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Михаил Капелько 5321a9a1c4 Статья за май | May article
2024-05-03 14:56:30 +03:00

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Title: "Memory" game logic
Date: 2024-05-03 00:00
Category: News
Slug: memory-logic
Lang: en
# "Memory" game logic
In April I implemented "Memory" game logic in Python as limited language model and successfully converted the code to C++ by the instrument under development.
Limited language model assumes the following architecture of two parts:
1. state context
1. pure functions without side effects working only with the context
Game logic state context in Python currently looks like this ([C++][ctx_cxx]):
```python
class memory_Context:
def __init__(self):
self.hiddenItems = []
self.mismatchedItems = []
self.playfieldItems = {}
self.playfieldSize = 0
self.recentField = "none"
self.selectedId = -1
self.selectedItems = []
self.victory = False
```
Since the instrument only works with functions at the moment, I had to write C++ context code manually.
Functions look like this ([C++][func_cxx]):
```python
# Select item
@llm_by_value
def memory_selectItem(
c: memory_Context
) -> memory_Context:
if (
len(c.selectedItems) == 2
):
c.selectedItems.clear()
#}
c.selectedItems.append(c.selectedId)
c.recentField = "selectedItems"
return c
#}
```
Limited language model functions have the following features:
* `@llm_by_value` Python decorator is used to pass arguments by value instead of by reference (which is default in Python)
* passing arguments by value is mandatory to limit function scope to only single context field, it's formalized Single Responsibility Principle
* context contains `recentField` representing a stored "event"; this allows functions to run only when necessary field changes
* function must use `recentField` to specify which field it changed or provide `none` if no action was performed
* function takes only context as an input and only returns (an updated) context as an output
"Memory" game logic has the following functions:
| № | Function | Caller| Description |
| --- | --- | --- | --- |
| 1 | `memory_generateConstPlayfield` | User | Generate simplified playfield with items of the same group following each other sequentially |
| 2 | `memory_selectItem` | User | Select playfield item |
| 3 | `memory_shouldDeselectMismatchedItems` | System | Reaction to deselect a pair of the selected items of different groups |
| 4 | `memory_shouldDetectVictory` | System | Reaction to detect victory when all items got hidden |
| 5 | `memory_shouldHideMatchingItems` | System | Reaction to hide a pair of the selected items of the same group |
To verify functions work identically in both Python and C++, I cover each function with at least one test:
* `memory_test_generateConstPlayfield`
* `memory_test_selectItem_1x`
* `memory_test_selectItem_2x`
* `memory_test_selectItem_3x`
* `memory_test_shouldDeselectMismatchedItems`
* `memory_test_shouldDeselectMismatchedItems_itemTwice`
* `memory_test_shouldDetectVictory`
* `memory_test_shouldHideMatchingItems`
# May plans
I'll make a text UI for "Memory" game.
[ctx_cxx]: https://git.opengamestudio.org/kornerr/research-portable-memory/src/commit/6fcd542daa6242c8c23dddb88d04cda74a730328/v3/memory_Context.h
[func_cxx]: https://git.opengamestudio.org/kornerr/research-portable-memory/src/commit/6fcd542daa6242c8c23dddb88d04cda74a730328/v3/memory.cpp#L29