Cleanup some stuff

This commit is contained in:
abux 2026-08-21 14:08:23 +01:00
parent 0c645e4750
commit 7d4ffdd511
6 changed files with 142 additions and 270 deletions

123
build.zig
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@ -1,156 +1,41 @@
const std = @import("std"); const std = @import("std");
// Although this function looks imperative, it does not perform the build
// directly and instead it mutates the build graph (`b`) that will be then
// executed by an external runner. The functions in `std.Build` implement a DSL
// for defining build steps and express dependencies between them, allowing the
// build runner to parallelize the build automatically (and the cache system to
// know when a step doesn't need to be re-run).
pub fn build(b: *std.Build) void { pub fn build(b: *std.Build) void {
// Standard target options allow the person running `zig build` to choose
// what target to build for. Here we do not override the defaults, which
// means any target is allowed, and the default is native. Other options
// for restricting supported target set are available.
const target = b.standardTargetOptions(.{}); const target = b.standardTargetOptions(.{});
// Standard optimization options allow the person running `zig build` to select
// between Debug, ReleaseSafe, ReleaseFast, and ReleaseSmall. Here we do not
// set a preferred release mode, allowing the user to decide how to optimize.
const optimize = b.standardOptimizeOption(.{}); const optimize = b.standardOptimizeOption(.{});
// It's also possible to define more custom flags to toggle optional features
// of this build script using `b.option()`. All defined flags (including
// target and optimize options) will be listed when running `zig build --help`
// in this directory.
// This creates a module, which represents a collection of source files alongside
// some compilation options, such as optimization mode and linked system libraries.
// Zig modules are the preferred way of making Zig code available to consumers.
// addModule defines a module that we intend to make available for importing
// to our consumers. We must give it a name because a Zig package can expose
// multiple modules and consumers will need to be able to specify which
// module they want to access.
const mod = b.addModule("_2048zig", .{
// The root source file is the "entry point" of this module. Users of
// this module will only be able to access public declarations contained
// in this file, which means that if you have declarations that you
// intend to expose to consumers that were defined in other files part
// of this module, you will have to make sure to re-export them from
// the root file.
.root_source_file = b.path("src/root.zig"),
// Later on we'll use this module as the root module of a test executable
// which requires us to specify a target.
.target = target,
});
// Here we define an executable. An executable needs to have a root module
// which needs to expose a `main` function. While we could add a main function
// to the module defined above, it's sometimes preferable to split business
// logic and the CLI into two separate modules.
//
// If your goal is to create a Zig library for others to use, consider if
// it might benefit from also exposing a CLI tool. A parser library for a
// data serialization format could also bundle a CLI syntax checker, for example.
//
// If instead your goal is to create an executable, consider if users might
// be interested in also being able to embed the core functionality of your
// program in their own executable in order to avoid the overhead involved in
// subprocessing your CLI tool.
//
// If neither case applies to you, feel free to delete the declaration you
// don't need and to put everything under a single module.
const exe = b.addExecutable(.{ const exe = b.addExecutable(.{
.name = "_2048zig", .name = "_2048zig",
.root_module = b.createModule(.{ .root_module = b.createModule(.{
// b.createModule defines a new module just like b.addModule but,
// unlike b.addModule, it does not expose the module to consumers of
// this package, which is why in this case we don't have to give it a name.
.root_source_file = b.path("src/main.zig"), .root_source_file = b.path("src/main.zig"),
// Target and optimization levels must be explicitly wired in when
// defining an executable or library (in the root module), and you
// can also hardcode a specific target for an executable or library
// definition if desireable (e.g. firmware for embedded devices).
.target = target, .target = target,
.optimize = optimize, .optimize = optimize,
// List of modules available for import in source files part of the
// root module. .imports = &.{},
.imports = &.{
// Here "_2048zig" is the name you will use in your source code to
// import this module (e.g. `@import("_2048zig")`). The name is
// repeated because you are allowed to rename your imports, which
// can be extremely useful in case of collisions (which can happen
// importing modules from different packages).
.{ .name = "_2048zig", .module = mod },
},
}), }),
}); });
// This declares intent for the executable to be installed into the
// install prefix when running `zig build` (i.e. when executing the default
// step). By default the install prefix is `zig-out/` but can be overridden
// by passing `--prefix` or `-p`.
b.installArtifact(exe); b.installArtifact(exe);
// This creates a top level step. Top level steps have a name and can be
// invoked by name when running `zig build` (e.g. `zig build run`).
// This will evaluate the `run` step rather than the default step.
// For a top level step to actually do something, it must depend on other
// steps (e.g. a Run step, as we will see in a moment).
const run_step = b.step("run", "Run the app"); const run_step = b.step("run", "Run the app");
// This creates a RunArtifact step in the build graph. A RunArtifact step
// invokes an executable compiled by Zig. Steps will only be executed by the
// runner if invoked directly by the user (in the case of top level steps)
// or if another step depends on it, so it's up to you to define when and
// how this Run step will be executed. In our case we want to run it when
// the user runs `zig build run`, so we create a dependency link.
const run_cmd = b.addRunArtifact(exe); const run_cmd = b.addRunArtifact(exe);
run_step.dependOn(&run_cmd.step); run_step.dependOn(&run_cmd.step);
// By making the run step depend on the default step, it will be run from the
// installation directory rather than directly from within the cache directory.
run_cmd.step.dependOn(b.getInstallStep()); run_cmd.step.dependOn(b.getInstallStep());
// This allows the user to pass arguments to the application in the build
// command itself, like this: `zig build run -- arg1 arg2 etc`
if (b.args) |args| { if (b.args) |args| {
run_cmd.addArgs(args); run_cmd.addArgs(args);
} }
// Creates an executable that will run `test` blocks from the provided module.
// Here `mod` needs to define a target, which is why earlier we made sure to
// set the releative field.
const mod_tests = b.addTest(.{
.root_module = mod,
});
// A run step that will run the test executable.
const run_mod_tests = b.addRunArtifact(mod_tests);
// Creates an executable that will run `test` blocks from the executable's
// root module. Note that test executables only test one module at a time,
// hence why we have to create two separate ones.
const exe_tests = b.addTest(.{ const exe_tests = b.addTest(.{
.root_module = exe.root_module, .root_module = exe.root_module,
}); });
// A run step that will run the second test executable.
const run_exe_tests = b.addRunArtifact(exe_tests); const run_exe_tests = b.addRunArtifact(exe_tests);
// A top level step for running all tests. dependOn can be called multiple
// times and since the two run steps do not depend on one another, this will
// make the two of them run in parallel.
const test_step = b.step("test", "Run tests"); const test_step = b.step("test", "Run tests");
test_step.dependOn(&run_mod_tests.step);
test_step.dependOn(&run_exe_tests.step); test_step.dependOn(&run_exe_tests.step);
// Just like flags, top level steps are also listed in the `--help` menu.
//
// The Zig build system is entirely implemented in userland, which means
// that it cannot hook into private compiler APIs. All compilation work
// orchestrated by the build system will result in other Zig compiler
// subcommands being invoked with the right flags defined. You can observe
// these invocations when one fails (or you pass a flag to increase
// verbosity) to validate assumptions and diagnose problems.
//
// Lastly, the Zig build system is relatively simple and self-contained,
// and reading its source code will allow you to master it.
} }

135
src/board.zig Normal file
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@ -0,0 +1,135 @@
const std = @import("std");
const Self = @This();
//
// FIELDS
//
cells: [4][4]u16 = .{.{0} ** 4} ** 4,
/// ----------------------------------------------------
/// ----------------------------------------------------
fn slideRowLeft(row: *[4]u16) void {
var write: usize = 0; // where the next tile should land
// Pass 1: copy every non-zero tile to the next free slot.
// `cell` = WHAT we're carrying, `write` = WHERE it lands.
for (row) |cell| {
if (cell != 0) {
row[write] = cell;
write += 1;
}
}
// Pass 2: everything after the last packed tile becomes 0.
for (write..4) |i| {
row[i] = 0;
}
}
/// ----------------------------------------------------
/// Reverses one row in place: [2,0,4,0] becomes [0,4,0,2].
/// Only visits the first half (i < 2) otherwise every swap
/// would be undone by a later swap.
/// ----------------------------------------------------
fn reverse(row: *[4]u16) void {
for (0..2) |i| {
const tmp = row[i]; // remember one cup's contents
row[i] = row[3 - i]; // pour the opposite cup into this one
row[3 - i] = tmp; // pour the remembered contents back
}
}
/// ----------------------------------------------------
/// Slides every row to the LEFT, closing up gaps.
/// ----------------------------------------------------
pub fn slideLeft(self: *Self) void {
// &self.cells = iterate the REAL grid (not a copy),
// |*row| = each row by pointer, so edits stick.
for (&self.cells) |*row| {
slideRowLeft(row); // "hey, slide THIS row"
}
}
/// ----------------------------------------------------
/// Slides RIGHT = mirror trick: flip each row, slide left,
/// flip back. What was "toward index 0" becomes "toward index 3".
/// ----------------------------------------------------
pub fn slideRight(self: *Self) void {
for (&self.cells) |*row| {
reverse(row);
slideRowLeft(row);
reverse(row);
}
}
/// ----------------------------------------------------
/// Slides UP: pull each COLUMN out into a temp row, slide it,
/// push it back. In the temp array "left" means "toward row 0",
/// which is exactly UP on the board.
/// ----------------------------------------------------
pub fn slideUp(self: *Self) void {
for (0..4) |c| { // c = column number
var tmp: [4]u16 = undefined;
for (0..4) |r| tmp[r] = self.cells[r][c]; // pull column out (topbottom)
slideRowLeft(&tmp); // slide toward top
for (0..4) |r| self.cells[r][c] = tmp[r]; // push back in
}
}
/// ----------------------------------------------------
/// Slides DOWN: same as slideUp, but read/write the column
/// BOTTOMtop using `3 - r`. The flip makes "toward index 0"
/// in the temp array mean DOWN on the board.
/// ----------------------------------------------------
pub fn slideDown(self: *Self) void {
for (0..4) |c| { // c = column number
var tmp: [4]u16 = undefined;
for (0..4) |r| tmp[r] = self.cells[3 - r][c]; // pull column out (bottomtop)
slideRowLeft(&tmp); // slide toward index 0...
for (0..4) |r| self.cells[3 - r][c] = tmp[r]; // ...which is the bottom, thanks to the flip
}
}
/// ----------------------------------------------------
/// Spawns a new tile (2 or 4) in a random empty cell.
/// ----------------------------------------------------
pub fn spawn(self: *Self, rand: std.Random) void {
// --- Phase 1: find every empty cell -------------------
// Roll 0..9 once now; we'll use it at the end to decide
// 2 vs 4 (a 1-in-10 chance of a 4, like the real game).
const n = rand.intRangeAtMost(usize, 0, 9);
// Fixed-size shelf for cell indexes. The board has at most
// 16 empties, so no dynamic memory is ever needed.
var empties: [16]usize = undefined;
var count: usize = 0; // how many slots of `empties` we filled
// Walk all 16 cells. Flat index i maps to the grid as:
// row = i / 4, col = i % 4
for (0..16) |i| {
if (self.cells[i / 4][i % 4] == 0) {
empties[count] = i; // remember WHERE an empty is
count += 1;
}
}
// Self full nothing to spawn into, just leave.
if (count == 0) {
return;
}
// --- Phase 2: pick one empty and fill it --------------
const pick = rand.uintLessThan(usize, count); // random 0..count-1
const spot = empties[pick]; // flat index of the chosen cell
const row = spot / 4; // undo the flat-index trick
const col = spot % 4;
var value: u16 = 2; // usually spawn a 2...
if (n == 9) value = 4; // ...but our early roll said 9 lucky 4
self.cells[row][col] = value;
}

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@ -1,123 +0,0 @@
//! game.zig the 2048 board and everything it can do.
const std = @import("std");
/// The 4x4 playing grid. A cell holds the tile VALUE directly:
/// 0 means "empty", anything else is the number shown on screen.
pub const Board = struct {
cells: [4][4]u16 = .{.{0} ** 4} ** 4,
/// THE core algorithm: slides ONE row left, closing gaps.
/// (Merging equal tiles will be added here later.)
/// Used by every direction right/up/down are just disguises.
fn slideRowLeft(row: *[4]u16) void {
var write: usize = 0; // where the next tile should land
// Pass 1: copy every non-zero tile to the next free slot.
// `cell` = WHAT we're carrying, `write` = WHERE it lands.
for (row) |cell| {
if (cell != 0) {
row[write] = cell;
write += 1;
}
}
// Pass 2: everything after the last packed tile becomes 0.
for (write..4) |i| {
row[i] = 0;
}
}
/// Reverses one row in place: [2,0,4,0] becomes [0,4,0,2].
/// Only visits the first half (i < 2) otherwise every swap
/// would be undone by a later swap.
fn reverse(row: *[4]u16) void {
for (0..2) |i| {
const tmp = row[i]; // remember one cup's contents
row[i] = row[3 - i]; // pour the opposite cup into this one
row[3 - i] = tmp; // pour the remembered contents back
}
}
/// Slides every row to the LEFT, closing up gaps.
pub fn slideLeft(self: *Board) void {
// &self.cells = iterate the REAL grid (not a copy),
// |*row| = each row by pointer, so edits stick.
for (&self.cells) |*row| {
slideRowLeft(row); // "hey, slide THIS row"
}
}
/// Slides RIGHT = mirror trick: flip each row, slide left,
/// flip back. What was "toward index 0" becomes "toward index 3".
pub fn slideRight(self: *Board) void {
for (&self.cells) |*row| {
reverse(row);
slideRowLeft(row);
reverse(row);
}
}
/// Slides UP: pull each COLUMN out into a temp row, slide it,
/// push it back. In the temp array "left" means "toward row 0",
/// which is exactly UP on the board.
pub fn slideUp(self: *Board) void {
for (0..4) |c| { // c = column number
var tmp: [4]u16 = undefined;
for (0..4) |r| tmp[r] = self.cells[r][c]; // pull column out (topbottom)
slideRowLeft(&tmp); // slide toward top
for (0..4) |r| self.cells[r][c] = tmp[r]; // push back in
}
}
/// Slides DOWN: same as slideUp, but read/write the column
/// BOTTOMtop using `3 - r`. The flip makes "toward index 0"
/// in the temp array mean DOWN on the board.
pub fn slideDown(self: *Board) void {
for (0..4) |c| { // c = column number
var tmp: [4]u16 = undefined;
for (0..4) |r| tmp[r] = self.cells[3 - r][c]; // pull column out (bottomtop)
slideRowLeft(&tmp); // slide toward index 0...
for (0..4) |r| self.cells[3 - r][c] = tmp[r]; // ...which is the bottom, thanks to the flip
}
}
/// Spawns a new tile (2 or 4) in a random empty cell.
pub fn spawn(self: *Board, rand: std.Random) void {
// --- Phase 1: find every empty cell -------------------
// Roll 0..9 once now; we'll use it at the end to decide
// 2 vs 4 (a 1-in-10 chance of a 4, like the real game).
const n = rand.intRangeAtMost(usize, 0, 9);
// Fixed-size shelf for cell indexes. The board has at most
// 16 empties, so no dynamic memory is ever needed.
var empties: [16]usize = undefined;
var count: usize = 0; // how many slots of `empties` we filled
// Walk all 16 cells. Flat index i maps to the grid as:
// row = i / 4, col = i % 4
for (0..16) |i| {
if (self.cells[i / 4][i % 4] == 0) {
empties[count] = i; // remember WHERE an empty is
count += 1;
}
}
// Board full nothing to spawn into, just leave.
if (count == 0) {
return;
}
// --- Phase 2: pick one empty and fill it --------------
const pick = rand.uintLessThan(usize, count); // random 0..count-1
const spot = empties[pick]; // flat index of the chosen cell
const row = spot / 4; // undo the flat-index trick
const col = spot % 4;
var value: u16 = 2; // usually spawn a 2...
if (n == 9) value = 4; // ...but our early roll said 9 lucky 4
self.cells[row][col] = value;
}
};

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@ -1,10 +1,9 @@
//! main.zig program entry point: sets up a board and shows it. //! main.zig program entry point: sets up a board and shows it.
const game = @import("game.zig"); const Board = @import("board.zig");
const std = @import("std"); const std = @import("std");
pub fn main() !void { pub fn main() !void {
// `var` (not const) because the board changes during play. var board: Board = .{};
var board: game.Board = .{};
// Random number generator. The seed (42) makes every run // Random number generator. The seed (42) makes every run
// identical for now handy for debugging, we'll fix it later. // identical for now handy for debugging, we'll fix it later.
@ -13,21 +12,15 @@ pub fn main() !void {
board.spawn(rand); // drop one starting tile onto the board board.spawn(rand); // drop one starting tile onto the board
// --- TEMPORARY test setup ---------------------------------
// Hand-made rows to check the slide functions while we build.
// Once the real game loop exists, this block gets deleted and
// the board starts empty (two spawned tiles, like real 2048).
board.cells[0] = .{ 2, 0, 2, 0 }; board.cells[0] = .{ 2, 0, 2, 0 };
board.cells[1] = .{ 0, 4, 4, 0 }; board.cells[1] = .{ 0, 4, 4, 0 };
board.cells[2] = .{ 2, 2, 2, 2 }; board.cells[2] = .{ 2, 2, 2, 2 };
board.cells[3] = .{ 0, 2, 0, 4 }; board.cells[3] = .{ 0, 2, 0, 4 };
board.slideUp(); // swap in any direction to test it board.slideUp(); // swap in any direction to test it
// Print the grid row by row. `{d:4}` = decimal, 4 chars wide,
// so the columns line up.
for (board.cells) |row| { for (board.cells) |row| {
for (row) |cell| { for (row) |cell| {
std.debug.print("{d:4}", .{cell}); std.debug.print("\x1b[31m{d:4}", .{cell});
} }
std.debug.print("\n", .{}); std.debug.print("\n", .{});
} }

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@ -1,18 +0,0 @@
//! By convention, root.zig is the root source file when making a package.
const std = @import("std");
const Io = std.Io;
/// This is a documentation comment to explain the `printAnotherMessage` function below.
///
/// Accepting an `Io.Writer` instance is a handy way to write reusable code.
pub fn printAnotherMessage(writer: *Io.Writer) Io.Writer.Error!void {
try writer.print("Run `zig build test` to run the tests.\n", .{});
}
pub fn add(a: i32, b: i32) i32 {
return a + b;
}
test "basic add functionality" {
try std.testing.expect(add(3, 7) == 10);
}

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