ref: 8fa365a7b4c3f044ab6daa96a707051f091d6296
parent: c8362f0a94441e9d1538e69ae6bc667911804f2e
author: Jacob Nevins <jacobn@chiark.greenend.org.uk>
date: Sat May 28 19:45:43 EDT 2005
Add a limited-shuffle mode like that added to Sixteen and Twiddle in r5769, for completeness. [originally from svn r5854] [r5769 == 8f1c713735316422cfe041400ccc49999d563d8b]
--- a/netslide.c
+++ b/netslide.c
@@ -80,6 +80,7 @@
int height;
int wrapping;
float barrier_probability;
+ int movetarget;
};
struct game_aux_info {
@@ -90,7 +91,7 @@
struct game_state {
int width, height, cx, cy, wrapping, completed;
int used_solve, just_used_solve;
- int move_count;
+ int move_count, movetarget;
/* position (row or col number, starting at 0) of last move. */
int last_move_row, last_move_col;
@@ -157,6 +158,7 @@
ret->height = 3;
ret->wrapping = FALSE;
ret->barrier_probability = 1.0;
+ ret->movetarget = 0;
return ret;
}
@@ -185,6 +187,7 @@
ret->height = values[i].y;
ret->wrapping = values[i].wrap;
ret->barrier_probability = values[i].bprob;
+ ret->movetarget = 0;
sprintf(str, "%dx%d%s", ret->width, ret->height,
values[i].desc);
@@ -212,6 +215,7 @@
ret->wrapping = FALSE;
ret->barrier_probability = 0.0;
+ ret->movetarget = 0;
ret->width = atoi(p);
while (*p && isdigit(*p)) p++;
@@ -221,8 +225,13 @@
while (*p && isdigit(*p)) p++;
if ( (ret->wrapping = (*p == 'w')) != 0 )
p++;
- if (*p == 'b')
- ret->barrier_probability = atof(p+1);
+ if (*p == 'b') {
+ ret->barrier_probability = atof(++p);
+ while (*p && (isdigit(*p) || *p == '.')) p++;
+ }
+ if (*p == 'm') {
+ ret->movetarget = atoi(++p);
+ }
} else {
ret->height = ret->width;
}
@@ -238,6 +247,10 @@
ret[len++] = 'w';
if (full && params->barrier_probability)
len += sprintf(ret+len, "b%g", params->barrier_probability);
+ /* Shuffle limit is part of the limited parameters, because we have to
+ * provide the target move count. */
+ if (params->movetarget)
+ len += sprintf(ret+len, "m%d", params->movetarget);
assert(len < lenof(ret));
ret[len] = '\0';
@@ -249,7 +262,7 @@
config_item *ret;
char buf[80];
- ret = snewn(5, config_item);
+ ret = snewn(6, config_item);
ret[0].name = "Width";
ret[0].type = C_STRING;
@@ -274,11 +287,17 @@
ret[3].sval = dupstr(buf);
ret[3].ival = 0;
- ret[4].name = NULL;
- ret[4].type = C_END;
- ret[4].sval = NULL;
+ ret[4].name = "Number of shuffling moves";
+ ret[4].type = C_STRING;
+ sprintf(buf, "%d", params->movetarget);
+ ret[4].sval = dupstr(buf);
ret[4].ival = 0;
+ ret[5].name = NULL;
+ ret[5].type = C_END;
+ ret[5].sval = NULL;
+ ret[5].ival = 0;
+
return ret;
}
@@ -290,6 +309,7 @@
ret->height = atoi(cfg[1].sval);
ret->wrapping = cfg[2].ival;
ret->barrier_probability = (float)atof(cfg[3].sval);
+ ret->movetarget = atoi(cfg[4].sval);
return ret;
}
@@ -538,7 +558,11 @@
/*
* Now shuffle the grid.
- * FIXME - this simply does a set of random moves to shuffle the pieces.
+ * FIXME - this simply does a set of random moves to shuffle the pieces,
+ * although we make a token effort to avoid boring cases by avoiding moves
+ * that directly undo the previous one, or that repeat so often as to
+ * turn into fewer moves.
+ *
* A better way would be to number all the pieces, generate a placement
* for all the numbers as for "sixteen", observing parity constraints if
* neccessary, and then place the pieces according to their numbering.
@@ -549,18 +573,43 @@
int i;
int cols = w - 1;
int rows = h - 1;
- for (i = 0; i < cols * rows * 2; i++) {
+ int moves = params->movetarget;
+ int prevdir = -1, prevrowcol = -1, nrepeats = 0;
+ if (!moves) moves = cols * rows * 2;
+ for (i = 0; i < moves; /* incremented conditionally */) {
/* Choose a direction: 0,1,2,3 = up, right, down, left. */
int dir = random_upto(rs, 4);
+ int rowcol;
if (dir % 2 == 0) {
int col = random_upto(rs, cols);
- if (col >= cx) col += 1;
+ if (col >= cx) col += 1; /* avoid centre */
+ if (col == prevrowcol) {
+ if (dir == 2-prevdir)
+ continue; /* undoes last move */
+ else if ((nrepeats+1)*2 > h)
+ continue; /* makes fewer moves */
+ }
slide_col_int(w, h, tiles, 1 - dir, col);
+ rowcol = col;
} else {
int row = random_upto(rs, rows);
- if (row >= cy) row += 1;
+ if (row >= cy) row += 1; /* avoid centre */
+ if (row == prevrowcol) {
+ if (dir == 4-prevdir)
+ continue; /* undoes last move */
+ else if ((nrepeats+1)*2 > w)
+ continue; /* makes fewer moves */
+ }
slide_row_int(w, h, tiles, 2 - dir, row);
+ rowcol = row;
}
+ if (dir == prevdir && rowcol == prevrowcol)
+ nrepeats++;
+ else
+ nrepeats = 1;
+ prevdir = dir;
+ prevrowcol = rowcol;
+ i++; /* if we got here, the move was accepted */
}
}
@@ -706,6 +755,7 @@
state->cx = state->width / 2;
state->cy = state->height / 2;
state->wrapping = params->wrapping;
+ state->movetarget = params->movetarget;
state->completed = 0;
state->used_solve = state->just_used_solve = FALSE;
state->move_count = 0;
@@ -824,6 +874,7 @@
ret->cx = state->cx;
ret->cy = state->cy;
ret->wrapping = state->wrapping;
+ ret->movetarget = state->movetarget;
ret->completed = state->completed;
ret->used_solve = state->used_solve;
ret->just_used_solve = state->just_used_solve;
@@ -1618,6 +1669,10 @@
sprintf(statusbuf, "%sMoves: %d",
(state->completed ? "COMPLETED! " : ""),
(state->completed ? state->completed : state->move_count));
+
+ if (state->movetarget)
+ sprintf(statusbuf + strlen(statusbuf), " (target %d)",
+ state->movetarget);
sprintf(statusbuf + strlen(statusbuf), " Active: %d/%d", a, n);
--- a/puzzles.but
+++ b/puzzles.but
@@ -686,8 +686,9 @@
As in Sixteen, \I{controls, for Netslide}control is with the mouse.
See \k{sixteen-controls}.
-\I{parameters, for Netslide}Game parameters are the same as for Net
-(see \k{net-params}).
+\I{parameters, for Netslide}The available game parameters have similar
+meanings to those in Net (see \k{net-params}) and Sixteen (see
+\k{sixteen-params}).
\C{pattern} \i{Pattern}