P2.1: clear matched cells (pure sx)

Add the first resolution-pipeline step to the headless board model.

- Introduce an `empty` hole sentinel on the Gem enum (ordinal 6, outside
  GEM_COUNT so the RNG/pick_gem never draw it). board_dump renders holes as
  EMPTY_CHAR ('.') via a single branch in gem_char, leaving boards without
  holes byte-identical to before (existing goldens unchanged).
- clear_cells(board, mask): set every matched cell to `.empty`, leave all
  others untouched, return the count cleared.
- clear_matches(board): detect+clear in one call; returns 0 (board unchanged)
  when there are no matches.

No gravity or refill yet (P2.2 / P2.3).

tests/clear.sx applies detect->clear to hand-crafted boards (single
horizontal/vertical runs, disjoint runs, an overlapping L/T whose shared cell
clears once, and a no-match checkerboard), snapshots before/after, and asserts
matched cells became holes, non-matched cells are unchanged, and the cleared
count is exact. Locked as tests/expected/clear.{stdout,exit}.
This commit is contained in:
swipelab
2026-06-04 19:57:08 +03:00
parent 493cddb502
commit 2713a67b2b
4 changed files with 293 additions and 2 deletions

151
tests/clear.sx Normal file
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// Clear golden: run detect→clear over several HAND-CRAFTED boards and snapshot
// the post-clear board. Each board sits on the run-free O/G checkerboard from
// match_detect (adjacent cells always differ, so it has zero pre-existing
// matches) with only the runs under test painted in — so any hole in the result
// is purely the cleared match's doing. For each scene the before/after boards
// are printed, and three facts are asserted independently of the dump: matched
// cells became holes, non-matched cells are byte-identical, and the cleared
// count is exact. The boards (and their match counts) mirror match_detect.sx.
#import "modules/std.sx";
#import "board.sx";
t :: #import "test.sx";
// Inverse of `gem_char`: map a gem character back to its Gem so each board can
// be written as a human-readable grid of GEM_CHARS.
char_to_gem :: (c: u8) -> Gem {
for 0..GEM_COUNT: (i) {
if GEM_CHARS[i] == c { return cast(Gem) i; }
}
.red
}
// Load an 8x8 board from `rows` (top row first, each exactly BOARD_COLS gem
// characters).
load_board :: (rows: []string) -> Board {
b : Board = ---;
for 0..BOARD_ROWS: (row) {
line := rows[row];
for 0..BOARD_COLS: (col) {
b.set(col, row, char_to_gem(line[col]));
}
}
b
}
// Detect→clear one scene, snapshot before/after, and assert the three clear
// invariants against the matched-cell set: every flagged cell is now a hole,
// every unflagged cell is unchanged, and the returned count is exact.
scene :: (name: string, rows: []string, want_cleared: s64) {
b := load_board(rows);
orig := load_board(rows); // pristine copy for the unchanged check
m := find_matches(@b);
cleared := clear_cells(@b, @m);
print("== {} ==\n", name);
out("before:\n");
out(board_dump(@orig));
out("after:\n");
out(board_dump(@b));
cleared_holes := true; // every matched cell is now a hole
others_intact := true; // every other cell is byte-identical
for 0..BOARD_CELLS: (i) {
if m.cells[i] {
if !(b.cells[i] == .empty) { cleared_holes = false; }
} else {
if !(b.cells[i] == orig.cells[i]) { others_intact = false; }
}
}
t.expect(cleared_holes, concat(name, ": cleared cells are holes"));
t.expect(others_intact, concat(name, ": non-matched cells unchanged"));
t.expect(cleared == want_cleared, concat(name, ": cleared count exact"));
}
main :: () -> s32 {
print("== clear (detect -> clear) ==\n");
// Single horizontal 3-run (row 3, cols 2-4) → three holes there only.
scene("horizontal-3", .[
"OGOGOGOG",
"GOGOGOGO",
"OGOGOGOG",
"GORRROGO",
"OGOGOGOG",
"GOGOGOGO",
"OGOGOGOG",
"GOGOGOGO",
], 3);
// Single vertical 3-run (col 5, rows 2-4).
scene("vertical-3", .[
"OGOGOGOG",
"GOGOGOGO",
"OGOGOBOG",
"GOGOGBGO",
"OGOGOBOG",
"GOGOGOGO",
"OGOGOGOG",
"GOGOGOGO",
], 3);
// Disjoint runs: horizontal R (row 1), horizontal P (row 5), vertical Y
// (col 6) — three separate hole clusters, 9 cells total.
scene("disjoint-runs", .[
"OGOGOGOG",
"RRROGOGO",
"OGOGOGOG",
"GOGOGOGO",
"OGOGOGYG",
"GOPPPOYO",
"OGOGOGYG",
"GOGOGOGO",
], 9);
// Overlapping L and T: a horizontal run and a vertical run share a cell (the
// L's corner (1,1), the T's stem-top (4,5)). The mask already unions the
// shared cell, so clear removes the whole union as one set — 10 holes, not
// 11 — exercising the overlapping-clear acceptance case.
scene("L-and-T", .[
"OGOGOGOG",
"GRRRGOGO",
"OROGOGOG",
"GRGOGOGO",
"OGOGOGOG",
"GOGYYYGO",
"OGOGYGOG",
"GOGOYOGO",
], 10);
// No matches: the bare checkerboard is left completely unchanged (0 holes),
// so its before/after dumps are identical.
scene("no-matches", .[
"OGOGOGOG",
"GOGOGOGO",
"OGOGOGOG",
"GOGOGOGO",
"OGOGOGOG",
"GOGOGOGO",
"OGOGOGOG",
"GOGOGOGO",
], 0);
// clear_matches: the one-call detect+clear returns the same cleared count
// and punches the holes itself.
cm := load_board(.[
"OGOGOGOG",
"GOGOGOGO",
"OGOGOGOG",
"GORRROGO",
"OGOGOGOG",
"GOGOGOGO",
"OGOGOGOG",
"GOGOGOGO",
]);
t.expect(clear_matches(@cm) == 3, "clear_matches: detect+clear returns count");
t.expect(cm.at(2, 3) == .empty and cm.at(3, 3) == .empty and cm.at(4, 3) == .empty,
"clear_matches: matched run is now holes");
print("ok: clear over hand-crafted boards\n");
return 0;
}

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== clear (detect -> clear) ==
== horizontal-3 ==
before:
OGOGOGOG
GOGOGOGO
OGOGOGOG
GORRROGO
OGOGOGOG
GOGOGOGO
OGOGOGOG
GOGOGOGO
after:
OGOGOGOG
GOGOGOGO
OGOGOGOG
GO...OGO
OGOGOGOG
GOGOGOGO
OGOGOGOG
GOGOGOGO
== vertical-3 ==
before:
OGOGOGOG
GOGOGOGO
OGOGOBOG
GOGOGBGO
OGOGOBOG
GOGOGOGO
OGOGOGOG
GOGOGOGO
after:
OGOGOGOG
GOGOGOGO
OGOGO.OG
GOGOG.GO
OGOGO.OG
GOGOGOGO
OGOGOGOG
GOGOGOGO
== disjoint-runs ==
before:
OGOGOGOG
RRROGOGO
OGOGOGOG
GOGOGOGO
OGOGOGYG
GOPPPOYO
OGOGOGYG
GOGOGOGO
after:
OGOGOGOG
...OGOGO
OGOGOGOG
GOGOGOGO
OGOGOG.G
GO...O.O
OGOGOG.G
GOGOGOGO
== L-and-T ==
before:
OGOGOGOG
GRRRGOGO
OROGOGOG
GRGOGOGO
OGOGOGOG
GOGYYYGO
OGOGYGOG
GOGOYOGO
after:
OGOGOGOG
G...GOGO
O.OGOGOG
G.GOGOGO
OGOGOGOG
GOG...GO
OGOG.GOG
GOGO.OGO
== no-matches ==
before:
OGOGOGOG
GOGOGOGO
OGOGOGOG
GOGOGOGO
OGOGOGOG
GOGOGOGO
OGOGOGOG
GOGOGOGO
after:
OGOGOGOG
GOGOGOGO
OGOGOGOG
GOGOGOGO
OGOGOGOG
GOGOGOGO
OGOGOGOG
GOGOGOGO
ok: clear over hand-crafted boards