Mechanical sweep of all .sx sources, plan docs, and tests/expected snapshots for the sx language rename (s8/s16/s32/s64 -> i8/i16/i32/i64). Verified: tools/run_tests.sh 23/23. Note: the ios-sim build has 2 pre-existing 'restart' dot-call errors from the sx opt-in UFCS change (sx a47ea14) — independent of this rename (present pre-sweep); migrated in the follow-up commit.
142 lines
4.9 KiB
Plaintext
142 lines
4.9 KiB
Plaintext
// Cascade golden: resolve a HAND-CRAFTED seeded board to a stable state and
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// snapshot the whole settle loop. The board carries a single horizontal match
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// (BBB at row 3, cols 0-2) sitting on the run-free O/G checkerboard, painted so
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// that clearing it is NOT the end: col 0 holds R . R R straddling that match's
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// cell, so once the B is cleared and gravity packs the column, the three reds
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// fall adjacent into a fresh vertical RRR — a SECOND match the first clear set
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// up. So the loop runs at least two rounds before it stabilises. The exact
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// sequence (per-round boards + final depth) is locked by the snapshot.
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//
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// Two things are asserted independently of the dump: the final board is stable
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// (find_matches empty), and the public `resolve` reproduces the manual loop's
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// depth, per-round cleared counts, and final board byte-for-byte. A control
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// checkerboard with no initial match resolves at depth 0, untouched.
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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 :: 7;
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// Number of rounds the crafted cascade runs. Locked alongside the golden.
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EXPECTED_DEPTH :: 2;
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// Inverse of `gem_char`: map a board character back to its Gem so the starting
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// board can 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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// The RNG is left unseeded — callers seed it before resolving.
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load_board :: (rows: []string) -> 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
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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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// The crafted cascade board: checkerboard everywhere except a horizontal BBB at
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// row 3 (cols 0-2) and reds salted down col 0 (rows 2,4,5) around that match's
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// cell. Clearing BBB punches the col-0 hole between the reds; gravity then packs
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// R,R,R adjacent → a vertical match for round 2. Its RNG is seeded from SEED so
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// the refill that follows each clear is reproducible.
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cascade_board :: () -> Board {
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b := load_board(.[
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"OGOGOGOG",
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"GOGOGOGO",
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"RGOGOGOG",
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"BBBOGOGO",
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"RGOGOGOG",
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"ROGOGOGO",
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"OGOGOGOG",
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"GOGOGOGO",
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]);
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b.rng = rng_seeded(SEED);
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b
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}
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// A run-free checkerboard with no initial match — the depth-0 control.
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checker_board :: () -> Board {
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b := load_board(.[
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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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"OGOGOGOG",
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"GOGOGOGO",
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]);
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b.rng = rng_seeded(SEED);
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b
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}
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main :: () -> i32 {
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print("== cascade (resolution loop) ==\n");
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// Drive the loop one round at a time so each post-round board is visible in
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// the snapshot, recording the per-round cleared counts and the depth.
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b := cascade_board();
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out("start:\n");
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out(board_dump(@b));
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depth := 0;
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counts := List(i64).{};
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while true {
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n := resolve_step(@b);
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if n == 0 { break; }
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depth += 1;
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counts.append(n);
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print("round {}: cleared {} cells\n", depth, n);
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out(board_dump(@b));
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}
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print("cascade depth {}\n", depth);
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// The loop reached a stable board.
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fm := find_matches(@b);
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t.expect(fm.count() == 0, "cascade: final board has no matches");
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// A genuine multi-round chain at the expected depth.
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t.expect(depth == EXPECTED_DEPTH, "cascade: depth equals expected");
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t.expect(depth >= 2, "cascade: chained at least two rounds");
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// The public `resolve` on a fresh identical board reproduces the manual
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// loop exactly: same depth, same per-round cleared counts, same final board.
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b2 := cascade_board();
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c := resolve(@b2);
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t.expect(c.depth == depth, "cascade: resolve depth matches manual loop");
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same_counts := c.cleared.len == counts.len;
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if same_counts {
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for 0..counts.len (i) {
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if c.cleared.items[i] != counts.items[i] { same_counts = false; }
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}
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}
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t.expect(same_counts, "cascade: resolve per-round counts match manual loop");
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t.expect(boards_equal(@b, @b2), "cascade: resolve final board matches manual loop");
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// Control: a checkerboard with no initial match resolves at depth 0 and is
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// left untouched (no clear, no collapse, no refill draw).
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ctrl := checker_board();
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before := ctrl;
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cc := resolve(@ctrl);
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t.expect(cc.depth == 0, "control: stable board resolves at depth 0");
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t.expect(cc.cleared.len == 0, "control: depth 0 yields an empty per-round list");
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t.expect(boards_equal(@before, @ctrl), "control: stable board left unchanged");
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print("ok: cascade resolves to a stable board\n");
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return 0;
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}
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