P2.4: cascade resolution loop (pure sx)
Add the settle loop a swap triggers: resolve(board) runs rounds of
detect -> clear -> collapse -> refill until a round finds no match,
returning a Cascade { depth, cleared } so P3 can read per-round
cleared-cell counts and the combo-driving depth. resolve_step exposes
one round. Termination follows from eventually reaching no-match; no
artificial round cap.
tests/cascade.sx: a fixed-seed hand-crafted board where clearing the
initial BBB lets gravity pack col 0 into a fresh vertical RRR, so the
loop chains two rounds; snapshots each per-round board and the final
depth, asserts the final board is stable and that public resolve
reproduces the manual loop, plus a depth-0 control on an unchanged
checkerboard. Locked in tests/expected/cascade.{stdout,exit}.
This commit is contained in:
45
board.sx
45
board.sx
@@ -455,3 +455,48 @@ refill :: (board: *Board) -> s64 {
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}
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filled
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}
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// ── Cascade resolution (P2.4) ──────────────────────────────────────────────
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// The settle loop a swap triggers: keep resolving matches until the board is
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// stable. One round is detect → clear → collapse → refill; the loop repeats
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// while a round still finds a match. Gravity can align falling survivors into a
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// fresh run and a seeded refill can complete one, so a single clear chains into
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// more — the cascade. Termination is reached the first round that detects no
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// match; for a fixed seed the whole sequence is deterministic.
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// Outcome of resolving a board to a stable state. `depth` is the number of
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// rounds that found and cleared at least one match (0 for an already-stable
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// board). `cleared` holds those rounds' cleared-cell counts in round order, so
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// `cleared.len == depth`; P3 scores each round off this list and reads the
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// combo multiplier from the depth.
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Cascade :: struct {
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depth: s64;
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cleared: List(s64);
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}
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// One resolution round: detect matches and, if any, clear them, collapse under
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// gravity, then refill the holes from the board's seeded RNG. Returns the
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// number of cells cleared this round — 0 iff the board was already stable, in
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// which case nothing moves and no gem is drawn. `resolve` repeats this until it
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// returns 0.
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resolve_step :: (board: *Board) -> s64 {
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cleared := clear_matches(board);
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if cleared == 0 { return 0; }
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collapse(board);
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refill(board);
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cleared
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}
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// Resolve the board to a stable state, running rounds until one finds no match.
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// Returns the cascade: its depth and per-round cleared-cell counts. An
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// already-stable board returns depth 0 with an empty `cleared` list, untouched.
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resolve :: (board: *Board) -> Cascade {
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result := Cascade.{ depth = 0, cleared = List(s64).{} };
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while true {
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n := resolve_step(board);
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if n == 0 { break; }
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result.cleared.append(n);
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result.depth += 1;
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}
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result
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}
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141
tests/cascade.sx
Normal file
141
tests/cascade.sx
Normal file
@@ -0,0 +1,141 @@
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// Cascade golden: resolve a HAND-CRAFTED seeded board to a stable state and
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// snapshot the whole settle loop. The board carries a single horizontal match
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// (BBB at row 3, cols 0-2) sitting on the run-free O/G checkerboard, painted so
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// that clearing it is NOT the end: col 0 holds R . R R straddling that match's
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// cell, so once the B is cleared and gravity packs the column, the three reds
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// fall adjacent into a fresh vertical RRR — a SECOND match the first clear set
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// up. So the loop runs at least two rounds before it stabilises. The exact
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// sequence (per-round boards + final depth) is locked by the snapshot.
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//
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// Two things are asserted independently of the dump: the final board is stable
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// (find_matches empty), and the public `resolve` reproduces the manual loop's
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// depth, per-round cleared counts, and final board byte-for-byte. A control
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// checkerboard with no initial match resolves at depth 0, untouched.
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#import "modules/std.sx";
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#import "board.sx";
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t :: #import "test.sx";
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SEED :: 7;
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// Number of rounds the crafted cascade runs. Locked alongside the golden.
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EXPECTED_DEPTH :: 2;
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// Inverse of `gem_char`: map a board character back to its Gem so the starting
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// board can be written as a human-readable grid. The hole glyph maps to `.empty`.
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char_to_gem :: (c: u8) -> Gem {
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if c == EMPTY_CHAR { return .empty; }
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for 0..GEM_COUNT: (i) {
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if GEM_CHARS[i] == c { return cast(Gem) i; }
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}
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.red
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}
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// Load an 8x8 board from `rows` (top row first, each exactly BOARD_COLS chars).
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// The RNG is left unseeded — callers seed it before resolving.
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load_board :: (rows: []string) -> Board {
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b : Board = ---;
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for 0..BOARD_ROWS: (row) {
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line := rows[row];
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for 0..BOARD_COLS: (col) {
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b.set(col, row, char_to_gem(line[col]));
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}
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}
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b
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}
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boards_equal :: (a: *Board, b: *Board) -> bool {
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for 0..BOARD_CELLS: (i) { if a.cells[i] != b.cells[i] { return false; } }
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true
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}
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// The crafted cascade board: checkerboard everywhere except a horizontal BBB at
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// row 3 (cols 0-2) and reds salted down col 0 (rows 2,4,5) around that match's
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// cell. Clearing BBB punches the col-0 hole between the reds; gravity then packs
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// R,R,R adjacent → a vertical match for round 2. Its RNG is seeded from SEED so
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// the refill that follows each clear is reproducible.
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cascade_board :: () -> Board {
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b := load_board(.[
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"OGOGOGOG",
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"GOGOGOGO",
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"RGOGOGOG",
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"BBBOGOGO",
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"RGOGOGOG",
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"ROGOGOGO",
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"OGOGOGOG",
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"GOGOGOGO",
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]);
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b.rng = rng_seeded(SEED);
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b
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}
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// A run-free checkerboard with no initial match — the depth-0 control.
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checker_board :: () -> Board {
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b := load_board(.[
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"OGOGOGOG",
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"GOGOGOGO",
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"OGOGOGOG",
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"GOGOGOGO",
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"OGOGOGOG",
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"GOGOGOGO",
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"OGOGOGOG",
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"GOGOGOGO",
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]);
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b.rng = rng_seeded(SEED);
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b
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}
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main :: () -> s32 {
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print("== cascade (resolution loop) ==\n");
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// Drive the loop one round at a time so each post-round board is visible in
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// the snapshot, recording the per-round cleared counts and the depth.
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b := cascade_board();
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out("start:\n");
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out(board_dump(@b));
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depth := 0;
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counts := List(s64).{};
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while true {
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n := resolve_step(@b);
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if n == 0 { break; }
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depth += 1;
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counts.append(n);
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print("round {}: cleared {} cells\n", depth, n);
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out(board_dump(@b));
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}
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print("cascade depth {}\n", depth);
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// The loop reached a stable board.
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fm := find_matches(@b);
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t.expect(fm.count() == 0, "cascade: final board has no matches");
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// A genuine multi-round chain at the expected depth.
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t.expect(depth == EXPECTED_DEPTH, "cascade: depth equals expected");
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t.expect(depth >= 2, "cascade: chained at least two rounds");
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// The public `resolve` on a fresh identical board reproduces the manual
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// loop exactly: same depth, same per-round cleared counts, same final board.
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b2 := cascade_board();
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c := resolve(@b2);
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t.expect(c.depth == depth, "cascade: resolve depth matches manual loop");
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same_counts := c.cleared.len == counts.len;
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if same_counts {
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for 0..counts.len: (i) {
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if c.cleared.items[i] != counts.items[i] { same_counts = false; }
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}
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}
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t.expect(same_counts, "cascade: resolve per-round counts match manual loop");
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t.expect(boards_equal(@b, @b2), "cascade: resolve final board matches manual loop");
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// Control: a checkerboard with no initial match resolves at depth 0 and is
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// left untouched (no clear, no collapse, no refill draw).
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ctrl := checker_board();
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before := ctrl;
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cc := resolve(@ctrl);
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t.expect(cc.depth == 0, "control: stable board resolves at depth 0");
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t.expect(cc.cleared.len == 0, "control: depth 0 yields an empty per-round list");
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t.expect(boards_equal(@before, @ctrl), "control: stable board left unchanged");
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print("ok: cascade resolves to a stable board\n");
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return 0;
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}
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1
tests/expected/cascade.exit
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1
tests/expected/cascade.exit
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@@ -0,0 +1 @@
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0
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30
tests/expected/cascade.stdout
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30
tests/expected/cascade.stdout
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@@ -0,0 +1,30 @@
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== cascade (resolution loop) ==
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start:
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OGOGOGOG
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GOGOGOGO
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RGOGOGOG
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BBBOGOGO
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RGOGOGOG
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ROGOGOGO
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OGOGOGOG
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GOGOGOGO
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round 1: cleared 3 cells
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RBRGOGOG
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OGOOGOGO
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GOGGOGOG
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RGOOGOGO
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RGOGOGOG
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ROGOGOGO
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OGOGOGOG
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GOGOGOGO
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round 2: cleared 3 cells
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RBRGOGOG
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PGOOGOGO
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YOGGOGOG
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RGOOGOGO
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OGOGOGOG
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GOGOGOGO
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OGOGOGOG
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GOGOGOGO
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cascade depth 2
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ok: cascade resolves to a stable board
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