated too often */
|
||||
}
|
||||
if (offset == prevoffset) {
|
||||
tmp = prevmoves[index] + direction;
|
||||
if (abs(2*tmp) > len || abs(tmp) < abs(prevmoves[index]))
|
||||
continue;
|
||||
}
|
||||
|
||||
/* If we didn't `continue', we've found an OK move to make. */
|
||||
if (offset != prevoffset) {
|
||||
int i;
|
||||
for (i = 0; i < max; i++)
|
||||
prevmoves[i] = 0;
|
||||
prevoffset = offset;
|
||||
}
|
||||
prevmoves[index] += direction;
|
||||
break;
|
||||
}
|
||||
|
||||
/*
|
||||
* Now save the move into the `prev' variables.
|
||||
*/
|
||||
if (start == prevstart && offset == prevoffset) {
|
||||
nrepeats++;
|
||||
} else {
|
||||
prevstart = start;
|
||||
prevoffset = offset;
|
||||
prevdirection = direction;
|
||||
nrepeats = 1;
|
||||
}
|
||||
|
||||
/*
|
||||
* And make it.
|
||||
* Make the move.
|
||||
*/
|
||||
if (direction < 0) {
|
||||
start += (len-1) * offset;
|
||||
@ -284,6 +294,8 @@ static char *new_game_desc(game_params *params, random_state *rs,
|
||||
tiles[start + (len-1) * offset] = tmp;
|
||||
}
|
||||
|
||||
sfree(prevmoves);
|
||||
|
||||
} else {
|
||||
|
||||
used = snewn(n, int);
|
||||
|
Reference in New Issue
Block a user