Guide: przeniesienie logiki solvera do Web Workera
This commit is contained in:
@@ -1,105 +1,19 @@
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import { ref, computed } from 'vue';
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import { ref, computed, onUnmounted } from 'vue';
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import { usePuzzleStore } from '@/stores/puzzle';
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import { usePuzzleStore } from '@/stores/puzzle';
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import { calculateHints } from '@/utils/puzzleUtils';
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export function useSolver() {
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export function useSolver() {
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const store = usePuzzleStore();
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const store = usePuzzleStore();
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const isPlaying = ref(false);
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const isPlaying = ref(false);
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const isProcessing = ref(false);
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const speedIndex = ref(0);
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const speedIndex = ref(0);
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const speeds = [1000, 500, 250, 125];
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const speeds = [1000, 500, 250, 125];
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const speedLabels = ['x1', 'x2', 'x3', 'x4'];
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const speedLabels = ['x1', 'x2', 'x3', 'x4'];
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const statusText = ref('Oczekiwanie...');
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const statusText = ref('Oczekiwanie...');
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let intervalId = null;
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let intervalId = null;
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let worker = null;
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// --- Core Solver Logic (Human-Like) ---
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let requestId = 0;
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// Generate all valid line permutations
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function getPermutations(length, hints) {
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const results = [];
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function recurse(index, hintIndex, currentLine) {
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// Base case: all hints placed
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if (hintIndex === hints.length) {
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// Fill rest with 0
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while (currentLine.length < length) {
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currentLine.push(0);
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}
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results.push(currentLine);
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return;
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}
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const currentHint = hints[hintIndex];
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// Calculate remaining space needed for other hints + gaps
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let remainingHintsLen = 0;
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for (let i = hintIndex + 1; i < hints.length; i++) remainingHintsLen += hints[i] + 1;
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// Available space for current hint start
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// Must leave enough space for current hint + remaining
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const maxStart = length - remainingHintsLen - currentHint;
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for (let start = index; start <= maxStart; start++) {
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const newLine = [...currentLine];
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// Add padding 0s before hint
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for (let k = index; k < start; k++) newLine.push(0);
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// Add hint 1s
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for (let k = 0; k < currentHint; k++) newLine.push(1);
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// Add gap 0 if not last hint
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if (hintIndex < hints.length - 1) newLine.push(0);
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recurse(newLine.length, hintIndex + 1, newLine);
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}
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}
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recurse(0, 0, []);
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return results;
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}
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// Filter permutations that match current known state (0=empty, 1=filled, 2=cross/empty-known)
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// Note: In our store: 0=empty(unknown), 1=filled, 2=cross(known empty).
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// In logic: 0=empty, 1=filled.
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// So if board has 1, perm must have 1. If board has 2, perm must have 0.
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function isValidPermutation(perm, currentLineState) {
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for (let i = 0; i < perm.length; i++) {
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const boardVal = currentLineState[i];
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const permVal = perm[i];
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if (boardVal === 1 && permVal !== 1) return false; // Must be filled
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if (boardVal === 2 && permVal !== 0) return false; // Must be empty
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}
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return true;
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}
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function solveLineLogic(lineState, hints, size) {
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// 1. Get all permutations for these hints and size
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const allPerms = getPermutations(size, hints);
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// 2. Filter by current board state
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const validPerms = allPerms.filter(p => isValidPermutation(p, lineState));
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if (validPerms.length === 0) return { index: -1 }; // Conflict or error
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// 3. Find Intersection
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for (let i = 0; i < size; i++) {
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// If already known, skip
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if (lineState[i] !== 0) continue;
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let allOne = true;
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let allZero = true;
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for (const p of validPerms) {
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if (p[i] === 0) allOne = false;
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if (p[i] === 1) allZero = false;
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if (!allOne && !allZero) break;
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}
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if (allOne) return { index: i, state: 1 }; // Must be filled
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if (allZero) return { index: i, state: 2 }; // Must be empty (cross)
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}
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return { index: -1 };
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}
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function step() {
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function step() {
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if (store.isGameWon) {
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if (store.isGameWon) {
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@@ -107,68 +21,14 @@ export function useSolver() {
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statusText.value = "Rozwiązane!";
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statusText.value = "Rozwiązane!";
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return;
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return;
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}
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}
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if (isProcessing.value) return;
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ensureWorker();
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isProcessing.value = true;
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const size = store.size;
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const playerGrid = store.playerGrid.map(row => row.slice());
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const { rowHints, colHints } = calculateHints(store.solution);
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const solution = store.solution.map(row => row.slice());
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let madeMove = false;
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const id = ++requestId;
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worker.postMessage({ id, playerGrid, solution });
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// Try Rows
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for (let r = 0; r < size; r++) {
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const rowLine = store.playerGrid[r];
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const hints = rowHints[r];
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const result = solveLineLogic(rowLine, hints, size);
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if (result.index !== -1) {
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store.setCell(r, result.index, result.state);
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statusText.value = `Logika: Wiersz ${r+1}, Kolumna ${result.index+1} -> ${result.state === 1 ? 'Pełne' : 'Puste'}`;
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return;
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}
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}
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// Try Cols
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for (let c = 0; c < size; c++) {
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const colLine = [];
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for(let r=0; r<size; r++) colLine.push(store.playerGrid[r][c]);
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const hints = colHints[c];
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const result = solveLineLogic(colLine, hints, size);
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if (result.index !== -1) {
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store.setCell(result.index, c, result.state);
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statusText.value = `Logika: Kolumna ${c+1}, Wiersz ${result.index+1} -> ${result.state === 1 ? 'Pełne' : 'Puste'}`;
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return;
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}
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}
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// Smart Guess (Fallback)
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// Find a cell that is 1 in solution but 0 in grid (or 0 in solution and 0 in grid)
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// This is "Cheating" but ensures progress if logic gets stuck (or for large grids where logic is slow)
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// Real solver would branch, but for this app we use "Oracle Guess" if logic fails.
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if (!madeMove) {
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for (let r = 0; r < size; r++) {
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for (let c = 0; c < size; c++) {
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const current = store.playerGrid[r][c];
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const target = store.solution[r][c];
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// Check if incorrect or unknown
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let isCorrect = false;
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if (target === 1 && current === 1) isCorrect = true;
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if (target === 0 && current === 2) isCorrect = true;
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if (target === 0 && current === 0) isCorrect = false; // Unknown, should be empty
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if (target === 1 && current === 0) isCorrect = false; // Unknown, should be filled
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if (!isCorrect) {
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const newState = (target === 1) ? 1 : 2;
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store.setCell(r, c, newState);
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statusText.value = `Zgadywanie: Wiersz ${r+1}, Kolumna ${c+1}`;
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return;
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}
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}
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}
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// If here, puzzle is solved
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statusText.value = "Koniec!";
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pause();
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}
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}
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}
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function togglePlay() {
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function togglePlay() {
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@@ -199,6 +59,34 @@ export function useSolver() {
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}
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}
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}
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}
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function ensureWorker() {
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if (worker) return;
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worker = new Worker(new URL('../workers/solverWorker.js', import.meta.url), { type: 'module' });
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worker.onmessage = (event) => {
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const { type, r, c, state, statusText: text } = event.data;
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if (text) statusText.value = text;
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if (type === 'move') {
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store.setCell(r, c, state);
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isProcessing.value = false;
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if (store.isGameWon) {
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pause();
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return;
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}
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} else if (type === 'done') {
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isProcessing.value = false;
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pause();
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} else {
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isProcessing.value = false;
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}
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};
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}
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onUnmounted(() => {
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pause();
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worker?.terminate();
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worker = null;
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});
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return {
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return {
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isPlaying,
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isPlaying,
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speedIndex,
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speedIndex,
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144
src/workers/solverWorker.js
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144
src/workers/solverWorker.js
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@@ -0,0 +1,144 @@
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import { calculateHints } from '../utils/puzzleUtils.js';
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const getPermutations = (length, hints) => {
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const results = [];
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const recurse = (index, hintIndex, currentLine) => {
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if (hintIndex === hints.length) {
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while (currentLine.length < length) {
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currentLine.push(0);
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}
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results.push(currentLine);
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return;
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}
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const currentHint = hints[hintIndex];
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let remainingHintsLen = 0;
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for (let i = hintIndex + 1; i < hints.length; i++) remainingHintsLen += hints[i] + 1;
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const maxStart = length - remainingHintsLen - currentHint;
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for (let start = index; start <= maxStart; start++) {
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const newLine = [...currentLine];
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for (let k = index; k < start; k++) newLine.push(0);
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for (let k = 0; k < currentHint; k++) newLine.push(1);
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if (hintIndex < hints.length - 1) newLine.push(0);
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recurse(newLine.length, hintIndex + 1, newLine);
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}
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};
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recurse(0, 0, []);
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return results;
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};
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const isValidPermutation = (perm, currentLineState) => {
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for (let i = 0; i < perm.length; i++) {
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const boardVal = currentLineState[i];
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const permVal = perm[i];
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if (boardVal === 1 && permVal !== 1) return false;
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if (boardVal === 2 && permVal !== 0) return false;
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}
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return true;
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};
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const solveLineLogic = (lineState, hints, size) => {
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const allPerms = getPermutations(size, hints);
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const validPerms = allPerms.filter(p => isValidPermutation(p, lineState));
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if (validPerms.length === 0) return { index: -1 };
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for (let i = 0; i < size; i++) {
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if (lineState[i] !== 0) continue;
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let allOne = true;
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let allZero = true;
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for (const p of validPerms) {
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if (p[i] === 0) allOne = false;
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if (p[i] === 1) allZero = false;
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if (!allOne && !allZero) break;
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}
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if (allOne) return { index: i, state: 1 };
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if (allZero) return { index: i, state: 2 };
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}
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return { index: -1 };
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};
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const isSolved = (grid, solution) => {
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const size = grid.length;
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for (let r = 0; r < size; r++) {
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for (let c = 0; c < size; c++) {
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const playerCell = grid[r][c];
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const solutionCell = solution[r][c];
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const isFilled = playerCell === 1;
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const shouldBeFilled = solutionCell === 1;
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if (isFilled !== shouldBeFilled) return false;
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}
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}
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return true;
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};
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const handleStep = (playerGrid, solution) => {
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if (isSolved(playerGrid, solution)) {
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return { type: 'done', statusText: 'Rozwiązane!' };
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}
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const size = solution.length;
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const { rowHints, colHints } = calculateHints(solution);
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for (let r = 0; r < size; r++) {
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const rowLine = playerGrid[r];
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const hints = rowHints[r];
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const result = solveLineLogic(rowLine, hints, size);
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if (result.index !== -1) {
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return {
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type: 'move',
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r,
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c: result.index,
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state: result.state,
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statusText: `Logika: Wiersz ${r + 1}, Kolumna ${result.index + 1} -> ${result.state === 1 ? 'Pełne' : 'Puste'}`
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};
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}
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}
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for (let c = 0; c < size; c++) {
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const colLine = [];
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for (let r = 0; r < size; r++) colLine.push(playerGrid[r][c]);
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const hints = colHints[c];
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const result = solveLineLogic(colLine, hints, size);
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if (result.index !== -1) {
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return {
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type: 'move',
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r: result.index,
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c,
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state: result.state,
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statusText: `Logika: Kolumna ${c + 1}, Wiersz ${result.index + 1} -> ${result.state === 1 ? 'Pełne' : 'Puste'}`
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};
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}
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}
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for (let r = 0; r < size; r++) {
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for (let c = 0; c < size; c++) {
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const current = playerGrid[r][c];
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const target = solution[r][c];
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let isCorrect = false;
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if (target === 1 && current === 1) isCorrect = true;
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if (target === 0 && current === 2) isCorrect = true;
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if (target === 0 && current === 0) isCorrect = false;
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if (target === 1 && current === 0) isCorrect = false;
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if (!isCorrect) {
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const newState = target === 1 ? 1 : 2;
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return {
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type: 'move',
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r,
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c,
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state: newState,
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statusText: `Zgadywanie: Wiersz ${r + 1}, Kolumna ${c + 1}`
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};
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}
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}
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}
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return { type: 'done', statusText: 'Koniec!' };
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};
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self.onmessage = (event) => {
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const { id, playerGrid, solution } = event.data;
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const result = handleStep(playerGrid, solution);
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self.postMessage({ id, ...result });
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};
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Reference in New Issue
Block a user