pico8-0hh1/board.lua

451 lines
13 KiB
Lua

local Board = {}
function Board.new()
local debug = false
local width = board_size
-- tiles
local tile_width = 8
-- pixels
local padding = 1
local tiles = {}
local locked = {}
-- list of indexes
local reset = function()
tiles = {}
for i = 1, width * width do
tiles[i] = 0
end
locked = {}
end
reset()
return {
reset = reset,
get_tile = function(self, idx)
return tiles[idx]
end,
-- returns a COPY of the tiles array
get_tiles_copy = function(self)
return copy(tiles)
end,
-- overwrites the whole tiles array
set_tiles = function(self, newtiles)
assert(#newtiles == #tiles, "New tiles array must have a length of " .. #tiles)
tiles = copy(newtiles)
end,
idx_xy = function(self, idx)
return idx_xy(idx, width)
end,
xy_idx = function(self, x, y)
return xy_idx(x, y, width)
end,
draw_coords = function(self, x, y)
local margin = (128 - (tile_width + padding) * width) / 2 - padding
if not y then x, y = self:idx_xy(x) end
return margin + (x - 1) * tile_width + (x - 1) * padding, margin + (y - 1) * tile_width + (y - 1) * padding
end,
get_size = function(self)
return width
end,
get_tile_width = function(self)
return tile_width + padding
end,
fill = function(self, idx, color, invert)
if idx > width * width then return end
if invert then
color = color == YELLOW and BLUE or YELLOW
end
tiles[idx] = color
end,
try_flip_tile = function(self, id)
local to_color = nil
if locked[id] then return end
local from_color = tiles[id]
if tiles[id] == 0 then
to_color = YELLOW
elseif tiles[id] == YELLOW then
to_color = BLUE
else
tiles[id] = 0
-- empty tile
end
if to_color then
tiles[id] = to_color
end
local x, y = self:draw_coords(id)
spawn_tile_transition(x, y, tile_width - 1, tile_width - 1, from_color, to_color)
end,
get_rows = function(self)
local ret = {}
for i = 1, width do
add(ret, slice(tiles, (i - 1) * width + 1, i * width))
end
return ret
end,
get_cols = function(self)
local ret = {}
local rows = self.get_rows(self)
for i = 1, width do
add(ret, map(rows, function(v) return v[i] end))
end
return ret
end,
--- Returns true if all tiles are filled
is_complete = function(self)
return count(tiles, 0) == 0
end,
--- Returns true if the board is valid (respects the rules)
is_valid = function(self)
return #self:get_issues() == 0
end,
-- returns a list of issues of the board's current state
get_issues = function(self, details)
local rows = self:get_rows()
local issues = {}
for y, row in ipairs(rows) do
local filled = count(row, 0) == 0
-- check count
if filled and count(row, BLUE) ~= count(row, YELLOW) then
add(issues, { "row", "count", row, y })
if debug then printh("uneven count on row " .. y) end
if not details then return issues end
end
-- check identical lines
for k, other in ipairs(rows) do
if filled and equal(other, row) and other ~= row then
add(issues, { "row", "identical", row, y, k })
if debug then printh("equal rows " .. k) end
if not details then return issues end
end
end
-- check triples
if self:count_consecutives(row) > 2 then
add(issues, { "row", "triples", row, y })
if debug then printh("triples") end
if not details then return issues end
end
end
local cols = self:get_cols()
for x, col in ipairs(cols) do
local filled = count(col, 0) == 0
-- check count
if filled and count(col, BLUE) ~= count(col, YELLOW) then
add(issues, { "col", "count", col, x })
if debug then printh("uneven count") end
if not details then return issues end
end
-- check identical lines
for k, other in ipairs(cols) do
if filled and equal(other, col) and other ~= col then
add(issues, { "col", "identical", col, x, k })
if debug then printh("equal cols") end
if not details then return issues end
end
end
-- check triples
if self:count_consecutives(col) > 2 then
add(issues, { "col", "triples", col, x })
if debug then printh("triples") end
if not details then return issues end
end
end
return issues
end,
count_consecutives = function(self, line)
local top = 0
local current = 0
local last = 0
for v in all(line) do
if v ~= last then
top = max(current, top)
current = 1
last = v
elseif v ~= 0 then
current += 1
end
end
return max(current, top)
end,
--
-- Returns the index of a random zero tile
--
get_random_zero = function(self)
assert(count(tiles, 0) > 0, "No zero left")
local zeroes = filter(tiles, function(v) return v == 0 end, true)
local z = {}
for k, v in pairs(zeroes) do
add(z, k)
end
return rnd(z)
end,
--
-- Returns the index of a random non-zero tile
--
get_random_non_zero = function(self)
assert(count(tiles, 0) < #tiles, "All zeroes")
local numbers = filter(tiles, function(v) return v ~= 0 end, true)
local z = {}
for k, v in pairs(numbers) do
add(z, k)
end
return rnd(z)
end,
tostring = function(self)
local str = ''
for v in all(tiles) do
str ..= ", " .. v
end
return str
end,
-- Solves 1 step of the board
-- Returns "valid" if it solved it without guessing
-- Returns "invalid" if the board cannot be solved
solve_step = function(self, random)
local zeroes = count(tiles, 0)
self:surround_doubles()
self:split_triples()
self:fill_lines()
self:no_identical_lines()
local changed = zeroes ~= count(tiles, 0)
if not changed and random and not self:is_complete() then
-- Set a random color
local z = self:get_random_zero()
self:fill(z, rnd({ BLUE, YELLOW }))
if debug then printh("!!!!!!!!!!!!!!!!! RANDOM FILL AT " .. z) end
return "invalid"
end
return (changed or self:is_complete()) and "valid" or "invalid"
end,
surround_doubles = function(self)
for idx, v in ipairs(tiles) do
local x, y = self:idx_xy(idx)
if v == 0 then
local neighbors = {}
-- 2 tiles on the left
if x >= 3 then
add(neighbors, { idx, idx - 1, idx - 2 })
end
-- 2 tiles on the right
if x <= width - 2 then
add(neighbors, { idx, idx + 1, idx + 2 })
end
-- 2 tiles on top
if y >= 3 then
add(neighbors, { idx, idx - width, idx - width * 2 })
end
-- 2 tiles under
if y <= width - 2 then
add(neighbors, { idx, idx + width, idx + width * 2 })
end
-- only keep pairs that are identical (and not 0)
neighbors = filter(neighbors, function(o) return tiles[o[2]] == tiles[o[3]] and tiles[o[2]] ~= 0 end)
-- do the surrounding
for item in all(neighbors) do
if item[1] then
if debug then printh("Surrounding at " .. item[1]) end
self:fill(item[1], tiles[item[2]], true)
end
end
end
end
end,
split_triples = function(self)
for idx, col in ipairs(tiles) do
local x, y = self:idx_xy(idx)
if col == 0 then
if x > 1 and x < width then
-- check horizontal
local prev = tiles[idx - 1]
local next = tiles[idx + 1]
if prev ~= 0 and prev == next then
if debug then printh("Splitting at " .. idx) end
self:fill(idx, prev, true)
end
end
if y > 1 and y < width then
-- check vertical
local prev = tiles[idx - width]
local next = tiles[idx + width]
if prev ~= 0 and prev == next then
if debug then printh("Splitting at " .. idx) end
self:fill(idx, prev, true)
end
end
end
end
end,
fill_lines = function(self)
local rows = self:get_rows()
local cols = self:get_cols()
-- rows
for y, row in ipairs(rows) do
local a = count(row, BLUE)
local b = count(row, YELLOW)
if a ~= b then
if a == width / 2 then self:fill_row(y, YELLOW) end
if b == width / 2 then self:fill_row(y, BLUE) end
end
end
-- columns
for x, col in ipairs(cols) do
local a = count(col, BLUE)
local b = count(col, YELLOW)
if a ~= b then
if a == width / 2 then self:fill_col(x, YELLOW) end
if b == width / 2 then self:fill_col(x, BLUE) end
end
end
end,
fill_row = function(self, y, color)
if debug then printh("Filling line " .. y .. " in " .. (color == BLUE and "blue" or "yellow")) end
local idx = self:xy_idx(1, y)
for i = idx, idx + width - 1 do
if self:get_tile(i) == 0 then
self:fill(i, color)
end
end
end,
fill_col = function(self, x, color)
if debug then printh("Filling column " .. x .. " in " .. (color == BLUE and "blue" or "yellow")) end
local idx = self:xy_idx(x, 1)
for i = idx, #tiles, width do
if self:get_tile(i) == 0 then
self:fill(i, color)
end
end
end,
-- Finds "identical" lines, and fill the 2 remaining tiles with inverted colors
no_identical_lines = function(self)
-- columns
local cols = self:get_cols()
for x, col in ipairs(cols) do
-- if the line has the corrent number of colors,
-- but missing 2 tiles
if count(col, 0) == 2 and count(col, BLUE) == count(col, YELLOW) then
local y1, y2 = unpack(find(col, 0)) -- get the position of the 2 missing tiles
-- create both both solutions
local ab = copy(col) ab[y1] = BLUE ab[y2] = YELLOW
local ba = copy(col) ba[y1] = YELLOW ba[y2] = BLUE
-- Check if a dupe exists
for x2, col in ipairs(cols) do
if equal(col, ab) then
self:fill(self:xy_idx(x, y1), YELLOW)
self:fill(self:xy_idx(x, y2), BLUE)
goto continue
elseif equal(col, ba) then
self:fill(self:xy_idx(x, y1), BLUE)
self:fill(self:xy_idx(x, y2), YELLOW)
goto continue
end
end
end
::continue::
end
-- rows
local rows = self:get_rows()
for y, row in ipairs(rows) do
if count(row, 0) == 2 and count(row, BLUE) == count(row, YELLOW) then
local x1, x2 = unpack(find(row, 0))
local ab = copy(row) ab[x1] = BLUE ab[x2] = YELLOW
local ba = copy(row) ba[x1] = YELLOW ba[x2] = BLUE
-- Check if a dupe exists
for y2, row in ipairs(rows) do
if equal(row, ab) then
self:fill(self:xy_idx(x1, y), YELLOW)
self:fill(self:xy_idx(x2, y), BLUE)
goto continue
elseif equal(row, ba) then
self:fill(self:xy_idx(x1, y), BLUE)
self:fill(self:xy_idx(x2, y), YELLOW)
goto continue
end
end
end
::continue::
end
end,
lock_tiles = function(self)
locked = {}
for k, v in ipairs(tiles) do
if v > 0 then locked[k] = true end
end
end,
is_locked = function(self, idx)
return locked[idx]
end,
draw_bg_tile = function(self, k)
local w = tile_width
local x, y = self:draw_coords(k)
rectfill2(x + 1, y, w - 2, w, 1)
rectfill2(x, y + 1, w, w - 2, 1)
end,
draw = function(self)
local w = tile_width
for k, v in ipairs(tiles) do
self:draw_tile(k)
end
end,
draw_tile = function(self, idx)
local w = tile_width
local v = tiles[idx]
if v > 0 then
local x, y = self:draw_coords(idx)
local color = get_main_color(v)
local shade = get_shade_color(v)
if color == 1 then fillp() else fillp() end
if self:is_locked(idx) then
rectfill2(x, y, w, w, color)
else
roundedrect(x, y, w, w, color)
line(x + 1, y + w - 1, x + w - 2, y + w - 1, shade)
line(x + w - 1, y + 1, x + w - 1, y + w - 2, shade)
end
else
fillp()
self:draw_bg_tile(idx)
end
end
}
end