find_matches walked maximal same-type spans without excluding `.empty`, so a line of 3+ holes (left by a prior clear) was reported as a match. After any vertical 3-clear or L/T clear the board carries such a line, so find_matches / clear_matches returned non-zero on a board with no real gem match — which would prevent the P2.4 cascade from ever stabilising. Fix at the source: a run is only a match if its gem type is not `.empty`. Holes already break runs of real gems (a hole differs from every gem), so this is the only change needed and every caller (P1.3 legality, P2.4 cascade) is now correct. Regression in tests/clear.sx: a holes-only board yields zero matches and clear_matches 0, and re-clearing a holed board returns 0. Other goldens are unchanged (no board without holes is affected).
204 lines
6.7 KiB
Plaintext
204 lines
6.7 KiB
Plaintext
// Clear golden: run detect→clear over several HAND-CRAFTED boards and snapshot
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// the post-clear board. Each board sits on the run-free O/G checkerboard from
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// match_detect (adjacent cells always differ, so it has zero pre-existing
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// matches) with only the runs under test painted in — so any hole in the result
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// is purely the cleared match's doing. For each scene the before/after boards
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// are printed, and three facts are asserted independently of the dump: matched
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// cells became holes, non-matched cells are byte-identical, and the cleared
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// count is exact. The boards (and their match counts) mirror match_detect.sx.
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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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// Inverse of `gem_char`: map a gem 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`, so a
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// board can be hand-written with pre-existing holes (cells left by a prior
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// clear) for the holes-never-match regression.
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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 gem
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// characters).
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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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// Detect→clear one scene, snapshot before/after, and assert the three clear
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// invariants against the matched-cell set: every flagged cell is now a hole,
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// every unflagged cell is unchanged, and the returned count is exact.
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scene :: (name: string, rows: []string, want_cleared: s64) {
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b := load_board(rows);
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orig := load_board(rows); // pristine copy for the unchanged check
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m := find_matches(@b);
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cleared := clear_cells(@b, @m);
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print("== {} ==\n", name);
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out("before:\n");
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out(board_dump(@orig));
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out("after:\n");
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out(board_dump(@b));
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cleared_holes := true; // every matched cell is now a hole
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others_intact := true; // every other cell is byte-identical
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for 0..BOARD_CELLS: (i) {
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if m.cells[i] {
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if !(b.cells[i] == .empty) { cleared_holes = false; }
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} else {
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if !(b.cells[i] == orig.cells[i]) { others_intact = false; }
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}
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}
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t.expect(cleared_holes, concat(name, ": cleared cells are holes"));
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t.expect(others_intact, concat(name, ": non-matched cells unchanged"));
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t.expect(cleared == want_cleared, concat(name, ": cleared count exact"));
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}
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main :: () -> s32 {
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print("== clear (detect -> clear) ==\n");
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// Single horizontal 3-run (row 3, cols 2-4) → three holes there only.
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scene("horizontal-3", .[
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"OGOGOGOG",
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"GOGOGOGO",
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"OGOGOGOG",
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"GORRROGO",
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"OGOGOGOG",
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"GOGOGOGO",
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"OGOGOGOG",
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"GOGOGOGO",
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], 3);
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// Single vertical 3-run (col 5, rows 2-4).
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scene("vertical-3", .[
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"OGOGOGOG",
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"GOGOGOGO",
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"OGOGOBOG",
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"GOGOGBGO",
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"OGOGOBOG",
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"GOGOGOGO",
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"OGOGOGOG",
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"GOGOGOGO",
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], 3);
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// Disjoint runs: horizontal R (row 1), horizontal P (row 5), vertical Y
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// (col 6) — three separate hole clusters, 9 cells total.
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scene("disjoint-runs", .[
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"OGOGOGOG",
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"RRROGOGO",
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"OGOGOGOG",
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"GOGOGOGO",
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"OGOGOGYG",
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"GOPPPOYO",
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"OGOGOGYG",
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"GOGOGOGO",
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], 9);
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// Overlapping L and T: a horizontal run and a vertical run share a cell (the
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// L's corner (1,1), the T's stem-top (4,5)). The mask already unions the
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// shared cell, so clear removes the whole union as one set — 10 holes, not
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// 11 — exercising the overlapping-clear acceptance case.
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scene("L-and-T", .[
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"OGOGOGOG",
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"GRRRGOGO",
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"OROGOGOG",
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"GRGOGOGO",
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"OGOGOGOG",
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"GOGYYYGO",
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"OGOGYGOG",
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"GOGOYOGO",
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], 10);
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// No matches: the bare checkerboard is left completely unchanged (0 holes),
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// so its before/after dumps are identical.
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scene("no-matches", .[
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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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], 0);
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// Holes never match: a checkerboard carrying a horizontal 3-run of holes
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// (row 3, cols 2-4) and a vertical 3-run of holes (col 1, rows 5-7), left by
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// earlier clears. A line of 3+ holes is NOT a match, so detect finds nothing,
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// clear removes nothing, and before/after are identical. Without this, a
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// post-clear board would keep re-"matching" its own holes and the P2.4
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// cascade would never stabilise.
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scene("holes-no-match", .[
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"OGOGOGOG",
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"GOGOGOGO",
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"OGOGOGOG",
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"GO...OGO",
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"OGOGOGOG",
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"G.GOGOGO",
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"O.OGOGOG",
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"G.GOGOGO",
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], 0);
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// clear_matches: the one-call detect+clear returns the same cleared count
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// and punches the holes itself.
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cm := load_board(.[
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"OGOGOGOG",
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"GOGOGOGO",
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"OGOGOGOG",
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"GORRROGO",
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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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t.expect(clear_matches(@cm) == 3, "clear_matches: detect+clear returns count");
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t.expect(cm.at(2, 3) == .empty and cm.at(3, 3) == .empty and cm.at(4, 3) == .empty,
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"clear_matches: matched run is now holes");
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// Holes are never matchable: a board whose only equal-adjacent runs are
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// holes yields an empty match set, and clear_matches reports 0 (no change).
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holes := load_board(.[
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"OGOGOGOG",
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"GOGOGOGO",
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"OGOGOGOG",
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"GO...OGO",
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"OGOGOGOG",
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"G.GOGOGO",
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"O.OGOGOG",
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"G.GOGOGO",
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]);
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hm := find_matches(@holes);
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t.expect(hm.count() == 0, "holes: a line of 3+ holes is not a match");
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t.expect(clear_matches(@holes) == 0, "holes: clear_matches returns 0 on a holes-only board");
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// Cascade base case: after a real clear punches a 3-in-a-line into holes,
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// re-detecting on the cleared board must find nothing — otherwise the P2.4
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// cascade loop would re-match its own holes and never terminate.
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casc := load_board(.[
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"OGOGOGOG",
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"GOGOGOGO",
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"OGOGOBOG",
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"GOGOGBGO",
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"OGOGOBOG",
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"GOGOGOGO",
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"OGOGOGOG",
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"GOGOGOGO",
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]);
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t.expect(clear_matches(@casc) == 3, "cascade: first clear removes the vertical 3-run");
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t.expect(clear_matches(@casc) == 0, "cascade: re-clear on the holed board returns 0");
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print("ok: clear over hand-crafted boards\n");
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return 0;
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}
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