Add pure-Dart engine core: RNG, grid, placement, line clear, scoring, piece generator
PCG32 seeded RNG; immutable 8x8 GridState with occupancy bitmask; placement legality + anyPlacementExists; simultaneous row/col clears with single-count gem credit; combo scoring with one-move grace; weighted-bag generator with pity bias and depth-3 solvability nudge. All TDD, 51 tests green. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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import 'cell.dart';
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/// Immutable 8x8 board state. Mutating operations return new instances.
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///
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/// Occupancy is mirrored in a 64-bit bitmask (bit y*8+x) so fullness checks
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/// and placement scans are O(1) mask operations.
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class GridState {
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static const int size = 8;
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static const int cellCount = size * size;
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GridState.empty()
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: _cells = List.filled(cellCount, Cell.empty),
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_mask = 0;
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const GridState._(this._cells, this._mask);
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final List<Cell> _cells;
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final int _mask;
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static int _index(int x, int y) => y * size + x;
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/// Raw occupancy bitmask; exposed for placement/clear mask math.
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int get mask => _mask;
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Cell cellAt(int x, int y) => _cells[_index(x, y)];
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bool isOccupied(int x, int y) => (_mask >>> _index(x, y)) & 1 == 1;
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int get occupiedCount {
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var n = 0;
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var m = _mask;
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while (m != 0) {
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m &= m - 1;
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n++;
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}
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return n;
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}
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double get fillRatio => occupiedCount / cellCount;
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GridState withCell(int x, int y, Cell cell) {
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final cells = List.of(_cells);
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final i = _index(x, y);
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cells[i] = cell;
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final mask =
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cell.isOccupied ? (_mask | (1 << i)) : (_mask & ~(1 << i));
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return GridState._(List.unmodifiable(cells), mask);
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}
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static int _rowMask(int y) => 0xFF << (y * size);
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static int _colMask(int x) {
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var m = 0;
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for (var y = 0; y < size; y++) {
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m |= 1 << _index(x, y);
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}
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return m;
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}
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bool isRowFull(int y) => (_mask & _rowMask(y)) == _rowMask(y);
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bool isColFull(int x) => (_mask & _colMask(x)) == _colMask(x);
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}
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