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m3te/tests/score.sx
swipelab 98752fe8ec P3.1: base match scoring by run length (pure sx)
Add a run-enumeration path and base scoring to the pure-sx model, scoring
one resolution round's clears purely by maximal-run length.

- find_runs(board) enumerates each maximal H/V run (len >= 3) with its
  length, parallel to find_matches/MatchMask (left untouched so every
  clear/cascade caller is unaffected).
- run_score(len): length 3 -> 30, 4 -> 60, 5+ -> 100 (named constants).
- score_round(board): sum of run_score over the current runs (read-only,
  must be called before the round's clear). L/T rule: each maximal run
  scores independently by its own length, so an overlapping L/T scores
  horizontal + vertical (shared corner counts toward both runs).
- Board gains a running `score` field (init zeroes it) and add_round_score
  accumulates a round's base points into it; the cross-round combo
  multiplier off Cascade.depth is left for P3.2.
- tests/score.sx golden over hand-crafted single-round boards asserts exact
  points for len-3/4/5 runs, disjoint runs (sum), an overlapping L/T, and a
  no-match board (0).
2026-06-04 21:01:01 +03:00

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// Base-scoring golden (P3.1): score several HAND-CRAFTED single-round boards by
// RUN LENGTH and snapshot the runs + points. Every board sits on the run-free
// O/G checkerboard (adjacent cells always differ, so zero stray runs) with only
// the runs under test painted in, so the score is purely the painted runs'.
//
// Scheme (named constants in board.sx): run length 3 -> 30, length 4 -> 60,
// length 5+ -> 100. L/T rule: each maximal run scores INDEPENDENTLY by its own
// length, so an overlapping L/T scores horizontal + vertical (the shared corner
// counts toward both runs). The scene names encode the expected points.
//
// For each scene the board, its enumerated runs, and the round's points are
// printed, and two facts are asserted independently of the dump: `score_round`
// equals the documented value, and `add_round_score` adds exactly that into the
// board's running `score` total.
#import "modules/std.sx";
#import "board.sx";
t :: #import "test.sx";
// Inverse of `gem_char`: map a board character back to its Gem so each board can
// be written as a human-readable grid. The hole glyph maps to `.empty`.
char_to_gem :: (c: u8) -> Gem {
if c == EMPTY_CHAR { return .empty; }
for 0..GEM_COUNT: (i) {
if GEM_CHARS[i] == c { return cast(Gem) i; }
}
.red
}
// Load an 8x8 board from `rows` (top row first, each exactly BOARD_COLS chars),
// with the running score zeroed so the accumulation check starts from a known base.
load_board :: (rows: []string) -> Board {
b : Board = ---;
for 0..BOARD_ROWS: (row) {
line := rows[row];
for 0..BOARD_COLS: (col) {
b.set(col, row, char_to_gem(line[col]));
}
}
b.score = 0;
b
}
// Score one scene: snapshot board + enumerated runs + points, then assert
// `score_round` is exact and `add_round_score` accumulates it into `board.score`.
scene :: (name: string, rows: []string, want_points: s64) {
b := load_board(rows);
runs := find_runs(@b);
print("== {} ==\n", name);
out(board_dump(@b));
out("--\n");
out(dump_runs(@runs));
print("points {}\n", score_round(@b));
t.expect(score_round(@b) == want_points, concat(name, ": score_round exact"));
added := add_round_score(@b);
t.expect(added == want_points and b.score == want_points,
concat(name, ": add_round_score accumulates into board.score"));
}
main :: () -> s32 {
print("== score (base match scoring) ==\n");
// Single length-3 horizontal run (row 3, cols 2-4) -> SCORE_RUN_3 = 30.
scene("len3-run-30", .[
"OGOGOGOG",
"GOGOGOGO",
"OGOGOGOG",
"GORRROGO",
"OGOGOGOG",
"GOGOGOGO",
"OGOGOGOG",
"GOGOGOGO",
], 30);
// Single length-4 horizontal run (row 3, cols 2-5) -> SCORE_RUN_4 = 60.
scene("len4-run-60", .[
"OGOGOGOG",
"GOGOGOGO",
"OGOGOGOG",
"GORRRRGO",
"OGOGOGOG",
"GOGOGOGO",
"OGOGOGOG",
"GOGOGOGO",
], 60);
// Single length-5 horizontal run (row 1, cols 1-5) -> SCORE_RUN_5_PLUS = 100.
scene("len5-run-100", .[
"OGOGOGOG",
"GRRRRRGO",
"OGOGOGOG",
"GOGOGOGO",
"OGOGOGOG",
"GOGOGOGO",
"OGOGOGOG",
"GOGOGOGO",
], 100);
// Multiple disjoint runs, points = sum of per-run values: horizontal R len3
// (row 0, cols 0-2 -> 30), horizontal B len4 (row 2, cols 2-5 -> 60),
// horizontal P len5 (row 4, cols 1-5 -> 100) = 190.
scene("disjoint-30+60+100", .[
"RRRGOGOG",
"GOGOGOGO",
"GOBBBBOG",
"OGOGOGOG",
"GPPPPPGO",
"OGOGOGOG",
"GOGOGOGO",
"OGOGOGOG",
], 190);
// Overlapping L and T, scored per-run independently: the L is a horizontal R
// len3 (row 1, cols 1-3) meeting a vertical R len3 (col 1, rows 1-3) at corner
// (1,1) -> 30 + 30; the T is a horizontal Y len3 (row 5, cols 3-5) meeting a
// vertical Y len3 (col 4, rows 5-7) at (4,5) -> 30 + 30. Total 120 (the shared
// corners count toward both runs, unlike the unioned clear set).
scene("overlap-LT-per-run-120", .[
"OGOGOGOG",
"GRRRGOGO",
"OROGOGOG",
"GRGOGOGO",
"OGOGOGOG",
"GOGYYYGO",
"OGOGYGOG",
"GOGOYOGO",
], 120);
// No match: the bare checkerboard has no run -> 0 points.
scene("no-match-0", .[
"OGOGOGOG",
"GOGOGOGO",
"OGOGOGOG",
"GOGOGOGO",
"OGOGOGOG",
"GOGOGOGO",
"OGOGOGOG",
"GOGOGOGO",
], 0);
print("ok: base scoring over hand-crafted boards\n");
return 0;
}