P3.2: cascade combo multiplier (pure sx)
Scale each cascade round's base points by combo_multiplier(round) = the 1-based round index (round 1 x1, round 2 x2, ...), so deeper chains pay out more. resolve now reads score_round before each clear, accumulates score_round * combo_multiplier(round) into Board.score, and reports the settle's payout as the new Cascade.awarded field. A depth-1 settle scores exactly its base (x1, no bonus); any multi-round chain strictly exceeds the same clears scored flat. resolve_step keeps its signature (no scoring), so cascade.sx and its golden are unchanged; score_round/add_round_score are untouched, so score.sx is unchanged. New tests/combo.sx golden locks exact cumulative scores for a single-round clear (30), the P2.4 cascade board (flat 60 -> mult 90), and a controlled 3-round chain (flat 90 -> mult 180), printing per-round base/multiplier/points so the golden self-explains.
This commit is contained in:
140
tests/combo.sx
Normal file
140
tests/combo.sx
Normal file
@@ -0,0 +1,140 @@
|
||||
// Combo-multiplier golden (P3.2): drive seeded boards through the full cascade
|
||||
// settle and snapshot the per-round scoring. Each round's base points
|
||||
// (`score_round`) are scaled by `combo_multiplier(round)` = the 1-based round
|
||||
// index, so round 1 ×1, round 2 ×2, round 3 ×3, …; `resolve` accumulates the
|
||||
// multiplied sum into `Board.score` and reports it as `Cascade.awarded`.
|
||||
//
|
||||
// Three scenes prove the rule end to end:
|
||||
// - single-depth1: one clear, depth 1 → base ×1 = base exactly (NO bonus).
|
||||
// - cascade-depth2: the P2.4 cascade board (seed 7) → a real 2-round chain
|
||||
// whose multiplied total (90) strictly beats the flat sum (60).
|
||||
// - chain-depth3: the same crafted board at seed 10 → a 3-round chain,
|
||||
// 30×1 + 30×2 + 30×3 = 180, well above the flat 90.
|
||||
//
|
||||
// For each scene the starting board and every round's (cleared, base, multiplier,
|
||||
// round points) are printed so the golden is self-explanatory, the flat and
|
||||
// multiplied totals are printed side by side, and `resolve` on a fresh identical
|
||||
// board is asserted to award EXACTLY the multiplied total into `Board.score`.
|
||||
#import "modules/std.sx";
|
||||
#import "board.sx";
|
||||
t :: #import "test.sx";
|
||||
|
||||
// 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 so `board.score` ends equal to the payout.
|
||||
load_board :: (rows: []string, seed: 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
|
||||
}
|
||||
|
||||
// One scene: drive the settle one round at a time so each round is visible in the
|
||||
// snapshot — score_round BEFORE the clear, multiplier off the 1-based round index,
|
||||
// mirroring `resolve` exactly. Print per-round (cleared, base, multiplier, round
|
||||
// points) and the flat-vs-multiplied totals, then assert `resolve` on a fresh
|
||||
// identical board awards `want_mult` into `Board.score` and reports it as
|
||||
// `Cascade.awarded` at the same depth. A depth-1 settle must equal the flat sum
|
||||
// (no bonus); a deeper chain must strictly exceed it.
|
||||
scene :: (name: string, rows: []string, seed: s64, want_flat: s64, want_mult: s64) {
|
||||
print("== {} ==\n", name);
|
||||
b := load_board(rows, seed);
|
||||
out(board_dump(@b));
|
||||
|
||||
flat : s64 = 0;
|
||||
mult : s64 = 0;
|
||||
depth : s64 = 0;
|
||||
while true {
|
||||
base := score_round(@b);
|
||||
n := resolve_step(@b);
|
||||
if n == 0 { break; }
|
||||
depth += 1;
|
||||
m := combo_multiplier(depth);
|
||||
print("round {}: cleared {} base {} x{} = {}\n", depth, n, base, m, base * m);
|
||||
flat += base;
|
||||
mult += base * m;
|
||||
}
|
||||
print("flat sum {}\n", flat);
|
||||
print("multiplied total {}\n", mult);
|
||||
|
||||
t.expect(flat == want_flat, concat(name, ": flat sum exact"));
|
||||
t.expect(mult == want_mult, concat(name, ": multiplied total exact"));
|
||||
if depth >= 2 {
|
||||
t.expect(mult > flat, concat(name, ": multi-round chain beats flat sum"));
|
||||
} else {
|
||||
t.expect(mult == flat, concat(name, ": single round scores flat (no bonus)"));
|
||||
}
|
||||
|
||||
// The public `resolve` on a fresh identical board reproduces the payout:
|
||||
// accumulates the multiplied total into `Board.score` and reports it as
|
||||
// `Cascade.awarded`, at the same depth.
|
||||
b2 := load_board(rows, seed);
|
||||
c := resolve(@b2);
|
||||
t.expect(c.depth == depth, concat(name, ": resolve depth matches manual loop"));
|
||||
t.expect(c.awarded == want_mult, concat(name, ": resolve awarded equals multiplied total"));
|
||||
t.expect(b2.score == want_mult, concat(name, ": resolve accumulates into board.score"));
|
||||
}
|
||||
|
||||
main :: () -> s32 {
|
||||
print("== combo (cascade multiplier) ==\n");
|
||||
|
||||
// Single-round clear (seed 0): one RRR clears and the refill makes no new
|
||||
// match, so the settle stops at depth 1 → base 30 ×1 = 30, exactly the flat
|
||||
// value. Proves there is no combo bonus on a single round.
|
||||
scene("single-depth1", .[
|
||||
"RRRGOGOG",
|
||||
"GOGOGOGO",
|
||||
"OGOGOGOG",
|
||||
"GOGOGOGO",
|
||||
"OGOGOGOG",
|
||||
"GOGOGOGO",
|
||||
"OGOGOGOG",
|
||||
"GOGOGOGO",
|
||||
], 0, 30, 30);
|
||||
|
||||
// The P2.4 cascade board (seed 7): round 1 clears the horizontal BBB (base 30
|
||||
// ×1), round 2 the gravity-formed vertical RRR (base 30 ×2) → 30 + 60 = 90,
|
||||
// strictly above the flat 30 + 30 = 60.
|
||||
scene("cascade-depth2", .[
|
||||
"OGOGOGOG",
|
||||
"GOGOGOGO",
|
||||
"RGOGOGOG",
|
||||
"BBBOGOGO",
|
||||
"RGOGOGOG",
|
||||
"ROGOGOGO",
|
||||
"OGOGOGOG",
|
||||
"GOGOGOGO",
|
||||
], 7, 60, 90);
|
||||
|
||||
// The same crafted board at seed 10: the refill after round 2 sets up a third
|
||||
// len-3 clear, a controlled 3-round chain → 30×1 + 30×2 + 30×3 = 180, well
|
||||
// above the flat 90.
|
||||
scene("chain-depth3", .[
|
||||
"OGOGOGOG",
|
||||
"GOGOGOGO",
|
||||
"RGOGOGOG",
|
||||
"BBBOGOGO",
|
||||
"RGOGOGOG",
|
||||
"ROGOGOGO",
|
||||
"OGOGOGOG",
|
||||
"GOGOGOGO",
|
||||
], 10, 90, 180);
|
||||
|
||||
print("ok: combo multiplier scales cascade rounds\n");
|
||||
return 0;
|
||||
}
|
||||
1
tests/expected/combo.exit
Normal file
1
tests/expected/combo.exit
Normal file
@@ -0,0 +1 @@
|
||||
0
|
||||
41
tests/expected/combo.stdout
Normal file
41
tests/expected/combo.stdout
Normal file
@@ -0,0 +1,41 @@
|
||||
== combo (cascade multiplier) ==
|
||||
== single-depth1 ==
|
||||
RRRGOGOG
|
||||
GOGOGOGO
|
||||
OGOGOGOG
|
||||
GOGOGOGO
|
||||
OGOGOGOG
|
||||
GOGOGOGO
|
||||
OGOGOGOG
|
||||
GOGOGOGO
|
||||
round 1: cleared 3 base 30 x1 = 30
|
||||
flat sum 30
|
||||
multiplied total 30
|
||||
== cascade-depth2 ==
|
||||
OGOGOGOG
|
||||
GOGOGOGO
|
||||
RGOGOGOG
|
||||
BBBOGOGO
|
||||
RGOGOGOG
|
||||
ROGOGOGO
|
||||
OGOGOGOG
|
||||
GOGOGOGO
|
||||
round 1: cleared 3 base 30 x1 = 30
|
||||
round 2: cleared 3 base 30 x2 = 60
|
||||
flat sum 60
|
||||
multiplied total 90
|
||||
== chain-depth3 ==
|
||||
OGOGOGOG
|
||||
GOGOGOGO
|
||||
RGOGOGOG
|
||||
BBBOGOGO
|
||||
RGOGOGOG
|
||||
ROGOGOGO
|
||||
OGOGOGOG
|
||||
GOGOGOGO
|
||||
round 1: cleared 3 base 30 x1 = 30
|
||||
round 2: cleared 3 base 30 x2 = 60
|
||||
round 3: cleared 3 base 30 x3 = 90
|
||||
flat sum 90
|
||||
multiplied total 180
|
||||
ok: combo multiplier scales cascade rounds
|
||||
Reference in New Issue
Block a user