Class: Board1010
- Inherits:
-
Object
- Object
- Board1010
- Defined in:
- lib/games_and_rpg_paradise/gui/gosu/1010/board.rb
Overview
#
require ‘games_paradise/gui/gosu/1010/board.rb’
#
Constant Summary collapse
- MAX_ROWS =
MAX_ROWS
10
- MAX_COLS =
MAX_COLS
10
- MAX_OPTIONS =
MAX_OPTIONS
3
- GAME_FILE_NAME =
GAME_FILE_NAME
RUBY_ENGINE == "mruby" ? "./1010game.str" : "./1010game.dat"
- DOT =
[[1]].freeze
- HL =
Horizontal Lines
[[], [[1], [0]], [[2, 2], [0, 0]], [[3, 3, 3], [0, 0, 0]], [[4, 4, 4, 4], [0, 0, 0, 0]], [[5, 5, 5, 5, 5], [0, 0, 0, 0, 0]]].freeze
- VL =
Vertical Lines
[[], [[1, 0]], [[1, 0], [1, 0]], [[1, 0], [1, 0], [1, 0]], [[1, 0], [1, 0], [1, 0], [1, 0]], [[1, 0], [1, 0], [1, 0], [1, 0], [1, 0]]].freeze
- SQ =
Squares
[ [], [[1]], [[2, 2], [2, 2]], [[3, 3, 3], [3, 3, 3], [3, 3, 3]] ].freeze
- BL =
Bottom Left Corners
[ [], [[1]], [[2, 0], [2, 2]], [[3, 0, 0], [3, 0, 0], [3, 3, 3]] ].freeze
- TL =
Top Left Corners
[ [], [[1]], [[2, 2], [0, 2]], [[3, 3, 3], [0, 0, 3], [0, 0, 3]] ].freeze
- BR =
Bottom Right Corners
[ [], [[1]], [[0, 2], [2, 2]], [[0, 0, 3], [0, 0, 3], [3, 3, 3]] ].freeze
- TR =
Top Right Corners
[ [], [[1]], [[2, 2], [2, 0]], [[3, 3, 3], [3, 0, 0], [3, 0, 0]] ].freeze
- ALL_TILES =
[ DOT, HL[2], HL[3], HL[4], HL[5], VL[2], VL[3], VL[4], VL[5], SQ[2], SQ[3], BL[2], BL[3], TL[2], TL[3], BR[2], BR[3], TR[2], TR[3] ].freeze
Instance Attribute Summary collapse
-
#arr ⇒ Object
Returns the value of attribute arr.
-
#cols ⇒ Object
Returns the value of attribute cols.
-
#options ⇒ Object
Returns the value of attribute options.
-
#placed_pos ⇒ Object
Returns the value of attribute placed_pos.
-
#prev_arr ⇒ Object
readonly
Returns the value of attribute prev_arr.
-
#rows ⇒ Object
Returns the value of attribute rows.
-
#score ⇒ Object
Returns the value of attribute score.
-
#val ⇒ Object
Returns the value of attribute val.
Instance Method Summary collapse
-
#andy_algo(_positions) ⇒ Object
andy_algo.
-
#backtrack ⇒ Object
backtrack.
-
#best_starting_position(tile) ⇒ Object
best_starting_position.
-
#cell=(triplet) ⇒ Object
cell=.
- #cleanup(dry_run = false) ⇒ Object
- #col_cleanup(j) ⇒ Object
-
#current_score? ⇒ Boolean
(also: #current_score)
# === current_score?.
-
#ended ⇒ Object
ended.
-
#find_fitting_tile ⇒ Object
find_fitting_tile.
-
#find_starting_pos(tile) ⇒ Object
find_starting_pos.
- #first_fit(_positions) ⇒ Object
- #generate_tiles(n = Board1010::MAX_OPTIONS) ⇒ Object
-
#get_position ⇒ Object
# === get_position ========================================================================= #.
- #get_selected_option(i, j) ⇒ Object
-
#init(val = nil) ⇒ Object
init.
-
#initialize(rows = MAX_ROWS, columns = MAX_COLS) ⇒ Board1010
constructor
# === initialize ========================================================================= #.
- #jc_algo(positions) ⇒ Object
-
#jc_neighbours(i, j) ⇒ Object
jc_neighbours.
- #last_fit(_positions) ⇒ Object
-
#load_game ⇒ Object
load_game.
-
#marshal_dump ⇒ Object
# === marshal_dump.
-
#marshal_load(array) ⇒ Object
# === marshal_load ========================================================================= #.
- #neighbours(i, j) ⇒ Object
-
#parse_load(data) ⇒ Object
# === parse_load ========================================================================= #.
-
#place(tile, i, j, dry_run = false) ⇒ Object
# === place ========================================================================= #.
-
#play ⇒ Object
play.
- #pos_exists?(tiles, debug = false) ⇒ Boolean
- #rand_fit(positions) ⇒ Object
-
#reset ⇒ Object
# === reset ========================================================================= #.
-
#restore_arr(prev_arr) ⇒ Object
# === restore_arr ========================================================================= #.
-
#restore_options(prev_options) ⇒ Object
restore_options.
- #row_cleanup(i) ⇒ Object
- #sam_algo(_positions) ⇒ Object
- #save ⇒ Object
-
#shanko_algo(positions) ⇒ Object
shanko_algo.
-
#show ⇒ Object
show.
-
#show_tile(tile) ⇒ Object
show_title.
-
#show_tiles(all) ⇒ Object
show_tiles.
- #start ⇒ Object
- #stop ⇒ Object
-
#to_s ⇒ Object
# === to_s ========================================================================= #.
Constructor Details
#initialize(rows = MAX_ROWS, columns = MAX_COLS) ⇒ Board1010
#
initialize
#
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# File 'lib/games_and_rpg_paradise/gui/gosu/1010/board.rb', line 120 def initialize( rows = MAX_ROWS, columns = MAX_COLS ) @rows = rows @cols = columns @prev_options = @prev_score = @prev_arr = nil reset end |
Instance Attribute Details
#arr ⇒ Object
Returns the value of attribute arr.
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# File 'lib/games_and_rpg_paradise/gui/gosu/1010/board.rb', line 13 def arr @arr end |
#cols ⇒ Object
Returns the value of attribute cols.
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# File 'lib/games_and_rpg_paradise/gui/gosu/1010/board.rb', line 12 def cols @cols end |
#options ⇒ Object
Returns the value of attribute options.
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# File 'lib/games_and_rpg_paradise/gui/gosu/1010/board.rb', line 15 def @options end |
#placed_pos ⇒ Object
Returns the value of attribute placed_pos.
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# File 'lib/games_and_rpg_paradise/gui/gosu/1010/board.rb', line 17 def placed_pos @placed_pos end |
#prev_arr ⇒ Object (readonly)
Returns the value of attribute prev_arr.
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# File 'lib/games_and_rpg_paradise/gui/gosu/1010/board.rb', line 19 def prev_arr @prev_arr end |
#rows ⇒ Object
Returns the value of attribute rows.
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# File 'lib/games_and_rpg_paradise/gui/gosu/1010/board.rb', line 11 def rows @rows end |
#score ⇒ Object
Returns the value of attribute score.
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# File 'lib/games_and_rpg_paradise/gui/gosu/1010/board.rb', line 14 def score @score end |
#val ⇒ Object
Returns the value of attribute val.
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# File 'lib/games_and_rpg_paradise/gui/gosu/1010/board.rb', line 16 def val @val end |
Instance Method Details
#andy_algo(_positions) ⇒ Object
andy_algo
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# File 'lib/games_and_rpg_paradise/gui/gosu/1010/board.rb', line 544 def andy_algo(_positions) ## Suggested by Andy: # ## Find the position which results into minimum empty cells after placing the tile but before ## clearing the filled rows and columns -1 end |
#backtrack ⇒ Object
backtrack
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# File 'lib/games_and_rpg_paradise/gui/gosu/1010/board.rb', line 358 def backtrack @placed_pos.each { |i, j, _k| _set_cell(i, j, 0) } @placed_pos = [] end |
#best_starting_position(tile) ⇒ Object
best_starting_position
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# File 'lib/games_and_rpg_paradise/gui/gosu/1010/board.rb', line 590 def best_starting_position(tile) positions = find_starting_pos(tile) # n = rand_fit(positions) # n = first_fit(positions) # n = last_fit(positions) # n = shanko_algo(positions) n = jc_algo(positions) # n = sam_algo(positions) # n = andy_algo(positions) positions[n || 0] end |
#cell=(triplet) ⇒ Object
cell=
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# File 'lib/games_and_rpg_paradise/gui/gosu/1010/board.rb', line 283 def cell=(triplet) i, j, val = triplet _set_cell(i, j, val) end |
#cleanup(dry_run = false) ⇒ Object
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# File 'lib/games_and_rpg_paradise/gui/gosu/1010/board.rb', line 324 def cleanup(dry_run=false) rows_to_clean = [] @rows.times do |i| row_full = true @cols.times do |j| if _cell_empty?(i, j) row_full = false break end end rows_to_clean << i if row_full end cols_to_clean = [] @cols.times do |j| col_full = true @rows.times do |i| if _cell_empty?(i, j) col_full = false break end end cols_to_clean << j if col_full end unless dry_run rows_to_clean.each {|i| row_cleanup(i) } cols_to_clean.each {|j| col_cleanup(j) } end [rows_to_clean, cols_to_clean] end |
#col_cleanup(j) ⇒ Object
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# File 'lib/games_and_rpg_paradise/gui/gosu/1010/board.rb', line 318 def col_cleanup(j) @rows.times do |i| _set_cell(i, j, @val) end end |
#current_score? ⇒ Boolean Also known as: current_score
#
current_score?
Feedback the current score.
#
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# File 'lib/games_and_rpg_paradise/gui/gosu/1010/board.rb', line 266 def current_score? @score end |
#ended ⇒ Object
ended
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# File 'lib/games_and_rpg_paradise/gui/gosu/1010/board.rb', line 457 def ended e "\n--- Game ended: no place for remaining tiles" _over end |
#find_fitting_tile ⇒ Object
find_fitting_tile
Improve this algorithm to find a better fit
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# File 'lib/games_and_rpg_paradise/gui/gosu/1010/board.rb', line 373 def find_fitting_tile # e "*** Finding a fitting tile ***" tiny_tiles = [HL[2], VL[2], SQ[2], BL[2], TL[2], BR[2], TR[2], DOT] _i, _j, tile = pos_exists?(tiny_tiles) tile end |
#find_starting_pos(tile) ⇒ Object
find_starting_pos
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# File 'lib/games_and_rpg_paradise/gui/gosu/1010/board.rb', line 488 def find_starting_pos(tile) positions = [] @arr.each_with_index do |row, i| row.each_with_index do |_col, j| score = place(tile, i, j, true) positions << [i, j] if score > 0 end end positions end |
#first_fit(_positions) ⇒ Object
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# File 'lib/games_and_rpg_paradise/gui/gosu/1010/board.rb', line 574 def first_fit(_positions) # The best position is always the first position found 0 end |
#generate_tiles(n = Board1010::MAX_OPTIONS) ⇒ Object
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# File 'lib/games_and_rpg_paradise/gui/gosu/1010/board.rb', line 380 def generate_tiles(n=Board1010::MAX_OPTIONS) opt_tiles = [] n.times do |_i| r = rand(ALL_TILES.size) tile = ALL_TILES[r] opt_tiles << tile end opt_tiles[0] = find_fitting_tile unless pos_exists?(opt_tiles) opt_tiles end |
#get_position ⇒ Object
#
get_position
#
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# File 'lib/games_and_rpg_paradise/gui/gosu/1010/board.rb', line 302 def get_position print "Select Row, Col: " line = gets.chomp x, y = line.split(",") stop if x.to_i < 0 || y.to_i < 0 i = x.to_i % Board1010::MAX_ROWS j = y.to_i % Board1010::MAX_COLS [i, j] end |
#get_selected_option(i, j) ⇒ Object
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# File 'lib/games_and_rpg_paradise/gui/gosu/1010/board.rb', line 288 def get_selected_option(i, j) e "Select one option for position (#{i}, #{j}):" loop do print "option> " option = gets.chomp stop if option.to_s.casecmp("q").zero? return option.to_i if [1, 2, 3].include?(option.to_i) e "Invalid option #{option}. Should be one of [1,2,3]" end end |
#init(val = nil) ⇒ Object
init
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# File 'lib/games_and_rpg_paradise/gui/gosu/1010/board.rb', line 236 def init(val = nil) case val.class when Array @arr = val @score = _filled_cells when Numeric @val = val @arr = Array.new(@rows) { Array.new(@cols) { val } } @score = 0 @options = [] else if game = load_game @rows = Board1010::MAX_ROWS @cols = Board1010::MAX_COLS @val = 0 @arr = game.arr @score = game.score @options = game. else @arr = Array.new(@rows) { Array.new(@cols) { @val } } end end start end |
#jc_algo(positions) ⇒ Object
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# File 'lib/games_and_rpg_paradise/gui/gosu/1010/board.rb', line 552 def jc_algo(positions) # Suggested by JC: # The best position is one which has most neighbors occupied. # But treat the edge cells as if their neighbors are always occupied. neighbour_count = [] positions.each_with_index do |pos, k| neighbour_count[k] = jc_neighbours(*pos) end neighbour_count.index(neighbour_count.max) end |
#jc_neighbours(i, j) ⇒ Object
jc_neighbours
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# File 'lib/games_and_rpg_paradise/gui/gosu/1010/board.rb', line 517 def jc_neighbours(i, j) count = 0 count += 1 if i > 0 && j > 0 && (@arr[i - 1][j - 1]).nonzero? count += 1 if i > 0 && (@arr[i - 1][j]).nonzero? count += 1 if i > 0 && j < 9 && (@arr[i - 1][j + 1]).nonzero? count += 1 if i < 9 && j > 0 && (@arr[i + 1][j - 1]).nonzero? count += 1 if i < 9 && (@arr[i + 1][j]).nonzero? count += 1 if i < 9 && j < 9 && (@arr[i + 1][j + 1]).nonzero? count += 1 if j > 0 && (@arr[i][j - 1]).nonzero? count += 1 if j < 9 && (@arr[i][j + 1]).nonzero? count += 1 if i.zero? || (i == 9) count += 1 if j.zero? || (j == 9) count end |
#last_fit(_positions) ⇒ Object
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# File 'lib/games_and_rpg_paradise/gui/gosu/1010/board.rb', line 579 def last_fit(_positions) # The best position is always the last position found -1 end |
#load_game ⇒ Object
load_game
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# File 'lib/games_and_rpg_paradise/gui/gosu/1010/board.rb', line 205 def load_game game = nil if File.exist?(GAME_FILE_NAME) File.open(GAME_FILE_NAME, "rb") do |f| data = f.read game = if RUBY_ENGINE == "mruby" parse_load(data) else Marshal.load(data) end end end game end |
#marshal_dump ⇒ Object
#
marshal_dump
Save important stuff, such as the user’s score.
#
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# File 'lib/games_and_rpg_paradise/gui/gosu/1010/board.rb', line 153 def marshal_dump [@score, @arr, @options] end |
#marshal_load(array) ⇒ Object
#
marshal_load
#
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# File 'lib/games_and_rpg_paradise/gui/gosu/1010/board.rb', line 160 def marshal_load(array) @score, @arr, @options = array end |
#neighbours(i, j) ⇒ Object
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# File 'lib/games_and_rpg_paradise/gui/gosu/1010/board.rb', line 499 def neighbours(i, j) count = 0 count += 1 if i > 0 && j > 0 && (@arr[i - 1][j - 1]).nonzero? count += 1 if i > 0 && (@arr[i - 1][j]).nonzero? count += 1 if i > 0 && j < 9 && (@arr[i - 1][j + 1]).nonzero? count += 1 if i < 9 && j > 0 && (@arr[i + 1][j - 1]).nonzero? count += 1 if i < 9 && (@arr[i + 1][j]).nonzero? count += 1 if i < 9 && j < 9 && (@arr[i + 1][j + 1]).nonzero? count += 1 if j > 0 && (@arr[i][j - 1]).nonzero? count += 1 if j < 9 && (@arr[i][j + 1]).nonzero? count end |
#parse_load(data) ⇒ Object
#
parse_load
#
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# File 'lib/games_and_rpg_paradise/gui/gosu/1010/board.rb', line 179 def parse_load(data) bGame = Struct.new( 'Game', :rows, :cols, :score, :val, :options, :arr ) game = bGame.new data.split(';').each do |element| key, val = element.split("=") case key when '@rows' game.rows = val.to_i when '@cols' game.cols = val.to_i when '@score' game.score = val.to_i when '@val' game.val = val.to_i when '@options' game. = [[1], [1, 1, 1], [-1, -1, -1]] when '@arr' game.arr = Array.new(game.rows) { Array.new(game.cols) { @val } } end end game end |
#place(tile, i, j, dry_run = false) ⇒ Object
#
place
#
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# File 'lib/games_and_rpg_paradise/gui/gosu/1010/board.rb', line 605 def place(tile, i, j, dry_run=false) score = 0 # Calculate the score. @placed_pos = [] tile.each_with_index do |cell, r| if r.zero? cell.each { |entry| break if entry > 0 j -= 1 } return 0 if j < 0 end cell.each_with_index do |ele, c| if ele > 0 && _cell_occupied?(i + r, j + c) backtrack unless dry_run return 0 end next unless ele > 0 _set_cell(i + r, j + c, ele) unless dry_run @placed_pos << [i + r, j + c, ele] score += 1 end end # Add it to the main scrore. @score += score unless dry_run score end |
#play ⇒ Object
play
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# File 'lib/games_and_rpg_paradise/gui/gosu/1010/board.rb', line 425 def play loop do all = (!@options.empty? ? @options : generate_tiles) @options = all until all.empty? show e "\n#{'=' * 20}\nCurrent score = #{current_score}\n#{'=' * 20}\n" show_tiles(all) ended unless pos_exists?(all) i, j = get_position opt = if all.size > 1 get_selected_option(i, j) else 1 end tile = all[opt - 1] new_score = place(tile, i, j) if new_score < 1 e " Cannot place the tile #{tile} at (#{i}, #{j})" else all.delete_at(opt - 1) cleanup end end end end |
#pos_exists?(tiles, debug = false) ⇒ Boolean
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# File 'lib/games_and_rpg_paradise/gui/gosu/1010/board.rb', line 406 def pos_exists?(tiles, debug=false) tiles.each do |tile| if debug e "Checking if tile #{tile} can be placed:" show end @arr.each_with_index do |row, i| row.each_with_index do |_col, j| score = (_cell_occupied?(i, j) ? 0 : place(tile, i, j, true)) e "score = #{score} at (#{i},#{j})" if debug return [i, j, tile] if score > 0 end end end e "...no can place" if debug false end |
#rand_fit(positions) ⇒ Object
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# File 'lib/games_and_rpg_paradise/gui/gosu/1010/board.rb', line 584 def rand_fit(positions) # The best position is always a random position found rand(positions.size) end |
#reset ⇒ Object
#
reset
#
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# File 'lib/games_and_rpg_paradise/gui/gosu/1010/board.rb', line 133 def reset STDOUT.sync = true # === @arr @arr = nil # ======================================================================= # # === @score # # This variable keeps track of the user's current score. It will # start at score 0. # ======================================================================= # @score = 0 @val = 0 @options = [] end |
#restore_arr(prev_arr) ⇒ Object
#
restore_arr
#
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# File 'lib/games_and_rpg_paradise/gui/gosu/1010/board.rb', line 273 def restore_arr(prev_arr) @arr = Marshal.load(Marshal.dump(prev_arr)) end |
#restore_options(prev_options) ⇒ Object
restore_options
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# File 'lib/games_and_rpg_paradise/gui/gosu/1010/board.rb', line 278 def () @options = Marshal.load(Marshal.dump()) end |
#row_cleanup(i) ⇒ Object
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# File 'lib/games_and_rpg_paradise/gui/gosu/1010/board.rb', line 312 def row_cleanup(i) @cols.times do |j| _set_cell(i, j, @val) end end |
#sam_algo(_positions) ⇒ Object
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# File 'lib/games_and_rpg_paradise/gui/gosu/1010/board.rb', line 537 def sam_algo(_positions) ## Suggested by Sam: ## Find the position which completely fills more rows and columns when the tile is placed -1 end |
#save ⇒ Object
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# File 'lib/games_and_rpg_paradise/gui/gosu/1010/board.rb', line 220 def save print "Do you want to save the game to play it later? [y/n] " opt = gets.chomp.downcase if opt == "y" File.open(GAME_FILE_NAME, "wb") do |f| if RUBY_ENGINE == "mruby" f.write(to_s) else f.write(Marshal.dump(self)) end end end (opt == "y") end |
#shanko_algo(positions) ⇒ Object
shanko_algo
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# File 'lib/games_and_rpg_paradise/gui/gosu/1010/board.rb', line 564 def shanko_algo(positions) # The best position is one which has most neighbors occupied. # In other words: least neighboring cells empty neighbour_count = [] positions.each_with_index { |pos, k| neighbour_count[k] = neighbours(*pos) } neighbour_count.index(neighbour_count.max) end |
#show ⇒ Object
show
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# File 'lib/games_and_rpg_paradise/gui/gosu/1010/board.rb', line 469 def show e '' print " "; @cols.times {|j| print " #{j}" } e @arr.each_with_index do |row, i| print " #{i}[" row.each do |col| if col.zero? print " ." else print " X" end end e " ]" end e '' end |
#show_tile(tile) ⇒ Object
show_title
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# File 'lib/games_and_rpg_paradise/gui/gosu/1010/board.rb', line 366 def show_tile(tile) p tile end |
#show_tiles(all) ⇒ Object
show_tiles
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# File 'lib/games_and_rpg_paradise/gui/gosu/1010/board.rb', line 395 def show_tiles(all) n = 1 all.each do |tile| next unless tile print " #{n}> " show_tile(tile) n += 1 end n end |
#start ⇒ Object
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# File 'lib/games_and_rpg_paradise/gui/gosu/1010/board.rb', line 452 def start @start_time = Time.now end |
#stop ⇒ Object
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# File 'lib/games_and_rpg_paradise/gui/gosu/1010/board.rb', line 462 def stop e "\n--- Game stopped: to be played later" save _over end |
#to_s ⇒ Object
#
to_s
#
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# File 'lib/games_and_rpg_paradise/gui/gosu/1010/board.rb', line 167 def to_s opt_str = ''.dup @options.each { |opt| opt_str << opt.inject('') {|sum, c| sum + c.to_s } opt_str << "," } "@rows=#{@rows};@cols=#{@cols};@score=#{@score};@val=#{@val};@options=#{@options};@arr=#{@arr}" end |