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Games: Add Flood

This commit is contained in:
implicitfield 2022-10-13 22:01:31 +03:00 committed by Andrew Kaster
parent 02baa1b005
commit 7eca8f7e62
Notes: sideshowbarker 2024-07-17 09:41:18 +09:00
15 changed files with 822 additions and 0 deletions

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Base/res/apps/Flood.af Normal file
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[App]
Name=Flood
Executable=/bin/Flood
Category=Games

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## Name
![Icon](/res/icons/16x16/app-flood.png) Flood
[Open](file:///bin/Flood)
## Synopsis
```**sh
$ Flood
```
## Description
Flood is a game where the goal is to fill the entire board with cells of the same color in the most efficient way possible.
The flooding begins from the top-left corner and continues in whichever direction chosen by selecting any cell of the wanted color.
## Settings
The size of the board and the color scheme can be changed in the settings.

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add_subdirectory(2048)
add_subdirectory(Chess)
add_subdirectory(FlappyBug)
add_subdirectory(Flood)
add_subdirectory(GameOfLife)
add_subdirectory(Hearts)
add_subdirectory(MasterWord)

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/*
* Copyright (c) 2022, the SerenityOS developers.
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include "Board.h"
#include <AK/Random.h>
#include <time.h>
Board::Board(size_t rows, size_t columns)
{
resize(rows, columns);
}
void Board::clear()
{
for (size_t row = 0; row < m_rows; ++row) {
for (size_t column = 0; column < m_columns; ++column) {
set_cell(row, column, Color::Transparent);
}
}
}
bool Board::is_flooded() const
{
auto first_cell_color = cell(0, 0).release_value();
for (size_t row = 0; row < rows(); ++row) {
for (size_t column = 0; column < columns(); ++column) {
if (first_cell_color == cell(row, column).release_value())
continue;
return false;
}
}
return true;
}
void Board::randomize()
{
for (size_t row = 0; row < m_rows; ++row) {
for (size_t column = 0; column < m_columns; ++column) {
auto const& color = m_colors[get_random_uniform(m_colors.size())];
set_cell(row, column, color);
}
}
set_current_color(cell(0, 0).release_value());
}
void Board::resize(size_t rows, size_t columns)
{
m_rows = rows;
m_columns = columns;
// Vector values get default-initialized, we don't need to set them explicitly.
m_cells.resize(rows);
for (size_t row = 0; row < rows; ++row)
m_cells[row].resize(columns);
}
void Board::set_cell(size_t row, size_t column, Color color)
{
VERIFY(row < m_rows && column < m_columns);
m_cells[row][column] = color;
}
ErrorOr<Color> Board::cell(size_t row, size_t column) const
{
if (row >= m_rows || column >= m_columns)
return Error::from_string_literal("No such cell.");
return m_cells[row][column];
}
void Board::set_current_color(Color new_color)
{
m_previous_color = m_current_color;
m_current_color = new_color;
}
void Board::set_color_scheme(Vector<Color> colors)
{
VERIFY(colors.size() == 8);
m_colors = move(colors);
}
void Board::reset()
{
clear();
set_current_color(Color::Transparent);
m_previous_color = Color::Transparent;
}
// Adapted from Userland/PixelPaint/Tools/BucketTool.cpp::flood_fill.
u32 Board::update_colors(bool only_calculate_flooded_area)
{
Queue<Gfx::IntPoint> points_to_visit;
points_to_visit.enqueue({ 0, 0 });
set_cell(0, 0, get_current_color());
Vector<Vector<bool>> visited_board;
visited_board.resize(cells().size());
for (size_t row = 0; row < cells().size(); ++row)
visited_board[row].resize(cells()[row].size());
u32 painted = 1;
// This implements a non-recursive flood fill. This is a breadth-first search of paintable neighbors
// As we find neighbors that are paintable we update their pixel, add them to the queue, and mark them in the "visited_board".
while (!points_to_visit.is_empty()) {
auto current_point = points_to_visit.dequeue();
auto candidate_points = Array {
current_point.moved_left(1),
current_point.moved_right(1),
current_point.moved_up(1),
current_point.moved_down(1)
};
for (auto candidate_point : candidate_points) {
if (cell(candidate_point.y(), candidate_point.x()).is_error())
continue;
if (!visited_board[candidate_point.y()][candidate_point.x()] && cell(candidate_point.y(), candidate_point.x()).release_value() == (only_calculate_flooded_area ? get_current_color() : get_previous_color())) {
++painted;
points_to_visit.enqueue(candidate_point);
visited_board[candidate_point.y()][candidate_point.x()] = true;
if (!only_calculate_flooded_area)
set_cell(candidate_point.y(), candidate_point.x(), get_current_color());
}
}
}
return painted;
}

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/*
* Copyright (c) 2022, the SerenityOS developers.
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include <AK/HashMap.h>
#include <AK/Queue.h>
#include <AK/Vector.h>
#include <LibGfx/Color.h>
#include <LibGfx/Point.h>
#include <stdio.h>
class Board {
public:
Board(size_t rows, size_t columns);
~Board() = default;
size_t columns() const { return m_columns; }
size_t rows() const { return m_rows; }
bool is_flooded() const;
void set_cell(size_t row, size_t column, Color color);
ErrorOr<Color> cell(size_t row, size_t column) const;
auto const& cells() const { return m_cells; }
void clear();
void randomize();
void reset();
void resize(size_t rows, size_t columns);
u32 update_colors(bool only_calculate_flooded_area = false);
Color get_current_color() { return m_current_color; }
Color get_previous_color() { return m_previous_color; }
Vector<Color> get_color_scheme() { return m_colors; }
void set_current_color(Color new_color);
void set_color_scheme(Vector<Color> colors);
struct RowAndColumn {
size_t row { 0 };
size_t column { 0 };
};
private:
size_t m_rows { 0 };
size_t m_columns { 0 };
Color m_current_color;
Color m_previous_color;
Vector<Color> m_colors;
Vector<Vector<Color>> m_cells;
};

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/*
* Copyright (c) 2022, the SerenityOS developers.
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include "BoardWidget.h"
#include <LibGUI/Menu.h>
#include <LibGUI/Painter.h>
BoardWidget::BoardWidget(size_t rows, size_t columns, Vector<Color> colors, Color background_color)
: m_board(make<Board>(rows, columns))
, m_background_color(background_color)
{
m_board->set_color_scheme(move(colors));
}
void BoardWidget::resize_board(size_t rows, size_t columns)
{
if (columns == m_board->columns() && rows == m_board->rows())
return;
m_board->resize(rows, columns);
}
void BoardWidget::set_background_color(Color const background)
{
m_background_color = background;
}
int BoardWidget::get_cell_size() const
{
int width = rect().width() / m_board->columns();
int height = rect().height() / m_board->rows();
return min(width, height);
}
Gfx::IntSize BoardWidget::get_board_offset() const
{
int cell_size = get_cell_size();
return {
(width() - cell_size * m_board->columns()) / 2,
(height() - cell_size * m_board->rows()) / 2,
};
}
void BoardWidget::paint_event(GUI::PaintEvent& event)
{
GUI::Widget::paint_event(event);
GUI::Painter painter(*this);
painter.add_clip_rect(event.rect());
painter.fill_rect(event.rect(), m_background_color);
int cell_size = get_cell_size();
Gfx::IntSize board_offset = get_board_offset();
for (size_t row = 0; row < m_board->rows(); ++row) {
for (size_t column = 0; column < m_board->columns(); ++column) {
int cell_x = column * cell_size + board_offset.width();
int cell_y = row * cell_size + board_offset.height();
Gfx::Rect cell_rect(cell_x, cell_y, cell_size, cell_size);
Color fill_color = m_board->cell(row, column).release_value();
painter.fill_rect(cell_rect, fill_color);
}
}
}
void BoardWidget::mousedown_event(GUI::MouseEvent& event)
{
if (event.button() == GUI::MouseButton::Primary && on_move) {
auto row_and_column = get_row_and_column_for_point(event.x(), event.y());
if (!row_and_column.has_value())
return;
on_move(row_and_column.value());
}
}
Optional<Board::RowAndColumn> BoardWidget::get_row_and_column_for_point(int x, int y) const
{
auto board_offset = get_board_offset();
auto cell_size = get_cell_size();
auto board_width = m_board->columns() * cell_size;
auto board_height = m_board->rows() * cell_size;
if (x <= board_offset.width() || static_cast<size_t>(x) >= board_offset.width() + board_width)
return {};
if (y <= board_offset.height() || static_cast<size_t>(y) >= board_offset.height() + board_height)
return {};
return { {
.row = static_cast<size_t>((y - board_offset.height()) / cell_size),
.column = static_cast<size_t>((x - board_offset.width()) / cell_size),
} };
}

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/*
* Copyright (c) 2022, the SerenityOS developers.
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include "Board.h"
#include <AK/Function.h>
#include <AK/NonnullOwnPtr.h>
#include <AK/Optional.h>
#include <AK/RefPtr.h>
#include <LibGUI/Menu.h>
#include <LibGUI/Widget.h>
class BoardWidget final : public GUI::Widget {
C_OBJECT(BoardWidget);
public:
Function<void(Board::RowAndColumn)> on_move;
virtual void paint_event(GUI::PaintEvent&) override;
virtual void mousedown_event(GUI::MouseEvent&) override;
void set_background_color(Color const background);
int get_cell_size() const;
Gfx::IntSize get_board_offset() const;
Optional<Board::RowAndColumn> get_row_and_column_for_point(int x, int y) const;
void resize_board(size_t rows, size_t columns);
Board* board() { return m_board.ptr(); }
private:
BoardWidget(size_t rows, size_t columns, Vector<Color> colors, Color background_color);
NonnullOwnPtr<Board> m_board;
Color m_background_color;
};

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serenity_component(
Flood
RECOMMENDED
TARGETS Flood
)
compile_gml(FloodWindow.gml FloodWindowGML.h flood_window_gml)
compile_gml(SettingsDialog.gml SettingsDialogGML.h settings_dialog_gml)
set(SOURCES
Board.cpp
BoardWidget.cpp
SettingsDialog.cpp
main.cpp
)
set(GENERATED_SOURCES
FloodWindowGML.h
SettingsDialogGML.h
)
serenity_app(Flood ICON app-flood)
target_link_libraries(Flood LibConfig LibGUI LibMain LibDesktop)

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@GUI::Frame {
fill_with_background_color: true
layout: @GUI::VerticalBoxLayout {}
@GUI::Widget {
layout: @GUI::VerticalBoxLayout {}
@GUI::Widget {
name: "board_widget_container"
layout: @GUI::VerticalBoxLayout {}
}
@GUI::Statusbar {
name: "statusbar"
}
}
}

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/*
* Copyright (c) 2022, the SerenityOS developers.
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include "SettingsDialog.h"
#include <AK/IntegralMath.h>
#include <AK/QuickSort.h>
#include <Games/Flood/SettingsDialogGML.h>
#include <LibCore/DirIterator.h>
#include <LibGUI/BoxLayout.h>
#include <LibGUI/Button.h>
#include <LibGUI/CheckBox.h>
#include <LibGUI/ComboBox.h>
#include <LibGUI/ItemListModel.h>
#include <LibGUI/Label.h>
#include <LibGUI/SpinBox.h>
SettingsDialog::SettingsDialog(GUI::Window* parent, size_t board_rows, size_t board_columns, StringView color_scheme)
: GUI::Dialog(parent)
, m_board_rows(board_rows)
, m_board_columns(board_columns)
, m_color_scheme(color_scheme)
{
set_rect({ 0, 0, 250, 150 });
set_title("New Game");
set_icon(parent->icon());
set_resizable(false);
auto& main_widget = set_main_widget<GUI::Widget>();
if (!main_widget.load_from_gml(settings_dialog_gml))
VERIFY_NOT_REACHED();
auto board_rows_spinbox = main_widget.find_descendant_of_type_named<GUI::SpinBox>("board_rows_spinbox");
board_rows_spinbox->set_value(m_board_rows);
board_rows_spinbox->on_change = [&](auto value) {
m_board_rows = value;
};
auto board_columns_spinbox = main_widget.find_descendant_of_type_named<GUI::SpinBox>("board_columns_spinbox");
board_columns_spinbox->set_value(m_board_columns);
board_columns_spinbox->on_change = [&](auto value) {
m_board_columns = value;
};
static Vector<String> color_scheme_names;
color_scheme_names.clear();
Core::DirIterator iterator("/res/terminal-colors", Core::DirIterator::SkipParentAndBaseDir);
while (iterator.has_next()) {
auto path = iterator.next_path();
color_scheme_names.append(path.replace(".ini"sv, ""sv, ReplaceMode::FirstOnly));
}
quick_sort(color_scheme_names);
auto color_scheme_combo = main_widget.find_descendant_of_type_named<GUI::ComboBox>("color_scheme_combo");
color_scheme_combo->set_only_allow_values_from_model(true);
color_scheme_combo->set_model(*GUI::ItemListModel<String>::create(color_scheme_names));
color_scheme_combo->set_selected_index(color_scheme_names.find_first_index(m_color_scheme).value());
color_scheme_combo->set_enabled(color_scheme_names.size() > 1);
color_scheme_combo->on_change = [&](auto&, const GUI::ModelIndex& index) {
m_color_scheme = index.data().as_string();
};
auto cancel_button = main_widget.find_descendant_of_type_named<GUI::Button>("cancel_button");
cancel_button->on_click = [this](auto) {
done(ExecResult::Cancel);
};
auto ok_button = main_widget.find_descendant_of_type_named<GUI::Button>("ok_button");
ok_button->on_click = [this](auto) {
done(ExecResult::OK);
};
}

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@GUI::Frame {
fill_with_background_color: true
layout: @GUI::VerticalBoxLayout {
margins: [4]
}
@GUI::Widget {
layout: @GUI::HorizontalBoxLayout {
spacing: 4
}
@GUI::Label {
text: "Board rows"
text_alignment: "CenterLeft"
}
@GUI::SpinBox {
name: "board_rows_spinbox"
max: 32
min: 2
}
}
@GUI::Widget {
layout: @GUI::HorizontalBoxLayout {
spacing: 4
}
@GUI::Label {
text: "Board columns"
text_alignment: "CenterLeft"
}
@GUI::SpinBox {
name: "board_columns_spinbox"
max: 32
min: 2
}
}
@GUI::Widget {
layout: @GUI::HorizontalBoxLayout {
spacing: 4
}
@GUI::Label {
text: "Color scheme"
text_alignment: "CenterLeft"
}
@GUI::ComboBox {
name: "color_scheme_combo"
}
}
@GUI::Widget {
layout: @GUI::HorizontalBoxLayout {
spacing: 10
}
@GUI::Button {
name: "cancel_button"
text: "Cancel"
}
@GUI::Button {
name: "ok_button"
text: "OK"
}
}
}

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/*
* Copyright (c) 2022, the SerenityOS developers.
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include <AK/Types.h>
#include <LibGUI/Dialog.h>
class SettingsDialog : public GUI::Dialog {
C_OBJECT(SettingsDialog)
public:
size_t board_rows() const { return m_board_rows; }
size_t board_columns() const { return m_board_columns; }
StringView color_scheme() const { return m_color_scheme; }
private:
SettingsDialog(GUI::Window* parent, size_t board_rows, size_t board_columns, StringView color_scheme);
size_t m_board_rows;
size_t m_board_columns;
String m_color_scheme;
};

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/*
* Copyright (c) 2022, the SerenityOS developers.
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include "BoardWidget.h"
#include "SettingsDialog.h"
#include <AK/URL.h>
#include <Games/Flood/FloodWindowGML.h>
#include <LibConfig/Client.h>
#include <LibCore/ConfigFile.h>
#include <LibCore/System.h>
#include <LibDesktop/Launcher.h>
#include <LibGUI/Action.h>
#include <LibGUI/Application.h>
#include <LibGUI/BoxLayout.h>
#include <LibGUI/Icon.h>
#include <LibGUI/MessageBox.h>
#include <LibGUI/Statusbar.h>
#include <LibGUI/Window.h>
#include <LibGfx/Painter.h>
#include <LibMain/Main.h>
// FIXME: Move this into a library. Also consider simplifying obtaining 'color_scheme_names' in
// SettingsDialog.cpp and Userland/Applications/TerminalSettings/TerminalSettingsWidget.cpp.
// Adapted from Libraries/LibVT/TerminalWidget.cpp::TerminalWidget::set_color_scheme.
static ErrorOr<Vector<Color>> get_color_scheme_from_string(StringView name)
{
if (name.contains('/')) {
return Error::from_string_literal("Shenanigans! Color scheme names can't contain slashes.");
}
constexpr StringView color_names[] = {
"Black"sv,
"Red"sv,
"Green"sv,
"Yellow"sv,
"Blue"sv,
"Magenta"sv,
"Cyan"sv,
"White"sv
};
auto const path = String::formatted("/res/terminal-colors/{}.ini", name);
auto color_config_or_error = Core::ConfigFile::open(path);
if (color_config_or_error.is_error()) {
return Error::from_string_view(String::formatted("Unable to read color scheme file '{}': {}", path, color_config_or_error.error()));
}
auto const color_config = color_config_or_error.release_value();
Vector<Color> colors;
for (u8 color_index = 0; color_index < 8; ++color_index) {
auto const rgb = Gfx::Color::from_string(color_config->read_entry("Bright", color_names[color_index]));
if (rgb.has_value())
colors.append(Color::from_argb(rgb.value().value()));
}
auto const default_background = Gfx::Color::from_string(color_config->read_entry("Primary", "Background"));
if (default_background.has_value())
colors.append(default_background.value());
else
colors.append(Color::DarkGray);
return colors;
}
// FIXME: Improve this AI.
// Currently, this AI always chooses a move that gets the most cells flooded immidiately.
// This far from being able to generate an optimal solution, and is something that needs to be improved
// if a user-facing auto-solver is implemented or a harder difficulty is wanted.
// A fairly simple way to improve this would be to test deeper moves and then choose the most efficient sequence.
static int get_number_of_moves_from_ai(Board const& board)
{
Board optimal_board { board };
auto const color_scheme = optimal_board.get_color_scheme();
optimal_board.set_current_color(optimal_board.cell(0, 0).release_value());
int moves { 0 };
while (!optimal_board.is_flooded()) {
++moves;
int most_painted = 0;
Color optimal_color = optimal_board.cell(0, 0).release_value();
for (size_t i = 0; i < color_scheme.size(); ++i) {
Board test_board { optimal_board };
test_board.set_current_color(color_scheme[i]);
// The first update applies the current color, and the second update is done to obtain the new area.
test_board.update_colors();
int new_area = test_board.update_colors(true);
if (new_area > most_painted) {
most_painted = new_area;
optimal_color = color_scheme[i];
}
}
optimal_board.set_current_color(optimal_color);
optimal_board.update_colors();
}
return moves;
}
ErrorOr<int> serenity_main(Main::Arguments arguments)
{
TRY(Core::System::pledge("stdio rpath recvfd sendfd unix"));
auto app = TRY(GUI::Application::try_create(arguments));
auto app_icon = TRY(GUI::Icon::try_create_default_icon("app-flood"sv));
auto window = TRY(GUI::Window::try_create());
Config::pledge_domain("Flood");
TRY(Desktop::Launcher::add_allowed_handler_with_only_specific_urls("/bin/Help", { URL::create_with_file_scheme("/usr/share/man/man6/Flood.md") }));
TRY(Desktop::Launcher::seal_allowlist());
TRY(Core::System::pledge("stdio rpath recvfd sendfd"));
TRY(Core::System::unveil("/tmp/session/%sid/portal/launch", "rw"));
TRY(Core::System::unveil("/res", "r"));
TRY(Core::System::unveil(nullptr, nullptr));
size_t board_rows = Config::read_i32("Flood"sv, ""sv, "board_rows"sv, 16);
size_t board_columns = Config::read_i32("Flood"sv, ""sv, "board_columns"sv, 16);
String color_scheme = Config::read_string("Flood"sv, ""sv, "color_scheme"sv, "Default"sv);
Config::write_i32("Flood"sv, ""sv, "board_rows"sv, board_rows);
Config::write_i32("Flood"sv, ""sv, "board_columns"sv, board_columns);
Config::write_string("Flood"sv, ""sv, "color_scheme"sv, color_scheme);
window->set_double_buffering_enabled(false);
window->set_title("Flood");
window->resize(304, 325);
auto& main_widget = window->set_main_widget<GUI::Widget>();
if (!main_widget.load_from_gml(flood_window_gml))
VERIFY_NOT_REACHED();
auto colors_or_error { get_color_scheme_from_string(color_scheme) };
if (colors_or_error.is_error())
return colors_or_error.release_error();
auto colors = colors_or_error.release_value();
auto background_color = colors.take_last();
auto board_widget = TRY(main_widget.find_descendant_of_type_named<GUI::Widget>("board_widget_container")->try_add<BoardWidget>(board_rows, board_columns, move(colors), move(background_color)));
board_widget->board()->randomize();
int ai_moves = get_number_of_moves_from_ai(*board_widget->board());
int moves_made = 0;
auto statusbar = main_widget.find_descendant_of_type_named<GUI::Statusbar>("statusbar");
app->on_action_enter = [&](GUI::Action& action) {
auto text = action.status_tip();
if (text.is_empty())
text = Gfx::parse_ampersand_string(action.text());
statusbar->set_override_text(move(text));
};
app->on_action_leave = [&](GUI::Action&) {
statusbar->set_override_text({});
};
auto update = [&]() {
board_widget->update();
statusbar->set_text(String::formatted("Moves remaining: {}", ai_moves - moves_made));
};
update();
auto change_settings = [&] {
auto settings_dialog = SettingsDialog::construct(window, board_rows, board_columns, color_scheme);
if (settings_dialog->exec() != GUI::Dialog::ExecResult::OK)
return;
board_rows = settings_dialog->board_rows();
board_columns = settings_dialog->board_columns();
color_scheme = settings_dialog->color_scheme();
Config::write_i32("Flood"sv, ""sv, "board_rows"sv, board_rows);
Config::write_i32("Flood"sv, ""sv, "board_columns"sv, board_columns);
Config::write_string("Flood"sv, ""sv, "color_scheme"sv, color_scheme);
GUI::MessageBox::show(settings_dialog, "New settings have been saved and will be applied on a new game"sv, "Settings Changed Successfully"sv, GUI::MessageBox::Type::Information);
};
auto start_a_new_game = [&] {
board_widget->resize_board(board_rows, board_columns);
board_widget->board()->reset();
auto colors_or_error = get_color_scheme_from_string(color_scheme);
if (!colors_or_error.is_error()) {
auto colors = colors_or_error.release_value();
board_widget->set_background_color(colors.take_last());
board_widget->board()->set_color_scheme(move(colors));
board_widget->board()->randomize();
ai_moves = get_number_of_moves_from_ai(*board_widget->board());
moves_made = 0;
} else {
GUI::MessageBox::show(window, "The chosen color scheme could not be set"sv, "Choose another one and try again"sv, GUI::MessageBox::Type::Error);
}
update();
window->update();
};
board_widget->on_move = [&](Board::RowAndColumn row_and_column) {
auto const [row, column] = row_and_column;
board_widget->board()->set_current_color(board_widget->board()->cell(row, column).release_value());
if (board_widget->board()->get_previous_color() != board_widget->board()->get_current_color()) {
++moves_made;
board_widget->board()->update_colors();
update();
if (board_widget->board()->is_flooded()) {
String dialog_text("You have tied with the AI."sv);
auto dialog_title("Congratulations!"sv);
if (ai_moves - moves_made == 1)
dialog_text = "You defeated the AI by 1 move."sv;
else if (ai_moves - moves_made > 1)
dialog_text = String::formatted("You defeated the AI by {} moves.", ai_moves - moves_made);
else
dialog_title = "Game over!"sv;
GUI::MessageBox::show(window,
dialog_text,
dialog_title,
GUI::MessageBox::Type::Information,
GUI::MessageBox::InputType::OK);
start_a_new_game();
} else if (moves_made == ai_moves) {
GUI::MessageBox::show(window,
StringView("You have no more moves left."sv),
"You lost!"sv,
GUI::MessageBox::Type::Information,
GUI::MessageBox::InputType::OK);
start_a_new_game();
}
}
};
auto game_menu = TRY(window->try_add_menu("&Game"));
TRY(game_menu->try_add_action(GUI::Action::create("&New Game", { Mod_None, Key_F2 }, TRY(Gfx::Bitmap::try_load_from_file("/res/icons/16x16/reload.png"sv)), [&](auto&) {
start_a_new_game();
})));
TRY(game_menu->try_add_separator());
TRY(game_menu->try_add_action(GUI::Action::create("&Settings", TRY(Gfx::Bitmap::try_load_from_file("/res/icons/16x16/settings.png"sv)), [&](auto&) {
change_settings();
})));
TRY(game_menu->try_add_separator());
TRY(game_menu->try_add_action(GUI::CommonActions::make_quit_action([](auto&) {
GUI::Application::the()->quit();
})));
auto help_menu = TRY(window->try_add_menu("&Help"));
TRY(help_menu->try_add_action(GUI::CommonActions::make_command_palette_action(window)));
TRY(help_menu->try_add_action(GUI::CommonActions::make_help_action([](auto&) {
Desktop::Launcher::open(URL::create_with_file_scheme("/usr/share/man/man6/Flood.md"), "/bin/Help");
})));
TRY(help_menu->try_add_action(GUI::CommonActions::make_about_action("Flood", app_icon, window)));
window->show();
window->set_icon(app_icon.bitmap_for_size(16));
return app->exec();
}