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#include "action_list.h"
// ===================================================================
// Helper method declarations
// ===================================================================
#define DANGER_MIN(a,b) (((a)<(b))?(a):(b))
#define CLR_STONE NUM_MASK
static inline void
action_list_prepend(action_list_t *list, const enum A_TYPE type,
const int8_t loc, const uint8_t data0,
const uint8_t data1);
static inline void
inline_next_ply(void);
static inline void
inline_prev_ply(void);
// ===================================================================
// Exported method implementations
// ===================================================================
void action_list_free(action_list_t *list) {
if (list) {
action_node_t *n = list->head, *nn;
while (n) {
nn = n->next;
free(n);
n = nn;
}
free(list);
}
}
// Keep track of move offsets
static int8_t deltas[4];
void action_list_init(void) {
deltas[0] = +board_size;
deltas[1] = -board_size;
deltas[2] = -1;
deltas[3] = +1;
}
action_list_t *action_list_generate(void) {
action_list_t *list = malloc(sizeof(struct action_list_s));
// TODO: trap errno
list->length = 0;
list->head = NULL;
/*
* The check for whether it's a black piece to be played is actually
* black = (ply < 2) ? (ply==1) : (ply & 1),
* but material will always be sufficient in ply < 2 so we might as
* well save on the conditional.
*/
const uint8_t material = (ply & 1) ? black_count : white_count,
flat = material & 0x7F,
cap = ((ply >= 2) && (material & 0x80)),
standing = ((ply >= 2) && flat);
// Step across the board, reversed because we prepend to the list
for (int row = board_size - 1; row >= 0; row--) {
for (int col = board_size - 1; col >= 0; col--) {
// We'll need these at various points: the location of this
// square and the maximum number of stones we could pick up
const int loc = THE_COORDS(col, row);
const uint8_t count = DANGER_MIN(COUNT_AT(loc), board_size);
// Only try moves after CPS and if the colour is correct
if (count) {
if (ply >= 2 && ((colours[loc] & 1) == current_colour)) {
// Pre-compute end-stops and crushes
uint8_t end_stops[4], crushes[4] = {0, 0, 0, 0};
// These are upper bounds, not counting walls and such.
// UP DOWN LEFT RIGHT
end_stops[0] = DANGER_MIN(board_size - row - 1, count);
end_stops[1] = DANGER_MIN(row, count);
end_stops[2] = DANGER_MIN(col, count);
end_stops[3] = DANGER_MIN(board_size - col - 1, count);
// Now we check for caps and walls
const uint8_t cap_top = STONE_AT(loc) == STONE_CAPSTONE;
for (int d = 0; d < 4; d++){
const int delta = deltas[d];
const int stop = end_stops[d];
end_stops[d] = 0;
for (int k = 1; k <= stop; k++) {
const enum STONE_VARIANT stone = STONE_AT(loc+k*delta);
if (stone == STONE_STANDING) {
if (cap_top) {
crushes[d] = 0xFF;
end_stops[d]++;
}
break;
} else if (stone == STONE_CAPSTONE) {
break;
}
end_stops[d]++;
}
}
/*
* 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++) {
for (uint8_t num = 1; num <= count; num++) {
for (uint8_t steps = 1;
steps <= end_stops[dir] && steps <= num;
steps++) {
// TODO: Generalise to board_size!
uint8_t 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 (crushes[dir] == 0 || last_drop_check) {
// We have to record a crush!
const uint8_t crush =
(steps == end_stops[dir]) && crushes[dir];
// Store the move
action_list_prepend(list, A_MOVE, loc,
(crush << 7) | gaps,
(dir<<4) | num);
}
/*
* 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
*/
uint8_t t = (gaps | (gaps - 1));
gaps = (t + 1)
| (((~t & -~t) - 1) >> (__builtin_ctz(gaps) + 1));
} while (gaps && (gaps + 1 <= (1 << (num - 1))));
}
}
}
}
} // end of if (count) { ... }
else if (material) {
// Empty square, generate placements
if (flat) {
action_list_prepend(list, A_PLACE, loc, STONE_FLAT, 0);
if (standing)
action_list_prepend(list, A_PLACE, loc, STONE_STANDING,0);
}
if (cap)
action_list_prepend(list, A_PLACE, loc, STONE_CAPSTONE, 0);
}
}
}
return list;
}
void action_take(action_node_t *action) {
const int8_t loc = action->loc;
if (action->type == A_PLACE) {
const uint8_t black = (current_colour == C_BLACK);
switch (action->data0) {
case STONE_FLAT: {
if (black) black_count--;
else white_count--;
colours[loc] = current_colour;
celldat[loc] = NUM_INC | STONE_FLAT;
break;
}
case 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 &= 0x7F;
else white_count &= 0x7F;
colours[loc] = current_colour;
celldat[loc] = NUM_INC | STONE_CAPSTONE;
break;
}
}
} else {
const uint8_t gaps = action->data0 & 0x7F, // not interested in
// whether we crushed,
// it will work out by
// anyway because we
// overwrite the top
// stone type. See (*)
// later for when we do
// need to know.
num = action->data1 & 0x0F, // unpack
dir = action->data1 >> 4;
int8_t delta = deltas[dir];
// Use the Kernighan method to count the set bits
int8_t steps = 1;
for (uint8_t _gaps = gaps; _gaps; steps++) _gaps &= _gaps - 1;
// Move top stone type to destination
celldat[loc+steps*delta] &= CLR_STONE; // necessary for crushing
celldat[loc+steps*delta] |= STONE_AT(loc);
celldat[loc] &= CLR_STONE;
celldat[loc] |= STONE_FLAT; // should be optimised out
uint8_t total = 1, gap_bit = 1 << (num - 2); // it's not important
// what negative
// shifts do here, we
// don't use gap_bit
// if num < 2
// move stuff starting at destination
for (uint8_t d = 1; d < num; d++, total++, gap_bit >>= 1) {
// We took a step, move everything over so far
if (gaps & gap_bit) {
colours[loc+steps*delta] <<= total;
colours[loc+steps*delta] |= colours[loc] & ((1 << total) - 1);
colours[loc] >>= total;
celldat[loc+steps*delta] += total*NUM_INC;
celldat[loc] -= total*NUM_INC;
// Reset for next step
total = 0;
steps--;
}
}
// Move what remains (steps == 1 here always, so we simplify)
colours[loc+delta] <<= total;
colours[loc+delta] |= colours[loc] & ((1 << total) - 1);
colours[loc] >>= total;
celldat[loc+delta] += total*NUM_INC;
celldat[loc] -= total*NUM_INC;
}
// Next ply
inline_next_ply();
}
void action_undo(action_node_t *action) {
// Previous ply
inline_prev_ply();
const int8_t loc = action->loc;
if (action->type == A_PLACE) {
const uint8_t black = (current_colour == C_BLACK);
celldat[loc] = 0;
if (action->data0 == STONE_CAPSTONE) {
if (black) black_count |= 0x80;
else white_count |= 0x80;
} else {
if (black) black_count++;
else white_count++;
}
} else {
// See action_take for comments, this is the time reversal, but
// there is one caveat -- undoing a crush! (*)
const uint8_t gaps = action->data0 & 0x7F,
crush = action->data0 & 0x80,
num = action->data1 & 0x0F,
dir = action->data1 >> 4;
const int8_t delta = deltas[dir];
int8_t steps = 1;
uint8_t gap_bit = 1, total = 1;
for (int8_t d = 1; d < num; d++, total++, gap_bit <<= 1) {
if (gaps & gap_bit) {
colours[loc] <<= total;
colours[loc] |= colours[loc+steps*delta] & ((1 << total) - 1);
colours[loc+steps*delta] >>= total;
celldat[loc] += total*NUM_INC;
celldat[loc+steps*delta] -= total*NUM_INC;
total = 0;
steps++;
}
}
colours[loc] <<= total;
colours[loc] |= colours[loc+steps*delta] & ((1 << total) - 1);
colours[loc+steps*delta] >>= total;
celldat[loc] += total*NUM_INC;
// celldat[loc] &= CLR_STONE; is not necessary, as STONE_FLAT == 0
celldat[loc] |= STONE_AT(loc+steps*delta);
celldat[loc+steps*delta] -= total*NUM_INC;
celldat[loc+steps*delta] &= CLR_STONE;
if (crush) {
celldat[loc+steps*delta] |= STONE_STANDING;
} else {
celldat[loc+steps*delta] |= STONE_FLAT; // should be optimised out
}
}
}
void action_to_ptn(action_node_t* action, char* out_ptn) {
const int8_t loc = action->loc;
if (action->type == A_PLACE) {
generate_place(loc, action->data0, out_ptn);
} else {
const uint8_t gaps = action->data0 & 0x7F,
num = action->data1 & 0x0F, // unpack
dir = action->data1 >> 4;
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 (**)
uint8_t mask = 1, steps = 0;
// Translate to a drop sequence
drops[0] = 1; mask = 1;
for (uint8_t d = 1; d < num; d++) {
if (gaps & mask) {
steps++;
drops[steps] = 1; // (**) no bounds check
} else {
drops[steps] += 1;
}
mask <<= 1;
}
generate_move(loc, dir, steps+1, drops, out_ptn);
}
}
// ===================================================================
// Helper method implementations
// ===================================================================
static inline void
action_list_prepend(action_list_t *list, const enum A_TYPE type,
const int8_t loc, const uint8_t data0,
const uint8_t data1) {
action_node_t *new = malloc(sizeof(action_list_t));
// TODO: trap errno
list->length++;
new->loc = loc;
new->type = type;
new->data0 = data0;
new->data1 = data1;
new->next = list->head;
list->head = new;
}
static inline void
inline_next_ply(void) {
ply++;
if (ply == 2) {
current_colour = C_WHITE;
} else {
if (current_colour == C_BLACK) current_colour = C_WHITE;
else current_colour = C_BLACK;
}
}
static inline void
inline_prev_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;
}
}
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