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#include "action_list.h"
// ===================================================================
// Helper method declarations
// ===================================================================
static inline action_list_t *
action_list_prepend(action_list_t *list, const enum A_TYPE type,
const uint8_t loc, const uint8_t data0,
const uint8_t data1);
static inline void previous_ply(void);
static inline void
push_stones(const int8_t location, const uint8_t count,
const uint8_t new_colours,
const enum STONE_VARIANT top_stone);
// ===================================================================
// Exported method implementations
// ===================================================================
void action_list_free(action_list_t *list) {
action_list_t *n = NULL;
while (list) {
n = list->next;
free(list);
list = n;
}
}
// Keep track of move offsets
static int8_t deltas[4];
void action_list_init(const uint8_t new_board_size) {
board_size = new_board_size;
deltas[0] = +board_size;
deltas[1] = -board_size;
deltas[2] = -1;
deltas[3] = +1;
}
action_list_t *action_list_generate(void) {
action_list_t *result = NULL;
const uint8_t black = (ply & 1),
material = (black) ? black_count : white_count,
flat = material & 127,
cap = (ply > 2 && (material & 128)),
standing = (ply > 2 && (material & 127));
// Step across the board
for (uint8_t row = 0; row < board_size; row++) {
for (uint8_t col = 0; col < board_size; col++) {
// We'll need these at various points, the location of this
// square and the maximum number of stones we could pick up
const uint8_t loc = THE_COORDS(col, row);
const uint8_t count = (COUNT_AT(loc) > board_size) ? board_size : COUNT_AT(loc);
// Only try moves after CPS
if (count && ((colours[loc] & 1) == current_colour) && ply>2) {
// There are stones, let's try moving them
// Pre-compute end-stops
uint8_t end_stops[4][2]; // (end, not_crush)
// These are upper bounds, not counting walls and such. UP DOWN LEFT RIGHT
end_stops[0][0] = (board_size - row - 1 > count) ? count : board_size - row - 1;
end_stops[1][0] = (row > count) ? count : row;
end_stops[2][0] = (col > count) ? count : col;
end_stops[3][0] = (board_size - col - 1 > count) ? count : board_size - col - 1;
// Now we check for caps and walls
const uint8_t cap_top = STONE_AT(loc) == STONE_CAPSTONE;
for (uint8_t d = 0; d < board_size-1; d++){
end_stops[d][1] = 1;
const uint8_t stop = end_stops[d][0];
end_stops[d][0] = 0;
for (uint8_t k = 1; k <= stop; k++) {
const uint8_t stone = STONE_AT(loc+k*deltas[d]);
if (stone == STONE_STANDING) {
if (cap_top) {
end_stops[d][1] = 0;
end_stops[d][0]++;
}
break;
} else if (stone == STONE_CAPSTONE) {
break;
}
end_stops[d][0]++;
}
}
/*
* For each direction, generate all possible ordered integer
* partitions of 1 ≤ num ≤ count whose number of summands is
* exactly 1 ≤ summands ≤ min(end_stops[dir], num) -- we write
* summands as steps
*/
for (enum MOVE_DIRECTION dir = M_UP; dir <= M_RIGHT; dir++) {
uint8_t gaps, t, idx, mask;
for (uint8_t num = 1; num <= count; num++) {
for (uint8_t steps = 1;
steps <= end_stops[dir][0] && steps <= num;
steps++) {
// TODO: Generalise to board_size!
gaps = 0x07 >> (board_size-steps-1);
// 0b0000[0111] because 4-1=3 and 5-1=4
do {
/*
* We skip the partition if it calls for multiple stones at
* the end with a crush.
*/
const uint8_t last_drop_check =
(num > 1) ? (gaps & 1<<(num - 2)) : 1;
if (end_stops[dir][1] || last_drop_check)
result = action_list_prepend(result, A_MOVE, loc, (dir<<4) | num, gaps);
/*
* With thanks to
* https://graphics.stanford.edu/~seander/bithacks.html#NextBitPermutation
* we have the following magic to generate the next
* permutation of steps-many set bits
*/
t = (gaps | (gaps - 1));
gaps = (t + 1) | (((~t & -~t) - 1) >> (__builtin_ctz(gaps) + 1));
} while (gaps && (gaps + 1 <= (1<<(num-1))));
}
}
}
} else if (material && count == 0) {
// Empty square, generate placements
if (flat) {
result = action_list_prepend(result, A_PLACE, loc, STONE_FLAT, 0);
if (standing)
result = action_list_prepend(result, A_PLACE, loc, STONE_STANDING, 0);
}
if (cap)
result = action_list_prepend(result, A_PLACE, loc, STONE_CAPSTONE, 0);
}
}
}
return result;
}
void action_take(action_list_t *action) {
const uint8_t loc = action->loc;
if (action->type == A_PLACE) {
const uint8_t black = (ply&1);
switch (action->data0) {
STONE_FLAT: {
if (black) black_count--;
else white_count--;
colours[loc] = current_colour;
celldat[loc] = NUM_INC | STONE_FLAT;
break;
}
STONE_STANDING: {
if (black) black_count--;
else white_count--;
colours[loc] = current_colour;
celldat[loc] = NUM_INC | STONE_STANDING;
break;
}
default: {
if (black) black_count &= 127;
else white_count &= 127;
colours[loc] = current_colour;
celldat[loc] = NUM_INC | STONE_CAPSTONE;
break;
}
}
} else {
uint8_t drops[board_size]; // we only ever need board_size-1 in
// drops actually, the last spot is to
// skip a bounds check at (*) later
const uint8_t gaps = action->data0,
num = action->data1 & 0x0F, // unpack
dir = action->data1 & 0xF0;
uint8_t steps, mask;
// Translate to a drop sequence
drops[0] = 1; mask = 1; steps = 0;
for (uint8_t d = 0; d + 1 < num; d++) {
if (gaps & mask) {
steps++;
drops[steps] = 1; // (*) no bounds check
} else {
drops[steps] += 1;
}
mask <<= 1;
}
// Push stones onto subesquent stack
uint8_t j = num;
for (uint8_t k = 0; k <= steps; k++) {
j -= drops[k];
push_stones(loc+(k+1)*deltas[dir],
drops[k],
(colours[loc] >> j) & (0xFFFF >> (0x10 - drops[k])),
(k == steps - 1) ? STONE_AT(loc) : STONE_FLAT);
}
// Drop them from the source
colours[loc] >>= num;
const uint8_t dec_count = celldat[loc] - (num << NUM_SHIFT);
celldat[loc] = dec_count & NUM_MASK;
}
// Always
next_ply();
};
void action_undo(action_list_t *action) {
const uint8_t loc = action->loc;
if (action->type == A_PLACE) {
const uint8_t black = (ply&1);
celldat[loc] = 0;
if (action->data0 == STONE_CAPSTONE) {
if (black) black_count |= 128;
else white_count |= 128;
} else {
if (black) black_count++;
else white_count++;
}
} else {
// TODO ???
}
previous_ply();
};
// ===================================================================
// Helper method implementations
// ===================================================================
static inline action_list_t *
action_list_prepend(action_list_t *list, const enum A_TYPE type,
const uint8_t loc, const uint8_t data0,
const uint8_t data1) {
action_list_t *new = malloc(sizeof(action_list_t));
// TODO: trap errno
new->loc = loc;
new->next = list;
new->data0 = data0;
new->data1 = data1;
return new;
}
static inline void
previous_ply(void) {
if (ply>0) ply--;
if (ply == 1) {
current_colour = C_WHITE;
} else {
if (current_colour == C_BLACK) current_colour = C_WHITE;
else current_colour = C_BLACK;
}
}
static inline void
push_stones(const int8_t location, const uint8_t count,
const uint8_t new_colours,
const enum STONE_VARIANT top_stone) {
colours[location] = (colours[location] << count) | new_colours;
celldat[location] = top_stone
| ((celldat[location] + ((count << NUM_SHIFT))) & NUM_MASK);
}
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