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136 lines (130 loc) · 3.83 KB
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///
// finesse.c
// =========
//
// Calculates the finesse needed for a given piece.
//
// The tables and algorithm are adapted from belzebub's NullpoMino mod.
//
// Note: Finesse faults can only be calculated for standard play widths
// of 10.
///
#include "core.h"
// Finesse can only be calculated if the field is a standard width of 10.
//
// Note: We should calculate these tables from a formula instead to save on
// memory.
static const i8 rotation[FS_NPT][FS_NPR][10] = {
[FS_I] = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1}
},
[FS_J] = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{2, 2, 2, 2, 2, 2, 2, 2, 2, 2},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1}
},
[FS_L] = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{2, 2, 2, 2, 2, 2, 2, 2, 2, 2},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1}
},
[FS_O] = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
},
[FS_S] = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1}
},
[FS_T] = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{2, 2, 2, 2, 2, 2, 2, 2, 2, 2},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1}
},
[FS_Z] = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1}
}
};
static const i8 movement[FS_NPT][FS_NPR][10] = {
[FS_I] = {
{1, 2, 1, 0, 1, 2, 1, 0, 0, 0},
{1, 1, 1, 1, 0, 0, 1, 1, 1, 1},
{1, 2, 1, 0, 1, 2, 1, 0, 0, 0},
{1, 1, 1, 1, 0, 0, 1, 1, 1, 1}
},
[FS_J] = {
{1, 2, 1, 0, 1, 2, 2, 1, 0, 0},
{1, 1, 2, 1, 0, 1, 2, 2, 1, 0},
{1, 2, 1, 0, 1, 2, 1, 0, 0, 0},
{1, 2, 1, 0, 1, 2, 2, 1, 1, 0}
},
[FS_L] = {
{1, 2, 1, 0, 1, 2, 2, 1, 0, 0},
{1, 1, 2, 1, 0, 1, 2, 2, 1, 0},
{1, 2, 1, 0, 1, 2, 1, 0, 0, 0},
{1, 2, 1, 0, 1, 2, 2, 1, 1, 0}
},
[FS_O] = {
{1, 2, 2, 1, 0, 1, 2, 2, 1, 0},
{1, 2, 2, 1, 0, 1, 2, 2, 1, 0},
{1, 2, 2, 1, 0, 1, 2, 2, 1, 0},
{1, 2, 2, 1, 0, 1, 2, 2, 1, 0},
},
[FS_S] = {
{1, 2, 1, 0, 1, 2, 2, 1, 0, 0},
{1, 1, 1, 0, 0, 1, 2, 1, 1, 0},
{1, 2, 1, 0, 1, 2, 2, 1, 0, 0},
{1, 1, 1, 0, 0, 1, 2, 1, 1, 0}
},
[FS_T] = {
{1, 2, 1, 0, 1, 2, 2, 1, 0, 0},
{1, 1, 2, 1, 0, 1, 2, 2, 1, 0},
{1, 2, 1, 0, 1, 2, 2, 1, 0, 0},
{1, 2, 1, 0, 1, 2, 2, 1, 1, 0}
},
[FS_Z] = {
{1, 2, 1, 0, 1, 2, 2, 1, 0, 0},
{1, 1, 1, 0, 0, 1, 2, 1, 1, 0},
{1, 2, 1, 0, 1, 2, 2, 1, 0, 0},
{1, 1, 1, 0, 0, 1, 2, 1, 1, 0}
}
};
static const i8 positionDelta[FS_NPT][FS_NPR] = {
[FS_I] = {0, 2, 0, 1},
[FS_J] = {0, 1, 0, 0},
[FS_L] = {0, 1, 0, 0},
[FS_O] = {0, 2, 0, 1},
[FS_S] = {0, 1, 0, 0},
[FS_T] = {0, 1, 0, 0},
[FS_Z] = {0, 1, 0, 0}
};
// Compute the minimum number of rotations and movements to get to the
// specified location.
//
// It is up to the caller to ensure that the field width is exactly 10.
//
// Note: Finesse does not take into account overhangs and the like. We also
// are only interested in rows since it doesn't matter the y value when
// performing a hard drop.
i8x2 fsMinimalFinesseCount(FSBlock piece, i8 x, i8 theta)
{
const i8 delta = positionDelta[piece][theta];
const i8x2 finesse = {
.x = rotation[piece][theta][delta + x],
.y = movement[piece][theta][delta + x]
};
return finesse;
}