add winning conditions and ability to mark them in the graph

This commit is contained in:
2026-02-18 20:27:22 +01:00
parent 47628d06ad
commit d92391271f
6 changed files with 160 additions and 43 deletions

View File

@ -22,46 +22,59 @@ auto state_simple_1r() -> State {
return s;
}
auto state_simple_1r_wc(const State &state) -> bool { return false; }
auto state_simple_1f() -> State {
State s = State(4, 5, false);
s.AddBlock(Block(0, 0, 1, 2, true));
s.AddBlock(Block(0, 0, 1, 2, false));
return s;
}
auto state_simple_1f_wc(const State &state) -> bool { return false; }
auto state_simple_2r() -> State {
State s = State(4, 5, true);
s.AddBlock(Block(0, 0, 1, 2, true));
s.AddBlock(Block(0, 0, 1, 2, false));
s.AddBlock(Block(1, 0, 1, 2, false));
return s;
}
auto state_simple_2r_wc(const State &state) -> bool { return false; }
auto state_simple_2f() -> State {
State s = State(4, 5, false);
s.AddBlock(Block(0, 0, 1, 2, true));
s.AddBlock(Block(0, 0, 1, 2, false));
s.AddBlock(Block(1, 0, 1, 2, false));
return s;
}
auto state_simple_2f_wc(const State &state) -> bool { return false; }
auto state_simple_3r() -> State {
State s = State(4, 5, true);
s.AddBlock(Block(0, 0, 1, 2, true));
s.AddBlock(Block(0, 0, 1, 2, false));
s.AddBlock(Block(1, 0, 1, 2, false));
s.AddBlock(Block(2, 0, 1, 2, false));
return s;
}
auto state_simple_3r_wc(const State &state) -> bool { return false; }
auto state_simple_3f() -> State {
State s = State(4, 5, false);
s.AddBlock(Block(0, 0, 1, 2, true));
s.AddBlock(Block(0, 0, 1, 2, false));
s.AddBlock(Block(1, 0, 1, 2, false));
s.AddBlock(Block(2, 0, 1, 2, false));
return s;
}
auto state_simple_3f_wc(const State &state) -> bool { return false; }
auto state_complex_1r() -> State {
State s = State(6, 6, true);
s.AddBlock(Block(1, 0, 1, 3, false));
@ -74,6 +87,10 @@ auto state_complex_1r() -> State {
return s;
}
auto state_complex_1r_wc(const State &state) -> bool {
return state.GetBlockAt(4, 2) == "ba";
}
auto state_complex_2r() -> State {
State s = State(6, 6, true);
s.AddBlock(Block(2, 0, 1, 3, false));
@ -86,6 +103,10 @@ auto state_complex_2r() -> State {
return s;
}
auto state_complex_2r_wc(const State &state) -> bool {
return state.GetBlockAt(4, 2) == "ba";
}
auto state_complex_3r() -> State {
State s = State(6, 6, true);
s.AddBlock(Block(0, 0, 3, 1, false));
@ -102,12 +123,16 @@ auto state_complex_3r() -> State {
return s;
}
auto state_complex_3r_wc(const State &state) -> bool {
return state.GetBlockAt(4, 2) == "ba";
}
auto state_complex_4f() -> State {
State s = State(4, 4, false);
s.AddBlock(Block(0, 0, 2, 1, false));
s.AddBlock(Block(3, 0, 1, 1, false));
s.AddBlock(Block(0, 1, 1, 2, false));
s.AddBlock(Block(1, 1, 2, 2, true));
s.AddBlock(Block(1, 1, 2, 2, false));
s.AddBlock(Block(3, 1, 1, 1, false));
s.AddBlock(Block(3, 2, 1, 1, false));
s.AddBlock(Block(0, 3, 1, 1, false));
@ -116,6 +141,8 @@ auto state_complex_4f() -> State {
return s;
}
auto state_complex_4f_wc(const State &state) -> bool { return false; }
auto state_klotski() -> State {
State s = State(4, 5, false);
s.AddBlock(Block(0, 0, 1, 2, false));
@ -132,17 +159,26 @@ auto state_klotski() -> State {
return s;
}
auto state_klotski_wc(const State &state) -> bool {
return state.GetBlockAt(1, 3) == "bb";
}
std::array<StateGenerator, 8> generators{
state_simple_1r, state_simple_2r, state_simple_3r, state_complex_1r,
state_complex_2r, state_complex_3r, state_complex_4f, state_klotski};
std::array<WinCondition, 8> win_conditions{
state_simple_1r_wc, state_simple_2r_wc, state_simple_3r_wc,
state_complex_1r_wc, state_complex_2r_wc, state_complex_3r_wc,
state_complex_4f_wc, state_klotski_wc};
auto apply_state(MassSpringSystem &mass_springs, StateGenerator generator)
-> State {
mass_springs.springs.clear();
mass_springs.masses.clear();
State s = generator();
mass_springs.AddMass(1.0, Vector3Zero(), false, s.state);
mass_springs.AddMass(MASS, Vector3Zero(), false, s.state);
return s;
};
@ -157,7 +193,7 @@ auto solve_closure(MassSpringSystem &mass_springs, const State board) -> void {
static_cast<float>(GetRandomValue(-10000, 10000)) / 1000.0,
static_cast<float>(GetRandomValue(-10000, 10000)) / 1000.0);
mass_springs.AddMass(1.0, pos, false, state);
mass_springs.AddMass(MASS, pos, false, state);
}
for (const auto &[from, to] : closure.second) {
mass_springs.AddSpring(from, to, SPRING_CONSTANT, DAMPENING_CONSTANT,
@ -196,9 +232,9 @@ auto main(int argc, char *argv[]) -> int {
Renderer renderer;
// Klotski configuration
int current_generator = 0;
int current_preset = 0;
MassSpringSystem masssprings;
State board = apply_state(masssprings, generators[current_generator]);
State board = apply_state(masssprings, generators[current_preset]);
// Game loop
float frametime;
@ -263,34 +299,40 @@ auto main(int argc, char *argv[]) -> int {
} else if (IsKeyPressed(KEY_P)) {
std::cout << board.state << std::endl;
} else if (IsKeyPressed(KEY_N)) {
current_generator =
(generators.size() + current_generator - 1) % generators.size();
board = apply_state(masssprings, generators[current_generator]);
current_preset =
(generators.size() + current_preset - 1) % generators.size();
board = apply_state(masssprings, generators[current_preset]);
previous_state = board.state;
} else if (IsKeyPressed(KEY_M)) {
current_generator = (current_generator + 1) % generators.size();
board = apply_state(masssprings, generators[current_generator]);
current_preset = (current_preset + 1) % generators.size();
board = apply_state(masssprings, generators[current_preset]);
previous_state = board.state;
} else if (IsKeyPressed(KEY_R)) {
board = generators[current_generator]();
board = generators[current_preset]();
} else if (IsKeyPressed(KEY_C)) {
solve_closure(masssprings, board);
renderer.UpdateWinningStates(masssprings, win_conditions[current_preset]);
} else if (IsKeyPressed(KEY_G)) {
masssprings.masses.clear();
masssprings.springs.clear();
masssprings.AddMass(1.0, Vector3Zero(), false, board.state);
masssprings.AddMass(MASS, Vector3Zero(), false, board.state);
previous_state = board.state;
} else if (IsKeyPressed(KEY_I)) {
renderer.mark_solutions = !renderer.mark_solutions;
} else if (IsKeyPressed(KEY_O)) {
renderer.connect_solutions = !renderer.connect_solutions;
}
if (previous_state != board.state) {
masssprings.AddMass(
1.0,
MASS,
Vector3(static_cast<float>(GetRandomValue(-1000, 1000)) / 1000.0,
static_cast<float>(GetRandomValue(-1000, 1000)) / 1000.0,
static_cast<float>(GetRandomValue(-1000, 1000)) / 1000.0),
false, board.state);
masssprings.AddSpring(board.state, previous_state, SPRING_CONSTANT,
DAMPENING_CONSTANT, REST_LENGTH);
renderer.AddWinningState(board, win_conditions[current_preset]);
}
// Physics update
@ -314,7 +356,7 @@ auto main(int argc, char *argv[]) -> int {
renderer.UpdateCamera(masssprings, board);
renderer.DrawMassSprings(masssprings, board);
renderer.DrawKlotski(board, hov_x, hov_y, sel_x, sel_y);
renderer.DrawMenu(masssprings);
renderer.DrawMenu(masssprings, current_preset);
renderer.DrawTextures();
std::chrono::high_resolution_clock::time_point re =
std::chrono::high_resolution_clock::now();