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).
197 lines
8.6 KiB
Plaintext
197 lines
8.6 KiB
Plaintext
// 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");
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bd := load_board(.[
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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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], RESHUFFLE_SEED, 10, 1500);
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out(board_dump(@bd));
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pre_m := find_matches(@bd);
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pre_sw := legal_swaps(@bd);
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print("before: matches {} legal_swaps {} has_legal_swap {}\n",
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pre_m.count(), pre_sw.len, has_legal_swap(@bd));
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t.expect(pre_m.count() == 0, "deadlock: no immediate match before");
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t.expect(pre_sw.len == 0, "deadlock: no legal swap before");
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t.expect(!has_legal_swap(@bd), "deadlock: has_legal_swap false before");
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score_before := bd.score;
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made_before := bd.moves_made;
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ok := reshuffle(@bd);
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post_m := find_matches(@bd);
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post_sw := legal_swaps(@bd);
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print("reshuffled {} matches {} legal_swaps {}\n", ok, post_m.count(), post_sw.len);
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print("after: score {} moves_made {}\n", bd.score, bd.moves_made);
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out(board_dump(@bd));
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t.expect(ok, "deadlock: reshuffle succeeded");
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t.expect(post_m.count() == 0, "deadlock: no immediate match after reshuffle");
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t.expect(post_sw.len > 0, "deadlock: >=1 legal move after reshuffle");
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t.expect(bd.score == score_before, "deadlock: reshuffle spent no score");
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t.expect(bd.moves_made == made_before, "deadlock: reshuffle spent no move");
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// ── Restart: reset progress, reproduce the seeded starting board ─────────
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print("== restart ==\n");
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br : Board = ---;
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br.init(START_SEED);
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// Dirty the state as a partial game would: spend moves, accrue score, and
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// mutate a cell so the layout differs from a fresh board.
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br.score = 500;
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br.moves_made = 7;
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br.set(0, 0, .empty);
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print("dirty: score {} moves_made {} status {}\n",
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br.score, br.moves_made, status_name(level_status(@br)));
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restart(@br, START_SEED);
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ref : Board = ---;
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ref.init(START_SEED);
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print("after restart: score {} moves_made {} moves_remaining {} status {}\n",
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br.score, br.moves_made, br.moves_remaining(), status_name(level_status(@br)));
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out(board_dump(@br));
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t.expect(br.score == 0, "restart: score reset");
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t.expect(br.moves_made == 0, "restart: moves reset");
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t.expect(level_status(@br) == .in_progress, "restart: status in_progress");
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t.expect(boards_equal(@br, @ref), "restart: same seed reproduces starting board");
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print("ok: level / turn-goal state machine\n");
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return 0;
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}
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