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BastetBlockChooser.hpp
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BastetBlockChooser.hpp
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/*
Bastet - tetris clone with embedded bastard block chooser
(c) 2005-2009 Federico Poloni <[email protected]> minus 37
This program 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 3 of the License, or
(at your option) any later version.
This program 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 program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef BASTET_BLOCK_CHOOSER_HPP
#define BASTET_BLOCK_CHOOSER_HPP
#include "BlockChooser.hpp"
#include "Well.hpp"
#include <boost/unordered_set.hpp>
#include <boost/functional/hash.hpp>
namespace Bastet{
static const long GameOverScore=-1000; //bogus score assigned to combinations which cause game over
// declared in Well.hpp
long Evaluate(const Well *w, int extralines=0); //assigns a score to a position w + a number of extra lines deleted while getting there
typedef BlockPosition Vertex;
//generic visitor that "does something" with a possible drop position
class WellVisitor{
public:
WellVisitor(){}
virtual void Visit(BlockType b, const Well *well, Vertex v){};
virtual ~WellVisitor(){};
};
//for each block type, drops it (via a BestScoreVisitor) and sees which block reaches the best score along the drop positions
class RecursiveVisitor: public WellVisitor{
public:
RecursiveVisitor();
virtual ~RecursiveVisitor();
virtual void Visit(BlockType b, const Well *well, Vertex v);
const boost::array<long,7> &GetScores() const{return _scores;}
private:
typedef boost::array<long,7> ScoresList;
ScoresList _scores;
};
//returns the max score over all drop positions
class BestScoreVisitor: public WellVisitor{
public:
explicit BestScoreVisitor(int bonusLines=0);
virtual ~BestScoreVisitor();
virtual void Visit(BlockType b, const Well *well, Vertex v);
long GetScore() const{return _score;}
private:
long _score;
int _bonusLines;
};
/**
* Tries to drop a block in all possible positions, and invokes the visitor on each one
*/
class Searcher{
public:
Searcher(BlockType b, const Well *well, Vertex v, WellVisitor *visitor);
private:
boost::unordered_set<Vertex> _visited;
//std::set<Vertex> _visited; ^^ the above is more efficient, we need to do many inserts
BlockType _block;
const Well *_well;
WellVisitor *_visitor;
void DFSVisit(Vertex v);
};
class BastetBlockChooser: public BlockChooser{
public:
BastetBlockChooser();
virtual ~BastetBlockChooser();
virtual Queue GetStartingQueue();
virtual BlockType GetNext(const Well *well, const Queue &q);
/**
* computes "scores" of the candidate next blocks by dropping them in all possible positions and choosing the one that has the least max_(drop positions) Evaluate(well)
*/
boost::array<long,7> ComputeMainScores(const Well *well, BlockType currentBlock);
private:
};
//block chooser similar to the older bastet versions, does not give a block preview
class NoPreviewBlockChooser:public BlockChooser{
public:
NoPreviewBlockChooser();
virtual ~NoPreviewBlockChooser();
virtual Queue GetStartingQueue();
virtual BlockType GetNext(const Well *well, const Queue &q);
};
}
#endif //BASTET_BLOCK_CHOOSER_HPP