update cmake + presque fini le test

This commit is contained in:
Theophyl Hoguet committed 2021-11-14 03:38:46 +01:00
1 parent 32aa67b92b
commit 05f8007b32
2 files changed
+173 -85

No files matched your search

+1
View File
@@ -29,6 +29,7 @@ add_test(test_thoguet_default ./game_test_thoguet game_default)
add_test(test_thoguet_game_default_solution ./game_test_thoguet game_default_solution)
add_test(test_game_restart ./game_test_thoguet game_restart)
add_test(test_game_is_over ./game_test_thoguet game_is_over)
add_test(test_game_update_flags ./game_test_thoguet game_update_flags)
add_test(test_thperrier_dummy ./game_test_thperrier dummy)
add_test(test_thperrier_game_new_empty ./game_test_thperrier game_new_empty)
+172 -85
View File
@@ -49,7 +49,7 @@ bool test_game_restart(void){
bool test_game_new(void){
square tab[DEFAULT_SIZE*DEFAULT_SIZE];
game g;
square list[] = {S_BLANK,S_LIGHTBULB,S_MARK,S_BLACK,S_BLACK0,S_BLACK,S_BLACK1,S_BLACK2,S_BLACK2,S_BLACK4,S_BLACKU,S_BLACKU,F_ERROR};
square list[] = {S_BLANK,S_LIGHTBULB,S_MARK,S_BLACK,S_BLACK0,S_BLACK1,S_BLACK2,S_BLACK3,S_BLACK4,S_BLACKU,F_ERROR};
for (uint i = 0; i < sizeof(list)/sizeof(list[0]) ; i ++){
g = NULL;
for (uint j = 0; j < DEFAULT_SIZE*DEFAULT_SIZE; j++){
@@ -70,7 +70,7 @@ bool test_game_new(void){
bool test_game_print(void){
game_print(NULL);
square tab[DEFAULT_SIZE*DEFAULT_SIZE];
square list[] = {S_BLANK,S_LIGHTBULB,S_MARK,S_BLACK,S_BLACK0,S_BLACK,S_BLACK1,S_BLACK2,S_BLACK2,S_BLACK4,S_BLACKU,S_BLACKU,F_ERROR};
square list[] = {S_BLANK,S_LIGHTBULB,S_MARK,S_BLACK,S_BLACK0,S_BLACK1,S_BLACK2,S_BLACK3,S_BLACK4,S_BLACKU,F_ERROR};
game g;
for (uint i = 0; i < sizeof(list)/sizeof(list[0]) ; i ++){
for (uint j = 0; j < DEFAULT_SIZE*DEFAULT_SIZE; j++){
@@ -89,7 +89,7 @@ bool test_game_print(void){
bool test_game_get_square(void){
game g;
square tab[DEFAULT_SIZE*DEFAULT_SIZE];
square list[] = {S_BLANK,S_LIGHTBULB,S_MARK,S_BLACK,S_BLACK0,S_BLACK,S_BLACK1,S_BLACK2,S_BLACK2,S_BLACK4,S_BLACKU,S_BLACKU,F_ERROR};
square list[] = {S_BLANK,S_LIGHTBULB,S_MARK,S_BLACK,S_BLACK0,S_BLACK1,S_BLACK2,S_BLACK3,S_BLACK4,S_BLACKU,F_ERROR};
for (uint i = 0; i < sizeof(list)/sizeof(list[0]) ; i ++){
for (uint j = 0; j < DEFAULT_SIZE*DEFAULT_SIZE; j++){
tab[j] = list[i];
@@ -151,116 +151,203 @@ bool test_game_default_solution(void){
/* **** game_update_flags **** */
bool test_game_update_flags(void){
game g = game_new_empty();
game_update_flags(g);
for (int i = 0; i < DEFAULT_SIZE; i++){
int checklightbulb(game g, uint i, uint j, bool wall){
square flags = game_get_flags(g,i,j);
//test if the current case is a lightbulb and if it has been well updated if true we can break the loop because every others cases wont be lighted by the bulb we are testing
if (game_is_lightbulb(g,i,j)){
if (/*test if this lightbulb is well updated*/ flags == S_BLANK || flags == F_ERROR){
return 0;
}
return -1;
}
//if no wall(s) before test if the light of the lightbulb has been well updated
if (!wall){
//test if the current case is not lighted
if (flags != F_LIGHTED){
return 0;
}
}
return EXIT_SUCCESS;
else{
if (/*test if the current case is lighted*/ flags == F_LIGHTED){
return 0;
}
}
return 1;
}
bool check_update(game g){
game tab_bulb[DEFAULT_SIZE*DEFAULT_SIZE];
uint size;
square choice[4];
uint lb;
uint notempty;
bool res;
bool wall;
for (uint i = 0; i < DEFAULT_SIZE; i++){
for (uint j = 0; j< DEFAULT_SIZE; j++){
square state = game_get_state(g,i,j);
if (/*test if the current case is a lightbulb*/(state == S_LIGHTBULB) || (state == (S_LIGHTBULB|F_ERROR)) | (state == (S_LIGHTBULB|F_LIGHTED)) | (state == (S_LIGHTBULB|F_ERROR|F_LIGHTED))){
bool wall = false;
if (game_is_lightbulb(g,i,j)){
square flags = game_get_flags(g,i,j);
if (/*test if this lightbulb is well updated*/ flags == S_BLANK || flags == F_ERROR){
return false;
}
//loop checking every case before i
wall = false;
for (int k = i-1; k > 0; k--){
square state2 = game_get_state(g,k,j);
if (/*test if current case is a wall*/state2 == S_BLACK0 || state2 == (S_BLACK0|F_ERROR) || state2 == S_BLACK1 || state2 == (S_BLACK1|F_ERROR) || state2 == S_BLACK2 || state2 == (S_BLACK2|F_ERROR) || state2 == S_BLACK3 || state2 == (S_BLACK3|F_ERROR) || state2 == S_BLACK4 || state2 == (S_BLACK4|F_ERROR) || state2 == S_BLACKU || state2 == (S_BLACKU|F_ERROR)){
if (/*test if current case is a wall*/ game_is_black(g,k,j)){
wall = true;
if (state2 != S_BLACKU && state2 != (S_BLACKU|F_ERROR)){
//lookup for lightbulb and emptycells
size = 0;
lb = 0;
notempty = 0;
res = true;
if (k > 0){
choice[size] = game_get_state(g,k-1,j);
size++;
}
else{
notempty++;
}
if (k < DEFAULT_SIZE-1){
choice[size] = game_get_state(g,k+1,j);
size++;
}
else{
notempty++;
}
if (j > 0){
choice[size] = game_get_state(g,k,j-1);
size++;
}
else{
notempty++;
}
if (j < DEFAULT_SIZE-1){
choice[size] = game_get_state(g,k,j+1);
size++;
}
else{
notempty++;
}
for (int l = 0 ; l < size ; l++){
if (choice[l] == S_LIGHTBULB || choice[l] == (S_LIGHTBULB|F_ERROR) || choice[l] == (S_LIGHTBULB|F_LIGHTED) || choice[l] == (S_LIGHTBULB|F_ERROR|F_LIGHTED)){
lb++;
}
else if (choice[l] != S_BLANK){
notempty++;
}
}
if (lb+8 > state2){
res = false;
}
//look if there is enough empty cell around the wall
else if (notempty > abs(state2-S_BLACK4)){
res = false;
}
if (!(state2 == S_BLACK0 || state2 == S_BLACK1 || state2 == S_BLACK2 || state2 == S_BLACK3 || state2 == S_BLACK4)){
res = !res;
}
if (!res){
return res;
}
}
}
//if no wall(s) before test if the light of the lightbulb has been well updated
else if (!wall){
//test if the current case is a lightbulb and if it has been well updated if true we can break the loop because every others cases wont be lighted by the bulb we are testing
if (state2 == (S_LIGHTBULB|F_ERROR|F_LIGHTED)){
else {
int tmp = checklightbulb(g,k,j,wall);
if (tmp == -1){
break;
}
if ((state2 == S_LIGHTBULB) || (state2 == (S_LIGHTBULB|F_ERROR)) | (state2 == (S_LIGHTBULB|F_LIGHTED))){
return false;
}
//test if the current case isn't lighted or ... if not the lightbulb isn't well updated
if (/*test if current case isn't lighted*/!(state2 == F_LIGHTED || /*or isn't a mark*/!((state2 == S_MARK) || (state2 == (S_MARK|F_ERROR)) | (state2 == (S_MARK|F_LIGHTED))))){
return false;
if (!tmp){
return tmp;
}
}
else{
if (/*test if the current case is lighted*/state2 == F_LIGHTED || state2 == (F_LIGHTED|S_MARK) || (state2 == (S_LIGHTBULB|F_ERROR)) | state2 == (S_LIGHTBULB|F_LIGHTED) | state2 == (S_LIGHTBULB|F_ERROR|F_LIGHTED)){
return false;
}
wall = false;
for (int k = i+1; k < DEFAULT_SIZE; k++){
if (/*test if current case is a wall*/ game_is_black(g,k,j)){
wall = true;
}
else {
int tmp = checklightbulb(g,k,j,wall);
if (tmp == -1){
break;
}
if (!tmp){
return tmp;
}
}
}
wall = false;
for (int k = j-1; k > 0; k--){
if (/*test if current case is a wall*/ game_is_black(g,i,k)){
wall = true;
}
else {
int tmp = checklightbulb(g,i,k,wall);
if (tmp == -1){
break;
}
if (!tmp){
return tmp;
}
}
}
wall = false;
for (int k = j+1; k < DEFAULT_SIZE; k++){
if (/*test if current case is a wall*/ game_is_black(g,i,k)){
wall = true;
}
else {
int tmp = checklightbulb(g,i,k,wall);
if (tmp == -1){
break;
}
if (!tmp){
return tmp;
}
}
}
}
if (/*test if current case is a wall*/game_is_black(g,i,j)){
if (game_get_black_number(g,i,j) != -1){
//lookup for lightbulb and emptycells
size = 0;
lb = 0;
notempty = 0;
res = true;
if (i > 0){
choice[size] = game_get_square(g,i-1,j);
size++;
}
else{
notempty++;
}
if (i < DEFAULT_SIZE-1){
choice[size] = game_get_square(g,i+1,j);
size++;
}
else{
notempty++;
}
if (j > 0){
choice[size] = game_get_square(g,i,j-1);
size++;
}
else{
notempty++;
}
if (j < DEFAULT_SIZE-1){
choice[size] = game_get_square(g,i,j+1);
size++;
}
else{
notempty++;
}
for (int l = 0 ; l < size ; l++){
if (choice[l] == S_LIGHTBULB || choice[l] == (S_LIGHTBULB|F_LIGHTED|F_ERROR)){
lb++;
}
else if (choice[l] != S_BLANK){
notempty++;
}
}
if (lb > game_get_black_number(g,i,j)){
res = false;
}
//look if there is enough empty cell around the wall
else if (notempty > abs(game_get_black_number(g,i,j)-4)){
res = false;
}
if (game_get_flags(g,i,j) == F_ERROR){
res = !res;
}
if (!res){
return res;
}
}
}
}
}
return true;
}
// a > 2 = temps d'exec > 3 min et expo
bool brutforce(game g,int a){
square list[] = {S_LIGHTBULB,S_MARK,S_BLACK0,S_BLACK1,S_BLACK2,S_BLACK3,S_BLACK4,S_BLACKU,S_BLANK};
for (uint i = 0; i < DEFAULT_SIZE; i++){
for (uint j = 0 ;j < DEFAULT_SIZE; j++){
if (game_get_state(g,i,j) == S_BLANK){
for (uint k = 0 ; k < sizeof(list)/sizeof(list[0]); k++){
game_set_square(g,i,j,list[k]);
game_update_flags(g);
if (!check_update(g)){
game_print(g);
return false;
}
if (a > 0){
return brutforce(g,a-1);
}
}
}
}
}
return true;
}
bool test_game_update_flags(void){
game g = game_new_empty();
if (!brutforce(g,DEFAULT_SIZE*DEFAULT_SIZE)){
return EXIT_FAILURE;
};
return EXIT_SUCCESS;
}
/* ********** USAGE ********** */
int usage(int argc, char *argv[])