Add board.sx, the headless Phase-1 match-3 core: - Gem enum (6 types, ordinal 0..5) + single-char dump alphabet. - Rng: a 32-bit LCG carried in s64, masked to 32 bits each step, so the stream is host-width independent and valid for any seed. - Board (8x8, row-major) with idx/at/set accessors and a seeded init that fills row-major, excluding any gem that would complete a 3-in-a-row with the two cells to the left or above — so the result has zero pre-existing matches. Single RNG draw per cell, always terminates. - board_dump: deterministic one-row-per-line textual snapshot. tests/board_init.sx seeds with a fixed seed, dumps the board, and asserts zero horizontal/vertical 3-in-a-row runs via an independent scan. Output and exit code are locked as goldens. App ios-sim build is unaffected (main.sx does not import the model yet).
40 lines
1.3 KiB
Plaintext
40 lines
1.3 KiB
Plaintext
// Board-state golden: seed the board deterministically, dump it, and assert
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// the no-pre-existing-match invariant (zero horizontal/vertical 3-in-a-rows).
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// The dump is locked as a snapshot so the seeded board state can't drift.
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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 :: 1337;
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// Count every horizontal or vertical window of three consecutive same-type
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// gems. A correctly initialized board has zero. This walks the finished board
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// independently of the placement logic, so it's a real check, not a tautology.
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count_three_runs :: (b: *Board) -> s32 {
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runs : s32 = 0;
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for 0..BOARD_ROWS: (row) {
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for 0..(BOARD_COLS - 2): (col) {
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g := b.at(col, row);
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if g == b.at(col + 1, row) and g == b.at(col + 2, row) { runs += 1; }
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}
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}
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for 0..(BOARD_ROWS - 2): (row) {
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for 0..BOARD_COLS: (col) {
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g := b.at(col, row);
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if g == b.at(col, row + 1) and g == b.at(col, row + 2) { runs += 1; }
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}
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}
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runs
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}
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main :: () -> s32 {
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board : Board = ---;
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board.init(SEED);
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out(board_dump(@board));
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t.expect(count_three_runs(@board) == 0, "seeded board has no 3-in-a-row runs");
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print("ok: board_init no-match invariant holds\n");
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return 0;
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}
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