store winning condition in state + remove presets
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@ -53,6 +53,24 @@ auto Block::Collides(const Block &other) const -> bool {
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auto State::Hash() const -> int { return std::hash<std::string>{}(state); }
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auto State::HasWinCondition() const -> bool {
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return target_x == 9 || target_y == 9;
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}
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auto State::IsWon() const -> bool {
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if (!HasWinCondition()) {
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return false;
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}
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for (const auto &block : *this) {
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if (block.target) {
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return block.x == target_x && block.y == target_y;
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}
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}
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return false;
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}
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auto State::AddColumn() const -> State {
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State newstate = State(width + 1, height, restricted);
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@ -129,7 +147,7 @@ auto State::GetBlockAt(int x, int y) const -> std::string {
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}
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auto State::GetIndex(int x, int y) const -> int {
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return 5 + (y * width + x) * 2;
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return prefix + (y * width + x) * 2;
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}
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auto State::RemoveBlock(int x, int y) -> bool {
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@ -185,36 +203,36 @@ auto State::MoveBlockAt(int x, int y, Direction dir) -> bool {
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Direction::WES;
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// Get target block
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int target_x = block.x;
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int target_y = block.y;
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int _target_x = block.x;
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int _target_y = block.y;
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switch (dir) {
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case Direction::NOR:
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if (!(dirs & Direction::NOR) || target_y < 1) {
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if (!(dirs & Direction::NOR) || _target_y < 1) {
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return false;
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}
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target_y--;
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_target_y--;
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break;
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case Direction::EAS:
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if (!(dirs & Direction::EAS) || target_x + block.width >= width) {
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if (!(dirs & Direction::EAS) || _target_x + block.width >= width) {
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return false;
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}
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target_x++;
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_target_x++;
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break;
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case Direction::SOU:
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if (!(dirs & Direction::SOU) || target_y + block.height >= height) {
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if (!(dirs & Direction::SOU) || _target_y + block.height >= height) {
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return false;
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}
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target_y++;
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_target_y++;
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break;
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case Direction::WES:
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if (!(dirs & Direction::WES) || target_x < 1) {
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if (!(dirs & Direction::WES) || _target_x < 1) {
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return false;
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}
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target_x--;
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_target_x--;
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break;
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}
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Block target =
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Block(target_x, target_y, block.width, block.height, block.target);
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Block(_target_x, _target_y, block.width, block.height, block.target);
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// Check collisions
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for (Block b : *this) {
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