bool Game::can_place(block b, Point p) { bool onAbsCorner = false; bool onRelCorner = false; int N = dimension - 1; Point corners[4] = { Point(0,0), Point(N, 0), Point(0, N), Point(N, N) }; Point corner = corners[my_number]; for(int i = 0; i < b.size(); i++){ Point q = b[i].add(p); int x = q.x; int y = q.y; if (x > N || x < 0 || y < 0 || y > N || grid[x][y] >= 0 || grid[x][y] == -2 || (x > 0 && grid[x-1][y] == my_number) || (y > 0 && grid[x][y-1] == my_number) || (x < N && grid[x+1][y] == my_number) || (y < N && grid[x][y+1] == my_number)) { return false; } onAbsCorner = onAbsCorner || q.eq(corner); onRelCorner = onRelCorner || (x > 0 && y > 0 && grid[x-1][y-1] == my_number) || (x < N && y > 0 && grid[x+1][y-1] == my_number) || (x > 0 && y < N && grid[x-1][y+1] == my_number) || (x < N && y < N && grid[x+1][y+1] == my_number); } return grid[corner.x][corner.y] < 0 ? onAbsCorner : onRelCorner; }
block Game::rotate_block(block b, int num_rotations) { block newBlock; for(int i = 0; i < b.size(); i++){ newBlock.push_back(b[i].rotate(num_rotations)); } return newBlock; }
void bGroup::resetUsed(block & t) { //-------- resets the log of what blocks have been used in the last print stage used[""]=false; used[t.title]=false; for (unsigned int i=0; i<t.numInside(); i++) { resetUsed(t.blocksIn[i]); } for (unsigned int i=0; i<t.size(); i++) { resetUsed(t.blocksOn[i]); } }
void resetList(block & t, map<string,bool> & used) { //-------- resets the log of what blocks have been used in the last print stage used[""]=false; used[t.title]=false; for (unsigned int i=0; i<t.numInside(); i++) { resetList(t.blocksIn[i],used); } for (unsigned int i=0; i<t.size(); i++) { resetList(t.blocksOn[i],used); } }
int bGroup::heightUpdate(block & grab, block & comp) { int ret=0; for (unsigned int i=0; i<comp.numInside(); i++) { heightUpdate(grab, comp.blocksIn[i]); } for (unsigned int i=0; i<comp.size(); i++) { heightUpdate(grab, comp.blocksOn[i]); } if(comp.blockIsInside(grab)&&!comp.bSeq&&!grab.numBlock){ if(!comp.inBlockIn(grab.x,grab.y)) comp.h=grab.heightOnlyOn(true)+comp.heightInside()+grab.h+65-((!comp.numInside())?40:0); else comp.h=comp.heightInside()+65-((!comp.numInside())?40:0); comp.updatePositions(grab); } return ret; }
//Currently returns 0, you might want to modify this yourself! int Game::score_move(block b, Point p) { int score = 0; int blockSize = b.size(); int bonus_points = 0; int N = dimension; for(int i = 0; i < blockSize; i++){ Point s = b[i].add(p); for(int j = 0; j < bonus_squares.size(); j++){ if(s.eq(bonus_squares[j])){ bonus_points += 2; } area_enclosed = max(area_enclosed, -1 * (s.distance(Point(N/2, N/2)))); } } return score; }