FX2: wire no-moves reshuffle into the UI swipe-commit path

The rendered swipe-commit path (`plan_and_commit`) bypassed the turn-loop's
no-moves rule: a deadlocked board (no legal swap) stayed stuck on screen because
only `play_turn` checked `!has_legal_swap` and reshuffled, and the UI never calls
`play_turn`.

Factor the post-settle "no legal swaps -> reshuffle" check into a shared
`reshuffle_if_deadlocked` in board.sx and call it from BOTH `play_turn` and
`plan_and_commit`, so the animated UI commit obeys the identical model rule. The
reshuffle runs after the cascade settles (post-`commit_swap`); the AnimMove's
recorded `final` stays the settled pre-reshuffle board, so the cascade animation,
per-round audio, and input gating are unchanged — the reshuffled layout renders on
the next settled frame. No win/lose/turn-accounting change; a reshuffle spends no
move and no score.

Regression test tests/swipe_reshuffle.sx drives the exact UI path (swipe_intent ->
plan_and_commit) on the deadlocked board from tests/level.sx: before = no legal
swaps / in_progress; after = reshuffled (has_legal_swap true, 9 legal swaps, no
immediate match), score/moves/budget unchanged. It FAILS pre-fix (board stays
stuck, has_legal_swap false) and PASSES post-fix.
This commit is contained in:
swipelab
2026-06-06 14:55:38 +03:00
parent 2a196943aa
commit cd89a5c9c0
5 changed files with 199 additions and 14 deletions

View File

@@ -882,6 +882,20 @@ reshuffle :: (board: *Board) -> bool {
false
}
// After a committed move's cascade has settled, recover a deadlocked board so the
// player is never stranded: if the level is still in progress yet no legal swap
// remains, `reshuffle` the gems in place. A reshuffle is NOT a move and never runs
// on a finished (won/lost) level, so win/lose and turn accounting are untouched.
// Returns whether a reshuffle ran. BOTH the headless turn loop (`play_turn`) and
// the animated UI commit (`plan_and_commit`) call this, so the rendered game obeys
// the identical no-moves rule — neither path can leave the board stuck.
reshuffle_if_deadlocked :: (board: *Board) -> bool {
if level_status(board) == .in_progress and !has_legal_swap(board) {
return reshuffle(board);
}
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
@@ -921,9 +935,6 @@ play_turn :: (board: *Board, a: Cell, b: Cell) -> TurnResult {
return TurnResult.{ accepted = false, move = frozen, status = status, reshuffled = false };
}
move := commit_swap(board, a, b);
reshuffled := false;
if level_status(board) == .in_progress and !has_legal_swap(board) {
reshuffled = reshuffle(board);
}
reshuffled := reshuffle_if_deadlocked(board);
TurnResult.{ accepted = true, move = move, status = level_status(board), reshuffled = reshuffled }
}