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/* -*- Mode: vala; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*-
This file is part of GNOME Tetravex.
Copyright (C) 2010-2013 Robert Ancell
Copyright (C) 2019 Arnaud Bonatti
GNOME Tetravex is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 2 of the License, or
(at your option) any later version.
GNOME Tetravex is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this GNOME Tetravex. If not, see <https://www.gnu.org/licenses/>.
*/
private class Tile : Object
{
/* Edge colors */
internal uint8 north;
internal uint8 west;
internal uint8 east;
internal uint8 south;
/* Solution location */
[CCode (notify = false)] public uint8 x { internal get; protected construct; }
[CCode (notify = false)] public uint8 y { internal get; protected construct; }
internal Tile (uint8 x, uint8 y)
{
Object (x: x, y: y);
}
}
private class Puzzle : Object
{
[CCode (notify = false)] public uint8 size { internal get; protected construct; }
[CCode (notify = false)] public uint8 colors { internal get; protected construct; }
private Tile? [,] board;
/* Game timer */
private Timer? clock = null; // TODO ask for Timer.do_not_start() constructor
private uint clock_timeout;
[CCode (notify = false)] public double initial_time { private get; protected construct; default = 0.0; }
[CCode (notify = false)] public bool tainted_by_command_line { internal get; protected construct; }
[CCode (notify = false)] internal double elapsed
{
get
{
if (tainted_by_command_line)
assert_not_reached ();
if (clock == null)
return 0.0;
return initial_time + ((!) clock).elapsed ();
}
}
private bool _paused = false;
[CCode (notify = true)] internal bool paused
{
internal set
{
_paused = value;
if (clock != null)
{
if (value)
stop_clock ();
else
continue_clock ();
}
}
internal get { return _paused; }
}
internal signal void tile_moved (Tile tile, uint8 x, uint8 y);
internal signal void solved ();
internal signal void solved_right (bool is_solved);
internal signal void show_end_game ();
internal signal void tick ();
[CCode (notify = false)] internal bool is_solved { internal get; private set; default = false; }
private bool check_if_solved ()
{
/* Solved if entire left hand side is complete (we ensure only tiles
that fit are allowed */
for (uint8 x = 0; x < size; x++)
{
for (uint8 y = 0; y < size; y++)
{
Tile? tile = board [x, y];
if (tile == null)
return false;
}
}
is_solved = true;
return true;
}
[CCode (notify = false)] public bool restored { private get; protected construct; default = false; }
internal Puzzle (uint8 size, uint8 colors)
{
Object (size: size, colors: colors, tainted_by_command_line: false);
}
construct
{
if (!restored)
{
do { init_board (size, (int32) colors, out board); }
while (solved_on_right ());
}
start_clock ();
}
private static inline void init_board (uint8 size, int32 colors, out Tile? [,] board)
{
board = new Tile? [size * 2, size];
for (uint8 x = 0; x < size; x++)
for (uint8 y = 0; y < size; y++)
board [x, y] = new Tile (x, y);
/* Pick random colours for edges */
for (uint8 x = 0; x < size; x++)
{
for (uint8 y = 0; y <= size; y++)
{
uint8 n = (uint8) Random.int_range (0, colors);
if (y >= 1)
((!) board [x, y - 1]).south = n;
if (y < size)
((!) board [x, y]).north = n;
}
}
for (uint8 x = 0; x <= size; x++)
{
for (uint8 y = 0; y < size; y++)
{
uint8 n = (uint8) Random.int_range (0, colors);
if (x >= 1)
((!) board [x - 1, y]).east = n;
if (x < size)
((!) board [x, y]).west = n;
}
}
/* Pick up the tiles... */
List<Tile> tiles = new List<Tile> ();
for (uint8 x = 0; x < size; x++)
{
for (uint8 y = 0; y < size; y++)
{
tiles.append ((!) board [x, y]);
board [x, y] = null;
}
}
/* ...and place then randomly on the right hand side */
int32 length = (int32) tiles.length ();
for (uint8 x = 0; x < size; x++)
{
for (uint8 y = 0; y < size; y++)
{
int32 n = Random.int_range (0, length);
Tile tile = tiles.nth_data ((uint) n);
board [x + size, y] = tile;
tiles.remove (tile);
length--;
}
}
}
private bool solved_on_right ()
{
for (uint8 x = size; x < 2 * size; x++)
{
for (uint8 y = 0; y < size; y++)
{
Tile? tile = board [x, y];
if (tile == null)
return false;
if (x > 0 && board [x - 1, y] != null && ((!) board [x - 1, y]).east != ((!) tile).west)
return false;
if (x < size - 1 && board [x + 1, y] != null && ((!) board [x + 1, y]).west != ((!) tile).east)
return false;
if (y > 0 && board [x, y - 1] != null && ((!) board [x, y - 1]).south != ((!) tile).north)
return false;
if (y < size - 1 && board [x, y + 1] != null && ((!) board [x, y + 1]).north != ((!) tile).south)
return false;
}
}
return true;
}
internal Tile? get_tile (uint8 x, uint8 y)
{
return board [x, y];
}
internal void get_tile_location (Tile tile, out uint8 x, out uint8 y)
{
y = 0; // garbage
for (x = 0; x < size * 2; x++)
for (y = 0; y < size; y++)
if (board [x, y] == tile)
return;
}
private bool tile_fits (uint8 x0, uint8 y0, uint8 x1, uint8 y1)
{
Tile? tile = board [x0, y0];
if (tile == null)
return false;
if (x1 > 0 && !(x1 - 1 == x0 && y1 == y0) && board [x1 - 1, y1] != null && ((!) board [x1 - 1, y1]).east != ((!) tile).west)
return false;
if (x1 < size - 1 && !(x1 + 1 == x0 && y1 == y0) && board [x1 + 1, y1] != null && ((!) board [x1 + 1, y1]).west != ((!) tile).east)
return false;
if (y1 > 0 && !(x1 == x0 && y1 - 1 == y0) && board [x1, y1 - 1] != null && ((!) board [x1, y1 - 1]).south != ((!) tile).north)
return false;
if (y1 < size - 1 && !(x1 == x0 && y1 + 1 == y0) && board [x1, y1 + 1] != null && ((!) board [x1, y1 + 1]).north != ((!) tile).south)
return false;
return true;
}
internal bool can_switch (uint8 x0, uint8 y0, uint8 x1, uint8 y1)
{
if (x0 == x1 && y0 == y1)
return false;
Tile? t0 = board [x0, y0];
Tile? t1 = board [x1, y1];
/* No tiles to switch */
if (t0 == null && t1 == null)
return false;
/* if placing onto the final area, check if it fits regarding current tiles */
if (t0 != null && x1 < size && !tile_fits (x0, y0, x1, y1))
return false;
if (t1 != null && x0 < size && !tile_fits (x1, y1, x0, y0))
return false;
/* if inverting two tiles of the final area, check that they are compatible */
if (t0 != null && t1 != null && x0 <size && x1 < size)
{
if (x0 == x1)
{
if (y0 == y1 + 1 && ((!) t0).south != ((!) t1).north)
return false;
if (y0 == y1 - 1 && ((!) t0).north != ((!) t1).south)
return false;
}
else if (y0 == y1)
{
if (x0 == x1 + 1 && ((!) t0).east != ((!) t1).west)
return false;
if (x0 == x1 - 1 && ((!) t0).west != ((!) t1).west)
return false;
}
}
return true;
}
private uint timeout_id = 0;
[CCode (notify = false)] internal bool game_in_progress { internal get; private set; default = false; }
[CCode (notify = true)] internal bool is_solved_right { internal get; private set; default = false; }
internal void switch_tiles (uint8 x0, uint8 y0, uint8 x1, uint8 y1, uint delay_if_finished = 0)
{
_switch_tiles (x0, y0, x1, y1, delay_if_finished, /* undoing */ false, /* move id: one tile only */ 0);
}
private void _switch_tiles (uint8 x0, uint8 y0, uint8 x1, uint8 y1, uint delay_if_finished, bool undoing_or_redoing, uint move_id)
{
if (x0 == x1 && y0 == y1)
return;
game_in_progress = true;
Tile? t0 = board [x0, y0];
Tile? t1 = board [x1, y1];
if (t0 == null && t1 == null) // might happen when move_up and friends are called
return;
board [x0, y0] = t1;
board [x1, y1] = t0;
if (t0 != null)
tile_moved ((!) t0, x1, y1);
if (t1 != null)
tile_moved ((!) t1, x0, y0);
if (!undoing_or_redoing)
add_to_history (x0, y0, x1, y1, move_id);
if (check_if_solved ())
{
stop_clock ();
solved ();
if (delay_if_finished == 0)
show_end_game ();
else if (timeout_id == 0)
timeout_id = Timeout.add (delay_if_finished, () => {
show_end_game ();
timeout_id = 0;
return Source.REMOVE;
});
}
else if (solved_on_right ())
is_solved_right = true;
else if (is_solved_right)
is_solved_right = false;
}
/*\
* * moving tiles
\*/
private uint last_move_id = 0;
private inline void switch_one_of_many_tiles (uint8 x0, uint8 y0, uint8 x1, uint8 y1)
{
_switch_tiles (x0, y0, x1, y1, /* delay if finished */ 0, /* undoing or redoing */ false, last_move_id);
}
internal bool move_up (bool left_board)
{
if (!can_move_up (left_board) || last_move_id == uint.MAX)
return false;
last_move_id++;
uint8 base_x = left_board ? 0 : size;
for (uint8 y = 1; y < size; y++)
for (uint8 x = 0; x < size; x++)
switch_one_of_many_tiles (base_x + x, y, base_x + x, y - 1);
return true;
}
private bool can_move_up (bool left_board)
{
uint8 base_x = left_board ? 0 : size;
for (uint8 x = 0; x < size; x++)
if (board [base_x + x, 0] != null)
return false;
for (uint8 x = 0; x < size; x++)
for (uint8 y = 1; y < size; y++)
if (board [base_x + x, y] != null)
return true;
return false;
}
internal bool move_down (bool left_board)
{
if (!can_move_down (left_board) || last_move_id == uint.MAX)
return false;
last_move_id++;
uint8 base_x = left_board ? 0 : size;
for (uint8 y = size - 1; y > 0; y--)
for (uint8 x = 0; x < size; x++)
switch_one_of_many_tiles (base_x + x, y - 1, base_x + x, y);
return true;
}
private bool can_move_down (bool left_board)
{
uint8 base_x = left_board ? 0 : size;
for (uint8 x = 0; x < size; x++)
if (board [base_x + x, size - 1] != null)
return false;
for (uint8 x = 0; x < size; x++)
for (uint8 y = 0; y < size - 1; y++)
if (board [base_x + x, y] != null)
return true;
return false;
}
internal bool move_left (bool left_board)
{
if (!can_move_left (left_board) || last_move_id == uint.MAX)
return false;
last_move_id++;
uint8 base_x = left_board ? 0 : size;
for (uint8 x = 1; x < size; x++)
for (uint8 y = 0; y < size; y++)
switch_one_of_many_tiles (base_x + x, y, base_x + x - 1, y);
return true;
}
private bool can_move_left (bool left_board)
{
uint8 left_column = left_board ? 0 : size;
for (uint8 y = 0; y < size; y++)
if (board [left_column, y] != null)
return false;
for (uint8 x = 1; x < size; x++)
for (uint8 y = 0; y < size; y++)
if (board [left_column + x, y] != null)
return true;
return false;
}
internal bool move_right (bool left_board)
{
if (!can_move_right (left_board) || last_move_id == uint.MAX)
return false;
last_move_id++;
uint8 base_x = left_board ? 0 : size;
for (uint8 x = size - 1; x > 0; x--)
for (uint8 y = 0; y < size; y++)
switch_one_of_many_tiles (base_x + x - 1, y, base_x + x, y);
return true;
}
private bool can_move_right (bool left_board)
{
uint8 left_column = left_board ? 0 : size;
uint8 right_column = left_column + size - 1;
for (uint8 y = 0; y < size; y++)
if (board [right_column, y] != null)
return false;
for (uint8 x = 0; x < size - 1; x++)
for (uint8 y = 0; y < size; y++)
if (board [left_column + x, y] != null)
return true;
return false;
}
internal void try_move (uint8 x, uint8 y)
requires (x < 2 * size)
requires (y < size)
{
bool left_board = x < size;
switch (can_move (x, y))
{
case Direction.UP: move_up (left_board); return;
case Direction.DOWN: move_down (left_board); return;
case Direction.LEFT: move_left (left_board); return;
case Direction.RIGHT: move_right (left_board); return;
case Direction.NONE:
default: return;
}
}
private inline Direction can_move (uint8 x, uint8 y)
{
bool left_board = x < size;
if (half_board_is_empty (left_board))
return Direction.NONE;
uint8 left_column = left_board ? 0 : size;
uint8 right_column = left_board ? size - 1 : size * 2 - 1;
if (y == 0 && can_move_up (left_board)
&& !(x == left_column && can_move_left (left_board))
&& !(x == right_column && can_move_right (left_board)))
return Direction.UP;
if (y == size - 1 && can_move_down (left_board)
&& !(x == left_column && can_move_left (left_board))
&& !(x == right_column && can_move_right (left_board)))
return Direction.DOWN;
if (x == left_column && can_move_left (left_board)
&& !(y == 0 && can_move_up (left_board))
&& !(y == size - 1 && can_move_down (left_board)))
return Direction.LEFT;
if (x == right_column && can_move_right (left_board)
&& !(y == 0 && can_move_up (left_board))
&& !(y == size - 1 && can_move_down (left_board)))
return Direction.RIGHT;
return Direction.NONE;
}
private inline bool half_board_is_empty (bool left_board)
{
uint8 base_x = left_board ? 0 : size;
for (uint8 x = 0; x < size; x++)
for (uint8 y = 0; y < size; y++)
if (board [base_x + x, y] != null)
return false;
return true;
}
/*\
* * actions
\*/
internal void solve ()
{
List<Tile> wrong_tiles = new List<Tile> ();
for (uint8 x = 0; x < size * 2; x++)
{
for (uint8 y = 0; y < size; y++)
{
Tile? tile = board [x, y];
if (tile != null && (((!) tile).x != x || ((!) tile).y != y))
wrong_tiles.append ((!) tile);
board [x, y] = null;
}
}
foreach (Tile tile in wrong_tiles)
{
board [tile.x, tile.y] = tile;
tile_moved (tile, tile.x, tile.y);
}
is_solved = true;
solved ();
stop_clock ();
}
internal void finish (uint duration)
{
for (uint8 x = 0; x < size; x++)
for (uint8 y = 0; y < size; y++)
switch_tiles (x + size, y, x, y, duration);
}
internal bool move_last_tile_if_possible ()
{
uint8 empty_x;
uint8 empty_y;
if (!only_one_remaining_tile (out empty_x, out empty_y))
return false;
for (uint8 x = size; x < 2 * size; x++)
for (uint8 y = 0; y < size; y++)
if (get_tile (x, y) != null)
{
if (can_switch (x, y, empty_x, empty_y))
{
switch_tiles (x, y, empty_x, empty_y);
return true;
}
else
return false;
}
assert_not_reached ();
}
internal bool only_one_remaining_tile (out uint8 empty_x, out uint8 empty_y)
{
bool empty_found = false;
empty_x = uint8.MAX; // garbage
empty_y = uint8.MAX; // garbage
for (uint8 x = 0; x < size; x++)
for (uint8 y = 0; y < size; y++)
if (get_tile (x, y) == null)
{
if (empty_found)
return false;
empty_found = true;
empty_x = x;
empty_y = y;
}
if (!empty_found)
return false;
return true;
}
/*\
* * clock
\*/
private void start_clock ()
{
if (tainted_by_command_line)
return;
if (clock == null)
clock = new Timer ();
timeout_cb ();
}
private void stop_clock ()
{
if (tainted_by_command_line)
return;
if (clock == null)
return;
if (clock_timeout != 0)
Source.remove (clock_timeout);
clock_timeout = 0;
((!) clock).stop ();
tick ();
}
private void continue_clock ()
{
if (tainted_by_command_line)
return;
if (clock == null)
clock = new Timer ();
else
((!) clock).@continue ();
timeout_cb ();
}
private bool timeout_cb ()
requires (clock != null)
requires (!tainted_by_command_line)
{
/* Notify on the next tick */
double elapsed = ((!) clock).elapsed ();
int next = (int) (elapsed + 1.0);
double wait = (double) next - elapsed;
clock_timeout = Timeout.add ((int) (wait * 1000), timeout_cb);
tick ();
return false;
}
/*\
* * history
\*/
[CCode (notify = true)] internal bool can_undo { internal get; private set; default = false; }
[CCode (notify = true)] internal bool can_redo { internal get; private set; default = false; }
private uint history_length = 0;
private uint last_move_index = 0;
private List<Inversion> reversed_history = new List<Inversion> ();
private const uint animation_duration = 250; // FIXME might better be in view
private class Inversion : Object
{
[CCode (notify = false)] public uint8 x0 { internal get; protected construct; }
[CCode (notify = false)] public uint8 y0 { internal get; protected construct; }
[CCode (notify = false)] public uint8 x1 { internal get; protected construct; }
[CCode (notify = false)] public uint8 y1 { internal get; protected construct; }
[CCode (notify = false)] public uint id { internal get; protected construct; }
internal Inversion (uint8 x0, uint8 y0, uint8 x1, uint8 y1, uint id)
{
Object (x0: x0, y0: y0, x1: x1, y1: y1, id: id);
}
}
private inline void add_to_history (uint8 x0, uint8 y0, uint8 x1, uint8 y1, uint id)
{
while (last_move_index > 0)
{
unowned Inversion? inversion = reversed_history.nth_data (0);
if (inversion == null)
assert_not_reached ();
reversed_history.remove ((!) inversion);
last_move_index--;
history_length--;
}
Inversion history_entry = new Inversion (x0, y0, x1, y1, id);
reversed_history.prepend (history_entry);
history_length++;
can_undo = true;
can_redo = false;
}
internal void undo ()
{
if (!can_undo)
return;
unowned List<Inversion>? inversion_item = reversed_history.nth (last_move_index);
if (inversion_item == null) assert_not_reached ();
unowned Inversion? inversion = ((!) inversion_item).data;
if (inversion == null) assert_not_reached ();
uint move_id = ((!) inversion).id;
if (move_id == 0) // one tile move
undo_move (((!) inversion).x0, ((!) inversion).y0,
((!) inversion).x1, ((!) inversion).y1);
else
while (move_id == ((!) inversion).id)
{
undo_move (((!) inversion).x0, ((!) inversion).y0,
((!) inversion).x1, ((!) inversion).y1);
inversion_item = ((!) inversion_item).next;
if (inversion_item == null)
break;
inversion = ((!) inversion_item).data;
}
if (last_move_index == history_length)
can_undo = false;
can_redo = true;
}
private inline void undo_move (uint8 x0, uint8 y0, uint8 x1, uint8 y1)
{
_switch_tiles (x0, y0, x1, y1, animation_duration, /* no log */ true, /* garbage */ 0);
last_move_index++;
}
internal void redo ()
{
if (!can_redo)
return;
unowned List<Inversion>? inversion_item = reversed_history.nth (last_move_index - 1);
if (inversion_item == null) assert_not_reached ();
unowned Inversion? inversion = ((!) inversion_item).data;
if (inversion == null) assert_not_reached ();
uint move_id = ((!) inversion).id;
if (move_id == 0) // one tile move
redo_move (((!) inversion).x0, ((!) inversion).y0,
((!) inversion).x1, ((!) inversion).y1);
else
while (move_id == ((!) inversion).id)
{
redo_move (((!) inversion).x0, ((!) inversion).y0,
((!) inversion).x1, ((!) inversion).y1);
inversion_item = ((!) inversion_item).prev;
if (inversion_item == null)
break;
inversion = ((!) inversion_item).data;
}
if (last_move_index == 0)
can_redo = false;
can_undo = true;
}
private inline void redo_move (uint8 x0, uint8 y0, uint8 x1, uint8 y1)
{
last_move_index--;
_switch_tiles (x0, y0, x1, y1, animation_duration, /* no log */ true, /* garbage */ 0);
}
internal void reload ()
{
if (!can_undo)
return;
unowned List<Inversion>? inversion_item = reversed_history.nth (last_move_index);
if (inversion_item == null) assert_not_reached ();
unowned Inversion? inversion;
do
{
inversion = ((!) inversion_item).data;
if (inversion == null) assert_not_reached ();
undo_move (((!) inversion).x0, ((!) inversion).y0,
((!) inversion).x1, ((!) inversion).y1);
inversion_item = ((!) inversion_item).next;
}
while (inversion_item != null);
can_undo = false;
can_redo = true;
}
/*\
* * save and restore
\*/
internal Variant to_variant (bool save_time)
{
VariantBuilder builder = new VariantBuilder (new VariantType ("m(yyda(yyyyyyyy)ua(yyyyu))"));
builder.open (new VariantType ("(yyda(yyyyyyyy)ua(yyyyu))"));
// board
builder.add ("y", size);
builder.add ("y", colors);
if (save_time)
builder.add ("d", elapsed);
else
builder.add ("d", double.MAX);
// tiles
builder.open (new VariantType ("a(yyyyyyyy)"));
for (uint8 x = 0; x < size * 2; x++)
for (uint8 y = 0; y < size; y++)
{
Tile? tile = board [x, y];
if (tile == null)
continue;
builder.add ("(yyyyyyyy)",
x, y,
((!) tile).north, ((!) tile).east, ((!) tile).south, ((!) tile).west,
((!) tile).x, ((!) tile).y);
}
builder.close ();
// history
builder.add ("u", history_length - last_move_index);
builder.open (new VariantType ("a(yyyyu)"));
unowned List<Inversion>? entry = reversed_history.last ();
while (entry != null)
{
builder.add ("(yyyyu)",
((!) entry).data.x0, ((!) entry).data.y0,
((!) entry).data.x1, ((!) entry).data.y1,
((!) entry).data.id);
entry = ((!) entry).prev;
}
builder.close ();
// end
builder.close ();
return builder.end ();
}
private struct SavedTile
{
public uint8 current_x;
public uint8 current_y;
public uint8 color_north;
public uint8 color_east;
public uint8 color_south;
public uint8 color_west;
public uint8 initial_x;
public uint8 initial_y;
}
internal static bool is_valid_saved_game (Variant maybe_variant, bool restore_finished_game)
{
Variant? variant = maybe_variant.get_maybe ();
if (variant == null)
return false;
uint8 board_size;
uint8 colors;
double elapsed;
((!) variant).get_child (0, "y", out board_size);
((!) variant).get_child (1, "y", out colors);
((!) variant).get_child (2, "d", out elapsed);
Variant array_variant = ((!) variant).get_child_value (3);
if (array_variant.n_children () != board_size * board_size)
return false;
SavedTile [] saved_tiles = new SavedTile [board_size * board_size];
VariantIter? iter = new VariantIter (array_variant);
for (uint8 index = 0; index < board_size * board_size; index++)
{
variant = ((!) iter).next_value ();
if (variant == null)
assert_not_reached ();
saved_tiles [index] = SavedTile ();
((!) variant).@get ("(yyyyyyyy)", out saved_tiles [index].current_x,
out saved_tiles [index].current_y,
out saved_tiles [index].color_north,
out saved_tiles [index].color_east,
out saved_tiles [index].color_south,
out saved_tiles [index].color_west,
out saved_tiles [index].initial_x,
out saved_tiles [index].initial_y);
}
// sanity check
if (board_size < 2 || board_size > 6)
return false;
if (colors < 2 || colors > 10)
return false;
foreach (unowned SavedTile tile in saved_tiles)
{
if (tile.initial_x >= board_size) return false;
if (tile.initial_y >= board_size) return false;
if (tile.current_x >= 2 * board_size) return false;
if (tile.current_y >= board_size) return false;
if (tile.color_north >= colors) return false;
if (tile.color_east >= colors) return false;
if (tile.color_south >= colors) return false;
if (tile.color_west >= colors) return false;
}
// check that puzzle is solvable and that tiles do not overlap
SavedTile? [,] initial_board = new SavedTile? [board_size, board_size];
for (uint8 x = 0; x < board_size; x++)
for (uint8 y = 0; y < board_size; y++)
initial_board [x, y] = null;
bool [,] current_board = new bool [board_size * 2, board_size];
for (uint8 x = 0; x < board_size * 2; x++)
for (uint8 y = 0; y < board_size; y++)
current_board [x, y] = false;
for (uint8 x = 0; x < board_size * board_size; x++)
{
unowned SavedTile tile = saved_tiles [x];
if (initial_board [tile.initial_x, tile.initial_y] != null)
return false;
if (current_board [tile.current_x, tile.current_y] == true)
return false;
initial_board [tile.initial_x, tile.initial_y] = tile;
current_board [tile.current_x, tile.current_y] = true;
}
for (uint8 x = 0; x < board_size; x++)
for (uint8 y = 0; y < board_size - 1; y++)
{
SavedTile? x_y = initial_board [x, y];
SavedTile? x_yplus1 = initial_board [x, y + 1];
SavedTile? y_x = initial_board [y, x];
SavedTile? yplus1_x = initial_board [y + 1, x];
// We checked that there are enough saved tiles to fill
// the initial board, and we checked that each saved
// tile is in a unique position on the original board,
// so by the pigeonhole principle, all positions on the
// original board must have been filled by now
assert (x_y != null);
assert (x_yplus1 != null);
assert (y_x != null);
assert (yplus1_x != null);
if (((!) x_y).color_south != ((!) x_yplus1).color_north)
return false;
if (((!) y_x).color_east != ((!) yplus1_x).color_west)
return false;
}
// TODO validate history 1/2
if (restore_finished_game)
return true;
// return false if the game is finished, true otherwise
for (uint8 x = board_size; x < board_size * 2; x++)
for (uint8 y = 0; y < board_size; y++)
if (current_board [x, y])
return true;
return false;
}
internal Puzzle.restore (Variant maybe_variant)
{
Variant? variant = maybe_variant.get_maybe ();
if (variant == null)
assert_not_reached ();
uint8 _size;
uint8 _colors;
double _elapsed;
((!) variant).get_child (0, "y", out _size);
((!) variant).get_child (1, "y", out _colors);
((!) variant).get_child (2, "d", out _elapsed);
Object (size: _size, colors: _colors, restored: true, initial_time: _elapsed, tainted_by_command_line: _elapsed == double.MAX);
Variant array_variant = ((!) variant).get_child_value (3);
board = new Tile? [size * 2, size];
for (uint8 x = 0; x < size * 2; x++)
for (uint8 y = 0; y < size; y++)
board [x, y] = null;
VariantIter? iter = new VariantIter (array_variant);
for (uint8 index = 0; index < size * size; index++)
{
variant = ((!) iter).next_value ();
if (variant == null)
assert_not_reached ();
uint8 current_x, current_y, color_north, color_east, color_south, color_west, initial_x, initial_y;
((!) variant).@get ("(yyyyyyyy)", out current_x,
out current_y,
out color_north,
out color_east,
out color_south,
out color_west,
out initial_x,
out initial_y);
Tile tile = new Tile (initial_x, initial_y);
tile.north = color_north;
tile.east = color_east;
tile.south = color_south;
tile.west = color_west;
board [current_x, current_y] = tile;
}
game_in_progress = true;
if (solved_on_right ())
is_solved_right = true;
check_if_solved ();
}
// TODO restore history 2/2
}
private enum Direction
{
NONE,
UP,
DOWN,
LEFT,
RIGHT;
}
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