Add a limited-shuffle mode like that added to Sixteen and Twiddle in r5769,

for completeness.

[originally from svn r5854]
[r5769 == 8f1c713735316422cfe041400ccc49999d563d8b]
This commit is contained in:
Jacob Nevins
2005-05-28 23:45:43 +00:00
parent c8362f0a94
commit 8fa365a7b4
2 changed files with 69 additions and 13 deletions

View File

@ -80,6 +80,7 @@ struct game_params {
int height;
int wrapping;
float barrier_probability;
int movetarget;
};
struct game_aux_info {
@ -90,7 +91,7 @@ struct game_aux_info {
struct game_state {
int width, height, cx, cy, wrapping, completed;
int used_solve, just_used_solve;
int move_count;
int move_count, movetarget;
/* position (row or col number, starting at 0) of last move. */
int last_move_row, last_move_col;
@ -157,6 +158,7 @@ static game_params *default_params(void)
ret->height = 3;
ret->wrapping = FALSE;
ret->barrier_probability = 1.0;
ret->movetarget = 0;
return ret;
}
@ -185,6 +187,7 @@ static int game_fetch_preset(int i, char **name, game_params **params)
ret->height = values[i].y;
ret->wrapping = values[i].wrap;
ret->barrier_probability = values[i].bprob;
ret->movetarget = 0;
sprintf(str, "%dx%d%s", ret->width, ret->height,
values[i].desc);
@ -212,6 +215,7 @@ static void decode_params(game_params *ret, char const *string)
ret->wrapping = FALSE;
ret->barrier_probability = 0.0;
ret->movetarget = 0;
ret->width = atoi(p);
while (*p && isdigit(*p)) p++;
@ -221,8 +225,13 @@ static void decode_params(game_params *ret, char const *string)
while (*p && isdigit(*p)) p++;
if ( (ret->wrapping = (*p == 'w')) != 0 )
p++;
if (*p == 'b')
ret->barrier_probability = atof(p+1);
if (*p == 'b') {
ret->barrier_probability = atof(++p);
while (*p && (isdigit(*p) || *p == '.')) p++;
}
if (*p == 'm') {
ret->movetarget = atoi(++p);
}
} else {
ret->height = ret->width;
}
@ -238,6 +247,10 @@ static char *encode_params(game_params *params, int full)
ret[len++] = 'w';
if (full && params->barrier_probability)
len += sprintf(ret+len, "b%g", params->barrier_probability);
/* Shuffle limit is part of the limited parameters, because we have to
* provide the target move count. */
if (params->movetarget)
len += sprintf(ret+len, "m%d", params->movetarget);
assert(len < lenof(ret));
ret[len] = '\0';
@ -249,7 +262,7 @@ static config_item *game_configure(game_params *params)
config_item *ret;
char buf[80];
ret = snewn(5, config_item);
ret = snewn(6, config_item);
ret[0].name = "Width";
ret[0].type = C_STRING;
@ -274,11 +287,17 @@ static config_item *game_configure(game_params *params)
ret[3].sval = dupstr(buf);
ret[3].ival = 0;
ret[4].name = NULL;
ret[4].type = C_END;
ret[4].sval = NULL;
ret[4].name = "Number of shuffling moves";
ret[4].type = C_STRING;
sprintf(buf, "%d", params->movetarget);
ret[4].sval = dupstr(buf);
ret[4].ival = 0;
ret[5].name = NULL;
ret[5].type = C_END;
ret[5].sval = NULL;
ret[5].ival = 0;
return ret;
}
@ -290,6 +309,7 @@ static game_params *custom_params(config_item *cfg)
ret->height = atoi(cfg[1].sval);
ret->wrapping = cfg[2].ival;
ret->barrier_probability = (float)atof(cfg[3].sval);
ret->movetarget = atoi(cfg[4].sval);
return ret;
}
@ -538,7 +558,11 @@ static char *new_game_desc(game_params *params, random_state *rs,
/*
* Now shuffle the grid.
* FIXME - this simply does a set of random moves to shuffle the pieces.
* FIXME - this simply does a set of random moves to shuffle the pieces,
* although we make a token effort to avoid boring cases by avoiding moves
* that directly undo the previous one, or that repeat so often as to
* turn into fewer moves.
*
* A better way would be to number all the pieces, generate a placement
* for all the numbers as for "sixteen", observing parity constraints if
* neccessary, and then place the pieces according to their numbering.
@ -549,18 +573,43 @@ static char *new_game_desc(game_params *params, random_state *rs,
int i;
int cols = w - 1;
int rows = h - 1;
for (i = 0; i < cols * rows * 2; i++) {
int moves = params->movetarget;
int prevdir = -1, prevrowcol = -1, nrepeats = 0;
if (!moves) moves = cols * rows * 2;
for (i = 0; i < moves; /* incremented conditionally */) {
/* Choose a direction: 0,1,2,3 = up, right, down, left. */
int dir = random_upto(rs, 4);
int rowcol;
if (dir % 2 == 0) {
int col = random_upto(rs, cols);
if (col >= cx) col += 1;
if (col >= cx) col += 1; /* avoid centre */
if (col == prevrowcol) {
if (dir == 2-prevdir)
continue; /* undoes last move */
else if ((nrepeats+1)*2 > h)
continue; /* makes fewer moves */
}
slide_col_int(w, h, tiles, 1 - dir, col);
rowcol = col;
} else {
int row = random_upto(rs, rows);
if (row >= cy) row += 1;
if (row >= cy) row += 1; /* avoid centre */
if (row == prevrowcol) {
if (dir == 4-prevdir)
continue; /* undoes last move */
else if ((nrepeats+1)*2 > w)
continue; /* makes fewer moves */
}
slide_row_int(w, h, tiles, 2 - dir, row);
rowcol = row;
}
if (dir == prevdir && rowcol == prevrowcol)
nrepeats++;
else
nrepeats = 1;
prevdir = dir;
prevrowcol = rowcol;
i++; /* if we got here, the move was accepted */
}
}
@ -706,6 +755,7 @@ static game_state *new_game(game_params *params, char *desc)
state->cx = state->width / 2;
state->cy = state->height / 2;
state->wrapping = params->wrapping;
state->movetarget = params->movetarget;
state->completed = 0;
state->used_solve = state->just_used_solve = FALSE;
state->move_count = 0;
@ -824,6 +874,7 @@ static game_state *dup_game(game_state *state)
ret->cx = state->cx;
ret->cy = state->cy;
ret->wrapping = state->wrapping;
ret->movetarget = state->movetarget;
ret->completed = state->completed;
ret->used_solve = state->used_solve;
ret->just_used_solve = state->just_used_solve;
@ -1619,6 +1670,10 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
(state->completed ? "COMPLETED! " : ""),
(state->completed ? state->completed : state->move_count));
if (state->movetarget)
sprintf(statusbuf + strlen(statusbuf), " (target %d)",
state->movetarget);
sprintf(statusbuf + strlen(statusbuf), " Active: %d/%d", a, n);
status_bar(fe, statusbuf);