added distribution modes
This commit is contained in:
@@ -106,3 +106,17 @@ Grade is an alternate system to line clears.
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The only exception occurs when the total ends in '99', a line must be cleared to progress.
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When this line is cleared, the point of the piece is also counted towards the total.
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## Pieces distribution
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A bag is an object which contains a set of pieces.
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The principle of a bag generator is to put every available pieces into a bag and take them out one by one until the bag is empty, to then start with a new full bag.
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It's a way to have equal distribution of pieces while still allowing for a random order of pieces.
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The game has 3 modes of pieces distribution:
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1. Default. The simplest of them, all selected pieces are put in a single bag.
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2. Uniformous. The pieces are now separated by size and put in different bags. Each size will now appear as often as any other.
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3. Custom. The pieces are once again separated by size, but now the player specifies how likely each size is to appear.
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Both system 2 and 3 uses a system analogous to a bag to determine which size of piece to take next.
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@@ -7,25 +7,53 @@
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#include <utility>
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#include <cstdlib>
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static const double SMALLEST_CONSIDERED_PROPORTION = 0.01; // the smallest a proportion can get before it is considered equal to 0
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Bag::Bag(const std::shared_ptr<PiecesList>& piecesList) :
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piecesList(piecesList) {
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this->currentBag = this->piecesList->getSelectedPieces();
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this->nextBag.clear();
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this->highestSize = this->piecesList->getHighestLoadedSize();
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this->selectedPieces = this->piecesList->getSelectedPieces();
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this->distributionMode = this->piecesList->getDistributionMode();
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this->propotionsPerSize = this->piecesList->getProportionsPerSize();
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this->currentBags.clear();
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this->nextBags.clear();
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this->sizesBag.clear();
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this->sizesProgression.clear();
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if (this->distributionMode == DEFAULT) {
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this->currentBags.push_back(this->selectedPieces);
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this->nextBags.push_back({});
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}
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else {
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for (int i = 0; i <= this->highestSize; i++) {
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this->currentBags.push_back(PieceBag());
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this->nextBags.push_back(PieceBag());
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this->sizesProgression.push_back(0);
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}
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for (const auto& piece : this->selectedPieces) {
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int pieceSize = this->piecesList->lookAtPiece(piece).getPositions().size();
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this->currentBags.at(pieceSize).push_back(piece);
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}
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}
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this->prepareNext();
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}
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void Bag::jumpToNextBag() {
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if (this->currentBag.size() < this->nextBag.size()) {
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std::swap(this->currentBag, this->nextBag);
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for (int i = 0; i < this->currentBags.size(); i++) {
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if (this->currentBags.at(i).size() < this->nextBags.at(i).size()) {
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std::swap(this->currentBags.at(i), this->nextBags.at(i));
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}
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for (const std::pair<int, int>& pieceIndex : this->nextBag) {
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this->currentBag.push_back(pieceIndex);
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for (const auto& piece : this->nextBags.at(i)) {
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this->currentBags.at(i).push_back(piece);
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}
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this->nextBags.at(i).clear();
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}
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this->nextBag.clear();
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this->prepareNext();
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}
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@@ -43,13 +71,40 @@ Piece Bag::getNext() {
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}
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void Bag::prepareNext() {
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if (this->currentBag.empty()) {
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std::swap(this->currentBag, this->nextBag);
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if (this->distributionMode == DEFAULT) {
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this->getNextPieceFromBag(0);
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}
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else {
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if (this->sizesBag.empty()) {
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for (int i = 0; i <= this->highestSize; i++) {
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if (this->propotionsPerSize.at(i) >= SMALLEST_CONSIDERED_PROPORTION
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&& !(this->currentBags.at(i).empty() && this->nextBags.at(i).empty())) {
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while (this->sizesProgression.at(i) < 1) {
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this->sizesBag.push_back(i);
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this->sizesProgression.at(i) += this->propotionsPerSize.at(i);
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}
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int indexIndex = std::rand() % this->currentBag.size();
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this->next = this->currentBag.at(indexIndex);
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this->sizesProgression.at(i) -= 1;
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}
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}
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}
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this->nextBag.push_back(this->next);
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this->currentBag.erase(this->currentBag.begin() + indexIndex);
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int nextSizeIndex = std::rand() % this->sizesBag.size();
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int nextSize = this->sizesBag.at(nextSizeIndex);
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this->sizesBag.erase(this->sizesBag.begin() + nextSizeIndex);
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this->getNextPieceFromBag(nextSize);
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}
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}
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void Bag::getNextPieceFromBag(int bagIndex) {
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if (this->currentBags.at(bagIndex).empty()) {
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std::swap(this->currentBags.at(bagIndex), this->nextBags.at(bagIndex));
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}
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int indexIndex = std::rand() % this->currentBags.at(bagIndex).size();
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this->next = this->currentBags.at(bagIndex).at(indexIndex);
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this->nextBags.at(bagIndex).push_back(this->next);
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this->currentBags.at(bagIndex).erase(this->currentBags.at(bagIndex).begin() + indexIndex);
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}
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@@ -7,6 +7,8 @@
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#include <memory>
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#include <utility>
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using PieceBag = std::vector<std::pair<int, int>>;
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/**
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* A litteral bag of pieces, in which you take each of its piece randomly one by one then start again with a new bag
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@@ -14,10 +16,15 @@
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class Bag {
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private:
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std::shared_ptr<PiecesList> piecesList; // the list of loaded pieces
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int highestSize; // the highest size of piece in the bag
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std::vector<std::pair<int, int>> selectedPieces; // the list of pieces that can be given to the player
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PiecesDistributionMode distributionMode; // the distribution mode
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std::vector<double> propotionsPerSize; // the proportion of pieces for each size
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std::pair<int, int> next; // the next piece to give
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std::vector<std::pair<int, int>> currentBag; // the list of pieces that are still to be taken out before starting a new bag
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std::vector<std::pair<int, int>> nextBag; // the list of pieces that have been taken out of the current bag and have been placed in the next
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std::vector<PieceBag> currentBags; // for each size, the list of pieces that are still to be taken out before starting a new bag
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std::vector<PieceBag> nextBags; // for each size, the list of pieces that have been taken out of the current bag and have been placed in the next
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std::vector<int> sizesBag; // the list each of bags that are still to have a piece taken out of them
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std::vector<double> sizesProgression; // how close each size is to meet its quota of pieces
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public:
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/**
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@@ -26,7 +33,7 @@ class Bag {
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Bag(const std::shared_ptr<PiecesList>& piecesList);
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/**
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* Ignores the remaining pieces in the current bag and startd fresh from a new bag
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* Ignores the remaining pieces in the current bag and start fresh from a new bag
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*/
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void jumpToNextBag();
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@@ -44,7 +51,12 @@ class Bag {
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private:
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/**
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* Prepare the next picked piece in advance
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* Prepares the next picked piece in advance
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*/
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void prepareNext();
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/**
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* Gets the next picked piece from the specified bag
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*/
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void getNextPieceFromBag(int bagIndex);
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};
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@@ -11,6 +11,10 @@ PiecesList::PiecesList() {
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this->highestLoadedSize = 0;
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this->selectedPieces.clear();
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this->distributionMode = DEFAULT;
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this->proportionsPerSize.clear();
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this->customProportionsPerSize.clear();
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// we need to have something at index 0 even if there is no pieces of size 0
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this->loadedPieces.clear();
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this->convexPieces.clear();
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@@ -87,6 +91,14 @@ void PiecesList::unselectAll() {
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this->selectedPieces.clear();
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}
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bool PiecesList::setDistributionMode(PiecesDistributionMode distributionMode) {
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if (distributionMode == DEFAULT || distributionMode == UNIFORM || distributionMode == CUSTOM) {
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this->distributionMode = distributionMode;
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return true;
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}
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return false;
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}
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int PiecesList::getHighestLoadedSize() const {
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return this->highestLoadedSize;
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}
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@@ -101,13 +113,42 @@ std::vector<std::pair<int, int>> PiecesList::getSelectedPieces() const {
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return this->selectedPieces;
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}
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PiecesDistributionMode PiecesList::getDistributionMode() const {
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return this->distributionMode;
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}
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bool PiecesList::changeCustomDistribution(int size, double distribution) {
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if (size < 1 || size > this->highestLoadedSize || distribution > 1) {
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return false;
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}
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this->customProportionsPerSize.at(size) = distribution;
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return true;
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}
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std::vector<double> PiecesList::getProportionsPerSize() const {
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if (this->distributionMode == CUSTOM) {
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return this->customProportionsPerSize;
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}
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else {
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return this->proportionsPerSize;
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}
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}
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Piece PiecesList::getPiece(const std::pair<int, int>& pieceIndex) const {
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return this->loadedPieces.at(pieceIndex.first).at(pieceIndex.second);
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}
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const Piece& PiecesList::lookAtPiece(const std::pair<int, int>& pieceIndex) const {
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return this->loadedPieces.at(pieceIndex.first).at(pieceIndex.second);
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}
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void PiecesList::pushBackEmptyVectors() {
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this->loadedPieces.push_back(std::vector<Piece>());
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this->convexPieces.push_back(std::vector<int>());
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this->holelessPieces.push_back(std::vector<int>());
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this->otherPieces.push_back(std::vector<int>());
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this->proportionsPerSize.push_back(1);
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this->customProportionsPerSize.push_back(1);
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}
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@@ -6,6 +6,16 @@
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#include <utility>
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/**
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* The type of pieces distribution managed by the game
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*/
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enum PiecesDistributionMode {
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DEFAULT,
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UNIFORM,
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CUSTOM
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};
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/**
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* A container for all loaded pieces to prevent loading and copying them multiple times,
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* also allows for the player to select a list of pieces to be used in a game
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@@ -18,6 +28,9 @@ class PiecesList {
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std::vector<std::vector<int>> holelessPieces; // the list of holeless loaded pieces by size
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std::vector<std::vector<int>> otherPieces; // the list of other loaded pieces by size
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std::vector<std::pair<int, int>> selectedPieces; // the list of all currently selected pieces
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PiecesDistributionMode distributionMode; // the current pieces distribution mode
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std::vector<double> proportionsPerSize; // the proportion of piece for each sizes
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std::vector<double> customProportionsPerSize; // the proportion of piece for each sizes when the distribution mode is set to custom
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public:
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/**
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@@ -66,6 +79,19 @@ class PiecesList {
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*/
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void unselectAll();
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/**
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* Changes the current pieces distribution mode
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* @return If the mode is supported
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*/
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bool setDistributionMode(PiecesDistributionMode distributionMode);
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/**
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* Changes the distribution of the specified size for when the distribution mode is set to custom,
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* the specified distribution must lower or equal to 1
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* @return If the new distribution was applied
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*/
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bool changeCustomDistribution(int size, double distribution);
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/**
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* @return The highest loaded size of pieces
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*/
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@@ -81,11 +107,26 @@ class PiecesList {
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*/
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std::vector<std::pair<int, int>> getSelectedPieces() const;
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/**
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* @return The current distribution mode
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*/
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PiecesDistributionMode getDistributionMode() const;
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/**
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* @return The proportion of pieces for each loaded size
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*/
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std::vector<double> getProportionsPerSize() const;
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/**
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* @return A copy of the piece corresponding to the specified index
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*/
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Piece getPiece(const std::pair<int, int>& pieceIndex) const;
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/**
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* @return The piece corresponding to the specified index
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*/
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const Piece& lookAtPiece(const std::pair<int, int>& pieceIndex) const;
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private:
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/**
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* Adds empty vectors at the end of every pieces list
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@@ -40,7 +40,7 @@ GamePlayingAppMenu::GamePlayingAppMenu(std::shared_ptr<MenuStack> menuStack, std
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this->nextCellSizeZoom = this->nextQueuePosition[0].size.y;
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for (const auto& piece : this->settings->getMenu().getPiecesList().getSelectedPieces()) {
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float nextPieceCellSizeZoom = ((int) this->nextQueuePosition[0].size.y) / this->settings->getMenu().getPiecesList().getPiece(piece).getLength();
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float nextPieceCellSizeZoom = ((int) this->nextQueuePosition[0].size.y) / this->settings->getMenu().getPiecesList().lookAtPiece(piece).getLength();
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this->nextCellSizeZoom = std::min(this->nextCellSizeZoom, nextPieceCellSizeZoom);
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}
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@@ -10,6 +10,8 @@
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static const sf::Vector2u BASE_WINDOW_SIZE = {80, 50};
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static const int WINDOW_SIZE_MULTIPLIERS[] = {4, 6, 10, 14, 20, 30, 40};
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static const int WINDOW_SIZE_LAST_MODE = (sizeof(WINDOW_SIZE_MULTIPLIERS) / sizeof(int)) - 1;
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static const int START_TIMER_MAX = 4;
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static const int DISTRIBUTION_MAX = 10;
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Settings::Settings() {
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@@ -67,13 +69,20 @@ void Settings::loadSettingsFromFile() {
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// piece distribution
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settingsFile.get(byte);
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//TODO
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if (byte == 2) {
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this->menu.getPiecesList().setDistributionMode(PiecesDistributionMode(byte));
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this->distributions.clear();
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this->distributions.push_back(0);
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for (int i = 1; i <= 15; i++) {
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if (byte == CUSTOM) {
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settingsFile.get(byte);
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//TODO
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this->distributions.push_back(i);
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}
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else {
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this->distributions.push_back(1);
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}
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}
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this->confirmDistribution();
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// selected pieces
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char pieceType;
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@@ -131,9 +140,16 @@ void Settings::saveSettingsToFile() const {
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settingsFile.write(&byte, 1);
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// piece distribution
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//TODO
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byte = this->menu.readPiecesList().getDistributionMode();
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settingsFile.write(&byte, 1);
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if (this->menu.readPiecesList().getDistributionMode() == CUSTOM) {
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for (int i = 1; i <= 15; i++) {
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byte = this->distributions.at(i);
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settingsFile.write(&byte, 1);
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}
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}
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// selected pieces
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for (const auto& [type, value] : this->selectedPieces) {
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byte = type;
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@@ -189,7 +205,7 @@ void Settings::changeVideoMode(sf::RenderWindow& window) const {
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}
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bool Settings::lengthenStartTimer() {
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if (this->startTimerLength < 4) {
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if (this->startTimerLength < START_TIMER_MAX) {
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this->startTimerLength++;
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return true;
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}
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@@ -240,6 +256,36 @@ void Settings::confirmSelectedPieces() {
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}
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}
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bool Settings::setDistributionMode (PiecesDistributionMode distributionMode) {
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return this->menu.getPiecesList().setDistributionMode(distributionMode);
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}
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bool Settings::increaseDistribution(int size) {
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if (size < 1 || size > MAXIMUM_PIECES_SIZE) return false;
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if (this->distributions.at(size) < DISTRIBUTION_MAX) {
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this->distributions.at(size)++;
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return true;
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}
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return false;
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}
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bool Settings::decreaseDistribution(int size) {
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if (size < 1 || size > MAXIMUM_PIECES_SIZE) return false;
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if (this->distributions.at(size) > 0) {
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this->distributions.at(size)--;
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return true;
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}
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return false;
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}
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void Settings::confirmDistribution() {
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for (int i = 1; i <= 15; i++) {
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this->menu.getPiecesList().changeCustomDistribution(i, (double) this->distributions.at(i) / (DISTRIBUTION_MAX + 0.001));
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}
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}
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Menu& Settings::getMenu() {
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return this->menu;
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}
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@@ -27,6 +27,7 @@ class Settings {
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int startTimerLength;
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Gamemode gamemode;
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std::vector<std::pair<PiecesType, int>> selectedPieces;
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std::vector<int> distributions;
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public:
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Settings();
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@@ -59,6 +60,14 @@ class Settings {
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void confirmSelectedPieces();
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bool setDistributionMode (PiecesDistributionMode distributionMode);
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bool increaseDistribution(int size);
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bool decreaseDistribution(int size);
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void confirmDistribution();
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Menu& getMenu();
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Keybinds& getKeybinds();
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@@ -80,7 +80,7 @@ void resetSettingsFile() {
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settingsFile.write(&byte, 1);
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// piece distribution
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byte = 0;
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byte = DEFAULT;
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settingsFile.write(&byte, 1);
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// selected pieces
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Reference in New Issue
Block a user