Files
BlockSeasons/lib/game/models/grid.dart
T
airkjw 0210c14858 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>
2026-06-11 13:05:55 +09:00

64 lines
1.5 KiB
Dart

import 'cell.dart';
/// Immutable 8x8 board state. Mutating operations return new instances.
///
/// Occupancy is mirrored in a 64-bit bitmask (bit y*8+x) so fullness checks
/// and placement scans are O(1) mask operations.
class GridState {
static const int size = 8;
static const int cellCount = size * size;
GridState.empty()
: _cells = List.filled(cellCount, Cell.empty),
_mask = 0;
const GridState._(this._cells, this._mask);
final List<Cell> _cells;
final int _mask;
static int _index(int x, int y) => y * size + x;
/// Raw occupancy bitmask; exposed for placement/clear mask math.
int get mask => _mask;
Cell cellAt(int x, int y) => _cells[_index(x, y)];
bool isOccupied(int x, int y) => (_mask >>> _index(x, y)) & 1 == 1;
int get occupiedCount {
var n = 0;
var m = _mask;
while (m != 0) {
m &= m - 1;
n++;
}
return n;
}
double get fillRatio => occupiedCount / cellCount;
GridState withCell(int x, int y, Cell cell) {
final cells = List.of(_cells);
final i = _index(x, y);
cells[i] = cell;
final mask =
cell.isOccupied ? (_mask | (1 << i)) : (_mask & ~(1 << i));
return GridState._(List.unmodifiable(cells), mask);
}
static int _rowMask(int y) => 0xFF << (y * size);
static int _colMask(int x) {
var m = 0;
for (var y = 0; y < size; y++) {
m |= 1 << _index(x, y);
}
return m;
}
bool isRowFull(int y) => (_mask & _rowMask(y)) == _rowMask(y);
bool isColFull(int x) => (_mask & _colMask(x)) == _colMask(x);
}