mis en place la PR de simon sur les couleurs

This commit is contained in:
2025-02-28 18:42:04 +01:00
parent f0f391ade6
commit 26f501f7e8
29 changed files with 713 additions and 665 deletions

View File

@@ -2,11 +2,13 @@
#include "../Pieces/Piece.h"
#include <Vector>
#include <vector>
#include <cstdlib>
Bag::Bag(const std::vector<Piece>& pieces) : pieces(pieces) {
Bag::Bag(const std::vector<Piece>& pieces) :
pieces(pieces) {
// initialize bags
this->currentBag.clear();
for (int i = 0; i < this->pieces.size(); i++) {
@@ -19,7 +21,6 @@ Bag::Bag(const std::vector<Piece>& pieces) : pieces(pieces) {
}
Piece Bag::lookNext() {
// return the next piece
return this->pieces.at(this->next);
}

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@@ -2,7 +2,7 @@
#include "../Pieces/Piece.h"
#include <Vector>
#include <vector>
/**
@@ -10,11 +10,11 @@
*/
class Bag {
private:
std::vector<Piece> pieces; // the pieces the bag can dispense
int next; // the next piece to give
std::vector<Piece> pieces; // the pieces the bag can dispense
int next; // the next piece to give
std::vector<int> currentBag; // the list of pieces that are still to be taken out before starting a new bag
std::vector<int> nextBag; // the list of pieces that have been taken out of the current bag and have been placed in the next
std::vector<int> nextBag; // the list of pieces that have been taken out of the current bag and have been placed in the next
public:
/**
* Creates a new bag of the specified list of pieces
@@ -22,12 +22,14 @@ class Bag {
Bag(const std::vector<Piece>& pieces);
/**
* Looks at what the next picked piece will be
* Looks at what the next picked piece will be, without removing it from the bag
* @return The next piece
*/
Piece lookNext();
/**
* Picks a new piece from the current bag
* Picks a new piece from the current bag, removing it from the bag
* @return The next piece
*/
Piece getNext();

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@@ -2,13 +2,25 @@
#include "../Pieces/Piece.h"
#include <Vector>
#include <Set>
#include <vector>
#include <set>
#include <iostream>
Board::Board(int width, int height) : width(width), height(height) {
std::vector<Color> emptyRow;
static constexpr std::vector<Block> getEmptyRow(int width) {
std::vector<Block> emptyRow;
for (int i = 0; i < width; i ++) {
emptyRow.push_back(NOTHING);
}
return emptyRow;
}
Board::Board(int width, int height) :
width(width),
height(height) {
std::vector<Block> emptyRow;
for (int i = 0; i < width; i ++) {
emptyRow.push_back(NOTHING);
}
@@ -20,13 +32,13 @@ Board::Board(int width, int height) : width(width), height(height) {
}
}
void Board::addBlock(const Cell& position, Color block) {
void Board::addBlock(const Position& position, Block block) {
// if the block is out of bounds we discard it
if (position.x < 0 || position.x >= this->width || position.y < 0) return;
// resize the grid if needed
if (position.y >= this->grid.size()) {
std::vector<Color> emptyRow;
std::vector<Block> emptyRow;
for (int i = 0; i < width; i ++) {
emptyRow.push_back(NOTHING);
}
@@ -35,29 +47,26 @@ void Board::addBlock(const Cell& position, Color block) {
}
}
// change the block in the grid
this->grid.at(position.y).at(position.x) = block;
}
int Board::clearRows() {
std::vector<Color> emptyRow;
std::vector<Block> emptyRow;
for (int i = 0; i < width; i ++) {
emptyRow.push_back(NOTHING);
}
// check from top to bottom
// check from top to bottom, so that erasing lines don't screw up the looping
int clearedLines = 0;
for (int j = this->grid.size() - 1; j >= 0; j--) {
// check if a line has a block on every column
bool isFull = true;
bool lineIsFull = true;
for (int i = 0; i < this->width; i++) {
if (this->grid.at(j).at(i) == NOTHING) {
isFull = false;
lineIsFull = false;
}
}
// if it has, erase it and add a new row at the top
if (isFull) {
if (lineIsFull) {
this->grid.erase(this->grid.begin() + j);
if(this->grid.size() < height) this->grid.push_back(emptyRow);
clearedLines++;
@@ -67,18 +76,15 @@ int Board::clearRows() {
return clearedLines;
}
Color Board::getBlock(const Cell& position) const {
// if the block is out of bounds
if (position.x < 0 || position.x >= this->width || position.y < 0) return OUT_OF_BOUND;
Block Board::getBlock(const Position& position) const {
if (position.x < 0 || position.x >= this->width || position.y < 0) return OUT_OF_BOUNDS;
// if the block is higher than the current grid, since it can grow indefinitely we do as if it was there but empty
if (position.y >= this->grid.size()) return NOTHING;
// else get the color in the grid
return this->grid.at(position.y).at(position.x);
}
std::vector<std::vector<Color>> Board::getBlocks() const {
std::vector<std::vector<Block>> Board::getBlocks() const {
return this->grid;
}
@@ -95,11 +101,10 @@ int Board::getWidth() const {
}
std::ostream& operator<<(std::ostream& os, const Board& board) {
// print the board
for (int y = board.grid.size() - 1; y >= 0; y--) {
for (int x = 0; x < board.width; x++) {
Color block = board.grid.at(y).at(x);
os << COLOR_CODES[block];
Block block = board.grid.at(y).at(x);
os << getConsoleColorCode(block);
if (block != NOTHING) {
os << "*";
}
@@ -110,8 +115,7 @@ std::ostream& operator<<(std::ostream& os, const Board& board) {
os << std::endl;
}
// reset console color
os << COLOR_RESET;
os << getResetConsoleColorCode();
return os;
}

View File

@@ -2,7 +2,7 @@
#include "../Pieces/Piece.h"
#include <Vector>
#include <vector>
#include <iostream>
@@ -11,9 +11,9 @@
*/
class Board {
private:
std::vector<std::vector<Color>> grid; // the grid, (0,0) is downleft
int width; // the width of the grid
int height; // the base height of the grid, which can extends indefinitely
std::vector<std::vector<Block>> grid; // the grid, (0,0) is downleft
int width; // the width of the grid
int height; // the base height of the grid, which can extends indefinitely
public:
/**
@@ -22,42 +22,44 @@ class Board {
Board(int width, int height);
/**
* Change the color of the specified block, if the block is out of bounds it is simply ignored
* Change the block of the specified block, if the block is out of bounds it is simply ignored
*/
void addBlock(const Cell& position, Color block);
void addBlock(const Position& position, Block block);
/**
* Clears any complete row and moves down the rows on top, returns the number of cleared rows
* Clears any complete row and moves down the rows on top
* @return The number of cleared rows
*/
int clearRows();
/**
* Returns the color of the block at the specified position
* @return The block of the block at the specified position
*/
Color getBlock(const Cell& position) const;
Block getBlock(const Position& position) const;
/**
* Returns a copy of the grid
* @return A copy of the grid
*/
std::vector<std::vector<Color>> getBlocks() const;
std::vector<std::vector<Block>> getBlocks() const;
/**
* Returns the actual height of the grid
* @return The actual height of the grid
*/
int getGridHeight() const;
/**
* Returns the base height of the grid
* @return The base height of the grid
*/
int getBaseHeight() const;
/**
* Returns the width of the grid
* @return The width of the grid
*/
int getWidth() const;
/**
* Stream output operator, adds a 2D grid representing the board
* @return A reference to the output stream
*/
friend std::ostream& operator<<(std::ostream& os, const Board& board);
};

View File

@@ -4,17 +4,21 @@
#include "GameParameters.h"
#include "Action.h"
#include <Vector>
#include <vector>
#include <algorithm>
static const int SUBPX_PER_ROW = 60; // the number of position the active piece can take "between" two rows
static const int SOFT_DROP_SCORE = 1; // the score gained by line soft dropped
static const int HARD_DROP_SCORE = 2; // the score gained by line hard dropped
static const int SUBPX_PER_ROW = 60; // the number of position the active piece can take "between" two rows
static const int SOFT_DROP_SCORE = 1; // the score gained by line soft dropped
static const int HARD_DROP_SCORE = 2; // the score gained by line hard dropped
static const int LINE_CLEAR_BASE_SCORE = 100; // the score value of clearing a single line
static const int B2B_SCORE_MULTIPLIER = 2; // by how much havaing B2B on multiplies the score of the line clear
static const int B2B_MIN_LINE_NUMBER = 4; // the minimum number of lines needed to be cleared at once to gain B2B (without a spin)
static const int B2B_SCORE_MULTIPLIER = 2; // by how much havaing B2B on multiplies the score of the line clear
static const int B2B_MIN_LINE_NUMBER = 4; // the minimum number of lines needed to be cleared at once to gain B2B (without a spin)
Game::Game(Gamemode gamemode, const Player& controls, int boardWidth, int boardHeight, const std::vector<Piece>& bag) : parameters(gamemode, controls), board(boardWidth, boardHeight, bag, parameters.getNextQueueLength()) {
Game::Game(Gamemode gamemode, const Player& controls, int boardWidth, int boardHeight, const std::vector<Piece>& bag) :
parameters(gamemode, controls),
board(boardWidth, boardHeight, bag, parameters.getNextQueueLength()) {
// the game has not yet started
this->started = false;
this->lost = false;
@@ -221,17 +225,17 @@ void Game::lockPiece() {
this->parameters.clearLines(clear.lines);
// update B2B and score
bool B2BConditions = ((clear.lines > B2B_MIN_LINE_NUMBER) || clear.isSpin || clear.isMiniSpin);
bool B2BConditionsAreMet = ((clear.lines > B2B_MIN_LINE_NUMBER) || clear.isSpin || clear.isMiniSpin);
if (clear.lines > 0) {
/* clearing one more line is worth 2x more
clearing with a spin is worth as much as clearing 2x more lines */
long int clearScore = LINE_CLEAR_BASE_SCORE;
clearScore = clearScore << (clear.lines << (clear.isSpin));
if (this->B2BChain && B2BConditions) clearScore *= B2B_SCORE_MULTIPLIER;
if (this->B2BChain && B2BConditionsAreMet) clearScore *= B2B_SCORE_MULTIPLIER;
this->score += clearScore;
}
this->B2BChain = B2BConditions;
this->B2BChain = B2BConditionsAreMet;
// reset active piece
this->subVerticalPosition = 0;
@@ -286,7 +290,7 @@ Piece Game::getActivePiece() {
return this->board.getActivePiece();
}
Cell Game::getActivePiecePosition() {
Position Game::getActivePiecePosition() {
return this->board.getActivePiecePosition();
}

View File

@@ -4,7 +4,7 @@
#include "GameParameters.h"
#include "Action.h"
#include <Vector>
#include <vector>
/**
@@ -12,22 +12,22 @@
*/
class Game {
private:
GameParameters parameters; // the current parameters of the game
GameBoard board; // the board in which the game is played
bool started; // wheter the game has started
bool lost; // wheter the game is lost
long int score; // the current score
int framesPassed; // how many frames have passed since the start of the game
bool B2BChain; // wheter the player is currently on a B2B chain
std::set<Action> heldActions; // the list of actions that were pressed last frame
GameParameters parameters; // the current parameters of the game
GameBoard board; // the board in which the game is played
bool started; // wheter the game has started
bool lost; // wheter the game is lost
long int score; // the current score
int framesPassed; // how many frames have passed since the start of the game
bool B2BChain; // wheter the player is currently on a B2B chain
std::set<Action> heldActions; // the list of actions that were pressed last frame
std::set<Action> initialActions; // the list of actions that have been pressed while there was no active piece
int heldDAS; // the number of frames DAS has been held, positive for right or negative for left
int heldARR; // the number of frames ARR has been held
int subVerticalPosition; // how far the active piece is to go down one line
int leftARETime; // how many frames are left before ARE period finishes
int totalLockDelay; // how many frames has the active piece touched the ground without moving
int totalForcedLockDelay; // how many frames the active piece has touched the ground since the last spawned piece
int heldDAS; // the number of frames DAS has been held, positive for right or negative for left
int heldARR; // the number of frames ARR has been held
int subVerticalPosition; // how far the active piece is to go down one line
int leftARETime; // how many frames are left before ARE period finishes
int totalLockDelay; // how many frames has the active piece touched the ground without moving
int totalForcedLockDelay; // how many frames the active piece has touched the ground since the last spawned piece
public:
/**
* Initialize the parameters and creates a new board
@@ -40,85 +40,85 @@ class Game {
void start();
/**
* Advance to the next frame while excecuting the actions taken by the player,
* Advances to the next frame while excecuting the actions taken by the player,
* this is where the main game logic takes place
*/
void nextFrame(const std::set<Action>& playerActions);
private:
/**
* Move the piece in the specified direction
* Movse the piece in the specified direction
*/
void movePiece(int movement, bool resetDirection);
/**
* Locks the piece, updates level and score and spawn the next piece if necessary
* Locks the piece, updates level and score and spawns the next piece if necessary
*/
void lockPiece();
public:
/**
* Returns wheter the player has won
* @return If the player has won
*/
bool hasWon();
/**
* Returns wheter the player has lost
* @return If the player has lost
*/
bool hasLost();
/**
* Returns the current level
* @return The current level
*/
int getLevel();
/**
* Returns the current number of cleared lines
* @return The current number of cleared lines
*/
int getClearedLines();
/**
* Returns the number of frames passed since the start of the game
* @return The number of frames passed since the start of the game
*/
int getFramesPassed();
/**
* Returns the current score
* @return The current score
*/
int getScore();
/**
* Returns wheter the player is currently on a B2B chain
* @return If the player is currently on a B2B chain
*/
bool isOnB2BChain();
/**
* Returns wheter all blocks are currently bone blocks
* @return If all blocks are currently bone blocks
*/
bool areBlocksBones();
/**
* Returns a copy of the board
* @return A copy of the board
*/
Board getBoard();
/**
* Returns a copy of the active piece
* @return A copy of the active piece
*/
Piece getActivePiece();
/**
* Returns a copy of the active piece position
* @return A copy of the active piece position
*/
Cell getActivePiecePosition();
Position getActivePiecePosition();
/**
* Returns a copy of the held piece
* @return A copy of the held piece
*/
Piece getHeldPiece();
/**
* Return a copy of the next pieces queue
* @return A copy of the next pieces queue
*/
std::vector<Piece> getNextPieces();
};

View File

@@ -5,13 +5,16 @@
#include "Bag.h"
#include "LineClear.h"
#include <Vector>
#include <Set>
#include <vector>
#include <set>
#include <memory>
GameBoard::GameBoard(int boardWidth, int boardHeight, const std::vector<Piece>& bag, int nextQueueLength) : board(boardWidth, boardHeight), generator(bag), nextQueueLength(nextQueueLength) {
// initialize queue
GameBoard::GameBoard(int boardWidth, int boardHeight, const std::vector<Piece>& bag, int nextQueueLength) :
board(boardWidth, boardHeight),
generator(bag),
nextQueueLength(nextQueueLength) {
this->nextQueue.clear();
for (int i = 0; i < nextQueueLength; i++) {
this->nextQueue.push_back(this->generator.getNext());
@@ -19,8 +22,7 @@ GameBoard::GameBoard(int boardWidth, int boardHeight, const std::vector<Piece>&
}
bool GameBoard::moveLeft() {
// check if the piece can be moved one cell left
if (this->isActivePieceInWall(Cell{-1, 0})) {
if (this->isActivePieceInWall(Position{-1, 0})) {
return false;
}
else {
@@ -31,8 +33,7 @@ bool GameBoard::moveLeft() {
}
bool GameBoard::moveRight() {
// check if the piece can be moved one cell right
if (this->isActivePieceInWall(Cell{1, 0})) {
if (this->isActivePieceInWall(Position{1, 0})) {
return false;
}
else {
@@ -43,8 +44,7 @@ bool GameBoard::moveRight() {
}
bool GameBoard::moveDown() {
// check if the piece can be moved one cell down
if (this->isActivePieceInWall(Cell{0, -1})) {
if (this->isActivePieceInWall(Position{0, -1})) {
return false;
}
else {
@@ -55,36 +55,35 @@ bool GameBoard::moveDown() {
}
bool GameBoard::rotate(Rotation rotation) {
// copy the original piece before rotating it
Piece stored = *this->activePiece;
this->rotate(rotation);
// check if the piece can rotate
// before trying to kick, check if the piece can rotate without kicking
if (!this->isActivePieceInWall()) {
this->isLastMoveKick = false;
return true;
}
// get the list of cells that touches the original piece
std::set<Cell> safeCells;
for (Cell cell : stored.getPositions()) {
Cell cellInGrid(cell + this->activePiecePosition);
safeCells.insert(cellInGrid);
safeCells.insert(cellInGrid + Cell{0, 1});
safeCells.insert(cellInGrid + Cell{1, 0});
safeCells.insert(cellInGrid + Cell{0, -1});
safeCells.insert(cellInGrid + Cell{-1, 0});
// get the list of positions that touches the original piece
std::set<Position> safePositions;
for (Position position : stored.getPositions()) {
Position positionInGrid(position + this->activePiecePosition);
safePositions.insert(positionInGrid);
safePositions.insert(positionInGrid + Position{0, 1});
safePositions.insert(positionInGrid + Position{1, 0});
safePositions.insert(positionInGrid + Position{0, -1});
safePositions.insert(positionInGrid + Position{-1, 0});
}
// try kicking the piece down
bool suceeded = this->tryKicking(true, safeCells);
bool suceeded = this->tryKicking(true, safePositions);
if (suceeded) {
this->isLastMoveKick = true;
return true;
}
// if it doesn't work try kicking the piece up
suceeded = this->tryKicking(false, safeCells);
suceeded = this->tryKicking(false, safePositions);
if (suceeded) {
this->isLastMoveKick = true;
return true;
@@ -95,8 +94,8 @@ bool GameBoard::rotate(Rotation rotation) {
return false;
}
bool GameBoard::tryKicking(bool testingBottom, const std::set<Cell>& safeCells) {
// we try from the original height of the piece, moving vertically as long as the kicked piece touches the original
bool GameBoard::tryKicking(bool testingBottom, const std::set<Position>& safePositions) {
// we try from the original height of the piece, moving vertically as long as the kicked piece touches the original at least once on this row
bool overlapsVertically = true;
int j = 0;
do {
@@ -107,13 +106,11 @@ bool GameBoard::tryKicking(bool testingBottom, const std::set<Cell>& safeCells)
do {
// check right before right arbitrarly, we don't decide this with rotations since it would still be arbitrary with 180° rotations
if (overlapsRight) {
Cell shift{+i, j};
// the kicked position must touch the original piece
if (!this->activePieceOverlapsOneCell(safeCells, shift)) {
Position shift{+i, j};
if (!this->activePieceOverlapsOnePosition(safePositions, shift)) {
overlapsLeft = false;
}
else {
// if the position is valid we place the active piece there
if (!this->isActivePieceInWall(shift)) {
this->activePiecePosition += shift;
return true;
@@ -123,8 +120,8 @@ bool GameBoard::tryKicking(bool testingBottom, const std::set<Cell>& safeCells)
// do the same on the left side
if (overlapsLeft) {
Cell shift{-i, j};
if (!this->activePieceOverlapsOneCell(safeCells, shift)) {
Position shift{-i, j};
if (!this->activePieceOverlapsOnePosition(safePositions, shift)) {
overlapsLeft = false;
}
else {
@@ -138,12 +135,10 @@ bool GameBoard::tryKicking(bool testingBottom, const std::set<Cell>& safeCells)
i++;
} while (overlapsLeft && overlapsRight);
// test if no position touched the original piece
if (i == 1) {
overlapsVertically = false;
}
// move one line up or down
(testingBottom) ? j-- : j++;
} while (overlapsVertically);
@@ -151,15 +146,11 @@ bool GameBoard::tryKicking(bool testingBottom, const std::set<Cell>& safeCells)
}
bool GameBoard::hold(Rotation initialRotation) {
// swap with held piece
std::swap(this->activePiece, this->heldPiece);
// if it's the first time holding try the next piece
bool isFirstTimeHolding = false;
if (this->activePiece == nullptr) {
isFirstTimeHolding = true;
// if no pieces in next queue look at what the next would be
bool isFirstTimeHolding = (this->activePiece == nullptr);
if (isFirstTimeHolding) {
// try with the next piece in queue since there is no piece in the hold box yet
if (this->nextQueueLength == 0) {
this->activePiece = std::make_shared<Piece>(this->generator.lookNext());
}
@@ -168,10 +159,8 @@ bool GameBoard::hold(Rotation initialRotation) {
}
}
// set the spawned piece to the correct position
this->goToSpawnPosition();
// apply initial rotation
Piece stored = *this->activePiece;
this->rotate(initialRotation);
@@ -189,14 +178,10 @@ bool GameBoard::hold(Rotation initialRotation) {
}
}
// if it's the first time holding, confirm we keep this piece
if (isFirstTimeHolding) {
if (this->nextQueueLength == 0) {
this->generator.getNext();
}
else {
this->spawnNextPiece();
}
// confirm we keep the piece we tried with
this->nextQueue.push_back(this->generator.getNext());
this->nextQueue.erase(this->nextQueue.begin());
}
// this piece has done nothing yet
@@ -206,39 +191,34 @@ bool GameBoard::hold(Rotation initialRotation) {
}
bool GameBoard::spawnNextPiece() {
// add a piece to the queue
// generate a new piece
this->nextQueue.push_back(this->generator.getNext());
// get next piece from queue
this->activePiece = std::make_shared<Piece>(this->nextQueue.front());
this->nextQueue.erase(this->nextQueue.begin());
// set the spawned piece to the correct position
this->goToSpawnPosition();
// this piece has done nothing yet
this->isLastMoveKick = false;
// returns wheter the piece can spawn correctly
return !this->isActivePieceInWall();
}
bool GameBoard::touchesGround() {
return this->isActivePieceInWall(Cell{0, -1});
return this->isActivePieceInWall(Position{0, -1});
}
LineClear GameBoard::lockPiece() {
// check if the piece is locked in place
bool isLocked = (this->isActivePieceInWall(Cell{0, 1}) && this->isActivePieceInWall(Cell{1, 0}) &&
this->isActivePieceInWall(Cell{-1, 0}) && this->isActivePieceInWall(Cell{0, -1}));
bool isLockedInPlace = (this->isActivePieceInWall(Position{0, 1}) && this->isActivePieceInWall(Position{1, 0})
&& this->isActivePieceInWall(Position{-1, 0}) && this->isActivePieceInWall(Position{0, -1}));
// put the piece in the board
for (Cell cell : this->activePiece->getPositions()) {
this->board.addBlock(cell + this->activePiecePosition, this->activePiece->getColor());
for (Position position : this->activePiece->getPositions()) {
this->board.addBlock(position + this->activePiecePosition, this->activePiece->getBlockType());
}
// check for lines to clear
return LineClear{this->board.clearRows(), isLocked, (!isLocked) && this->isLastMoveKick};
return LineClear{this->board.clearRows(), isLockedInPlace, (!isLockedInPlace) && this->isLastMoveKick};
}
Board GameBoard::getBoard() const {
@@ -249,7 +229,7 @@ Piece GameBoard::getActivePiece() const {
return *this->activePiece;
}
Cell GameBoard::getActivePiecePosition() const {
Position GameBoard::getActivePiecePosition() const {
return this->activePiecePosition;
}
@@ -261,31 +241,28 @@ std::vector<Piece> GameBoard::getNextPieces() const {
return this->nextQueue;
}
bool GameBoard::isActivePieceInWall(const Cell& shift) const {
// check if every cell of the active piece is in an empty spot
for (Cell cell : this->activePiece->getPositions()) {
if (this->board.getBlock(cell + this->activePiecePosition + shift) != NOTHING) return true;
bool GameBoard::isActivePieceInWall(const Position& shift) const {
for (Position position : this->activePiece->getPositions()) {
if (this->board.getBlock(position + this->activePiecePosition + shift) != NOTHING) return true;
}
return false;
}
bool GameBoard::activePieceOverlapsOneCell(const std::set<Cell>& safeCells, const Cell& shift) const {
// check if one cell of the translated active piece overlaps with one cell of the given piece set
for (Cell cell : this->activePiece->getPositions()) {
if (safeCells.contains(cell + shift)) return true;
bool GameBoard::activePieceOverlapsOnePosition(const std::set<Position>& safePositions, const Position& shift) const {
for (Position position : this->activePiece->getPositions()) {
if (safePositions.contains(position + this->activePiecePosition + shift)) return true;
}
return false;
}
void GameBoard::goToSpawnPosition() {
// get the lowest cell of the piece
int lowestCell = this->activePiece->getLength() - 1;
for (Cell cell : this->activePiece->getPositions()) {
if (cell.y < lowestCell) lowestCell = cell.y;
int lowestPosition = this->activePiece->getLength() - 1;
for (Position position : this->activePiece->getPositions()) {
if (position.y < lowestPosition) lowestPosition = position.y;
}
// set the piece one line above the board
this->activePiecePosition.y = this->board.getBaseHeight() - lowestCell;
this->activePiecePosition.y = this->board.getBaseHeight() - lowestPosition;
// center the piece horizontally, biased towards left
this->activePiecePosition.x = (this->board.getWidth() - this->activePiece->getLength()) / 2;
@@ -294,15 +271,13 @@ void GameBoard::goToSpawnPosition() {
std::ostream& operator<<(std::ostream& os, const GameBoard& gameboard) {
// print over the board (only the active piece if it is there)
if (gameboard.activePiece != nullptr) {
Block pieceBlockType = gameboard.activePiece->getBlockType();
os << getConsoleColorCode(pieceBlockType);
// change to the color of the active piece
Color pieceColor = gameboard.activePiece->getColor();
os << COLOR_CODES[pieceColor];
// print only the cell were the active piece is
// print only the position were the active piece is
for (int y = gameboard.activePiecePosition.y + gameboard.activePiece->getLength() - 1; y >= gameboard.board.getBaseHeight(); y--) {
for (int x = 0; x < gameboard.board.getWidth(); x++) {
bool hasActivePiece = gameboard.activePiece->getPositions().contains(Cell{x, y} - gameboard.activePiecePosition);
bool hasActivePiece = gameboard.activePiece->getPositions().contains(Position{x, y} - gameboard.activePiecePosition);
if (hasActivePiece) {
os << "*";
}
@@ -315,21 +290,19 @@ std::ostream& operator<<(std::ostream& os, const GameBoard& gameboard) {
}
// print the board
Color pieceColor = (gameboard.activePiece == nullptr) ? NOTHING : gameboard.activePiece->getColor();
Block pieceBlockType = (gameboard.activePiece == nullptr) ? NOTHING : gameboard.activePiece->getBlockType();
for (int y = gameboard.board.getBaseHeight() - 1; y >= 0; y--) {
for (int x = 0; x < gameboard.board.getWidth(); x++) {
bool hasActivePiece = (gameboard.activePiece == nullptr) ? false : gameboard.activePiece->getPositions().contains(Cell{x, y} - gameboard.activePiecePosition);
bool hasActivePiece = (gameboard.activePiece == nullptr) ? false : gameboard.activePiece->getPositions().contains(Position{x, y} - gameboard.activePiecePosition);
// if the active piece is on this cell, print it
// the active piece takes visual priority over the board
if (hasActivePiece) {
os << COLOR_CODES[pieceColor];
os << getConsoleColorCode(pieceBlockType);
os << "*";
}
// else print the cell of the board
else {
Color block = gameboard.board.getBlock(Cell{x, y});
os << COLOR_CODES[block];
Block block = gameboard.board.getBlock(Position{x, y});
os << getConsoleColorCode(block);
if (block != NOTHING) {
os << "*";
}
@@ -341,7 +314,7 @@ std::ostream& operator<<(std::ostream& os, const GameBoard& gameboard) {
os << std::endl;
}
// print held piece
// print hold box
os << "Hold:" << std::endl;
if (!(gameboard.heldPiece == nullptr)) {
os << *gameboard.heldPiece;
@@ -353,8 +326,7 @@ std::ostream& operator<<(std::ostream& os, const GameBoard& gameboard) {
os << piece;
}
// reset console color
os << COLOR_RESET;
os << getResetConsoleColorCode();
return os;
}

View File

@@ -5,7 +5,7 @@
#include "Bag.h"
#include "LineClear.h"
#include <Vector>
#include <vector>
#include <memory>
@@ -14,15 +14,15 @@
*/
class GameBoard {
private:
Board board; // the board in which pieces moves, (0, 0) is downleft
Bag generator; // the piece generator
Board board; // the board in which pieces moves, (0, 0) is downleft
Bag generator; // the piece generator
std::shared_ptr<Piece> activePiece; // the piece currently in the board
Cell activePiecePosition; // the position of the piece currently in the board
std::shared_ptr<Piece> heldPiece; // a piece being holded
int nextQueueLength; // the number of next pieces seeable at a time
std::vector<Piece> nextQueue; // the list of the next pieces to spawn in the board
bool isLastMoveKick; // wheter the last action the piece did was kicking
Position activePiecePosition; // the position of the piece currently in the board
std::shared_ptr<Piece> heldPiece; // a piece being holded
int nextQueueLength; // the number of next pieces seeable at a time
std::vector<Piece> nextQueue; // the list of the next pieces to spawn in the board
bool isLastMoveKick; // wheter the last action the piece did was kicking
public:
/**
* Creates a new board, generator, and next queue
@@ -30,88 +30,98 @@ class GameBoard {
GameBoard(int boardWidth, int boardHeight, const std::vector<Piece>& bag, int nextQueueLength);
/**
* Try moving the piece one cell to the left, and returns wheter it was sucessfull
* Tries moving the piece one position to the left
* @return If it suceeded
*/
bool moveLeft();
/**
* Try moving the piece one cell to the right, and returns wheter it was sucessfull
* Tries moving the piece one position to the right
* @return If it suceeded
*/
bool moveRight();
/**
* Try moving the piece one cell down, and returns wheter it was sucessfull
* Tries moving the piece one position down
* @return If it suceeded
*/
bool moveDown();
/**
* Try rotating the piece and kicking it if necessary, and returns wheter it was sucessfull
* Tries rotating the piece and kicking it if necessary
* @return If it suceeded
*/
bool rotate(Rotation rotation);
private:
/**
* Try kicking the piece, testing position either above or below the piece's initial position
* Tries kicking the piece, testing position either above or below the piece's initial position
* @return If it suceeded
*/
bool tryKicking(bool testingBottom, const std::set<Cell>& safeCells);
bool tryKicking(bool testingBottom, const std::set<Position>& safePositions);
public:
/**
* Try holding the active piece or swapping it if one was already stocked, while trying to apply an initial rotation to the newly spawned piece,
* and returns wheter it was sucessfull
* Tries holding the active piece or swapping it if one was already stocked, while trying to apply an initial rotation to the newly spawned piece
* @return If it suceeded
*/
bool hold(Rotation initialRotation = NONE);
/**
* Spawns the next piece from the queue, and returns wheter it spawns in a wall
* Spawns the next piece from the queue
* @return If it spawned in a wall
*/
bool spawnNextPiece();
/**
* Returns wheter the active piece is touching walls directly below it
* Checks is the active piece as a wall directly below one of its position
* @return If it touches a ground
*/
bool touchesGround();
/**
* Lock the active piece into the board and returns the resulting line clear
* Locks the active piece into the board and clears lines if needed
* @return The resulting line clear
*/
LineClear lockPiece();
/**
* Returns a copy of the board
* @return A copy of the board
*/
Board getBoard() const;
/**
* Returns a copy of the active piece
* @return A copy of the active piece
*/
Piece getActivePiece() const;
/**
* Returns a copy of the position of the active piece
* @return A copy of the position of the active piece
*/
Cell getActivePiecePosition() const;
Position getActivePiecePosition() const;
/**
* Returns a copy of the held piece
* @return A copy of the held piece
*/
Piece getHeldPiece() const;
/**
* Returns a copy of the next piece queue
* @return A copy of the next piece queue
*/
std::vector<Piece> getNextPieces() const;
private:
/**
* Returns wheter the translated active piece is in a wall
* Checks if one of the active piece's positions touches a wall in the board
* @return If the active piece is in a wall
*/
bool isActivePieceInWall(const Cell& shift = Cell{0, 0}) const;
bool isActivePieceInWall(const Position& shift = Position{0, 0}) const;
/**
* Returns wheter the translated active piece overlaps with at least one of the cells
* Check if one of the active piece's positions shifted by a specified position would overlap with a set of positions
* @return If the shifted active piece overlaps with one of the position
*/
bool activePieceOverlapsOneCell(const std::set<Cell>& safeCells, const Cell& shift = Cell{0, 0}) const;
bool activePieceOverlapsOnePosition(const std::set<Position>& safePositions, const Position& shift = Position{0, 0}) const;
/**
* Sets the active piece to its spawn position
@@ -121,6 +131,7 @@ class GameBoard {
public:
/**
* Stream output operator, adds the board, the hold box and the next queue
* @return A reference to the output stream
*/
friend std::ostream& operator<<(std::ostream& os, const GameBoard& gameboard);
};

View File

@@ -4,7 +4,10 @@
#include "Player.h"
GameParameters::GameParameters(Gamemode gamemode, const Player& controls) : gamemode(gamemode), controls(controls) {
GameParameters::GameParameters(Gamemode gamemode, const Player& controls) :
gamemode(gamemode),
controls(controls) {
// initialize lines and level
this->clearedLines = 0;
switch (this->gamemode) {
@@ -85,34 +88,37 @@ void GameParameters::updateStats() {
}
/* GRAVITY */
if (level >= 20) {
// all levels above 20 are instant gravity
this->gravity = 20 * 60;
// get gravity for an assumed 20-rows board
static const int gravityPerLevel[] = {
0, // LVL0
1, // 60f/line, 20s total
2, // 30f/line, 10s total
3, // 20f/line, 6.66s total
4, // 15f/line, 5s total
5, // 12f/line, 4s total
6, // 10f/line, 3.33 total
7, // 8.57f/line, 2.85s total
8, // 7.5f/line, 2.5s total
10, // 6f/line, 2s total
12, // 5f/line, 1.66s total
14, // 4.28f/line, 1.42s total
17, // 3.52f/line, 1.17s total
20, // 3f/line, 60f total
24, // 2.5f/line, 50f total
30, // 2f/line, 40f total
40, // 1.5f/line, 30f total
1 * 60, // 1line/f, 20f total
2 * 60, // 2line/f, 10f total
4 * 60 // 4line/f, 5f total
};
if (this->level < 0) {
this->gravity = gravityPerLevel[0];
}
else if (this->gravity > 20) {
this->gravity = gravityPerLevel[20];
}
else {
// get gravity for an assumed 20-rows board
switch (this->level) {
case 1 : {this->gravity = 1; break;} // 60f/line, 20s total
case 2 : {this->gravity = 2; break;} // 30f/line, 10s total
case 3 : {this->gravity = 3; break;} // 20f/line, 6.66s total
case 4 : {this->gravity = 4; break;} // 15f/line, 5s total
case 5 : {this->gravity = 5; break;} // 12f/line, 4s total
case 6 : {this->gravity = 6; break;} // 10f/line, 3.33 total
case 7 : {this->gravity = 7; break;} // 8.57f/line, 2.85s total
case 8 : {this->gravity = 8; break;} // 7.5f/line, 2.5s total
case 9 : {this->gravity = 10; break;} // 6f/line, 2s total
case 10 : {this->gravity = 12; break;} // 5f/line, 1.66s total
case 11 : {this->gravity = 14; break;} // 4.28f/line, 1.42s total
case 12 : {this->gravity = 17; break;} // 3.52f/line, 1.17s total
case 13 : {this->gravity = 20; break;} // 3f/line, 60f total
case 14 : {this->gravity = 24; break;} // 2.5f/line, 50f total
case 15 : {this->gravity = 30; break;} // 2f/line, 40f total
case 16 : {this->gravity = 40; break;} // 1.5f/line, 30f total
case 17 : {this->gravity = 1 * 60; break;} // 1line/f, 20f total
case 18 : {this->gravity = 2 * 60; break;} // 2line/f, 10f total
case 19 : {this->gravity = 4 * 60; break;} // 4line/f, 5f total
default : this->gravity = 1;
}
this->gravity = gravityPerLevel[this->level];
}
/* LOCK DELAY */

View File

@@ -10,20 +10,20 @@
*/
class GameParameters {
private:
Gamemode gamemode; // the current gamemode
Player controls; // the player's controls
int clearedLines; // the number of cleared lines
int level; // the current level
Gamemode gamemode; // the current gamemode
Player controls; // the player's controls
int clearedLines; // the number of cleared lines
int level; // the current level
int nextQueueLength; // the number of pieces visibles in the next queue
bool boneBlocks; // wheter all blocks are bone blocks
int gravity; // the gravity at which pieces drop
int lockDelay; // the time before the piece lock in place
bool boneBlocks; // wheter all blocks are bone blocks
int gravity; // the gravity at which pieces drop
int lockDelay; // the time before the piece lock in place
int forcedLockDelay; // the forced time before the piece lock in place
int ARE; // the time before the next piece spawn
int lineARE; // the time before the next piece spawn, after clearing a line
int DAS; // the time before the piece repeats moving
int ARR; // the rate at which the piece repeats moving
int SDR; // the rate at which the piece soft drops
int ARE; // the time before the next piece spawn
int lineARE; // the time before the next piece spawn, after clearing a line
int DAS; // the time before the piece repeats moving
int ARR; // the rate at which the piece repeats moving
int SDR; // the rate at which the piece soft drops
public:
/**
@@ -32,12 +32,13 @@ class GameParameters {
GameParameters(Gamemode gamemode, const Player& controls);
/**
* Count the newly cleared lines and update level and stats if needed
* Counts the newly cleared lines and update level and stats if needed
*/
void clearLines(int lineNumber);
/**
* Returns wheter the game ended
* Checks if the game ended based on the current states and time passed, accorind to the gamemode
* @return If the player has won
*/
bool hasWon(int framesPassed);
@@ -49,17 +50,17 @@ class GameParameters {
public:
/**
* Returns the current number of cleared line
* @return The current number of cleared line
*/
int getClearedLines();
/**
* Returns the current level
* @return The current level
*/
int getLevel();
/**
* Returns the length of the next queue
* @return The length of the next queue
*/
int getNextQueueLength();
@@ -69,42 +70,42 @@ class GameParameters {
bool getBoneBlocks();
/**
* Returns the current gravity for a 20-line high board
* @return The current gravity for a 20-line high board
*/
int getGravity();
/**
* Returns the current lock delay
* @return The current lock delay
*/
int getLockDelay();
/**
* Returns the current forced lock delay
* @return The current forced lock delay
*/
int getForcedLockDelay();
/**
* Returns the current ARE
* @return The current ARE
*/
int getARE();
/**
* Returns the current line ARE
* @return The current line ARE
*/
int getLineARE();
/**
* Returns the current DAS
* @return The current DAS
*/
int getDAS();
/**
* Returns the current ARR
* @return The current ARR
*/
int getARR();
/**
* Returns the current SDR
* @return The current SDR
*/
int getSDR();
};

View File

@@ -5,7 +5,7 @@
* Specify how many lines were cleared and how
*/
struct LineClear {
int lines; // the number of lines cleared
bool isSpin; // if the move was a spin
int lines; // the number of lines cleared
bool isSpin; // if the move was a spin
bool isMiniSpin; // if the move was a spin mini
};

View File

@@ -1,11 +1,11 @@
#include "Player.h"
static const int DAS_MIN_VALUE = 0;
static const int DAS_MAX_VALUE = 30;
static const int ARR_MIN_VALUE = 0;
static const int ARR_MAX_VALUE = 30;
static const int SDR_MIN_VALUE = 0;
static const int SDR_MAX_VALUE = 6;
static const int DAS_MIN_VALUE = 0; // 0ms
static const int DAS_MAX_VALUE = 30; // 500ms
static const int ARR_MIN_VALUE = 0; // 0ms
static const int ARR_MAX_VALUE = 30; // 500ms
static const int SDR_MIN_VALUE = 0; // 0ms
static const int SDR_MAX_VALUE = 6; // 100ms
Player::Player() {

View File

@@ -17,32 +17,35 @@ class Player {
Player();
/**
* Try setting DAS to the desired value, and returns wheter it is possible
* Try setting DAS to the desired value
* @return If it is possible
*/
bool setDAS(int DAS);
/**
* Try setting ARR to the desired value, and returns wheter it is possible
* Try setting ARR to the desired value
* @return If it is possible
*/
bool setARR(int ARR);
/**
* Try setting SDR to the desired value, and returns wheter it is possible
* Try setting SDR to the desired value
* @return If it is possible
*/
bool setSDR(int SDR);
/**
* Returns DAS value
* @return DAS value
*/
int getDAS();
/**
* Returns ARR value
* @return ARR value
*/
int getARR();
/**
* Returns SDR value
* @return SDR value
*/
int getSDR();
};

37
src/Pieces/Block.h Normal file
View File

@@ -0,0 +1,37 @@
#pragma once
#include <string>
/**
* Every possible block type
*/
enum Block {
NOTHING,
OUT_OF_BOUNDS,
GARBAGE,
PURPLE,
ORANGE,
CYAN,
PINK,
YELLOW,
RED,
BLUE,
GREEN
};
/**
* Gets the first block type a piece can be
* @return The block type
*/
inline Block firstPieceBlockType() {
return Block(PURPLE);
}
/**
* Sets the block to the next available piece block type
*/
inline void nextPieceBlockType(Block& block) {
block = (block == GREEN) ? PURPLE : Block(block + 1);
}

View File

@@ -1,66 +0,0 @@
#pragma once
#include <iostream>
/**
* A cell on a 2D grid
*/
struct Cell {
int x; // x position
int y; // y position
};
/**
* Addition operator, returns the sums of the coordinates of both cells
*/
inline Cell operator+(const Cell& left, const Cell& right) {
return Cell{left.x + right.x, left.y + right.y};
}
/**
* Additive assignation operator, adds the coordinates of the right cell to the left one
*/
inline Cell& operator+=(Cell& left, const Cell& right) {
left = left + right;
return left;
}
/**
* Substraction operator, returns the difference of the coordinate between the left and right cell
*/
inline Cell operator-(const Cell& left, const Cell& right) {
return Cell{left.x - right.x, left.y - right.y};
}
/**
* Substractive assignation operator, substract the coordinates of the right cell from the left one
*/
inline Cell& operator-=(Cell& left, const Cell& right) {
left = left - right;
return left;
}
/**
* Strict inferiority operator, a cell is inferior to another if it is lower or at the same height and more to the left
*/
inline bool operator<(const Cell& left, const Cell& right) {
return (left.x == right.x) ? (left.y < right.y) : (left.x < right.x);
}
/**
* Equality operator, two cells are equal if they have the same coordinates
*/
inline bool operator==(const Cell& left, const Cell& right) {
return (left.x == right.x) && (left.y == right.y);
}
/**
* Stream output operator, adds the coordinates of the cell to the stream
*/
inline std::ostream& operator<<(std::ostream& os, const Cell& cell) {
os << "x: " << cell.x << " y: " << cell.y;
return os;
}

View File

@@ -1,51 +1,55 @@
#pragma once
#include <String>
#include "Block.h"
#include "string"
/**
* Every possible colors a block can take
* A color encoded in RGB
*/
enum Color {
NOTHING,
OUT_OF_BOUND,
GARBAGE,
PURPLE,
ORANGE,
CYAN,
PINK,
YELLOW,
RED,
BLUE,
GREEN
struct Color {
unsigned char red; // the red component of the color
unsigned char green; // the green component of the color
unsigned char blue; // the blue component of the color
};
/**
* Returns the first color a piece can take
*/
inline Color firstPieceColor() {
return Color(PURPLE);
}
/**
* Sets the color to the next available piece color
*/
inline void nextPieceColor(Color& color) {
color = (color == GREEN) ? PURPLE : Color(color + 1);
}
static const std::string COLOR_RESET = "\033[38;2;255;255;255m"; // color code to reset the console color
static const std::string COLOR_CODES[] = { // color codes to change the console color
COLOR_RESET, // NOTHING
COLOR_RESET, // OUT_OF_BOUND
"\033[38;2;150;150;150m", // GARBAGE
"\033[38;2;150;0;255m", // PURPLE
"\033[38;2;255;150;0m", // ORANGE
"\033[38;2;0;255;255m", // CYAN
"\033[38;2;255;0;200m", // PINK
"\033[38;2;255;255;0m", // YELLOW
"\033[38;2;255;0;0m", // RED
"\033[38;2;0;100;255m", // BLUE
"\033[38;2;0;255;0m" // GREEN
static const Color EMPTY_BLOCK_COLOR = {255, 255, 255}; // color of an empty block
static const Color BLOCKS_COLOR[] = { // color for each block type
EMPTY_BLOCK_COLOR, // NOTHING
EMPTY_BLOCK_COLOR, // OUT_OF_BOUNDS
{150, 150, 150}, // GARBAGE
{150, 0, 255}, // PURPLE
{255, 150, 0}, // ORANGE
{0, 255, 255}, // CYAN
{255, 0, 200}, // PINK
{255, 255, 0}, // YELLOW
{255, 0, 0}, // RED
{0, 100, 255}, // BLUE
{0, 255, 0} // GREEN
};
/**
* Translates the color into a color code to change the console's color
* @return A string to print in the console
*/
inline std::string getConsoleColorCode(const Color& color) {
return "\033[38;2;" + std::to_string(color.red) + ";" + std::to_string(color.green) + ";" + std::to_string(color.blue) + "m";
}
/**
* Translates the color into a color code to change the console's color
* @return A string to print in the console
*/
inline std::string getConsoleColorCode(const Block block) {
return getConsoleColorCode(BLOCKS_COLOR[block]);
}
/**
* Gets a color code to reset the console's color
* @return A string to print in the console
*/
inline std::string getResetConsoleColorCode() {
return getConsoleColorCode(EMPTY_BLOCK_COLOR);
}

View File

@@ -2,36 +2,33 @@
#include "Polyomino.h"
#include <Vector>
#include <Set>
#include <Map>
#include <vector>
#include <set>
#include <map>
#include <algorithm>
Generator::Generator() {
}
std::vector<Polyomino> Generator::generatePolyominos(unsigned int order) {
// initialization
std::vector<Polyomino> Generator::generatePolyominos(unsigned int polyominoSize) {
this->validPolyominos.clear();
this->currentTestedShape.clear();
// no polyomino with 0 cells
if (order == 0) return this->validPolyominos;
// no polyomino of size 0
if (polyominoSize == 0) return this->validPolyominos;
// start generating from the monomino
this->currentTestedShape.insert(Cell{0, 0});
this->currentTestedShape.insert(Position{0, 0});
// generate polyominos
std::map<Cell, int> candidateCells;
this->generate(order, 0, 1, candidateCells);
std::map<Position, int> candidatePositions;
this->generate(polyominoSize, 0, 1, candidatePositions);
return this->validPolyominos;
}
void Generator::generate(unsigned int order, int lastAddedCellNumber, int nextAvaibleNumber, std::map<Cell, int> candidateCells) {
void Generator::generate(unsigned int polyominoSize, int lastAddedPositionNumber, int nextAvaibleNumber, std::map<Position, int> candidatePositions) {
// recursion stop
if (order == this->currentTestedShape.size()) {
// we test the polyomino formed by the current shape
if (polyominoSize == this->currentTestedShape.size()) {
Polyomino candidate(this->currentTestedShape);
// we sort the rotations of the polyominos
@@ -51,35 +48,35 @@ void Generator::generate(unsigned int order, int lastAddedCellNumber, int nextAv
return;
}
// generate the list of candidate cells
for (Cell cell : this->currentTestedShape) {
this->tryToAddCandidateCell(Cell{cell.x, cell.y + 1}, nextAvaibleNumber, candidateCells);
this->tryToAddCandidateCell(Cell{cell.x + 1, cell.y}, nextAvaibleNumber, candidateCells);
this->tryToAddCandidateCell(Cell{cell.x, cell.y - 1}, nextAvaibleNumber, candidateCells);
this->tryToAddCandidateCell(Cell{cell.x - 1, cell.y}, nextAvaibleNumber, candidateCells);
// generate the list of candidate positions
for (Position position : this->currentTestedShape) {
this->tryToAddCandidatePosition(Position{position.x, position.y + 1}, nextAvaibleNumber, candidatePositions);
this->tryToAddCandidatePosition(Position{position.x + 1, position.y}, nextAvaibleNumber, candidatePositions);
this->tryToAddCandidatePosition(Position{position.x, position.y - 1}, nextAvaibleNumber, candidatePositions);
this->tryToAddCandidatePosition(Position{position.x - 1, position.y}, nextAvaibleNumber, candidatePositions);
}
// generate polyominos for all cells with a higher number than the last one
for (auto [key, val] : candidateCells) {
if (val > lastAddedCellNumber) {
// generate polyominos for all positions with a higher number than the last one
for (auto [key, val] : candidatePositions) {
if (val > lastAddedPositionNumber) {
this->currentTestedShape.insert(key);
this->generate(order, val, nextAvaibleNumber, (order == this->currentTestedShape.size()) ? std::map<Cell, int>() : candidateCells);
this->generate(polyominoSize, val, nextAvaibleNumber, (polyominoSize == this->currentTestedShape.size()) ? std::map<Position, int>() : candidatePositions);
this->currentTestedShape.erase(key);
}
}
}
void Generator::tryToAddCandidateCell(const Cell& candidate, int& nextAvaibleNumber, std::map<Cell, int>& candidateCells) {
// we declared the first cell as the lower-left square, since we always start with a monomino at (0,0) we can test with hard values
void Generator::tryToAddCandidatePosition(const Position& candidate, int& nextAvaibleNumber, std::map<Position, int>& candidatepositions) {
// we declared the first position as the lower-left square, since we always start with a monomino at (0,0) we can test with 0 directly
if (candidate.y < 0 || (candidate.y == 0 && candidate.x < 0)) return;
// if the cell was already marked then we should not mark it again
if (candidateCells.contains(candidate)) return;
// if the position was already marked then we should not mark it again
if (candidatepositions.contains(candidate)) return;
// if the candidate overlaps with the shape there is no reason to add it
if (this->currentTestedShape.contains(candidate)) return;
// once all tests passed we can add the cell
candidateCells.insert({candidate, nextAvaibleNumber});
// once all tests passed we can add the position
candidatepositions.insert({candidate, nextAvaibleNumber});
nextAvaibleNumber++;
}

View File

@@ -2,9 +2,9 @@
#include "Polyomino.h"
#include <Vector>
#include <Set>
#include <Map>
#include <vector>
#include <set>
#include <map>
/**
@@ -13,27 +13,28 @@
class Generator {
private:
std::vector<Polyomino> validPolyominos; // the list of already generated polyominos
std::set<Cell> currentTestedShape; // the polyomino being created
std::set<Position> currentTestedShape; // the polyomino being created
public:
/**
* Initializes generator
* Default constructor
*/
Generator();
/**
* Returns the list of all one-sided polyominos of the specified size
* Generates the list of all one-sided polyominos of the specified size
* @return The list of polyominos
*/
std::vector<Polyomino> generatePolyominos(unsigned int order);
std::vector<Polyomino> generatePolyominos(unsigned int polyominoSize);
private:
/**
* Generates all one-sided polyominos of the specified using the current tested shape
* Generates all one-sided polyominos of the specified size using the current tested shape
*/
void generate(unsigned int order, int lastAddedCellNumber, int nextAvaibleNumber, std::map<Cell, int> candidateCells);
void generate(unsigned int polyominoSize, int lastAddedPositionNumber, int nextAvaibleNumber, std::map<Position, int> candidatePositions);
/**
* Check wheter a candidate cell can be added to the current tested shape
* Checks wheter a candidate position can be added to the current tested shape
*/
void tryToAddCandidateCell(const Cell& candidate, int& nextAvaibleNumber, std::map<Cell, int>& candidateCells);
void tryToAddCandidatePosition(const Position& candidate, int& nextAvaibleNumber, std::map<Position, int>& candidatePositions);
};

View File

@@ -2,13 +2,16 @@
#include "Polyomino.h"
#include "Rotation.h"
#include "Block.h"
#include "Color.h"
#include <Set>
#include <String>
#include <set>
#include <string>
Piece::Piece(const Polyomino& polyomino, Color color) : polyomino(polyomino), color(color) {
Piece::Piece(const Polyomino& polyomino, Block blockType) :
polyomino(polyomino),
blockType(blockType) {
}
void Piece::rotate(Rotation rotation) {
@@ -20,19 +23,19 @@ void Piece::rotate(Rotation rotation) {
this->polyomino.rotateCCW();
}
std::set<Cell> Piece::getPositions() const {
return this->polyomino.getCells();
std::set<Position> Piece::getPositions() const {
return this->polyomino.getPositions();
}
int Piece::getLength() const {
return this->polyomino.getLength();
}
Color Piece::getColor() const {
return this->color;
Block Piece::getBlockType() const {
return this->blockType;
}
std::ostream& operator<<(std::ostream& os, const Piece& piece) {
os << COLOR_CODES[piece.color] << piece.polyomino << COLOR_RESET;
os << getConsoleColorCode(piece.blockType) << piece.polyomino << getResetConsoleColorCode();
return os;
}

View File

@@ -2,9 +2,10 @@
#include "Polyomino.h"
#include "Rotation.h"
#include "Block.h"
#include "Color.h"
#include <Set>
#include <set>
/**
@@ -13,13 +14,13 @@
class Piece {
private:
Polyomino polyomino; // a polyomino representing the piece, (0, 0) is downleft
Color color; // the color of the piece
Block blockType; // the block type of the piece
public:
/**
* Creates a piece with a specified shape and color
* Creates a piece with a specified shape and block type
*/
Piece(const Polyomino& piece, Color color);
Piece(const Polyomino& piece, Block blockType);
/**
* Rotates the piece in the specified direction
@@ -27,22 +28,23 @@ class Piece {
void rotate(Rotation rotation);
/**
* Returns a copy of the list of cells of the piece
* @return A copy of the list of positions of the piece
*/
std::set<Cell> getPositions() const;
std::set<Position> getPositions() const;
/**
* Returns the length of the piece
* @return The length of the piece
*/
int getLength() const;
/**
* Returns the color of the piece
* @return The block type of the piece
*/
Color getColor() const;
Block getBlockType() const;
/**
* Stream output operator, adds a 2D grid representing the piece
* @return A reference to the output stream
*/
friend std::ostream& operator<<(std::ostream& os, const Piece& piece);
};

View File

@@ -3,8 +3,8 @@
#include "Generator.h"
#include "Piece.h"
#include <Vector>
#include <String>
#include <vector>
#include <string>
#include <iostream>
#include <fstream>
#include <filesystem>
@@ -14,10 +14,9 @@
PiecesFiles::PiecesFiles() {
}
bool PiecesFiles::savePieces(int order) const {
// open pieces file
bool PiecesFiles::savePieces(int polyominoSize) const {
std::string filePath;
if (!this->getFilePath(order, filePath)) {
if (!this->getFilePath(polyominoSize, filePath)) {
return false;
}
std::ofstream piecesFile(filePath, std::ios::trunc | std::ios::binary);
@@ -25,46 +24,44 @@ bool PiecesFiles::savePieces(int order) const {
return false;
}
// generates the polyominos
Generator generator;
std::vector<Polyomino> nMinos = generator.generatePolyominos(order);
std::vector<Polyomino> nMinos = generator.generatePolyominos(polyominoSize);
// set the polyominos to their spawn position
// sorting the polyominos is done after setting spawn position to ensure the order is always the same
for (Polyomino& nMino : nMinos) {
nMino.goToSpawnPosition();
}
// sort the polyominos, is done after setting spawn position to ensure the order is always the same
std::sort(nMinos.begin(), nMinos.end());
// write pieces
Color pieceColor = firstPieceColor();
for (int i = 0; i < order; i++) nextPieceColor(pieceColor);
Block pieceblock = firstPieceBlockType();
for (int i = 0; i < polyominoSize; i++) {
nextPieceBlockType(pieceblock);
}
for (const Polyomino& nMino : nMinos) {
// write polyomino length
char lengthByte = nMino.getLength();
piecesFile.write(&lengthByte, 1);
// write the type and color of the piece
char infoByte = (nMino.isConvex() << 7) + (nMino.hasHole() << 6) + pieceColor;
nextPieceColor(pieceColor);
// write the type and block of the piece
char infoByte = (nMino.isConvex() << 7) + (nMino.hasHole() << 6) + pieceblock;
nextPieceBlockType(pieceblock);
piecesFile.write(&infoByte, 1);
// write the cells of the piece
char cellByte;
for (Cell cell : nMino.getCells()) {
cellByte = (cell.x << 4) + cell.y;
piecesFile.write(&cellByte, 1);
// write the positions of the piece
char positionByte;
for (Position position : nMino.getPositions()) {
positionByte = (position.x << 4) + position.y;
piecesFile.write(&positionByte, 1);
}
}
return true;
}
bool PiecesFiles::loadPieces(int order, std::vector<Piece>& pieces, std::vector<int>& convexPieces, std::vector<int>& holelessPieces, std::vector<int>& otherPieces) const {
// open pieces file
bool PiecesFiles::loadPieces(int polyominoSize, std::vector<Piece>& pieces, std::vector<int>& convexPieces, std::vector<int>& holelessPieces, std::vector<int>& otherPieces) const {
std::string filePath;
if (!this->getFilePath(order, filePath)) {
if (!this->getFilePath(polyominoSize, filePath)) {
return false;
}
std::ifstream piecesFile(filePath, std::ios::binary);
@@ -72,22 +69,20 @@ bool PiecesFiles::loadPieces(int order, std::vector<Piece>& pieces, std::vector<
return false;
}
// get empty vectors
pieces.clear();
convexPieces.clear();
holelessPieces.clear();
otherPieces.clear();
// set up masks
char convexMask = 0b1000'0000;
char holeMask = 0b0100'0000;
char colorMask = 0b0011'1111;
char blockMask = 0b0011'1111;
char xMask = 0b1111'0000;
char yMask = 0b0000'1111;
// read the pieces
char lengthByte;
int i = 0;
// read piece length
while (piecesFile.get(lengthByte)) {
if (piecesFile.eof()) break;
@@ -96,23 +91,21 @@ bool PiecesFiles::loadPieces(int order, std::vector<Piece>& pieces, std::vector<
piecesFile.get(infoByte);
bool isConvex = (infoByte & convexMask) >> 7;
bool hasHole = (infoByte & holeMask) >> 6;
Color color = Color(infoByte & colorMask);
Block block = Block(infoByte & blockMask);
// read cells
std::set<Cell> pieceCells;
char cellByte;
for (int i = 0; i < order; i++) {
piecesFile.get(cellByte);
int x = (cellByte & xMask) >> 4;
int y = cellByte & yMask;
pieceCells.insert(Cell{x, y});
// read positions
std::set<Position> piecepositions;
char positionByte;
for (int i = 0; i < polyominoSize; i++) {
piecesFile.get(positionByte);
int x = (positionByte & xMask) >> 4;
int y = positionByte & yMask;
piecepositions.insert(Position{x, y});
}
// create piece
Piece readPiece(Polyomino(pieceCells, lengthByte), color);
Piece readPiece(Polyomino(piecepositions, lengthByte), block);
pieces.push_back(readPiece);
// link it to its type
if (isConvex) {
convexPieces.push_back(i);
}
@@ -129,14 +122,12 @@ bool PiecesFiles::loadPieces(int order, std::vector<Piece>& pieces, std::vector<
return true;
}
bool PiecesFiles::getFilePath(int order, std::string& filePath) const {
// verify that the data folder exists
bool PiecesFiles::getFilePath(int polyominoSize, std::string& filePath) const {
std::string dataFolderPath = "data/pieces/";
if (!std::filesystem::is_directory(dataFolderPath)) {
return false;
}
// return the file path
filePath = dataFolderPath + std::to_string(order) + "minos.bin";
filePath = dataFolderPath + std::to_string(polyominoSize) + "minos.bin";
return true;
}

View File

@@ -2,8 +2,8 @@
#include "Piece.h"
#include <Vector>
#include <String>
#include <vector>
#include <string>
/**
@@ -12,26 +12,26 @@
class PiecesFiles {
public:
/**
* Initializes file manager
* Default constructor
*/
PiecesFiles();
/**
* Generate a file containing all the pieces of the specified size,
* returns false if the file couldn't be created
* Generate a file containing all the pieces of the specified size
* @return If the file could be created
*/
bool savePieces(int order) const;
bool savePieces(int polyominoSize) const;
/**
* Replace the content of the vectors by the pieces of the specified size, if the file wasn't found the vectors stays untouched,
* returns false if the file wasn't found
* Replace the content of the vectors by the pieces of the specified size, if the file wasn't found the vectors stays untouched
* @return If the file was found
*/
bool loadPieces(int order, std::vector<Piece>& pieces, std::vector<int>& convexPieces, std::vector<int>& holelessPieces, std::vector<int>& otherPieces) const;
bool loadPieces(int polyominoSize, std::vector<Piece>& pieces, std::vector<int>& convexPieces, std::vector<int>& holelessPieces, std::vector<int>& otherPieces) const;
private:
/**
* Puts the path to the piece file of the specified size in order, if the data folder wasn't found the string stays untouched,
* returns false if the data folder wasn't found
* Puts the path to the piece file of the specified size in order, if the data folder wasn't found the string stays untouched
* @return If the data folder was found
*/
bool getFilePath(int order, std::string& filePath) const;
bool getFilePath(int polyominoSize, std::string& filePath) const;
};

View File

@@ -1,83 +1,82 @@
#include "Polyomino.h"
#include "Cell.h"
#include "Position.h"
#include <Vector>
#include <Set>
#include <vector>
#include <set>
#include <iostream>
#include <climits>
#include <algorithm>
Polyomino::Polyomino(const std::set<Cell>& cells) {
Polyomino::Polyomino(const std::set<Position>& positions) {
// find min/max
int minX = INT_MAX;
int maxX = INT_MIN;
int minY = INT_MAX;
int maxY = INT_MIN;
for (Cell cell : cells) {
if (cell.x < minX) minX = cell.x;
if (cell.x > maxX) maxX = cell.x;
if (cell.y < minY) minY = cell.y;
if (cell.y > maxY) maxY = cell.y;
for (Position position : positions) {
if (position.x < minX) minX = position.x;
if (position.x > maxX) maxX = position.x;
if (position.y < minY) minY = position.y;
if (position.y > maxY) maxY = position.y;
}
// normalize
std::set<Cell> newCells;
for (Cell cell : cells) {
newCells.insert(Cell{cell.x - minX, cell.y - minY});
std::set<Position> newPositions;
for (Position position : positions) {
newPositions.insert(Position{position.x - minX, position.y - minY});
}
this->cells = newCells;
this->positions = newPositions;
// set polyomino length
this->length = std::max(maxX - minX + 1, maxY - minY + 1);
}
Polyomino::Polyomino(const std::set<Cell>& cells, int length) : cells(cells), length(length) {
Polyomino::Polyomino(const std::set<Position>& positions, int length) :
positions(positions),
length(length) {
}
void Polyomino::normalize() {
// find min values
int minX = INT_MAX;
int minY = INT_MAX;
for (Cell cell : this->cells) {
if (cell.x < minX) minX = cell.x;
if (cell.y < minY) minY = cell.y;
for (Position position : this->positions) {
if (position.x < minX) minX = position.x;
if (position.y < minY) minY = position.y;
}
// translate the polyomino to the lowest unsigned values
std::set<Cell> newCells;
for (Cell cell : this->cells) {
newCells.insert(Cell{cell.x - minX, cell.y - minY});
std::set<Position> newPositions;
for (Position position : this->positions) {
newPositions.insert(Position{position.x - minX, position.y - minY});
}
this->cells = newCells;
this->positions = newPositions;
}
void Polyomino::rotateCW() {
// rotate 90° clockwise
std::set<Cell> newCells;
for (Cell cell : this->cells) {
newCells.insert(Cell{cell.y, (length - 1) - (cell.x)});
std::set<Position> newPositions;
for (Position position : this->positions) {
newPositions.insert(Position{position.y, (length - 1) - (position.x)});
}
this->cells = newCells;
this->positions = newPositions;
}
void Polyomino::rotate180() {
// rotate 180°
std::set<Cell> newCells;
for (Cell cell : this->cells) {
newCells.insert(Cell{(length - 1) - (cell.x), (length - 1) - (cell.y)});
std::set<Position> newPositions;
for (Position position : this->positions) {
newPositions.insert(Position{(length - 1) - (position.x), (length - 1) - (position.y)});
}
this->cells = newCells;
this->positions = newPositions;
}
void Polyomino::rotateCCW() {
// rotate 90° counter-clockwise
std::set<Cell> newCells;
for (Cell cell : this->cells) {
newCells.insert(Cell{(length - 1) - (cell.y), cell.x});
std::set<Position> newPositions;
for (Position position : this->positions) {
newPositions.insert(Position{(length - 1) - (position.y), position.x});
}
this->cells = newCells;
this->positions = newPositions;
}
void Polyomino::goToSpawnPosition() {
@@ -91,15 +90,15 @@ void Polyomino::goToSpawnPosition() {
linesCompleteness.push_back(empty);
}
// calculates amount of cells per rows and columns
for (Cell cell : this->cells) {
linesCompleteness.at(0).at(cell.y) += 1; // 0 = bottom to top = no rotation
linesCompleteness.at(1).at((length - 1) - cell.x) += 1; // 1 = right to left = CW
linesCompleteness.at(2).at((length - 1) - cell.y) += 1; // 2 = top to bottom = 180
linesCompleteness.at(3).at(cell.x) += 1; // 3 = left to right = CCW
// calculates amount of squares per rows and columns
for (Position position : this->positions) {
linesCompleteness.at(0).at(position.y) += 1; // 0 = bottom to top = no rotation
linesCompleteness.at(1).at((length - 1) - position.x) += 1; // 1 = right to left = CW
linesCompleteness.at(2).at((length - 1) - position.y) += 1; // 2 = top to bottom = 180
linesCompleteness.at(3).at(position.x) += 1; // 3 = left to right = CCW
}
// checks for empty lines
// count empty lines
int horizontalEmptyLines = 0;
int verticalEmptyLines = 0;
for (int i = 0; i < 4; i++) {
@@ -157,26 +156,24 @@ void Polyomino::goToSpawnPosition() {
// find min
int minX = INT_MAX;
int minY = INT_MAX;
for (Cell cell : this->cells) {
if (cell.x < minX) minX = cell.x;
if (cell.y < minY) minY = cell.y;
for (Position position : this->positions) {
if (position.x < minX) minX = position.x;
if (position.y < minY) minY = position.y;
}
// center the piece with an up bias if it is assymetric
if (sideToBeOn % 2 == 1) {
std::swap(verticalEmptyLines, horizontalEmptyLines);
}
std::set<Cell> newCells;
for (Cell cell : cells) {
newCells.insert(Cell{(cell.x - minX) + (verticalEmptyLines / 2), (cell.y - minY) + ((horizontalEmptyLines + 1) / 2)});
std::set<Position> newPositions;
for (Position position : positions) {
newPositions.insert(Position{(position.x - minX) + (verticalEmptyLines / 2), (position.y - minY) + ((horizontalEmptyLines + 1) / 2)});
}
this->cells = newCells;
this->positions = newPositions;
}
void Polyomino::checkForFlattestSide(const std::vector<std::vector<int>>& linesCompleteness, bool currentFlattestSides[4], int& sideToBeOn, bool checkLeftSide) const {
// for each line
for (int j = 0; j < this->length; j++) {
// we check which sides are the flattest
int max = 0;
std::set<int> maxOwners;
for (int i = 0; i < 4; i++) {
@@ -200,7 +197,7 @@ void Polyomino::checkForFlattestSide(const std::vector<std::vector<int>>& linesC
}
}
// if there's no tie we choose this side
// if there's no tie we choose the only side
if (maxOwners.size() == 1) {
sideToBeOn = *maxOwners.begin();
return;
@@ -216,7 +213,7 @@ void Polyomino::checkForFlattestSide(const std::vector<std::vector<int>>& linesC
}
bool Polyomino::isConvex() const {
// for each line and column we check if every cells are adjacent to each others
// for each line and column we check if every squares are adjacent to each others
for (int j = 0; j < this->length; j++) {
bool startedLine = false;
bool completedLine = false;
@@ -224,7 +221,7 @@ bool Polyomino::isConvex() const {
bool completedColumn = false;
for (int i = 0; i < this->length; i++) {
// line check
if (this->cells.contains(Cell{i, j})) {
if (this->positions.contains(Position{i, j})) {
if (completedLine) return false;
else startedLine = true;
}
@@ -232,7 +229,7 @@ bool Polyomino::isConvex() const {
if (startedLine) completedLine = true;
}
// column check
if (this->cells.contains(Cell{j, i})) {
if (this->positions.contains(Position{j, i})) {
if (completedColumn) return false;
else startedColumn = true;
}
@@ -245,71 +242,65 @@ bool Polyomino::isConvex() const {
}
bool Polyomino::hasHole() const {
// add every outer cells of the square containing the polyomino
std::set<Cell> emptyCells;
// add every empty square on the outer of the box containing the polyomino
std::set<Position> emptyPositions;
for (int i = 0; i < this->length - 1; i++) {
this->tryToInsertCell(emptyCells, Cell{i, 0}); // up row
this->tryToInsertCell(emptyCells, Cell{this->length - 1, i}); // rigth column
this->tryToInsertCell(emptyCells, Cell{this->length - 1 - i, this->length - 1}); // bottom row
this->tryToInsertCell(emptyCells, Cell{0, this->length - 1 - i}); // left column
this->tryToInsertPosition(emptyPositions, Position{i, 0}); // up row
this->tryToInsertPosition(emptyPositions, Position{this->length - 1, i}); // rigth column
this->tryToInsertPosition(emptyPositions, Position{this->length - 1 - i, this->length - 1}); // bottom row
this->tryToInsertPosition(emptyPositions, Position{0, this->length - 1 - i}); // left column
}
// if we didn't reached all empty cells in the square then there was some contained within the polyomino, i.e. there was a hole
return (emptyCells.size() < (this->length * this->length) - this->cells.size());
// if we didn't reached all empty squares in the box then there was some contained within the polyomino, i.e. there was a hole
return (emptyPositions.size() < (this->length * this->length) - this->positions.size());
}
void Polyomino::tryToInsertCell(std::set<Cell>& emptyCells, const Cell& candidate) const {
// check if the cell is in the square containing the polyomino
void Polyomino::tryToInsertPosition(std::set<Position>& emptyPositions, const Position& candidate) const {
if (candidate.x >= this->length || candidate.x < 0 || candidate.y >= this->length || candidate.y < 0) return;
if (this->positions.contains(candidate) || emptyPositions.contains(candidate)) return;
// check if the cell is empty and hasn't already been tested
if (this->cells.contains(candidate) || emptyCells.contains(candidate)) return;
// adds the cell to the list of empty cells and try its neighbors
emptyCells.insert(candidate);
tryToInsertCell(emptyCells, Cell{candidate.x, candidate.y + 1});
tryToInsertCell(emptyCells, Cell{candidate.x + 1, candidate.y});
tryToInsertCell(emptyCells, Cell{candidate.x, candidate.y - 1});
tryToInsertCell(emptyCells, Cell{candidate.x - 1, candidate.y});
// if it's a new empty square, try its neighbors
emptyPositions.insert(candidate);
tryToInsertPosition(emptyPositions, Position{candidate.x, candidate.y + 1});
tryToInsertPosition(emptyPositions, Position{candidate.x + 1, candidate.y});
tryToInsertPosition(emptyPositions, Position{candidate.x, candidate.y - 1});
tryToInsertPosition(emptyPositions, Position{candidate.x - 1, candidate.y});
}
std::set<Cell> Polyomino::getCells() const {
return this->cells;
std::set<Position> Polyomino::getPositions() const {
return this->positions;
}
int Polyomino::getLength() const {
return this->length;
}
int Polyomino::getPolyominoOrder() const {
return this->cells.size();
int Polyomino::getPolyominoSize() const {
return this->positions.size();
}
bool Polyomino::operator<(const Polyomino& other) const {
// if one has an inferior length then it is deemed inferior
if (this->length != other.length) return this->length < other.length;
// else we check for all cells from left to right and top to bottom, until one has a cell that the other doesn't
// we check for all positions from left to right and top to bottom, until one has a square that the other doesn't
for (int y = this->length - 1; y >= 0; y--) {
for (int x = 0; x < this->length; x++) {
bool hasThisCell = this->cells.contains(Cell{x, y});
bool hasOtherCell = other.cells.contains(Cell{x, y});
if (hasThisCell != hasOtherCell) return hasThisCell;
bool hasThisposition = this->positions.contains(Position{x, y});
bool hasOtherposition = other.positions.contains(Position{x, y});
if (hasThisposition != hasOtherposition) return hasThisposition;
}
}
// if they are equal
return false;
}
bool Polyomino::operator ==(const Polyomino& other) const {
return this->cells == other.cells;
return this->positions == other.positions;
}
std::ostream& operator<<(std::ostream& os, const Polyomino& polyomino) {
for (int y = polyomino.length - 1; y >= 0; y--) {
for (int x = 0; x < polyomino.length; x++) {
if (polyomino.cells.contains(Cell{x, y})) {
if (polyomino.positions.contains(Position{x, y})) {
os << "*";
}
else {

View File

@@ -1,9 +1,9 @@
#pragma once
#include "Cell.h"
#include "Position.h"
#include <Vector>
#include <Set>
#include <vector>
#include <set>
#include <iostream>
@@ -12,19 +12,19 @@
*/
class Polyomino {
private:
std::set<Cell> cells; // the squares composing the polyomino, (0,0) is downleft
int length; // the size of the smallest square in which the polyomino can fit on any rotation
std::set<Position> positions; // the squares composing the polyomino, (0,0) is downleft
int length; // the size of the smallest square box in which the polyomino can fit on any rotation
public:
/**
* Creates a polyomino with the specified cells and normalizes it, wheter it is actually a polyonimo is not checked
* Creates a polyomino with the specified positions and normalizes it, wheter it is actually a polyonimo is not checked
*/
Polyomino(const std::set<Cell>& cells);
Polyomino(const std::set<Position>& positions);
/**
* Creates a polyomino with the specified cells and length, wheter it is actually a polyonimo of this length is not checked
* Creates a polyomino with the specified positions and length, wheter it is actually a polyonimo of this length is not checked
*/
Polyomino(const std::set<Cell>& cells, int length);
Polyomino(const std::set<Position>& positions, int length);
/**
* Translates the polyomino to the lowest unsigned values (lower row on y = 0, and left-most column on x = 0)
@@ -32,17 +32,17 @@ class Polyomino {
void normalize();
/**
* Rotates the polyomino 90° clockwise, the center of rotation being the middle of the square going from (0,0) to (length-1, length-1)
* Rotates the polyomino 90° clockwise, the center of rotation being the middle of the box going from (0,0) to (length-1, length-1)
*/
void rotateCW();
/**
* Rotates the polyomino 180°, the center of rotation being the middle of the square going from (0,0) to (length-1, length-1)
* Rotates the polyomino 180°, the center of rotation being the middle of the box going from (0,0) to (length-1, length-1)
*/
void rotate180();
/**
* Rotates the polyomino 90° counter-clockwise, the center of rotation being the middle of the square going from (0,0) to (length-1, length-1)
* Rotates the polyomino 90° counter-clockwise, the center of rotation being the middle of the box going from (0,0) to (length-1, length-1)
*/
void rotateCCW();
@@ -59,12 +59,14 @@ class Polyomino {
public:
/**
* Returns wheter the polyomino is convex, that is if every line and column has at most one continuous line of cells
* Check if the polyomino is convex, that is if every line and column has at most one continuous line of positions
* @return If the polyomino is convex
*/
bool isConvex() const;
/**
* Returns wheter the polyomino has at least one hole
* Check if the polyomino has at least one hole
* @return If the polyomino has at least one hole
*/
bool hasHole() const;
@@ -72,37 +74,40 @@ class Polyomino {
/**
* Auxiliary method of hasHole()
*/
void tryToInsertCell(std::set<Cell>& emptyCells, const Cell& candidate) const;
void tryToInsertPosition(std::set<Position>& emptypositions, const Position& candidate) const;
public:
/**
* Returns a copy of the cells of the polyomino
* @return A copy of the positions of the polyomino
*/
std::set<Cell> getCells() const;
std::set<Position> getPositions() const;
/**
* Returns the length of the polyomino
* @return The length of the polyomino
*/
int getLength() const;
/**
* Returns the number of squares in the polyomino
* @return The number of squares in the polyomino
*/
int getPolyominoOrder() const;
int getPolyominoSize() const;
/**
* Strict inferiority operator, a polyomino is inferior than another if it has a smaller length, or if they are the same length,
* while checking from left to right and top to bottom, is the first which has a cell while the other doesn't
* while checking from left to right and top to bottom, is the first which has a square while the other don't
* @return If the polyomino is inferior than another
*/
bool operator<(const Polyomino& other) const;
/**
* Equality operator, two polyominos are equal if they overlap, that means two polyominos of the same shape but different positions will not be equal
* Equality operator, two polyominos are equal if their positions are the same, that means two polyominos of the same shape at different places will not be equal
* @return If the polyomino is equal to another
*/
bool operator ==(const Polyomino& other) const;
/**
* Stream output operator, adds a 2D grid representing the polyomino
* @return A reference to the output stream
*/
friend std::ostream& operator<<(std::ostream& os, const Polyomino& polyomino);
};

72
src/Pieces/Position.h Normal file
View File

@@ -0,0 +1,72 @@
#pragma once
#include <iostream>
/**
* A position on a 2D grid
*/
struct Position {
int x; // x position
int y; // y position
};
/**
* Addition operator
* @return The sums of the coordinates of both positions
*/
inline Position operator+(const Position& left, const Position& right) {
return Position{left.x + right.x, left.y + right.y};
}
/**
* Additive assignation operator, adds the coordinates of the right position to the left one
* @return A reference to the left position
*/
inline Position& operator+=(Position& left, const Position& right) {
left = left + right;
return left;
}
/**
* Substraction operator
* @return The difference of the coordinate between the left and right position
*/
inline Position operator-(const Position& left, const Position& right) {
return Position{left.x - right.x, left.y - right.y};
}
/**
* Substractive assignation operator, substracts the coordinates of the right position from the left one
* @return A reference to the left position
*/
inline Position& operator-=(Position& left, const Position& right) {
left = left + right;
return left;
}
/**
* Strict inferiority operator, a position is inferior to another if it is lower or at the same height and more to the left
* @return If the left position is inferior to the right position
*/
inline bool operator<(const Position& left, const Position& right) {
return (left.x == right.x) ? (left.y < right.y) : (left.x < right.x);
}
/**
* Equality operator, two positions are equal if they have the same coordinates
* @return If the two positions are equals
*/
inline bool operator==(const Position& left, const Position& right) {
return (left.x == right.x) && (left.y == right.y);
}
/**
* Stream output operator, adds the coordinates of the position to the stream
* @return A reference to the output stream
*/
inline std::ostream& operator<<(std::ostream& os, const Position& position) {
os << "x: " << position.x << " y: " << position.y;
return os;
}

View File

@@ -13,14 +13,16 @@ enum Rotation {
/**
* Addition operator, returns a rotation corresponding to doing both rotations
* Addition operator
* @return A rotation corresponding to doing both rotations
*/
inline Rotation operator+(const Rotation& left, const Rotation& right) {
return Rotation((left + right) % 4);
}
/**
* Additive assignation operator, rotate the left rotation by the right rotation
* Additive assignation operator, rotates the left rotation by the right rotation
* @return A reference to the left rotation
*/
inline Rotation& operator+=(Rotation& left, const Rotation& right) {
left = left + right;