Scale each cascade round's base points by combo_multiplier(round) = the 1-based round index (round 1 x1, round 2 x2, ...), so deeper chains pay out more. resolve now reads score_round before each clear, accumulates score_round * combo_multiplier(round) into Board.score, and reports the settle's payout as the new Cascade.awarded field. A depth-1 settle scores exactly its base (x1, no bonus); any multi-round chain strictly exceeds the same clears scored flat. resolve_step keeps its signature (no scoring), so cascade.sx and its golden are unchanged; score_round/add_round_score are untouched, so score.sx is unchanged. New tests/combo.sx golden locks exact cumulative scores for a single-round clear (30), the P2.4 cascade board (flat 60 -> mult 90), and a controlled 3-round chain (flat 90 -> mult 180), printing per-round base/multiplier/points so the golden self-explains.
653 lines
27 KiB
Plaintext
653 lines
27 KiB
Plaintext
// m3te core model — pure, headless match-3 board (Phase 1).
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//
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// Everything here is deterministic and rendering-free: a fixed seed always
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// produces the same board. Later phases build on these primitives —
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// P1.2 (match detection), P1.3 (swap legality), P2 (clear/cascade/refill) —
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// so the layout favours plain index access (`at` / `idx`) over anything
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// rendering-specific.
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#import "modules/std.sx";
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// ── Gem ──────────────────────────────────────────────────────────────────
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// Six distinct gem types plus an `empty` hole sentinel. The ordinal of a real
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// gem (0..5) IS its gem index, so it casts cleanly to/from the integers the RNG
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// and the textual dump work in; `empty` (ordinal 6) sits outside that range and
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// is never drawn by the RNG.
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GEM_COUNT :: 6;
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Gem :: enum {
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red;
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orange;
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yellow;
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green;
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blue;
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purple;
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// A hole: a cell with no gem, left behind when a match is cleared (P2.1).
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// Distinct from all six gem types and never produced by init/pick_gem
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// (which only draw ordinals 0..GEM_COUNT), so gravity/refill (P2.2/P2.3) can
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// test a cell for `== .empty` to find holes. Outside GEM_CHARS, so it dumps
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// via the dedicated EMPTY_CHAR rather than the gem alphabet.
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empty;
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}
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// One stable character per gem type, indexed by ordinal — the alphabet the
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// board dump (and its golden) is written in.
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GEM_CHARS :: "ROYGBP";
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// Hole glyph for the board dump: an empty cell renders as this instead of a gem
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// character. Distinct from every gem in GEM_CHARS.
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EMPTY_CHAR :: 46; // '.'
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gem_char :: (g: Gem) -> u8 {
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if g == .empty { return EMPTY_CHAR; }
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GEM_CHARS[cast(s64) g]
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}
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// ── Deterministic RNG ─────────────────────────────────────────────────────
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// A 32-bit linear congruential generator (Numerical Recipes constants),
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// carried in an s64 and masked back to 32 bits after every step so the
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// stream is identical regardless of host integer width. The state*MUL+ADD
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// product stays well under s64 range, so no intermediate overflow. Any seed
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// (including 0) yields a valid stream — an LCG has no forbidden state.
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RNG_MASK32 :: 0xFFFFFFFF;
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RNG_MUL :: 1664525;
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RNG_ADD :: 1013904223;
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Rng :: struct {
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state: s64;
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// Advance and return the next 32-bit value.
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next_u32 :: (self: *Rng) -> s64 {
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self.state = (self.state * RNG_MUL + RNG_ADD) & RNG_MASK32;
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self.state
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}
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// Uniform-ish value in [0, n). Uses the high bits, whose period is far
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// longer than the low bits of an LCG.
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next_range :: (self: *Rng, n: s64) -> s64 {
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(self.next_u32() >> 16) % n
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}
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}
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rng_seeded :: (seed: s64) -> Rng {
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Rng.{ state = seed & RNG_MASK32 }
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}
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// ── Board ─────────────────────────────────────────────────────────────────
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BOARD_COLS :: 8;
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BOARD_ROWS :: 8;
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BOARD_CELLS :: BOARD_COLS * BOARD_ROWS;
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Board :: struct {
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// Row-major: cell (col, row) lives at row*BOARD_COLS + col.
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cells: [BOARD_CELLS]Gem;
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// The board's own deterministic RNG. `init` seeds it, then every later draw
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// — refill (P2.3) and the cascade beyond — advances THIS state, so the whole
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// gem stream for a seed is reproducible and successive refills continue the
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// sequence instead of reseeding. A hand-built board (one made without `init`)
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// must seed this before any draw.
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rng: Rng;
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// Running score total. `init` zeroes it; `add_round_score` adds a single
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// round's base points (see `score_round`), and `resolve` adds each cascade
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// round's base scaled by `combo_multiplier` (P3.2). The HUD (P4.4) reads this
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// field. A hand-built board must zero this before accumulating.
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score: s64;
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idx :: (col: s64, row: s64) -> s64 {
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row * BOARD_COLS + col
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}
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at :: (self: *Board, col: s64, row: s64) -> Gem {
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self.cells[Board.idx(col, row)]
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}
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set :: (self: *Board, col: s64, row: s64, g: Gem) {
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self.cells[Board.idx(col, row)] = g;
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}
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// Fill every cell from `seed` so that NO horizontal or vertical run of
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// three same-type gems exists. Cells are placed in row-major order; when
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// placing one, any gem type that would complete a 3-in-a-row with the two
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// already-placed cells to its left or above is excluded, and the gem is
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// drawn from the remaining allowed types. At most two types are ever
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// excluded, so a choice always remains.
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init :: (self: *Board, seed: s64) {
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self.rng = rng_seeded(seed);
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self.score = 0;
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for 0..BOARD_ROWS: (row) {
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for 0..BOARD_COLS: (col) {
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self.set(col, row, pick_gem(self, @self.rng, col, row));
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}
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}
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}
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}
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// Choose a gem for (col, row) that can't extend an existing run leftward or
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// upward. Pure given the board's already-placed prefix and the RNG state.
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pick_gem :: (board: *Board, rng: *Rng, col: s64, row: s64) -> Gem {
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forbidden : [GEM_COUNT]bool = ---;
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for 0..GEM_COUNT: (t) { forbidden[t] = false; }
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// Two same gems immediately to the left → a third of that type matches.
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if col >= 2 {
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left := board.at(col - 1, row);
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if left == board.at(col - 2, row) {
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forbidden[cast(s64) left] = true;
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}
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}
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// Two same gems immediately above → a third of that type matches.
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if row >= 2 {
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up := board.at(col, row - 1);
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if up == board.at(col, row - 2) {
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forbidden[cast(s64) up] = true;
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}
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}
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allowed := 0;
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for 0..GEM_COUNT: (t) { if !forbidden[t] { allowed += 1; } }
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// Pick the k-th still-allowed type; single RNG draw, always terminates.
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k := rng.next_range(allowed);
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for 0..GEM_COUNT: (t) {
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if !forbidden[t] {
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if k == 0 { return cast(Gem) t; }
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k -= 1;
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}
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}
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.red // unreachable: `allowed` >= GEM_COUNT-2 >= 4, so k is always consumed
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}
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// Deterministic textual dump: one row per line, top (row 0) to bottom, a
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// single gem character per cell. Suitable for snapshotting.
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board_dump :: (self: *Board) -> string {
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line_w := BOARD_COLS + 1; // 8 gem chars + newline
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buf := cstring(BOARD_ROWS * line_w);
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for 0..BOARD_ROWS: (row) {
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base := row * line_w;
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for 0..BOARD_COLS: (col) {
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buf[base + col] = gem_char(self.at(col, row));
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}
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buf[base + BOARD_COLS] = 10; // '\n'
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}
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buf
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}
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// ── Match detection ────────────────────────────────────────────────────────
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// Per-cell membership over the board: cell (col, row) is `true` iff it takes
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// part in some horizontal or vertical run of three or more same-type gems.
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// This mask IS the matched-cell SET — overlapping shapes (an L or a T where a
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// horizontal and a vertical run share a cell) collapse to a single `true`, so
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// the union is automatic. The layout mirrors Board.cells exactly so the
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// clear/cascade phase can consume it without translation.
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MatchMask :: struct {
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cells: [BOARD_CELLS]bool;
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at :: (self: *MatchMask, col: s64, row: s64) -> bool {
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self.cells[Board.idx(col, row)]
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}
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count :: (self: *MatchMask) -> s64 {
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n : s64 = 0;
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for 0..BOARD_CELLS: (i) { if self.cells[i] { n += 1; } }
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n
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}
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}
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// Mark a closed span of cells along one axis. `vertical` picks the axis; `fixed`
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// is the constant coordinate (the row for a horizontal span, the column for a
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// vertical one) and the span covers `start..end` of the moving coordinate.
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mark_run :: (m: *MatchMask, vertical: bool, fixed: s64, start: s64, end: s64) {
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for start..end: (i) {
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if vertical {
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m.cells[Board.idx(fixed, i)] = true;
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} else {
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m.cells[Board.idx(i, fixed)] = true;
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}
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}
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}
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// Detect every maximal horizontal and vertical run of length >= 3 and mark all
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// participating cells. Each row and column is scanned once, extending a run
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// while the gem type holds; a maximal run of length >= 3 marks its whole span,
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// so length-4 / length-5 runs are simply longer spans of the same walk. A cell
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// shared by an intersecting horizontal and vertical run is marked once per
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// axis into the same slot — idempotent, so the union counts it once.
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//
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// Only runs of an actual gem match: `.empty` holes are never matchable, so a
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// line of 3+ holes (left behind by a prior clear) is not a match. Holes also
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// break runs of real gems, since a hole differs from every gem type.
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find_matches :: (b: *Board) -> MatchMask {
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m : MatchMask = ---;
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for 0..BOARD_CELLS: (i) { m.cells[i] = false; }
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// Horizontal: walk each row left-to-right in maximal same-type spans.
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for 0..BOARD_ROWS: (row) {
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col := 0;
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while col < BOARD_COLS {
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g := b.at(col, row);
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run_end := col + 1;
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while run_end < BOARD_COLS and b.at(run_end, row) == g {
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run_end += 1;
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}
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if g != .empty and run_end - col >= 3 { mark_run(@m, false, row, col, run_end); }
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col = run_end;
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}
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}
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// Vertical: walk each column top-to-bottom in maximal same-type spans.
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for 0..BOARD_COLS: (col) {
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row := 0;
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while row < BOARD_ROWS {
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g := b.at(col, row);
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run_end := row + 1;
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while run_end < BOARD_ROWS and b.at(col, run_end) == g {
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run_end += 1;
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}
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if g != .empty and run_end - row >= 3 { mark_run(@m, true, col, row, run_end); }
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row = run_end;
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}
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}
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m
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}
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// Deterministic textual dump of a matched-cell SET, in the same row-major grid
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// shape as `board_dump`: a matched cell shows its gem character, an unmatched
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// cell shows '.'. A board with no matches dumps as an all-'.' grid, which reads
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// unambiguously as the empty set. Suitable for snapshotting.
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dump_matches :: (b: *Board, m: *MatchMask) -> string {
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line_w := BOARD_COLS + 1; // 8 cells + newline
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buf := cstring(BOARD_ROWS * line_w);
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for 0..BOARD_ROWS: (row) {
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base := row * line_w;
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for 0..BOARD_COLS: (col) {
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if m.at(col, row) {
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buf[base + col] = gem_char(b.at(col, row));
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} else {
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buf[base + col] = 46; // '.'
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}
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}
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buf[base + BOARD_COLS] = 10; // '\n'
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}
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buf
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}
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// ── Swap & legality ──────────────────────────────────────────────────────────
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// A board cell address. Kept separate from the row-major index so swap callers
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// and the move enumeration speak in (col, row) like the rest of the model.
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Cell :: struct {
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col: s64;
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row: s64;
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}
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// Exchange the gems of two cells, in place. `swap` is its own inverse: calling
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// it again with the same two cells restores the board, so a caller can trial a
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// swap, inspect the result, then swap back to revert.
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swap :: (board: *Board, a: Cell, b: Cell) {
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ai := Board.idx(a.col, a.row);
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bi := Board.idx(b.col, b.row);
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tmp := board.cells[ai];
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board.cells[ai] = board.cells[bi];
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board.cells[bi] = tmp;
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}
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// Two cells are orthogonally adjacent iff they differ by exactly one step along
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// a single axis. The same cell, a diagonal, or any longer gap is not adjacent.
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adjacent :: (a: Cell, b: Cell) -> bool {
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if a.row == b.row { return a.col == b.col + 1 or a.col == b.col - 1; }
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if a.col == b.col { return a.row == b.row + 1 or a.row == b.row - 1; }
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false
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}
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// Legality of swapping two cells: legal iff they are orthogonally adjacent AND,
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// after the swap, at least one of the two swapped cells takes part in a 3+ match
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// (via `find_matches`). A swap that only completes a run for the OTHER moved gem
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// still counts — either swapped position participating is enough. Non-adjacent
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// or diagonal pairs are rejected outright, before any match check. The board is
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// left UNCHANGED: the trial swap is reverted before returning.
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swap_legal :: (board: *Board, a: Cell, b: Cell) -> bool {
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if !adjacent(a, b) { return false; }
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swap(board, a, b);
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m := find_matches(board);
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legal := m.at(a.col, a.row) or m.at(b.col, b.row);
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swap(board, a, b); // revert the trial swap
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legal
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}
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// One legal move: an unordered pair of adjacent cells. By construction `a` is
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// the top-left cell of the pair and `b` is its right (same row) or down (same
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// col) neighbour, so each adjacency is represented once — never as both (a, b)
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// and (b, a).
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Swap :: struct {
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a: Cell;
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b: Cell;
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}
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// Enumerate every currently-legal swap in a stable order: row-major over the
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// top-left cell of each pair, and for each cell its right neighbour before its
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// down neighbour. This visits each orthogonal adjacency exactly once. The order
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// is fixed (independent of board contents), so later hint / no-moves logic and
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// the snapshot can depend on it.
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legal_swaps :: (board: *Board) -> List(Swap) {
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result := List(Swap).{};
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for 0..BOARD_ROWS: (row) {
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for 0..BOARD_COLS: (col) {
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here := Cell.{ col = col, row = row };
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if col + 1 < BOARD_COLS {
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right := Cell.{ col = col + 1, row = row };
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if swap_legal(board, here, right) {
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result.append(Swap.{ a = here, b = right });
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}
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}
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if row + 1 < BOARD_ROWS {
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down := Cell.{ col = col, row = row + 1 };
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if swap_legal(board, here, down) {
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result.append(Swap.{ a = here, b = down });
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}
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}
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}
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}
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result
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}
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// Deterministic textual dump of an enumerated swap list, in list order: a count
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// header, then one swap per line as its unordered cell pair `(col,row)-(col,row)`
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// with the canonical top-left cell first. An empty list (no legal moves) dumps
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// as just "0 legal swaps", which reads unambiguously. Suitable for snapshotting.
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dump_swaps :: (swaps: *List(Swap)) -> string {
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result := format("{} legal swaps\n", swaps.len);
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for 0..swaps.len: (i) {
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s := swaps.items[i];
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result = concat(result, format("({},{})-({},{})\n", s.a.col, s.a.row, s.b.col, s.b.row));
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}
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result
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}
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// ── Clear (P2.1) ─────────────────────────────────────────────────────────────
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// First step of the resolution pipeline: turn matched cells into holes. No
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// gravity or refill here (P2.2 / P2.3) — clearing only writes `.empty` into the
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// matched cells and leaves every other cell exactly as it was.
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// Set every cell flagged in `mask` to a hole, leaving all unflagged cells
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// unchanged. Returns the number of cells cleared. `mask` is the matched-cell SET
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// from find_matches, so overlapping L/T shapes (already unioned into a single
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// `true` per shared cell) clear as one set with no double-counting.
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clear_cells :: (board: *Board, mask: *MatchMask) -> s64 {
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cleared : s64 = 0;
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for 0..BOARD_CELLS: (i) {
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if mask.cells[i] {
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board.cells[i] = .empty;
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cleared += 1;
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}
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}
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cleared
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}
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// Detect matches on `board` and clear them in one step. Returns the number of
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// cells cleared — 0 when there are no matches, in which case the board is left
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// unchanged. The count drives later cascade/scoring (P2.2+): a non-zero result
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// means the board changed and the resolution loop should continue.
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clear_matches :: (board: *Board) -> s64 {
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m := find_matches(board);
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clear_cells(board, @m)
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}
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// ── Gravity / collapse (P2.2) ─────────────────────────────────────────────────
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||
// Second step of the resolution pipeline: let the gems fall into the holes a
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// clear left behind. Within EACH column independently, every gem slides straight
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// down past any holes below it, and the holes bubble to the TOP of the column
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// (the smaller row index, since row 0 is the top of the dump). Columns never
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// exchange gems — there is no horizontal movement. The surviving gems keep their
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// original top-to-bottom order, now packed contiguously at the bottom with all
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// holes contiguous above them. Refilling the freed top holes with fresh gems is
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// P2.3; this step only moves what is already on the board.
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//
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// Returns true iff at least one gem changed row (i.e. some hole had a gem above
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// it). A column that is already settled — or all holes, or all gems — moves
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// nothing, so a fully-settled board returns false; the cascade loop (P2.4) reads
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// this to know when gravity has stopped.
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collapse :: (board: *Board) -> bool {
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moved := false;
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for 0..BOARD_COLS: (col) {
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// Pack this column's gems toward the bottom: scan it bottom-to-top and
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||
// write each gem at the falling cursor `w`, which also descends from the
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// bottom. A gem whose source row differs from `w` actually fell. `w`
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// never overtakes the read cursor, so writes only land on rows already
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// read — safe to pack in place.
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w := BOARD_ROWS - 1;
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r := BOARD_ROWS - 1;
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while r >= 0 {
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g := board.at(col, r);
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if g != .empty {
|
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if r != w { moved = true; }
|
||
board.set(col, w, g);
|
||
w -= 1;
|
||
}
|
||
r -= 1;
|
||
}
|
||
// Every row above the packed gems is now a hole.
|
||
fill := 0;
|
||
while fill <= w {
|
||
board.set(col, fill, .empty);
|
||
fill += 1;
|
||
}
|
||
}
|
||
moved
|
||
}
|
||
|
||
// ── Refill (P2.3) ──────────────────────────────────────────────────────────────
|
||
// Final step of the resolution pipeline: drop a fresh gem into every hole. Each
|
||
// `.empty` cell is replaced by a gem drawn from the board's OWN seeded RNG, so a
|
||
// given seed always produces the same refill and successive refills continue the
|
||
// stream rather than repeating — the state threads through `init`, clears and
|
||
// prior refills, never reseeding. Holes are filled wherever they sit, in
|
||
// row-major order, so refill does not assume `collapse` ran first.
|
||
//
|
||
// Unlike `init`, refill makes NO attempt to avoid matches: a refilled gem may
|
||
// complete a new run, which is exactly what drives the P2.4 cascade. `next_range`
|
||
// only ever yields ordinals 0..GEM_COUNT, so a hole is never refilled with
|
||
// `.empty`; afterwards the board has no holes left. Returns the number of cells
|
||
// filled (0 on a board that had none).
|
||
refill :: (board: *Board) -> s64 {
|
||
rng := @board.rng;
|
||
filled : s64 = 0;
|
||
for 0..BOARD_ROWS: (row) {
|
||
for 0..BOARD_COLS: (col) {
|
||
if board.at(col, row) == .empty {
|
||
board.set(col, row, cast(Gem) rng.next_range(GEM_COUNT));
|
||
filled += 1;
|
||
}
|
||
}
|
||
}
|
||
filled
|
||
}
|
||
|
||
// ── Cascade resolution (P2.4) ──────────────────────────────────────────────
|
||
// The settle loop a swap triggers: keep resolving matches until the board is
|
||
// stable. One round is detect → clear → collapse → refill; the loop repeats
|
||
// while a round still finds a match. Gravity can align falling survivors into a
|
||
// fresh run and a seeded refill can complete one, so a single clear chains into
|
||
// more — the cascade. Termination is reached the first round that detects no
|
||
// match; for a fixed seed the whole sequence is deterministic.
|
||
|
||
// Outcome of resolving a board to a stable state. `depth` is the number of
|
||
// rounds that found and cleared at least one match (0 for an already-stable
|
||
// board). `cleared` holds those rounds' cleared-cell counts in round order, so
|
||
// `cleared.len == depth`. `awarded` is the total points this settle added to
|
||
// `Board.score`: the sum over rounds of `score_round * combo_multiplier(round)`
|
||
// (P3.2), so the HUD (P4.4) and turn accounting (P3.3) can read a swap's payout
|
||
// without re-deriving it. A depth-0 (already-stable) board awards 0.
|
||
Cascade :: struct {
|
||
depth: s64;
|
||
cleared: List(s64);
|
||
awarded: s64;
|
||
}
|
||
|
||
// One resolution round: detect matches and, if any, clear them, collapse under
|
||
// gravity, then refill the holes from the board's seeded RNG. Returns the
|
||
// number of cells cleared this round — 0 iff the board was already stable, in
|
||
// which case nothing moves and no gem is drawn. `resolve` repeats this until it
|
||
// returns 0.
|
||
resolve_step :: (board: *Board) -> s64 {
|
||
cleared := clear_matches(board);
|
||
if cleared == 0 { return 0; }
|
||
collapse(board);
|
||
refill(board);
|
||
cleared
|
||
}
|
||
|
||
// Resolve the board to a stable state, running rounds until one finds no match,
|
||
// scoring each round with the cascade combo multiplier (P3.2). Returns the
|
||
// cascade: its depth, per-round cleared-cell counts, and total `awarded` points.
|
||
// Each round adds `score_round * combo_multiplier(round)` (round 1-based) to
|
||
// `Board.score`; an already-stable board returns depth 0, awards 0, untouched.
|
||
resolve :: (board: *Board) -> Cascade {
|
||
result := Cascade.{ depth = 0, cleared = List(s64).{}, awarded = 0 };
|
||
while true {
|
||
// Read the round's base points while its runs are still on the board:
|
||
// `resolve_step` clears them, so the score has to be taken first.
|
||
base := score_round(board);
|
||
n := resolve_step(board);
|
||
if n == 0 { break; }
|
||
result.depth += 1;
|
||
points := base * combo_multiplier(result.depth);
|
||
board.score += points;
|
||
result.awarded += points;
|
||
result.cleared.append(n);
|
||
}
|
||
result
|
||
}
|
||
|
||
// ── Scoring (P3.1) ───────────────────────────────────────────────────────────
|
||
// Base match scoring: value a round's clears purely by RUN LENGTH — longer runs
|
||
// are worth more. The scheme is fixed and documented by these named constants:
|
||
// a maximal run of length 3 → 30, length 4 → 60, length 5 or more → 100.
|
||
//
|
||
// Scoring needs each maximal run's LENGTH, not just the unioned matched-cell set
|
||
// (`find_matches`/`MatchMask`, which collapses overlaps to a single `true`). So
|
||
// this is a separate enumeration path — `find_matches` and every clear/cascade
|
||
// caller are untouched. L/T rule: each maximal run is scored INDEPENDENTLY by
|
||
// its own length, so an L (a horizontal run meeting a vertical run at a shared
|
||
// corner) scores horizontal + vertical — the corner counts toward both runs'
|
||
// lengths, unlike the cleared-cell set which unions it once.
|
||
//
|
||
// One round only: the cross-round combo MULTIPLIER is `combo_multiplier` (P3.2),
|
||
// applied by `resolve`; this base scheme is unscaled.
|
||
SCORE_RUN_3 :: 30;
|
||
SCORE_RUN_4 :: 60;
|
||
SCORE_RUN_5_PLUS :: 100;
|
||
|
||
// One maximal same-type run of length >= 3. `vertical` picks the axis; `fixed`
|
||
// is the constant coordinate (the row for a horizontal run, the column for a
|
||
// vertical one) and the run covers `start..start+len` of the moving coordinate.
|
||
Run :: struct {
|
||
vertical: bool;
|
||
fixed: s64;
|
||
start: s64;
|
||
len: s64;
|
||
}
|
||
|
||
// Base points for a single maximal run, by length. Runs are always length >= 3
|
||
// (shorter spans are not enumerated), so 3 is the floor; 5 and longer all score
|
||
// the top tier.
|
||
run_score :: (len: s64) -> s64 {
|
||
if len <= 3 { return SCORE_RUN_3; }
|
||
if len == 4 { return SCORE_RUN_4; }
|
||
SCORE_RUN_5_PLUS
|
||
}
|
||
|
||
// Enumerate every maximal horizontal and vertical run of length >= 3 with its
|
||
// length, in a stable order: all horizontal runs row-major (top-to-bottom, each
|
||
// row left-to-right), then all vertical runs column-major. The scan mirrors
|
||
// `find_matches` exactly — same maximal-span walk, same `.empty` exclusion (holes
|
||
// never run) — but records each run's length instead of marking a shared mask, so
|
||
// an intersecting L/T yields the horizontal run AND the vertical run as two
|
||
// separate entries rather than one unioned cell set.
|
||
find_runs :: (b: *Board) -> List(Run) {
|
||
runs := List(Run).{};
|
||
|
||
for 0..BOARD_ROWS: (row) {
|
||
col := 0;
|
||
while col < BOARD_COLS {
|
||
g := b.at(col, row);
|
||
run_end := col + 1;
|
||
while run_end < BOARD_COLS and b.at(run_end, row) == g {
|
||
run_end += 1;
|
||
}
|
||
if g != .empty and run_end - col >= 3 {
|
||
runs.append(Run.{ vertical = false, fixed = row, start = col, len = run_end - col });
|
||
}
|
||
col = run_end;
|
||
}
|
||
}
|
||
|
||
for 0..BOARD_COLS: (col) {
|
||
row := 0;
|
||
while row < BOARD_ROWS {
|
||
g := b.at(col, row);
|
||
run_end := row + 1;
|
||
while run_end < BOARD_ROWS and b.at(col, run_end) == g {
|
||
run_end += 1;
|
||
}
|
||
if g != .empty and run_end - row >= 3 {
|
||
runs.append(Run.{ vertical = true, fixed = col, start = row, len = run_end - row });
|
||
}
|
||
row = run_end;
|
||
}
|
||
}
|
||
|
||
runs
|
||
}
|
||
|
||
// Base points for clearing the board's currently-matched runs THIS round: the
|
||
// sum of `run_score` over every maximal run from `find_runs`. Pure and
|
||
// read-only — it inspects the board but changes nothing, so it must be called
|
||
// BEFORE the round's clear, while the runs are still on the board. A board with
|
||
// no run scores 0.
|
||
score_round :: (board: *Board) -> s64 {
|
||
runs := find_runs(board);
|
||
total : s64 = 0;
|
||
for 0..runs.len: (i) {
|
||
total += run_score(runs.items[i].len);
|
||
}
|
||
total
|
||
}
|
||
|
||
// Add this round's base points (×1, no combo multiplier) to the board's running
|
||
// `score` total and return them. The single-round accumulation primitive; the
|
||
// cascade loop (`resolve`) instead scales each round by `combo_multiplier`
|
||
// (P3.2). Neither path changes `score_round`.
|
||
add_round_score :: (board: *Board) -> s64 {
|
||
points := score_round(board);
|
||
board.score += points;
|
||
points
|
||
}
|
||
|
||
// ── Combo multiplier (P3.2) ────────────────────────────────────────────────
|
||
// Across one swap's cascade, each resolution round's base points (`score_round`)
|
||
// are scaled by a multiplier that grows with chain depth, so deeper chains pay
|
||
// out more. The scheme: the 1-based round index IS the multiplier — round 1 ×1,
|
||
// round 2 ×2, round 3 ×3, … A single-round settle (depth 1) therefore scores
|
||
// exactly its base (×1, no bonus); every round past the first is amplified, so a
|
||
// multi-round chain strictly beats the same clears scored flat. `resolve`
|
||
// accumulates `score_round * combo_multiplier(round)` per round into `Board.score`
|
||
// and reports the sum as `Cascade.awarded`.
|
||
combo_multiplier :: (round: s64) -> s64 {
|
||
round
|
||
}
|
||
|
||
// Deterministic textual dump of an enumerated run list, in `find_runs` order: a
|
||
// count header, then one run per line as `<axis> len <n> at fixed <f> start <s>`
|
||
// where axis is H (horizontal) or V (vertical). An empty list dumps as just
|
||
// "0 runs". Suitable for snapshotting.
|
||
dump_runs :: (runs: *List(Run)) -> string {
|
||
result := format("{} runs\n", runs.len);
|
||
for 0..runs.len: (i) {
|
||
r := runs.items[i];
|
||
axis := if r.vertical then "V" else "H";
|
||
result = concat(result, format("{} len {} at fixed {} start {}\n", axis, r.len, r.fixed, r.start));
|
||
}
|
||
result
|
||
}
|