Get rid of random blockgenerator in favor of a linear time one. Changed a sleep in ai to use gfx_sleep
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05f2713179
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3
src/ai.c
3
src/ai.c
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@ -1,10 +1,11 @@
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#include "ai.h"
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#include "engine.h"
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#include "gfx.h"
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const char moves[] = {'w', 'a', 's', 'd'};
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int ai_move(struct gamestate *g)
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{
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if (g->opts->interactive) usleep(50000);
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if (g->opts->interactive) gfx_sleep(50);
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return moves[rand() % 4];
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}
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29
src/engine.c
29
src/engine.c
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@ -1,3 +1,4 @@
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#include <assert.h>
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#include <stdlib.h>
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#include <time.h>
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#include "merge.h"
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@ -176,32 +177,28 @@ int gamestate_end_condition(struct gamestate *g)
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void gamestate_new_block(struct gamestate *g)
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{
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/* Exit early if there are no spaces to place a block */
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if (g->blocks_in_play == g->gridsize) return;
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if (g->blocks_in_play >= g->gridsize) return;
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#ifdef FIX
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int block_number = rand() % (g->gridsize - g->blocks_in_play);
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int x, y, p = 0;
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for (y = 0; y < g->opts->grid_height; ++y) {
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for (x = 0; x < g->opts->grid_width; ++x) {
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if (p == block_number) {
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g->grid[x][y] = rand() & 1 ? 1 : 2;
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g->blocks_in_play += 1;
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return;
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if (!g->grid[x][y]) {
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if (p == block_number) {
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g->grid[x][y] = rand() & 3 ? 1 : 2;
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g->blocks_in_play += 1;
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return;
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}
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else {
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++p;
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}
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}
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if (!g->grid[x][y]) p++;
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}
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if (y == g->opts->grid_height - 1) y = 0;
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}
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#endif
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/* Use rudimentary for now */
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int x, y;
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while (g->grid[x = rand() % g->opts->grid_width][y = rand() % g->opts->grid_height]);
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g->grid[x][y] = rand() & 1 ? 1 : 2;
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g->blocks_in_play += 1;
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/* This should never be reached; but just in case */
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assert(0);
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}
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/* This returns the number of digits in the base10 rep of n. The ceiling is
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@ -13,7 +13,7 @@ void draw_then_sleep(struct gfx_state *s, struct gamestate *g)
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int main(int argc, char **argv)
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{
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struct gamestate *g = gamestate_init(argc, argv);
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struct gamestate *g = gamestate_init(argc, argv);
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struct gfx_state *s;
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if (g->opts->interactive)
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