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:
140
board.sx
140
board.sx
@@ -84,6 +84,13 @@ BOARD_CELLS :: BOARD_COLS * BOARD_ROWS;
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// committing) without `commit_swap` refusing.
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DEFAULT_MOVE_LIMIT :: 30;
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// Default per-level score goal (P7.1). `init` seeds `Board.target_score` with
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// this; `level_status` wins the moment `score` reaches it. Sized to be reachable
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// within the DEFAULT_MOVE_LIMIT budget with focused play but not by idle
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// swapping — a single legal swap pays tens of points, a deep cascade a couple
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// hundred. A level may override `target_score` for a harder or easier goal.
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DEFAULT_TARGET_SCORE :: 1500;
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Board :: struct {
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// Row-major: cell (col, row) lives at row*BOARD_COLS + col.
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cells: [BOARD_CELLS]Gem;
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@@ -111,6 +118,11 @@ Board :: struct {
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moves_made: s64;
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move_limit: s64;
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// Per-level score goal (P7.1). `init` sets it to DEFAULT_TARGET_SCORE;
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// `level_status` reads it to decide a win (`score >= target_score`). A
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// hand-built board must set this before its status is read.
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target_score: s64;
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idx :: (col: s64, row: s64) -> s64 {
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row * BOARD_COLS + col
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}
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@@ -142,6 +154,7 @@ Board :: struct {
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self.score = 0;
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self.moves_made = 0;
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self.move_limit = DEFAULT_MOVE_LIMIT;
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self.target_score = DEFAULT_TARGET_SCORE;
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for 0..BOARD_ROWS: (row) {
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for 0..BOARD_COLS: (col) {
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self.set(col, row, pick_gem(self, @self.rng, col, row));
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@@ -774,3 +787,130 @@ commit_swap :: (board: *Board, a: Cell, b: Cell) -> PlayerMove {
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board.moves_made += 1;
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PlayerMove.{ legal = true, cascade = cascade, moves_remaining = board.moves_remaining() }
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}
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// ── Turn / goal loop (P7.1) ────────────────────────────────────────────────
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// A thin, pure level loop over the model: a per-level score GOAL
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// (`Board.target_score`) to reach within the move budget (`Board.move_limit`),
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// the win / lose / in-progress STATUS derived from the two, a deadlock
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// RESHUFFLE so the player is never stuck, and a RESTART that reseeds a fresh
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// level. All deterministic and rendering-free; P7.2 reads `level_status` to draw
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// the goal HUD, the win/lose banner and the restart button.
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// Where a level stands. Derived purely from `Board.score`, `Board.target_score`
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// and the move budget — there is no stored status to keep in sync, so it can
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// never drift from the model. `won` is tested before `lost`, so meeting the goal
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// on the final move wins even though no moves remain.
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Status :: enum {
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in_progress;
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won;
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lost;
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}
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// One stable name per status, for snapshots and the HUD.
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status_name :: (s: Status) -> string {
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if s == .won { return "won"; }
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if s == .lost { return "lost"; }
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"in_progress"
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}
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// The level's current standing. WON as soon as `score` reaches `target_score`
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// (even with the budget exhausted); otherwise LOST once the move budget is spent
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// (`moves_remaining() <= 0`) short of the goal; otherwise still in progress.
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// `<= 0` (not `== 0`) so a board pushed past its budget still reads lost.
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level_status :: (board: *Board) -> Status {
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if board.score >= board.target_score { return .won; }
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if board.moves_remaining() <= 0 { return .lost; }
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.in_progress
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}
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// Whether the board has at least one legal swap — the cheap deadlock probe.
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// Same enumeration as `legal_swaps`, but it stops at the first legal pair and
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// allocates nothing, so the reshuffle loop and P7.2's deadlock check don't build
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// a throwaway list each call. The trial swaps inside `swap_legal` are reverted,
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// so the board is left unchanged.
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has_legal_swap :: (board: *Board) -> bool {
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for 0..BOARD_ROWS: (row) {
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for 0..BOARD_COLS: (col) {
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here := Cell.{ col = col, row = row };
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if col + 1 < BOARD_COLS {
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right := Cell.{ col = col + 1, row = row };
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if swap_legal(board, here, right) { return true; }
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}
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if row + 1 < BOARD_ROWS {
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down := Cell.{ col = col, row = row + 1 };
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if swap_legal(board, here, down) { return true; }
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}
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}
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}
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false
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}
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// Upper bound on shuffle attempts before `reshuffle` gives up. A gather-and-
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// permute lands on a no-immediate-match, has-a-legal-move arrangement within a
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// handful of tries for a real (multi-colour) board, so this cap only guarantees
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// termination; exhausting it (astronomically unlikely) leaves the board in its
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// last shuffled state and returns false, which the turn loop treats as an
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// unbreakable deadlock.
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MAX_RESHUFFLE_TRIES :: 200;
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// Re-arrange the board's existing gems in place until the player has a move
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// again: no cell is part of an immediate match AND at least one legal swap
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// exists. The board's own seeded RNG drives a Fisher–Yates permutation, so a
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// given state always reshuffles the same way; each invalid arrangement is simply
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// re-permuted (the RNG keeps advancing) until one is valid or the attempt cap is
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// hit. A reshuffle is NOT a move: `score`, `moves_made` and `move_limit` are
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// untouched. Returns true once a valid arrangement is reached, false if the cap
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// was exhausted.
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reshuffle :: (board: *Board) -> bool {
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rng := @board.rng;
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tries := 0;
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while tries < MAX_RESHUFFLE_TRIES {
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// Fisher–Yates over all 64 cells, in place. Short loops — in-body locals
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// here are fine (issue 0001 only bites loops of ~1M+ iterations).
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i := BOARD_CELLS - 1;
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while i > 0 {
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j := rng.next_range(i + 1);
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tmp := board.cells[i];
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board.cells[i] = board.cells[j];
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board.cells[j] = tmp;
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i -= 1;
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}
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m := find_matches(board);
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if m.count() == 0 and has_legal_swap(board) { return true; }
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tries += 1;
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}
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false
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}
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// Reset to a fresh, reproducible level: `init(seed)` reseeds the board (same
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// seed → identical starting layout), zeroes `score` and `moves_made`, and
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// restores the default move budget and score goal, so `level_status` reads
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// `in_progress` again. The entry point P7.2's restart button calls.
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restart :: (board: *Board, seed: s64) {
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board.init(seed);
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}
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// Outcome of one turn through the goal loop: the underlying `PlayerMove`, the
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// level `status` AFTER it, and whether a deadlock `reshuffle` ran (so P7.2 can
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// flash a "shuffled" note). The status is recomputed from the model, never
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// stored.
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TurnResult :: struct {
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move: PlayerMove;
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status: Status;
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reshuffled: bool;
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}
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// Play one turn: attempt the swap via `commit_swap` (an illegal swap changes
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// nothing and spends no move), then — only while the level is still in progress —
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// reshuffle if the board has deadlocked (no legal swaps left), so the player is
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// never stranded. A reshuffle costs no move. A winning or losing move skips the
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// reshuffle: the level is over. Returns the move outcome, the resulting status,
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// and whether a reshuffle ran.
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play_turn :: (board: *Board, a: Cell, b: Cell) -> TurnResult {
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move := commit_swap(board, a, b);
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reshuffled := false;
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if level_status(board) == .in_progress and !has_legal_swap(board) {
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reshuffled = reshuffle(board);
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}
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TurnResult.{ move = move, status = level_status(board), reshuffled = reshuffled }
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}
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1
tests/expected/level.exit
Normal file
1
tests/expected/level.exit
Normal file
@@ -0,0 +1 @@
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0
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74
tests/expected/level.stdout
Normal file
74
tests/expected/level.stdout
Normal file
@@ -0,0 +1,74 @@
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== level (turn / goal state machine) ==
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== start-in-progress ==
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RRPPOGRG
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PGPOPRRO
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YYBBYRYB
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GBYYRGGP
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OGBRRORY
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BYRRPRBG
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YOYYROBB
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OROBPPRB
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score 0 target 1500 moves_remaining 30 status in_progress
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== win-transition ==
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RROGOGOG
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GGROGOGO
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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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before: score 0 target 30 moves_remaining 5 status in_progress
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after: legal true awarded 30 reshuffled false
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after: score 30 moves_remaining 4 status won
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RBRGOGOG
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GGOOGOGO
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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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== lose-transition ==
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RROGOGOG
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GGROGOGO
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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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before: score 0 target 1000000 moves_remaining 1 status in_progress
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after: legal true score 30 moves_remaining 0 status lost
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== deadlock-reshuffle ==
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ROYGBPRO
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PROYGBPR
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BPROYGBP
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GBPROYGB
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YGBPROYG
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OYGBPROY
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ROYGBPRO
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PROYGBPR
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before: matches 0 legal_swaps 0 has_legal_swap false
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reshuffled true matches 0 legal_swaps 9
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after: score 0 moves_made 0
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BGGYORYR
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RRYGOPBY
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YRYBPRGB
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OOBGBPRG
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RPRPYRPO
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OBBPOOPG
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OBGGOPGY
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YPRYBORP
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== restart ==
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dirty: score 500 moves_made 7 status in_progress
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after restart: score 0 moves_made 0 moves_remaining 30 status in_progress
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RRPPOGRG
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PGPOPRRO
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YYBBYRYB
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GBYYRGGP
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OGBRRORY
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BYRRPRBG
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YOYYROBB
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OROBPPRB
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ok: level / turn-goal state machine
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196
tests/level.sx
Normal file
196
tests/level.sx
Normal file
@@ -0,0 +1,196 @@
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// Level / turn-goal state-machine golden (P7.1).
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//
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// Proves the pure level loop layered over the model in board.sx:
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//
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// * `level_status` derives in_progress / won / lost from `Board.score`,
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// `Board.target_score` and the move budget — won the moment the goal is met,
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// lost when the budget is spent short of it.
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// * the win and loss TRANSITIONS across a committed move (`play_turn`).
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// * the deadlock RESHUFFLE rule: a provably stuck board (no legal swap, no
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// immediate match) reshuffles — via the seeded RNG — into a board with >=1
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// legal move and still no immediate match, consuming no move.
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// * `restart` resets score/moves/status and, for a fixed seed, reproduces the
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// exact same starting board.
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//
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// Deterministic: fixed seeds and crafted boards, every transition asserted AND
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// printed so the golden is self-explanatory.
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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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START_SEED :: 1337;
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RESHUFFLE_SEED :: 1337;
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// Inverse of `gem_char`: map a board character back to its Gem so each board can
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// 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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// seeded RNG, running score zeroed, the turn counters reset to a fresh game, and
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// the per-level goal set.
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load_board :: (rows: []string, seed: s64, move_limit: s64, target_score: s64) -> 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.rng = rng_seeded(seed);
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b.score = 0;
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b.moves_made = 0;
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b.move_limit = move_limit;
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b.target_score = target_score;
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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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main :: () -> s32 {
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print("== level (turn / goal state machine) ==\n");
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// ── Start: a fresh seeded board reads in_progress with the default goal ──
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print("== start-in-progress ==\n");
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b0 : Board = ---;
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b0.init(START_SEED);
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out(board_dump(@b0));
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print("score {} target {} moves_remaining {} status {}\n",
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b0.score, b0.target_score, b0.moves_remaining(), status_name(level_status(@b0)));
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t.expect(level_status(@b0) == .in_progress, "start: status in_progress");
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t.expect(b0.target_score == DEFAULT_TARGET_SCORE, "start: default goal");
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// ── WIN transition: one legal swap crosses a low goal ───────────────────
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// The commit-legal-len3 board: swapping (2,0)<->(2,1) completes RRR for an
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// award of 30. With the goal set to 30, that single move flips in_progress
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// -> won, and wins with moves still in the budget (win triggers on the goal,
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// not on the budget running out).
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print("== win-transition ==\n");
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bw := load_board(.[
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"RROGOGOG",
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"GGROGOGO",
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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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], 7, 5, 30);
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out(board_dump(@bw));
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print("before: score {} target {} moves_remaining {} status {}\n",
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bw.score, bw.target_score, bw.moves_remaining(), status_name(level_status(@bw)));
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t.expect(level_status(@bw) == .in_progress, "win: in_progress before move");
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tw := play_turn(@bw, Cell.{ col = 2, row = 0 }, Cell.{ col = 2, row = 1 });
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print("after: legal {} awarded {} reshuffled {}\n", tw.move.legal, tw.move.cascade.awarded, tw.reshuffled);
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print("after: score {} moves_remaining {} status {}\n",
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bw.score, bw.moves_remaining(), status_name(tw.status));
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out(board_dump(@bw));
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t.expect(tw.move.legal, "win: swap committed");
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t.expect(bw.score >= bw.target_score, "win: goal reached");
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t.expect(tw.status == .won, "win: turn reports won");
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t.expect(level_status(@bw) == .won, "win: board reads won");
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t.expect(bw.moves_remaining() > 0, "win: won with moves to spare");
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t.expect(!tw.reshuffled, "win: no reshuffle once won");
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// ── LOSS transition: the move budget runs out short of the goal ──────────
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// Same legal swap (award 30) but a 1-move budget and an unreachable goal:
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// after the move moves_remaining hits 0 with score < goal, flipping
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// in_progress -> lost.
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print("== lose-transition ==\n");
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bl := load_board(.[
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"RROGOGOG",
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"GGROGOGO",
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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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], 7, 1, 1000000);
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out(board_dump(@bl));
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print("before: score {} target {} moves_remaining {} status {}\n",
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bl.score, bl.target_score, bl.moves_remaining(), status_name(level_status(@bl)));
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t.expect(level_status(@bl) == .in_progress, "lose: in_progress before move");
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tl := play_turn(@bl, Cell.{ col = 2, row = 0 }, Cell.{ col = 2, row = 1 });
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print("after: legal {} score {} moves_remaining {} status {}\n",
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tl.move.legal, bl.score, bl.moves_remaining(), status_name(tl.status));
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t.expect(tl.move.legal, "lose: swap committed");
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t.expect(bl.moves_remaining() == 0, "lose: budget spent");
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t.expect(bl.score < bl.target_score, "lose: short of goal");
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t.expect(tl.status == .lost, "lose: turn reports lost");
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t.expect(level_status(@bl) == .lost, "lose: board reads lost");
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t.expect(!tl.reshuffled, "lose: no reshuffle once lost");
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// ── No-legal-moves rule: RESHUFFLE ──────────────────────────────────────
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// A provably deadlocked board: gem(col,row) = (col-row) mod 6, a diagonal
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// Latin square. Equal gems lie only on slope-1 diagonals, so no row/column
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// holds two of a kind within reach — there is no immediate match, and no
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// orthogonal swap can line up three. `reshuffle` re-arranges the SAME gems
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// (seeded RNG) into a board with a legal move and no immediate match, and
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// spends no move.
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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;
|
||||
}
|
||||
Reference in New Issue
Block a user