// ReSharper disable CppLocalVariableMayBeConst // ReSharper disable CppVariableCanBeMadeConstexpr #include "puzzle.hpp" #include #include #include // ============================================================================ // Block basics // ============================================================================ TEST_CASE("Block creation and field access", "[block]") { puzzle::block b(1, 2, 3, 4, true, false); CHECK(b.get_x() == 1); CHECK(b.get_y() == 2); CHECK(b.get_width() == 3); CHECK(b.get_height() == 4); CHECK(b.get_target() == true); CHECK(b.get_immovable() == false); CHECK(b.valid()); } TEST_CASE("Block invalid by default", "[block]") { puzzle::block b; CHECK_FALSE(b.valid()); } TEST_CASE("Block comparison ordering", "[block]") { // Row-major: (0,0) < (1,0) < (0,1) puzzle::block a(0, 0, 1, 1); puzzle::block b(1, 0, 1, 1); puzzle::block c(0, 1, 1, 1); CHECK(a < b); CHECK(b < c); CHECK(a < c); } TEST_CASE("Block principal_dirs for horizontal block", "[block]") { puzzle::block b(0, 0, 3, 1); // wider than tall CHECK((b.principal_dirs() & eas)); CHECK((b.principal_dirs() & wes)); CHECK_FALSE((b.principal_dirs() & nor)); CHECK_FALSE((b.principal_dirs() & sou)); } TEST_CASE("Block principal_dirs for vertical block", "[block]") { puzzle::block b(0, 0, 1, 3); // taller than wide CHECK((b.principal_dirs() & nor)); CHECK((b.principal_dirs() & sou)); CHECK_FALSE((b.principal_dirs() & eas)); CHECK_FALSE((b.principal_dirs() & wes)); } TEST_CASE("Block principal_dirs for square block", "[block]") { puzzle::block b(0, 0, 2, 2); CHECK((b.principal_dirs() & nor)); CHECK((b.principal_dirs() & sou)); CHECK((b.principal_dirs() & eas)); CHECK((b.principal_dirs() & wes)); } TEST_CASE("Block covers", "[block]") { puzzle::block b(1, 2, 3, 2); // Covers (1,2) to (3,3) CHECK(b.covers(1, 2)); CHECK(b.covers(3, 3)); CHECK(b.covers(2, 2)); CHECK_FALSE(b.covers(0, 2)); CHECK_FALSE(b.covers(4, 2)); CHECK_FALSE(b.covers(1, 1)); CHECK_FALSE(b.covers(1, 4)); } TEST_CASE("Block collides", "[block]") { puzzle::block a(0, 0, 2, 2); puzzle::block b(1, 1, 2, 2); puzzle::block c(2, 2, 1, 1); puzzle::block d(3, 0, 1, 1); CHECK(a.collides(b)); CHECK(b.collides(a)); CHECK_FALSE(a.collides(c)); CHECK_FALSE(a.collides(d)); } // ============================================================================ // Puzzle basics // ============================================================================ TEST_CASE("Puzzle creation and meta access", "[puzzle]") { puzzle p(6, 6, 0, 0, true, true); CHECK(p.get_width() == 6); CHECK(p.get_height() == 6); CHECK(p.get_goal_x() == 0); CHECK(p.get_goal_y() == 0); CHECK(p.get_restricted() == true); CHECK(p.get_goal() == true); CHECK(p.valid()); } TEST_CASE("Puzzle add and remove block", "[puzzle]") { puzzle p(4, 4, 0, 0, false, false); puzzle::block b(0, 0, 2, 1); auto p2 = p.try_add_block(b); REQUIRE(p2.has_value()); CHECK(p2->block_count() == 1); auto p3 = p2->try_remove_block(0, 0); REQUIRE(p3.has_value()); CHECK(p3->block_count() == 0); } TEST_CASE("Puzzle meta roundtrip for all valid sizes", "[puzzle]") { for (uint8_t w = 3; w <= 8; ++w) { for (uint8_t h = 3; h <= 8; ++h) { puzzle p(w, h, 0, 0, true, false); CHECK(p.get_width() == w); CHECK(p.get_height() == h); } } } TEST_CASE("Puzzle string repr roundtrip", "[puzzle]") { const std::string s = "S:[4x4] M:[R] B:[{1x1 _ _ _} {_ _ _ _} {_ _ _ _} {_ _ _ _}]"; puzzle p(s); CHECK(p.valid()); CHECK(p.get_width() == 4); CHECK(p.get_height() == 4); CHECK(p.block_count() == 1); } TEST_CASE("Puzzle block_count", "[puzzle]") { puzzle p(4, 4, 0, 0, false, false); CHECK(p.block_count() == 0); auto p2 = p.try_add_block(puzzle::block(0, 0, 1, 1)); REQUIRE(p2); CHECK(p2->block_count() == 1); auto p3 = p2->try_add_block(puzzle::block(2, 2, 1, 1)); REQUIRE(p3); CHECK(p3->block_count() == 2); } TEST_CASE("Puzzle cannot add overlapping block", "[puzzle]") { puzzle p(4, 4, 0, 0, false, false); auto p2 = p.try_add_block(puzzle::block(0, 0, 2, 2)); REQUIRE(p2); // Overlapping auto p3 = p2->try_add_block(puzzle::block(1, 1, 2, 2)); CHECK_FALSE(p3.has_value()); } TEST_CASE("Puzzle cannot add block outside board", "[puzzle]") { puzzle p(4, 4, 0, 0, false, false); auto p2 = p.try_add_block(puzzle::block(3, 3, 2, 2)); CHECK_FALSE(p2.has_value()); } // ============================================================================ // Bitmap basics // ============================================================================ TEST_CASE("bitmap_set_bit and bitmap_get_bit roundtrip", "[bitmap]") { for (uint8_t w = 3; w <= 8; ++w) { uint64_t bm = 0; // Set every cell on a w x w board for (uint8_t y = 0; y < w; ++y) { for (uint8_t x = 0; x < w; ++x) { puzzle::bitmap_set_bit(bm, w, x, y); } } // Verify all set for (uint8_t y = 0; y < w; ++y) { for (uint8_t x = 0; x < w; ++x) { CHECK(puzzle::bitmap_get_bit(bm, w, x, y)); } } } } TEST_CASE("bitmap_set_bit sets only the target bit", "[bitmap]") { for (uint8_t w = 3; w <= 8; ++w) { for (uint8_t y = 0; y < w; ++y) { for (uint8_t x = 0; x < w; ++x) { uint64_t bm = 0; puzzle::bitmap_set_bit(bm, w, x, y); CHECK(bm == (uint64_t(1) << (y * w + x))); } } } } TEST_CASE("bitmap_clear_bit clears only the target bit", "[bitmap]") { uint8_t w = 6; uint64_t bm = 0; puzzle::bitmap_set_bit(bm, w, 2, 3); puzzle::bitmap_set_bit(bm, w, 4, 1); uint64_t before = bm; puzzle::bitmap_clear_bit(bm, w, 2, 3); CHECK_FALSE(puzzle::bitmap_get_bit(bm, w, 2, 3)); CHECK(puzzle::bitmap_get_bit(bm, w, 4, 1)); // other bit untouched } TEST_CASE("blocks_bitmap for single block", "[bitmap]") { puzzle p(6, 6, 0, 0, false, false); auto p2 = p.try_add_block(puzzle::block(1, 2, 3, 1)); REQUIRE(p2); uint64_t bm = p2->blocks_bitmap(); // Block at (1,2) width 3 height 1 on a 6-wide board // Bits: row 2, cols 1,2,3 -> positions 2*6+1=13, 14, 15 CHECK(puzzle::bitmap_get_bit(bm, 6, 1, 2)); CHECK(puzzle::bitmap_get_bit(bm, 6, 2, 2)); CHECK(puzzle::bitmap_get_bit(bm, 6, 3, 2)); CHECK_FALSE(puzzle::bitmap_get_bit(bm, 6, 0, 2)); CHECK_FALSE(puzzle::bitmap_get_bit(bm, 6, 4, 2)); CHECK_FALSE(puzzle::bitmap_get_bit(bm, 6, 1, 1)); CHECK_FALSE(puzzle::bitmap_get_bit(bm, 6, 1, 3)); } TEST_CASE("blocks_bitmap for 2x2 block", "[bitmap]") { puzzle p(5, 5, 0, 0, false, false); auto p2 = p.try_add_block(puzzle::block(1, 1, 2, 2)); REQUIRE(p2); uint64_t bm = p2->blocks_bitmap(); CHECK(puzzle::bitmap_get_bit(bm, 5, 1, 1)); CHECK(puzzle::bitmap_get_bit(bm, 5, 2, 1)); CHECK(puzzle::bitmap_get_bit(bm, 5, 1, 2)); CHECK(puzzle::bitmap_get_bit(bm, 5, 2, 2)); CHECK_FALSE(puzzle::bitmap_get_bit(bm, 5, 0, 0)); CHECK_FALSE(puzzle::bitmap_get_bit(bm, 5, 3, 1)); } TEST_CASE("blocks_bitmap_h only includes horizontal/square blocks", "[bitmap]") { puzzle p(6, 6, 0, 0, true, false); // Horizontal block (2x1) -> principal_dirs has eas auto p2 = p.try_add_block(puzzle::block(0, 0, 2, 1)); REQUIRE(p2); // Vertical block (1x2) -> principal_dirs has sou, not eas auto p3 = p2->try_add_block(puzzle::block(4, 0, 1, 2)); REQUIRE(p3); uint64_t bm_h = p3->blocks_bitmap_h(); // Horizontal block should be in bitmap_h CHECK(puzzle::bitmap_get_bit(bm_h, 6, 0, 0)); CHECK(puzzle::bitmap_get_bit(bm_h, 6, 1, 0)); // Vertical block should NOT be in bitmap_h CHECK_FALSE(puzzle::bitmap_get_bit(bm_h, 6, 4, 0)); CHECK_FALSE(puzzle::bitmap_get_bit(bm_h, 6, 4, 1)); } TEST_CASE("blocks_bitmap_v only includes vertical/square blocks", "[bitmap]") { puzzle p(6, 6, 0, 0, true, false); // Vertical block (1x2) auto p2 = p.try_add_block(puzzle::block(0, 0, 1, 2)); REQUIRE(p2); // Horizontal block (2x1) auto p3 = p2->try_add_block(puzzle::block(4, 0, 2, 1)); REQUIRE(p3); uint64_t bm_v = p3->blocks_bitmap_v(); // Vertical block should be in bitmap_v CHECK(puzzle::bitmap_get_bit(bm_v, 6, 0, 0)); CHECK(puzzle::bitmap_get_bit(bm_v, 6, 0, 1)); // Horizontal block should NOT be in bitmap_v CHECK_FALSE(puzzle::bitmap_get_bit(bm_v, 6, 4, 0)); CHECK_FALSE(puzzle::bitmap_get_bit(bm_v, 6, 5, 0)); } TEST_CASE("blocks_bitmap_h and blocks_bitmap_v both include square blocks", "[bitmap]") { puzzle p(6, 6, 0, 0, true, false); auto p2 = p.try_add_block(puzzle::block(1, 1, 2, 2)); REQUIRE(p2); uint64_t bm_h = p2->blocks_bitmap_h(); uint64_t bm_v = p2->blocks_bitmap_v(); // Square block should appear in both CHECK(puzzle::bitmap_get_bit(bm_h, 6, 1, 1)); CHECK(puzzle::bitmap_get_bit(bm_v, 6, 1, 1)); } // ============================================================================ // bitmap_newly_occupied_after_move // ============================================================================ TEST_CASE("bitmap_newly_occupied north - single vertical block with space above", "[bitmap_move]") { // 4x4 board, vertical 1x2 block at (1,2) puzzle p(4, 4, 0, 0, true, false); auto p2 = p.try_add_block(puzzle::block(1, 2, 1, 2)); REQUIRE(p2); uint64_t combined = p2->blocks_bitmap(); uint64_t vert = p2->blocks_bitmap_v(); uint64_t bm = combined; p2->bitmap_newly_occupied_after_move(bm, vert, nor); // Moving north: the block at (1,2)-(1,3) shifts to (1,1)-(1,2) // Newly occupied cell is (1,1) CHECK(puzzle::bitmap_get_bit(bm, 4, 1, 1)); // (1,2) was already occupied, so not "newly" occupied CHECK_FALSE(puzzle::bitmap_get_bit(bm, 4, 1, 2)); // (1,3) is vacated, not newly occupied CHECK_FALSE(puzzle::bitmap_get_bit(bm, 4, 1, 3)); // Count total set bits - should be exactly 1 int count = __builtin_popcountll(bm); CHECK(count == 1); } TEST_CASE("bitmap_newly_occupied south - single vertical block with space below", "[bitmap_move]") { // 4x4 board, vertical 1x2 block at (1,0) puzzle p(4, 4, 0, 0, true, false); auto p2 = p.try_add_block(puzzle::block(1, 0, 1, 2)); REQUIRE(p2); uint64_t combined = p2->blocks_bitmap(); uint64_t vert = p2->blocks_bitmap_v(); uint64_t bm = combined; p2->bitmap_newly_occupied_after_move(bm, vert, sou); // Moving south: block at (1,0)-(1,1) shifts to (1,1)-(1,2) // Newly occupied cell is (1,2) CHECK(puzzle::bitmap_get_bit(bm, 4, 1, 2)); int count = __builtin_popcountll(bm); CHECK(count == 1); } TEST_CASE("bitmap_newly_occupied east - single horizontal block with space right", "[bitmap_move]") { // 5x4 board, horizontal 2x1 block at (0,1) puzzle p(5, 4, 0, 0, true, false); auto p2 = p.try_add_block(puzzle::block(0, 1, 2, 1)); REQUIRE(p2); uint64_t combined = p2->blocks_bitmap(); uint64_t horiz = p2->blocks_bitmap_h(); uint64_t bm = combined; p2->bitmap_newly_occupied_after_move(bm, horiz, eas); // Moving east: block at (0,1)-(1,1) shifts to (1,1)-(2,1) // Newly occupied cell is (2,1) CHECK(puzzle::bitmap_get_bit(bm, 5, 2, 1)); int count = __builtin_popcountll(bm); CHECK(count == 1); } TEST_CASE("bitmap_newly_occupied west - single horizontal block with space left", "[bitmap_move]") { // 5x4 board, horizontal 2x1 block at (2,1) puzzle p(5, 4, 0, 0, true, false); auto p2 = p.try_add_block(puzzle::block(2, 1, 2, 1)); REQUIRE(p2); uint64_t combined = p2->blocks_bitmap(); uint64_t horiz = p2->blocks_bitmap_h(); uint64_t bm = combined; p2->bitmap_newly_occupied_after_move(bm, horiz, wes); // Moving west: block at (2,1)-(3,1) shifts to (1,1)-(2,1) // Newly occupied cell is (1,1) CHECK(puzzle::bitmap_get_bit(bm, 5, 1, 1)); int count = __builtin_popcountll(bm); CHECK(count == 1); } TEST_CASE("bitmap_newly_occupied does not wrap east across rows", "[bitmap_move]") { // 4x4 board, horizontal 2x1 block at (2,0) - rightmost position puzzle p(4, 4, 0, 0, true, false); auto p2 = p.try_add_block(puzzle::block(2, 0, 2, 1)); REQUIRE(p2); uint64_t combined = p2->blocks_bitmap(); uint64_t horiz = p2->blocks_bitmap_h(); uint64_t bm = combined; p2->bitmap_newly_occupied_after_move(bm, horiz, eas); // Block is at right edge, east move should not wrap to next row // No newly occupied cells should exist (or at least not on row 1) CHECK_FALSE(puzzle::bitmap_get_bit(bm, 4, 0, 1)); } TEST_CASE("bitmap_newly_occupied does not wrap west across rows", "[bitmap_move]") { // 4x4 board, horizontal 2x1 block at (0,1) puzzle p(4, 4, 0, 0, true, false); auto p2 = p.try_add_block(puzzle::block(0, 1, 2, 1)); REQUIRE(p2); uint64_t combined = p2->blocks_bitmap(); uint64_t horiz = p2->blocks_bitmap_h(); uint64_t bm = combined; p2->bitmap_newly_occupied_after_move(bm, horiz, wes); // Block is at left edge, west move should not wrap to previous row CHECK_FALSE(puzzle::bitmap_get_bit(bm, 4, 3, 0)); } TEST_CASE("bitmap_newly_occupied blocked by another block", "[bitmap_move]") { // 6x4 board, two horizontal blocks side by side puzzle p(6, 4, 0, 0, true, false); auto p2 = p.try_add_block(puzzle::block(0, 0, 2, 1)); REQUIRE(p2); auto p3 = p2->try_add_block(puzzle::block(2, 0, 2, 1)); REQUIRE(p3); uint64_t combined = p3->blocks_bitmap(); uint64_t horiz = p3->blocks_bitmap_h(); uint64_t bm = combined; p3->bitmap_newly_occupied_after_move(bm, horiz, eas); // Block at (0,0)-(1,0) tries to move east to (2,0) but that's occupied // -> no newly occupied cell at (2,0) since it's already in combined bitmap // Block at (2,0)-(3,0) tries to move east to (4,0) which is free CHECK(puzzle::bitmap_get_bit(bm, 6, 4, 0)); // (2,0) should NOT be newly occupied (already occupied by second block) CHECK_FALSE(puzzle::bitmap_get_bit(bm, 6, 2, 0)); } // ============================================================================ // restricted_bitmap_get_moves // ============================================================================ TEST_CASE("restricted_bitmap_get_moves north - returns correct source cell", "[get_moves]") { // 4x4 board, vertical 1x2 block at (1,2) puzzle p(4, 4, 0, 0, true, false); auto p2 = p.try_add_block(puzzle::block(1, 2, 1, 2)); REQUIRE(p2); uint64_t combined = p2->blocks_bitmap(); uint64_t vert = p2->blocks_bitmap_v(); auto moves = p2->restricted_bitmap_get_moves(combined, vert, nor); // Should find one move. The newly occupied cell is (1,1). // The source cell (block's top-left lookup) should be (1,2) = bit index 1 + 2*4 = 9 REQUIRE(moves[0] != 0xFF); CHECK(moves[0] == 1 + 2 * 4); // = 9 CHECK(moves[1] == 0xFF); // only one move } TEST_CASE("restricted_bitmap_get_moves south - returns correct source cell", "[get_moves]") { // 4x4 board, vertical 1x2 block at (1,0) puzzle p(4, 4, 0, 0, true, false); auto p2 = p.try_add_block(puzzle::block(1, 0, 1, 2)); REQUIRE(p2); uint64_t combined = p2->blocks_bitmap(); uint64_t vert = p2->blocks_bitmap_v(); auto moves = p2->restricted_bitmap_get_moves(combined, vert, sou); // Newly occupied cell is (1,2). Source cell should be (1,0) = bit 1 + 0*4 = 1? // Actually: for south, the block was one row above the newly occupied cell. // Newly occupied = (1,2) = bit 9. Source = bit 9 - width = 9 - 4 = 5 = (1,1). // Wait - the source should be a cell the block currently occupies. // The block occupies (1,0) and (1,1). The newly occupied cell after south move is (1,2). // To find the block, we go opposite direction (north) from newly occupied: (1,2-1) = (1,1) = bit 5. // bitmap_block_indices[5] should map to the block. REQUIRE(moves[0] != 0xFF); CHECK(moves[0] == 1 + 1 * 4); // = 5, which is (1,1) CHECK(moves[1] == 0xFF); } TEST_CASE("restricted_bitmap_get_moves east - returns correct source cell", "[get_moves]") { // 5x4 board, horizontal 2x1 block at (0,1) puzzle p(5, 4, 0, 0, true, false); auto p2 = p.try_add_block(puzzle::block(0, 1, 2, 1)); REQUIRE(p2); uint64_t combined = p2->blocks_bitmap(); uint64_t horiz = p2->blocks_bitmap_h(); auto moves = p2->restricted_bitmap_get_moves(combined, horiz, eas); // Newly occupied cell is (2,1) = bit 2 + 1*5 = 7. // Source = go opposite (west): (1,1) = bit 1 + 1*5 = 6. REQUIRE(moves[0] != 0xFF); CHECK(moves[0] == 1 + 1 * 5); // = 6 CHECK(moves[1] == 0xFF); } TEST_CASE("restricted_bitmap_get_moves west - returns correct source cell", "[get_moves]") { // 5x4 board, horizontal 2x1 block at (2,1) puzzle p(5, 4, 0, 0, true, false); auto p2 = p.try_add_block(puzzle::block(2, 1, 2, 1)); REQUIRE(p2); uint64_t combined = p2->blocks_bitmap(); uint64_t horiz = p2->blocks_bitmap_h(); auto moves = p2->restricted_bitmap_get_moves(combined, horiz, wes); // Newly occupied cell is (1,1) = bit 1 + 1*5 = 6. // Source = go opposite (east): (2,1) = bit 2 + 1*5 = 7. REQUIRE(moves[0] != 0xFF); CHECK(moves[0] == 2 + 1 * 5); // = 7 CHECK(moves[1] == 0xFF); } TEST_CASE("restricted_bitmap_get_moves returns empty when blocked", "[get_moves]") { // 4x4 board, vertical 1x2 block at (1,0) - can't move north (at top edge) puzzle p(4, 4, 0, 0, true, false); auto p2 = p.try_add_block(puzzle::block(1, 0, 1, 2)); REQUIRE(p2); uint64_t combined = p2->blocks_bitmap(); uint64_t vert = p2->blocks_bitmap_v(); auto moves = p2->restricted_bitmap_get_moves(combined, vert, nor); // Block is at top edge. Shifting north puts bits outside the board (shifted out). // The newly occupied bitmap should be empty. // But wait - the shift just moves bits to lower positions. Bit at (1,0) = bit 1 // shifted right by 4 = 0 (shifted out). Bit at (1,1) = bit 5 shifted right by 4 = bit 1. // bit 1 is (1,0) which is already occupied -> newly occupied = 0. CHECK(moves[0] == 0xFF); } TEST_CASE("restricted_bitmap_get_moves with width 6 board", "[get_moves]") { // 6x6 board, vertical 1x2 block at (2,3) puzzle p(6, 6, 0, 0, true, false); auto p2 = p.try_add_block(puzzle::block(2, 3, 1, 2)); REQUIRE(p2); uint64_t combined = p2->blocks_bitmap(); uint64_t vert = p2->blocks_bitmap_v(); auto moves = p2->restricted_bitmap_get_moves(combined, vert, nor); // Block at (2,3)-(2,4). Moving north: newly occupied = (2,2) = bit 2+2*6 = 14. // Source = 14 + 6 = 20 = (2,3). REQUIRE(moves[0] != 0xFF); CHECK(moves[0] == 2 + 3 * 6); // = 20 CHECK(moves[1] == 0xFF); } TEST_CASE("restricted_bitmap_get_moves multiple blocks can move", "[get_moves]") { // 6x6 board, two vertical blocks with space above puzzle p(6, 6, 0, 0, true, false); auto p2 = p.try_add_block(puzzle::block(1, 2, 1, 2)); REQUIRE(p2); auto p3 = p2->try_add_block(puzzle::block(4, 3, 1, 2)); REQUIRE(p3); uint64_t combined = p3->blocks_bitmap(); uint64_t vert = p3->blocks_bitmap_v(); auto moves = p3->restricted_bitmap_get_moves(combined, vert, nor); // Both blocks can move north // Block 1: newly occupied (1,1), source (1,2) = 1+2*6 = 13 // Block 2: newly occupied (4,2), source (4,3) = 4+3*6 = 22 std::set move_set; for (int i = 0; i < puzzle::MAX_BLOCKS && moves[i] != 0xFF; ++i) { move_set.insert(moves[i]); } CHECK(move_set.size() == 2); CHECK(move_set.count(13) == 1); CHECK(move_set.count(22) == 1); } // ============================================================================ // try_move_block_at (reference implementation) vs try_move_block_at_fast // ============================================================================ TEST_CASE("try_move_block_at basic moves", "[move]") { puzzle p(4, 4, 0, 0, false, false); auto p2 = p.try_add_block(puzzle::block(1, 1, 1, 1)); REQUIRE(p2); auto north = p2->try_move_block_at(1, 1, nor); REQUIRE(north); CHECK(north->try_get_block(1, 0).has_value()); auto south = p2->try_move_block_at(1, 1, sou); REQUIRE(south); CHECK(south->try_get_block(1, 2).has_value()); auto east = p2->try_move_block_at(1, 1, eas); REQUIRE(east); CHECK(east->try_get_block(2, 1).has_value()); auto west = p2->try_move_block_at(1, 1, wes); REQUIRE(west); CHECK(west->try_get_block(0, 1).has_value()); } TEST_CASE("try_move_block_at blocked by edge", "[move]") { puzzle p(4, 4, 0, 0, false, false); auto p2 = p.try_add_block(puzzle::block(0, 0, 1, 1)); REQUIRE(p2); CHECK_FALSE(p2->try_move_block_at(0, 0, nor).has_value()); CHECK_FALSE(p2->try_move_block_at(0, 0, wes).has_value()); } TEST_CASE("try_move_block_at blocked by collision", "[move]") { puzzle p(4, 4, 0, 0, false, false); auto p2 = p.try_add_block(puzzle::block(0, 0, 1, 1)); REQUIRE(p2); auto p3 = p2->try_add_block(puzzle::block(1, 0, 1, 1)); REQUIRE(p3); CHECK_FALSE(p3->try_move_block_at(0, 0, eas).has_value()); } TEST_CASE("try_move_block_at_fast matches try_move_block_at", "[move]") { puzzle p(5, 5, 0, 0, false, false); auto p2 = p.try_add_block(puzzle::block(1, 1, 2, 1)); REQUIRE(p2); auto p3 = p2->try_add_block(puzzle::block(0, 3, 1, 2)); REQUIRE(p3); uint64_t bm = p3->blocks_bitmap(); for (const direction d : {nor, eas, sou, wes}) { // Block 0 is the first in sorted order auto slow = p3->try_move_block_at(1, 1, d); auto fast = p3->try_move_block_at_fast(bm, 0, d); if (slow.has_value()) { REQUIRE(fast.has_value()); CHECK(*slow == *fast); } else { CHECK_FALSE(fast.has_value()); } } } TEST_CASE("try_move_block_at restricted mode respects principal dirs", "[move]") { puzzle p(5, 5, 0, 0, true, false); // restricted // Horizontal block 2x1 at (1,2) auto p2 = p.try_add_block(puzzle::block(1, 2, 2, 1)); REQUIRE(p2); // In restricted mode, horizontal block can only move east/west CHECK(p2->try_move_block_at(1, 2, eas).has_value()); CHECK(p2->try_move_block_at(1, 2, wes).has_value()); CHECK_FALSE(p2->try_move_block_at(1, 2, nor).has_value()); CHECK_FALSE(p2->try_move_block_at(1, 2, sou).has_value()); } // ============================================================================ // sorted_replace // ============================================================================ TEST_CASE("sorted_replace maintains sort order", "[sorted_replace]") { auto blocks = puzzle::sorted_replace( {100, 200, 300, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000}, 1, // replace index 1 (value 200) 150 // new value ); CHECK(blocks[0] == 100); CHECK(blocks[1] == 150); CHECK(blocks[2] == 300); CHECK(blocks[3] == 0x8000); } TEST_CASE("sorted_replace move to end", "[sorted_replace]") { auto blocks = puzzle::sorted_replace( {100, 200, 300, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000}, 0, // replace index 0 (value 100) 400 // new value, goes to end ); CHECK(blocks[0] == 200); CHECK(blocks[1] == 300); CHECK(blocks[2] == 400); CHECK(blocks[3] == 0x8000); } TEST_CASE("sorted_replace move to beginning", "[sorted_replace]") { auto blocks = puzzle::sorted_replace( {100, 200, 300, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000}, 2, // replace index 2 (value 300) 50 // new value, goes to beginning ); CHECK(blocks[0] == 50); CHECK(blocks[1] == 100); CHECK(blocks[2] == 200); CHECK(blocks[3] == 0x8000); } // ============================================================================ // for_each_adjacent vs for_each_adjacent_restricted cross-validation // ============================================================================ // Helper: collect all adjacent states using for_each_adjacent (the simple reference impl) static auto collect_adjacent_simple(const puzzle& p) -> std::set { std::set result; p.for_each_adjacent([&](const puzzle& adj) { result.insert(adj.hash()); }); return result; } // Helper: collect all adjacent states using for_each_adjacent_restricted static auto collect_adjacent_restricted(const puzzle& p) -> std::set { const uint8_t w = p.get_width(); std::array bitmap_block_indices{}; for (size_t i = 0; i < puzzle::MAX_BLOCKS; ++i) { const puzzle::block b(p.repr_view().data()[i]); if (i >= static_cast(p.block_count())) { break; } const auto [bx, by, bw, bh, bt, bi] = b.unpack_repr(); for (uint8_t x = bx; x < bx + bw; ++x) { for (uint8_t y = by; y < by + bh; ++y) { bitmap_block_indices[y * w + x] = i; } } } std::set result; p.for_each_adjacent_restricted([&](const puzzle& adj) { result.insert(adj.hash()); }, bitmap_block_indices); return result; } TEST_CASE("for_each_adjacent_restricted matches for_each_adjacent - single block", "[cross_validate]") { puzzle p(4, 4, 0, 0, true, false); auto p2 = p.try_add_block(puzzle::block(1, 1, 1, 1)); REQUIRE(p2); auto simple = collect_adjacent_simple(*p2); auto restricted = collect_adjacent_restricted(*p2); CHECK(simple == restricted); } TEST_CASE("for_each_adjacent_restricted matches for_each_adjacent - horizontal block", "[cross_validate]") { puzzle p(5, 4, 0, 0, true, false); auto p2 = p.try_add_block(puzzle::block(1, 1, 2, 1)); REQUIRE(p2); auto simple = collect_adjacent_simple(*p2); auto restricted = collect_adjacent_restricted(*p2); CHECK(simple == restricted); } TEST_CASE("for_each_adjacent_restricted matches for_each_adjacent - vertical block", "[cross_validate]") { puzzle p(4, 5, 0, 0, true, false); auto p2 = p.try_add_block(puzzle::block(1, 1, 1, 2)); REQUIRE(p2); auto simple = collect_adjacent_simple(*p2); auto restricted = collect_adjacent_restricted(*p2); CHECK(simple == restricted); } TEST_CASE("for_each_adjacent_restricted matches for_each_adjacent - two blocks", "[cross_validate]") { puzzle p(5, 5, 0, 0, true, false); auto p2 = p.try_add_block(puzzle::block(0, 0, 2, 1)); // horizontal REQUIRE(p2); auto p3 = p2->try_add_block(puzzle::block(4, 1, 1, 2)); // vertical REQUIRE(p3); auto simple = collect_adjacent_simple(*p3); auto restricted = collect_adjacent_restricted(*p3); CHECK(simple == restricted); } TEST_CASE("for_each_adjacent_restricted matches for_each_adjacent - crowded board", "[cross_validate]") { puzzle p(5, 5, 0, 0, true, false); auto p2 = p.try_add_block(puzzle::block(0, 0, 2, 1)); REQUIRE(p2); auto p3 = p2->try_add_block(puzzle::block(3, 0, 1, 2)); REQUIRE(p3); auto p4 = p3->try_add_block(puzzle::block(0, 2, 1, 3)); REQUIRE(p4); auto p5 = p4->try_add_block(puzzle::block(2, 3, 2, 1)); REQUIRE(p5); auto simple = collect_adjacent_simple(*p5); auto restricted = collect_adjacent_restricted(*p5); CHECK(simple == restricted); } TEST_CASE("for_each_adjacent_restricted matches for_each_adjacent - 6x6 board", "[cross_validate]") { puzzle p(6, 6, 0, 0, true, false); auto p2 = p.try_add_block(puzzle::block(0, 0, 3, 1)); // horizontal REQUIRE(p2); auto p3 = p2->try_add_block(puzzle::block(5, 0, 1, 2)); // vertical REQUIRE(p3); auto p4 = p3->try_add_block(puzzle::block(2, 2, 1, 2)); // vertical REQUIRE(p4); auto p5 = p4->try_add_block(puzzle::block(3, 2, 2, 1)); // horizontal REQUIRE(p5); auto simple = collect_adjacent_simple(*p5); auto restricted = collect_adjacent_restricted(*p5); CHECK(simple == restricted); } TEST_CASE("for_each_adjacent_restricted matches for_each_adjacent - the main puzzle", "[cross_validate]") { const puzzle p( "S:[6x6] G:[0,0] M:[R] B:[{1x3 _ _ _ _ 1x2} {_ _ _ _ _ 1x2} {_ _ 1x2 2x1 _ 1x2} {_ _ 1x2 _ 2x1 _} {1x2 _ 1x2 2x1 _ _} {1x2 _ 1x2 _ 3x1 _}]"); REQUIRE(p.valid()); auto simple = collect_adjacent_simple(p); auto restricted = collect_adjacent_restricted(p); CHECK(simple.size() > 0); CHECK(simple == restricted); } // ============================================================================ // explore_state_space cross-validation // ============================================================================ TEST_CASE("explore_state_space simple case - single 1x1 block", "[explore]") { puzzle p(3, 3, 0, 0, false, false); auto p2 = p.try_add_block(puzzle::block(1, 1, 1, 1)); REQUIRE(p2); auto [states, transitions] = p2->explore_state_space(); // A 1x1 block on a 3x3 board can reach all 9 positions CHECK(states.size() == 9); } TEST_CASE("explore_state_space restricted - vertical block", "[explore]") { puzzle p(3, 4, 0, 0, true, false); auto p2 = p.try_add_block(puzzle::block(1, 0, 1, 2)); REQUIRE(p2); auto [states, transitions] = p2->explore_state_space(); // Restricted vertical 1x2 on 3x4 board: can only move north/south // Positions: (1,0), (1,1), (1,2) -> 3 states CHECK(states.size() == 3); } TEST_CASE("explore_state_space restricted - horizontal block", "[explore]") { puzzle p(4, 3, 0, 0, true, false); auto p2 = p.try_add_block(puzzle::block(0, 1, 2, 1)); REQUIRE(p2); auto [states, transitions] = p2->explore_state_space(); // Restricted horizontal 2x1 on 4x3 board: can only move east/west // Positions: (0,1), (1,1), (2,1) -> 3 states CHECK(states.size() == 3); } TEST_CASE("explore_state_space restricted - square block", "[explore]") { puzzle p(3, 3, 0, 0, true, false); auto p2 = p.try_add_block(puzzle::block(0, 0, 1, 1)); REQUIRE(p2); auto [states, transitions] = p2->explore_state_space(); // Restricted 1x1 (square) can move all directions -> 9 positions on 3x3 CHECK(states.size() == 9); } TEST_CASE("explore_state_space preserves board metadata", "[explore]") { puzzle p(5, 4, 2, 1, true, true); auto p2 = p.try_add_block(puzzle::block(0, 0, 1, 1, true)); REQUIRE(p2); auto [states, transitions] = p2->explore_state_space(); for (const auto& s : states) { CHECK(s.get_width() == 5); CHECK(s.get_height() == 4); CHECK(s.get_restricted() == true); CHECK(s.get_goal() == true); CHECK(s.get_goal_x() == 2); CHECK(s.get_goal_y() == 1); } } TEST_CASE("explore_state_space two blocks restricted", "[explore]") { // 4x4 board, restricted // Horizontal 2x1 at (0,0) and vertical 1x2 at (3,0) puzzle p(4, 4, 0, 0, true, false); auto p2 = p.try_add_block(puzzle::block(0, 0, 2, 1)); REQUIRE(p2); auto p3 = p2->try_add_block(puzzle::block(3, 0, 1, 2)); REQUIRE(p3); auto [states, transitions] = p3->explore_state_space(); // Horizontal block: can be at x=0,1,2 (y=0 fixed, can't go to x=2 if vertical is at x=3 blocking? no, 2x1 at x=2 occupies cols 2,3 which collides with vertical at x=3) // Actually horizontal at x=2 occupies (2,0)(3,0), vertical occupies (3,0)(3,1) -> collision at (3,0) // So horizontal can be at x=0 or x=1 when vertical is at (3,y) // Vertical block: can be at y=0,1,2 (x=3 fixed) // Horizontal at x=0: vertical at y=0,1,2 -> 3 states // Horizontal at x=1: vertical at y=0,1,2 -> 3 states (1x1 at (1,0)(2,0), vertical at (3,y) - no collision) // Wait, horizontal 2x1 at x=1 occupies (1,0)(2,0). Vertical 1x2 at (3,0) occupies (3,0)(3,1). No collision. // Horizontal at x=2: occupies (2,0)(3,0). Vertical at (3,0) occupies (3,0)(3,1). Collision at (3,0). // Vertical at (3,1) occupies (3,1)(3,2). No collision with horizontal at (2,0)(3,0)... wait (3,0) is in horizontal. // Hmm, horizontal at x=2 occupies cols 2,3 row 0. Vertical at y=1 occupies (3,1)(3,2). No overlap. OK. // Vertical at y=2 occupies (3,2)(3,3). No overlap with horizontal at row 0. OK. // So horizontal at x=2: vertical at y=1,2 -> 2 states (not y=0 due to collision at (3,0)) // Total: 3 + 3 + 2 = 8 states CHECK(states.size() == 8); } // ============================================================================ // Column mask generation test (implicit in bitmap_newly_occupied) // ============================================================================ TEST_CASE("East move does not wrap for various board widths", "[bitmap_move]") { for (uint8_t w = 3; w <= 8; ++w) { puzzle p(w, 3, 0, 0, true, false); // Place a 1x1 block at rightmost column, row 0 auto p2 = p.try_add_block(puzzle::block(w - 1, 0, 1, 1)); REQUIRE(p2); uint64_t combined = p2->blocks_bitmap(); uint64_t horiz = p2->blocks_bitmap_h(); // 1x1 is square, so in both h and v uint64_t bm = combined; p2->bitmap_newly_occupied_after_move(bm, horiz, eas); // Should not wrap to column 0 of next row CHECK_FALSE(puzzle::bitmap_get_bit(bm, w, 0, 1)); // Should be empty (block at right edge can't move east) CHECK(bm == 0); } } TEST_CASE("West move does not wrap for various board widths", "[bitmap_move]") { for (uint8_t w = 3; w <= 8; ++w) { puzzle p(w, 3, 0, 0, true, false); // Place a 1x1 block at leftmost column, row 1 auto p2 = p.try_add_block(puzzle::block(0, 1, 1, 1)); REQUIRE(p2); uint64_t combined = p2->blocks_bitmap(); uint64_t horiz = p2->blocks_bitmap_h(); uint64_t bm = combined; p2->bitmap_newly_occupied_after_move(bm, horiz, wes); // Should not wrap to last column of previous row CHECK_FALSE(puzzle::bitmap_get_bit(bm, w, w - 1, 0)); CHECK(bm == 0); } } // ============================================================================ // bitmap_check_collision // ============================================================================ TEST_CASE("bitmap_check_collision detects collision", "[collision]") { puzzle p(5, 5, 0, 0, false, false); auto p2 = p.try_add_block(puzzle::block(2, 2, 1, 1)); REQUIRE(p2); auto p3 = p2->try_add_block(puzzle::block(0, 0, 2, 1)); REQUIRE(p3); uint64_t bm = p3->blocks_bitmap(); // Check if a hypothetical block at (1,2) 2x1 collides puzzle::block hyp(1, 2, 2, 1); CHECK(p3->bitmap_check_collision(bm, hyp)); // overlaps with (2,2) // Check if a hypothetical block at (3,3) 1x1 collides puzzle::block hyp2(3, 3, 1, 1); CHECK_FALSE(p3->bitmap_check_collision(bm, hyp2)); } TEST_CASE("bitmap_check_collision directional", "[collision]") { puzzle p(5, 5, 0, 0, false, false); auto p2 = p.try_add_block(puzzle::block(2, 0, 1, 1)); REQUIRE(p2); auto p3 = p2->try_add_block(puzzle::block(2, 1, 1, 1)); REQUIRE(p3); uint64_t bm = p3->blocks_bitmap(); // Clear block at (2,1) from bitmap to check if (2,1) can move north puzzle::block b(2, 1, 1, 1); p3->bitmap_clear_block(bm, b); // (2,1) moving north -> check (2,0) which has a block CHECK(p3->bitmap_check_collision(bm, b, nor)); // (2,1) moving south -> check (2,2) which is empty CHECK_FALSE(p3->bitmap_check_collision(bm, b, sou)); } // ============================================================================ // Regression: the main puzzle from main.cpp // ============================================================================ TEST_CASE("Main puzzle state space has many states", "[explore][regression]") { const puzzle p( "S:[6x6] G:[0,0] M:[R] B:[{1x3 _ _ _ _ 1x2} {_ _ _ _ _ 1x2} {_ _ 1x2 2x1 _ 1x2} {_ _ 1x2 _ 2x1 _} {1x2 _ 1x2 2x1 _ _} {1x2 _ 1x2 _ 3x1 _}]"); REQUIRE(p.valid()); REQUIRE(p.get_width() == 6); REQUIRE(p.get_height() == 6); // First verify the reference implementation finds many adjacents auto simple = collect_adjacent_simple(p); CHECK(simple.size() > 3); // should be more than the 3 the buggy version found auto restricted = collect_adjacent_restricted(p); CHECK(simple == restricted); }