P7.1: turn / goal state machine (pure sx)

Add a thin, deterministic level loop over the headless model in board.sx:

- target_score: per-level score goal (DEFAULT_TARGET_SCORE=1500), seeded by init.
- Status (in_progress/won/lost) derived purely from score/target/move budget via
  level_status; won is checked before lost so meeting the goal on the final move
  wins. status_name for the HUD/snapshots.
- has_legal_swap: allocation-free deadlock probe (first legal pair short-circuits).
- reshuffle: Fisher-Yates over existing gems via the board's seeded RNG until the
  arrangement has no immediate match and at least one legal move; consumes no
  move, terminates via MAX_RESHUFFLE_TRIES.
- restart: reseed a fresh, reproducible level (resets cells/score/moves/goal).
- play_turn / TurnResult: commit_swap then reshuffle on deadlock while in
  progress, reporting the resulting status.

tests/level.sx (golden tests/expected/level.{stdout,exit}) asserts: start
in_progress; one legal swap crossing a low goal -> won transition; budget
exhausted below an unreachable goal -> lost transition; a provably deadlocked
diagonal Latin-square board ((col-row) mod 6) reshuffles to >=1 legal move with
no immediate match and no move spent; restart resets progress and a fixed seed
reproduces the same starting board.

Gate: sx build --target ios-sim main.sx (exit 0); bash tools/run_tests.sh
(17 passed, 0 failed).
This commit is contained in:
swipelab
2026-06-05 08:25:08 +03:00
parent 7e82c34a1f
commit a40a994ae1
4 changed files with 411 additions and 0 deletions

140
board.sx
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@@ -84,6 +84,13 @@ BOARD_CELLS :: BOARD_COLS * BOARD_ROWS;
// committing) without `commit_swap` refusing. // committing) without `commit_swap` refusing.
DEFAULT_MOVE_LIMIT :: 30; DEFAULT_MOVE_LIMIT :: 30;
// Default per-level score goal (P7.1). `init` seeds `Board.target_score` with
// this; `level_status` wins the moment `score` reaches it. Sized to be reachable
// within the DEFAULT_MOVE_LIMIT budget with focused play but not by idle
// swapping — a single legal swap pays tens of points, a deep cascade a couple
// hundred. A level may override `target_score` for a harder or easier goal.
DEFAULT_TARGET_SCORE :: 1500;
Board :: struct { Board :: struct {
// Row-major: cell (col, row) lives at row*BOARD_COLS + col. // Row-major: cell (col, row) lives at row*BOARD_COLS + col.
cells: [BOARD_CELLS]Gem; cells: [BOARD_CELLS]Gem;
@@ -111,6 +118,11 @@ Board :: struct {
moves_made: s64; moves_made: s64;
move_limit: s64; move_limit: s64;
// Per-level score goal (P7.1). `init` sets it to DEFAULT_TARGET_SCORE;
// `level_status` reads it to decide a win (`score >= target_score`). A
// hand-built board must set this before its status is read.
target_score: s64;
idx :: (col: s64, row: s64) -> s64 { idx :: (col: s64, row: s64) -> s64 {
row * BOARD_COLS + col row * BOARD_COLS + col
} }
@@ -142,6 +154,7 @@ Board :: struct {
self.score = 0; self.score = 0;
self.moves_made = 0; self.moves_made = 0;
self.move_limit = DEFAULT_MOVE_LIMIT; self.move_limit = DEFAULT_MOVE_LIMIT;
self.target_score = DEFAULT_TARGET_SCORE;
for 0..BOARD_ROWS: (row) { for 0..BOARD_ROWS: (row) {
for 0..BOARD_COLS: (col) { for 0..BOARD_COLS: (col) {
self.set(col, row, pick_gem(self, @self.rng, col, row)); self.set(col, row, pick_gem(self, @self.rng, col, row));
@@ -774,3 +787,130 @@ commit_swap :: (board: *Board, a: Cell, b: Cell) -> PlayerMove {
board.moves_made += 1; board.moves_made += 1;
PlayerMove.{ legal = true, cascade = cascade, moves_remaining = board.moves_remaining() } PlayerMove.{ legal = true, cascade = cascade, moves_remaining = board.moves_remaining() }
} }
// ── Turn / goal loop (P7.1) ────────────────────────────────────────────────
// A thin, pure level loop over the model: a per-level score GOAL
// (`Board.target_score`) to reach within the move budget (`Board.move_limit`),
// the win / lose / in-progress STATUS derived from the two, a deadlock
// RESHUFFLE so the player is never stuck, and a RESTART that reseeds a fresh
// level. All deterministic and rendering-free; P7.2 reads `level_status` to draw
// the goal HUD, the win/lose banner and the restart button.
// Where a level stands. Derived purely from `Board.score`, `Board.target_score`
// and the move budget — there is no stored status to keep in sync, so it can
// never drift from the model. `won` is tested before `lost`, so meeting the goal
// on the final move wins even though no moves remain.
Status :: enum {
in_progress;
won;
lost;
}
// One stable name per status, for snapshots and the HUD.
status_name :: (s: Status) -> string {
if s == .won { return "won"; }
if s == .lost { return "lost"; }
"in_progress"
}
// The level's current standing. WON as soon as `score` reaches `target_score`
// (even with the budget exhausted); otherwise LOST once the move budget is spent
// (`moves_remaining() <= 0`) short of the goal; otherwise still in progress.
// `<= 0` (not `== 0`) so a board pushed past its budget still reads lost.
level_status :: (board: *Board) -> Status {
if board.score >= board.target_score { return .won; }
if board.moves_remaining() <= 0 { return .lost; }
.in_progress
}
// Whether the board has at least one legal swap — the cheap deadlock probe.
// Same enumeration as `legal_swaps`, but it stops at the first legal pair and
// allocates nothing, so the reshuffle loop and P7.2's deadlock check don't build
// a throwaway list each call. The trial swaps inside `swap_legal` are reverted,
// so the board is left unchanged.
has_legal_swap :: (board: *Board) -> bool {
for 0..BOARD_ROWS: (row) {
for 0..BOARD_COLS: (col) {
here := Cell.{ col = col, row = row };
if col + 1 < BOARD_COLS {
right := Cell.{ col = col + 1, row = row };
if swap_legal(board, here, right) { return true; }
}
if row + 1 < BOARD_ROWS {
down := Cell.{ col = col, row = row + 1 };
if swap_legal(board, here, down) { return true; }
}
}
}
false
}
// Upper bound on shuffle attempts before `reshuffle` gives up. A gather-and-
// permute lands on a no-immediate-match, has-a-legal-move arrangement within a
// handful of tries for a real (multi-colour) board, so this cap only guarantees
// termination; exhausting it (astronomically unlikely) leaves the board in its
// last shuffled state and returns false, which the turn loop treats as an
// unbreakable deadlock.
MAX_RESHUFFLE_TRIES :: 200;
// Re-arrange the board's existing gems in place until the player has a move
// again: no cell is part of an immediate match AND at least one legal swap
// exists. The board's own seeded RNG drives a FisherYates permutation, so a
// given state always reshuffles the same way; each invalid arrangement is simply
// re-permuted (the RNG keeps advancing) until one is valid or the attempt cap is
// hit. A reshuffle is NOT a move: `score`, `moves_made` and `move_limit` are
// untouched. Returns true once a valid arrangement is reached, false if the cap
// was exhausted.
reshuffle :: (board: *Board) -> bool {
rng := @board.rng;
tries := 0;
while tries < MAX_RESHUFFLE_TRIES {
// FisherYates over all 64 cells, in place. Short loops — in-body locals
// here are fine (issue 0001 only bites loops of ~1M+ iterations).
i := BOARD_CELLS - 1;
while i > 0 {
j := rng.next_range(i + 1);
tmp := board.cells[i];
board.cells[i] = board.cells[j];
board.cells[j] = tmp;
i -= 1;
}
m := find_matches(board);
if m.count() == 0 and has_legal_swap(board) { return true; }
tries += 1;
}
false
}
// Reset to a fresh, reproducible level: `init(seed)` reseeds the board (same
// seed → identical starting layout), zeroes `score` and `moves_made`, and
// restores the default move budget and score goal, so `level_status` reads
// `in_progress` again. The entry point P7.2's restart button calls.
restart :: (board: *Board, seed: s64) {
board.init(seed);
}
// Outcome of one turn through the goal loop: the underlying `PlayerMove`, the
// level `status` AFTER it, and whether a deadlock `reshuffle` ran (so P7.2 can
// flash a "shuffled" note). The status is recomputed from the model, never
// stored.
TurnResult :: struct {
move: PlayerMove;
status: Status;
reshuffled: bool;
}
// Play one turn: attempt the swap via `commit_swap` (an illegal swap changes
// nothing and spends no move), then — only while the level is still in progress —
// reshuffle if the board has deadlocked (no legal swaps left), so the player is
// never stranded. A reshuffle costs no move. A winning or losing move skips the
// reshuffle: the level is over. Returns the move outcome, the resulting status,
// and whether a reshuffle ran.
play_turn :: (board: *Board, a: Cell, b: Cell) -> TurnResult {
move := commit_swap(board, a, b);
reshuffled := false;
if level_status(board) == .in_progress and !has_legal_swap(board) {
reshuffled = reshuffle(board);
}
TurnResult.{ move = move, status = level_status(board), reshuffled = reshuffled }
}

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@@ -0,0 +1 @@
0

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@@ -0,0 +1,74 @@
== level (turn / goal state machine) ==
== start-in-progress ==
RRPPOGRG
PGPOPRRO
YYBBYRYB
GBYYRGGP
OGBRRORY
BYRRPRBG
YOYYROBB
OROBPPRB
score 0 target 1500 moves_remaining 30 status in_progress
== win-transition ==
RROGOGOG
GGROGOGO
OGOGOGOG
GOGOGOGO
OGOGOGOG
GOGOGOGO
OGOGOGOG
GOGOGOGO
before: score 0 target 30 moves_remaining 5 status in_progress
after: legal true awarded 30 reshuffled false
after: score 30 moves_remaining 4 status won
RBRGOGOG
GGOOGOGO
OGOGOGOG
GOGOGOGO
OGOGOGOG
GOGOGOGO
OGOGOGOG
GOGOGOGO
== lose-transition ==
RROGOGOG
GGROGOGO
OGOGOGOG
GOGOGOGO
OGOGOGOG
GOGOGOGO
OGOGOGOG
GOGOGOGO
before: score 0 target 1000000 moves_remaining 1 status in_progress
after: legal true score 30 moves_remaining 0 status lost
== deadlock-reshuffle ==
ROYGBPRO
PROYGBPR
BPROYGBP
GBPROYGB
YGBPROYG
OYGBPROY
ROYGBPRO
PROYGBPR
before: matches 0 legal_swaps 0 has_legal_swap false
reshuffled true matches 0 legal_swaps 9
after: score 0 moves_made 0
BGGYORYR
RRYGOPBY
YRYBPRGB
OOBGBPRG
RPRPYRPO
OBBPOOPG
OBGGOPGY
YPRYBORP
== restart ==
dirty: score 500 moves_made 7 status in_progress
after restart: score 0 moves_made 0 moves_remaining 30 status in_progress
RRPPOGRG
PGPOPRRO
YYBBYRYB
GBYYRGGP
OGBRRORY
BYRRPRBG
YOYYROBB
OROBPPRB
ok: level / turn-goal state machine

196
tests/level.sx Normal file
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@@ -0,0 +1,196 @@
// Level / turn-goal state-machine golden (P7.1).
//
// Proves the pure level loop layered over the model in board.sx:
//
// * `level_status` derives in_progress / won / lost from `Board.score`,
// `Board.target_score` and the move budget — won the moment the goal is met,
// lost when the budget is spent short of it.
// * the win and loss TRANSITIONS across a committed move (`play_turn`).
// * the deadlock RESHUFFLE rule: a provably stuck board (no legal swap, no
// immediate match) reshuffles — via the seeded RNG — into a board with >=1
// legal move and still no immediate match, consuming no move.
// * `restart` resets score/moves/status and, for a fixed seed, reproduces the
// exact same starting board.
//
// Deterministic: fixed seeds and crafted boards, every transition asserted AND
// printed so the golden is self-explanatory.
#import "modules/std.sx";
#import "board.sx";
t :: #import "test.sx";
START_SEED :: 1337;
RESHUFFLE_SEED :: 1337;
// Inverse of `gem_char`: map a board character back to its Gem so each board can
// be written as a human-readable grid. The hole glyph maps to `.empty`.
char_to_gem :: (c: u8) -> Gem {
if c == EMPTY_CHAR { return .empty; }
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 chars),
// seeded RNG, running score zeroed, the turn counters reset to a fresh game, and
// the per-level goal set.
load_board :: (rows: []string, seed: s64, move_limit: s64, target_score: s64) -> 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.rng = rng_seeded(seed);
b.score = 0;
b.moves_made = 0;
b.move_limit = move_limit;
b.target_score = target_score;
b
}
boards_equal :: (a: *Board, b: *Board) -> bool {
for 0..BOARD_CELLS: (i) { if a.cells[i] != b.cells[i] { return false; } }
true
}
main :: () -> s32 {
print("== level (turn / goal state machine) ==\n");
// ── Start: a fresh seeded board reads in_progress with the default goal ──
print("== start-in-progress ==\n");
b0 : Board = ---;
b0.init(START_SEED);
out(board_dump(@b0));
print("score {} target {} moves_remaining {} status {}\n",
b0.score, b0.target_score, b0.moves_remaining(), status_name(level_status(@b0)));
t.expect(level_status(@b0) == .in_progress, "start: status in_progress");
t.expect(b0.target_score == DEFAULT_TARGET_SCORE, "start: default goal");
// ── WIN transition: one legal swap crosses a low goal ───────────────────
// The commit-legal-len3 board: swapping (2,0)<->(2,1) completes RRR for an
// award of 30. With the goal set to 30, that single move flips in_progress
// -> won, and wins with moves still in the budget (win triggers on the goal,
// not on the budget running out).
print("== win-transition ==\n");
bw := load_board(.[
"RROGOGOG",
"GGROGOGO",
"OGOGOGOG",
"GOGOGOGO",
"OGOGOGOG",
"GOGOGOGO",
"OGOGOGOG",
"GOGOGOGO",
], 7, 5, 30);
out(board_dump(@bw));
print("before: score {} target {} moves_remaining {} status {}\n",
bw.score, bw.target_score, bw.moves_remaining(), status_name(level_status(@bw)));
t.expect(level_status(@bw) == .in_progress, "win: in_progress before move");
tw := play_turn(@bw, Cell.{ col = 2, row = 0 }, Cell.{ col = 2, row = 1 });
print("after: legal {} awarded {} reshuffled {}\n", tw.move.legal, tw.move.cascade.awarded, tw.reshuffled);
print("after: score {} moves_remaining {} status {}\n",
bw.score, bw.moves_remaining(), status_name(tw.status));
out(board_dump(@bw));
t.expect(tw.move.legal, "win: swap committed");
t.expect(bw.score >= bw.target_score, "win: goal reached");
t.expect(tw.status == .won, "win: turn reports won");
t.expect(level_status(@bw) == .won, "win: board reads won");
t.expect(bw.moves_remaining() > 0, "win: won with moves to spare");
t.expect(!tw.reshuffled, "win: no reshuffle once won");
// ── LOSS transition: the move budget runs out short of the goal ──────────
// Same legal swap (award 30) but a 1-move budget and an unreachable goal:
// after the move moves_remaining hits 0 with score < goal, flipping
// in_progress -> lost.
print("== lose-transition ==\n");
bl := load_board(.[
"RROGOGOG",
"GGROGOGO",
"OGOGOGOG",
"GOGOGOGO",
"OGOGOGOG",
"GOGOGOGO",
"OGOGOGOG",
"GOGOGOGO",
], 7, 1, 1000000);
out(board_dump(@bl));
print("before: score {} target {} moves_remaining {} status {}\n",
bl.score, bl.target_score, bl.moves_remaining(), status_name(level_status(@bl)));
t.expect(level_status(@bl) == .in_progress, "lose: in_progress before move");
tl := play_turn(@bl, Cell.{ col = 2, row = 0 }, Cell.{ col = 2, row = 1 });
print("after: legal {} score {} moves_remaining {} status {}\n",
tl.move.legal, bl.score, bl.moves_remaining(), status_name(tl.status));
t.expect(tl.move.legal, "lose: swap committed");
t.expect(bl.moves_remaining() == 0, "lose: budget spent");
t.expect(bl.score < bl.target_score, "lose: short of goal");
t.expect(tl.status == .lost, "lose: turn reports lost");
t.expect(level_status(@bl) == .lost, "lose: board reads lost");
t.expect(!tl.reshuffled, "lose: no reshuffle once lost");
// ── No-legal-moves rule: RESHUFFLE ──────────────────────────────────────
// A provably deadlocked board: gem(col,row) = (col-row) mod 6, a diagonal
// Latin square. Equal gems lie only on slope-1 diagonals, so no row/column
// holds two of a kind within reach — there is no immediate match, and no
// orthogonal swap can line up three. `reshuffle` re-arranges the SAME gems
// (seeded RNG) into a board with a legal move and no immediate match, and
// spends no move.
print("== deadlock-reshuffle ==\n");
bd := load_board(.[
"ROYGBPRO",
"PROYGBPR",
"BPROYGBP",
"GBPROYGB",
"YGBPROYG",
"OYGBPROY",
"ROYGBPRO",
"PROYGBPR",
], RESHUFFLE_SEED, 10, 1500);
out(board_dump(@bd));
pre_m := find_matches(@bd);
pre_sw := legal_swaps(@bd);
print("before: matches {} legal_swaps {} has_legal_swap {}\n",
pre_m.count(), pre_sw.len, has_legal_swap(@bd));
t.expect(pre_m.count() == 0, "deadlock: no immediate match before");
t.expect(pre_sw.len == 0, "deadlock: no legal swap before");
t.expect(!has_legal_swap(@bd), "deadlock: has_legal_swap false before");
score_before := bd.score;
made_before := bd.moves_made;
ok := reshuffle(@bd);
post_m := find_matches(@bd);
post_sw := legal_swaps(@bd);
print("reshuffled {} matches {} legal_swaps {}\n", ok, post_m.count(), post_sw.len);
print("after: score {} moves_made {}\n", bd.score, bd.moves_made);
out(board_dump(@bd));
t.expect(ok, "deadlock: reshuffle succeeded");
t.expect(post_m.count() == 0, "deadlock: no immediate match after reshuffle");
t.expect(post_sw.len > 0, "deadlock: >=1 legal move after reshuffle");
t.expect(bd.score == score_before, "deadlock: reshuffle spent no score");
t.expect(bd.moves_made == made_before, "deadlock: reshuffle spent no move");
// ── Restart: reset progress, reproduce the seeded starting board ─────────
print("== restart ==\n");
br : Board = ---;
br.init(START_SEED);
// Dirty the state as a partial game would: spend moves, accrue score, and
// mutate a cell so the layout differs from a fresh board.
br.score = 500;
br.moves_made = 7;
br.set(0, 0, .empty);
print("dirty: score {} moves_made {} status {}\n",
br.score, br.moves_made, status_name(level_status(@br)));
restart(@br, START_SEED);
ref : Board = ---;
ref.init(START_SEED);
print("after restart: score {} moves_made {} moves_remaining {} status {}\n",
br.score, br.moves_made, br.moves_remaining(), status_name(level_status(@br)));
out(board_dump(@br));
t.expect(br.score == 0, "restart: score reset");
t.expect(br.moves_made == 0, "restart: moves reset");
t.expect(level_status(@br) == .in_progress, "restart: status in_progress");
t.expect(boards_equal(@br, @ref), "restart: same seed reproduces starting board");
print("ok: level / turn-goal state machine\n");
return 0;
}