2 Commits

8 changed files with 774 additions and 31 deletions

4
package-lock.json generated
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@@ -1,12 +1,12 @@
{
"name": "vue-nonograms-solid",
"version": "1.7.0",
"version": "1.8.0",
"lockfileVersion": 3,
"requires": true,
"packages": {
"": {
"name": "vue-nonograms-solid",
"version": "1.7.0",
"version": "1.8.0",
"dependencies": {
"fireworks-js": "^2.10.8",
"flag-icons": "^7.5.0",

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@@ -1,6 +1,6 @@
{
"name": "vue-nonograms-solid",
"version": "1.7.0",
"version": "1.8.0",
"type": "module",
"scripts": {
"dev": "vite",

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@@ -0,0 +1,75 @@
import fs from 'fs';
import path from 'path';
import { generateRandomGrid, calculateHints } from '../src/utils/puzzleUtils.js';
import { solvePuzzle } from '../src/utils/solver.js';
const OUTPUT_FILE = 'difficulty_simulation_results.json';
const CSV_FILE = 'difficulty_simulation_results.csv';
// Configuration
const SIZES = [5, 10, 15, 20, 25, 30, 35, 40, 45, 50, 60, 70, 80]; // Steps of 5 up to 50, then 10
const DENSITIES = [0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.7, 0.8, 0.9];
const SAMPLES_PER_POINT = 20; // Adjust based on time/accuracy needs
console.log('Starting Monte Carlo Simulation for Nonogram Difficulty...');
console.log(`Config: Sizes=${SIZES.length}, Densities=${DENSITIES.length}, Samples=${SAMPLES_PER_POINT}`);
const results = [];
const csvRows = ['size,density,avg_solved_percent,min_solved_percent,max_solved_percent,avg_time_ms'];
const startTime = Date.now();
for (const size of SIZES) {
for (const density of DENSITIES) {
let totalSolved = 0;
let minSolved = 100;
let maxSolved = 0;
let totalTime = 0;
process.stdout.write(`Simulating Size: ${size}x${size}, Density: ${density} ... `);
for (let i = 0; i < SAMPLES_PER_POINT; i++) {
const t0 = performance.now();
// 1. Generate
const grid = generateRandomGrid(size, density);
const { rowHints, colHints } = calculateHints(grid);
// 2. Solve
const { percentSolved } = solvePuzzle(rowHints, colHints);
const t1 = performance.now();
totalSolved += percentSolved;
minSolved = Math.min(minSolved, percentSolved);
maxSolved = Math.max(maxSolved, percentSolved);
totalTime += (t1 - t0);
}
const avgSolved = totalSolved / SAMPLES_PER_POINT;
const avgTime = totalTime / SAMPLES_PER_POINT;
results.push({
size,
density,
avgSolved,
minSolved,
maxSolved,
avgTime
});
csvRows.push(`${size},${density},${avgSolved.toFixed(2)},${minSolved.toFixed(2)},${maxSolved.toFixed(2)},${avgTime.toFixed(2)}`);
console.log(`Avg Solved: ${avgSolved.toFixed(1)}%`);
}
}
const totalDuration = (Date.now() - startTime) / 1000;
console.log(`Simulation complete in ${totalDuration.toFixed(1)}s`);
// Save results
fs.writeFileSync(OUTPUT_FILE, JSON.stringify(results, null, 2));
fs.writeFileSync(CSV_FILE, csvRows.join('\n'));
console.log(`Results saved to ${OUTPUT_FILE} and ${CSV_FILE}`);

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@@ -8,6 +8,7 @@ import StatusPanel from './components/StatusPanel.vue';
import GuidePanel from './components/GuidePanel.vue';
import WinModal from './components/WinModal.vue';
import CustomGameModal from './components/CustomGameModal.vue';
import SimulationView from './components/SimulationView.vue';
import FixedBar from './components/FixedBar.vue';
import ReloadPrompt from './components/ReloadPrompt.vue';
@@ -15,6 +16,7 @@ import ReloadPrompt from './components/ReloadPrompt.vue';
const store = usePuzzleStore();
const { t, locale, setLocale, locales } = useI18n();
const showCustomModal = ref(false);
const showSimulation = ref(false);
const showGuide = ref(false);
const deferredPrompt = ref(null);
const canInstall = ref(false);
@@ -173,7 +175,8 @@ onUnmounted(() => {
<!-- Modals Teleport -->
<Teleport to="body">
<WinModal v-if="store.isGameWon" />
<CustomGameModal v-if="showCustomModal" @close="showCustomModal = false" />
<CustomGameModal v-if="showCustomModal" @close="showCustomModal = false" @open-simulation="showSimulation = true" />
<SimulationView v-if="showSimulation" @close="showSimulation = false" />
<ReloadPrompt />
</Teleport>
</main>

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@@ -3,8 +3,9 @@ import { ref, computed, onMounted, watch, nextTick } from 'vue';
import { usePuzzleStore } from '@/stores/puzzle';
import { useI18n } from '@/composables/useI18n';
import { calculateDifficulty } from '@/utils/puzzleUtils';
import { HelpCircle } from 'lucide-vue-next';
const emit = defineEmits(['close']);
const emit = defineEmits(['close', 'open-simulation']);
const store = usePuzzleStore();
const { t } = useI18n();
@@ -284,7 +285,12 @@ const confirm = () => {
</div>
<div class="difficulty-indicator">
<div class="label">{{ t('custom.difficulty') }}</div>
<div class="label-row">
<div class="label">{{ t('custom.difficulty') }}</div>
<button class="help-btn" @click="emit('open-simulation')" :title="t('custom.simulationHelp') || 'How is this calculated?'">
<HelpCircle class="icon-sm" />
</button>
</div>
<div class="difficulty-row">
<div class="level" :style="{ color: difficultyColor }">{{ t(`difficulty.${difficultyInfo.level}`) }}</div>
<div class="percentage" :style="{ color: difficultyColor }">({{ difficultyInfo.value }}%)</div>
@@ -457,6 +463,34 @@ input[type="range"]::-moz-range-thumb {
gap: 5px;
}
.label-row {
display: flex;
align-items: center;
gap: 8px;
}
.help-btn {
background: none;
border: none;
color: var(--text-muted);
cursor: pointer;
display: flex;
align-items: center;
padding: 4px;
border-radius: 50%;
transition: color 0.3s, background 0.3s;
}
.help-btn:hover {
color: var(--accent-cyan);
background: rgba(0, 242, 255, 0.1);
}
.icon-sm {
width: 16px;
height: 16px;
}
.difficulty-row {
display: flex;
flex-direction: row;

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@@ -0,0 +1,310 @@
<script setup>
import { ref, computed } from 'vue';
import { generateRandomGrid, calculateHints } from '@/utils/puzzleUtils';
import { solvePuzzle } from '@/utils/solver';
import { X, Play, Square, RotateCcw } from 'lucide-vue-next';
const emit = defineEmits(['close']);
const SIZES = [5, 10, 15, 20, 25, 30, 35, 40, 45, 50];
const DENSITIES = [0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.7, 0.8, 0.9];
const SAMPLES_PER_POINT = 10; // Reduced for web performance demo
const isRunning = ref(false);
const progress = ref(0);
const currentStatus = ref('Ready');
const results = ref([]);
const simulationSpeed = ref(1); // 1 = Normal, 2 = Fast (less render updates)
let stopRequested = false;
const startSimulation = async () => {
if (isRunning.value) return;
isRunning.value = true;
stopRequested = false;
results.value = [];
progress.value = 0;
const totalSteps = SIZES.length * DENSITIES.length;
let stepCount = 0;
for (const size of SIZES) {
for (const density of DENSITIES) {
if (stopRequested) {
currentStatus.value = 'Stopped';
isRunning.value = false;
return;
}
currentStatus.value = `Simulating ${size}x${size} @ ${(density * 100).toFixed(0)}%`;
let totalSolved = 0;
// Run samples
for (let i = 0; i < SAMPLES_PER_POINT; i++) {
const grid = generateRandomGrid(size, density);
const { rowHints, colHints } = calculateHints(grid);
const { percentSolved } = solvePuzzle(rowHints, colHints);
totalSolved += percentSolved;
// Yield to UI every few samples to keep it responsive
if (i % 2 === 0) await new Promise(r => setTimeout(r, 0));
}
const avgSolved = totalSolved / SAMPLES_PER_POINT;
results.value.unshift({
size,
density,
avgSolved: avgSolved.toFixed(1)
});
stepCount++;
progress.value = (stepCount / totalSteps) * 100;
}
}
isRunning.value = false;
currentStatus.value = 'Completed';
};
const stopSimulation = () => {
stopRequested = true;
};
const getRowColor = (solved) => {
if (solved >= 90) return 'color-easy';
if (solved >= 60) return 'color-harder';
if (solved >= 30) return 'color-hardest';
return 'color-extreme';
};
</script>
<template>
<div class="modal-overlay" @click.self="emit('close')">
<div class="modal glass-panel">
<div class="header">
<h2>Difficulty Simulation</h2>
<button class="close-btn" @click="emit('close')">
<X />
</button>
</div>
<div class="content">
<div class="controls">
<div class="status-bar">
<div class="status-text">{{ currentStatus }}</div>
<div class="progress-track">
<div class="progress-fill" :style="{ width: progress + '%' }"></div>
</div>
</div>
<div class="actions">
<button v-if="!isRunning" class="btn-neon" @click="startSimulation">
<Play class="icon" /> Start Simulation
</button>
<button v-else class="btn-neon secondary" @click="stopSimulation">
<Square class="icon" /> Stop
</button>
</div>
</div>
<div class="results-container">
<table class="results-table">
<thead>
<tr>
<th>Size</th>
<th>Density</th>
<th>Solved (Logic)</th>
</tr>
</thead>
<tbody>
<tr v-for="(row, idx) in results" :key="idx" :class="getRowColor(row.avgSolved)">
<td>{{ row.size }}x{{ row.size }}</td>
<td>{{ (row.density * 100).toFixed(0) }}%</td>
<td>{{ row.avgSolved }}%</td>
</tr>
</tbody>
</table>
<div v-if="results.length === 0" class="empty-state">
Press Start to run Monte Carlo simulation
</div>
</div>
</div>
</div>
</div>
</template>
<style scoped>
.modal-overlay {
position: fixed;
top: 0;
left: 0;
width: 100vw;
height: 100vh;
background: var(--modal-overlay);
backdrop-filter: blur(5px);
display: flex;
justify-content: center;
align-items: center;
z-index: 3000;
animation: fadeIn 0.3s ease;
}
.modal {
padding: 30px;
width: 90%;
max-width: 600px;
height: 80vh;
display: flex;
flex-direction: column;
border: 1px solid var(--accent-cyan);
box-shadow: 0 0 50px rgba(0, 242, 255, 0.2);
}
.header {
display: flex;
justify-content: space-between;
align-items: center;
margin-bottom: 20px;
}
h2 {
color: var(--accent-cyan);
margin: 0;
font-size: 1.5rem;
}
.close-btn {
background: none;
border: none;
color: var(--text-muted);
cursor: pointer;
padding: 5px;
}
.close-btn:hover {
color: var(--text-color);
}
.content {
flex: 1;
display: flex;
flex-direction: column;
gap: 20px;
overflow: hidden;
}
.controls {
display: flex;
flex-direction: column;
gap: 15px;
padding-bottom: 15px;
border-bottom: 1px solid var(--panel-border);
}
.status-bar {
display: flex;
flex-direction: column;
gap: 5px;
}
.status-text {
font-size: 0.9rem;
color: var(--text-muted);
}
.progress-track {
width: 100%;
height: 4px;
background: var(--panel-bg-strong);
border-radius: 2px;
overflow: hidden;
}
.progress-fill {
height: 100%;
background: var(--accent-cyan);
transition: width 0.3s ease;
}
.actions {
display: flex;
justify-content: flex-end;
}
.btn-neon {
display: flex;
align-items: center;
gap: 8px;
padding: 8px 16px;
font-size: 0.9rem;
}
.icon {
width: 16px;
height: 16px;
}
.results-container {
flex: 1;
overflow-y: auto;
background: rgba(0, 0, 0, 0.2);
border-radius: 8px;
padding: 10px;
}
.results-table {
width: 100%;
border-collapse: collapse;
font-size: 0.9rem;
}
.results-table th {
text-align: left;
padding: 8px;
color: var(--text-muted);
border-bottom: 1px solid var(--panel-border);
position: sticky;
top: 0;
background: var(--panel-bg);
}
.results-table td {
padding: 8px;
border-bottom: 1px solid rgba(255, 255, 255, 0.05);
}
.color-easy { color: #33ff33; }
.color-harder { color: #ffff33; }
.color-hardest { color: #ff9933; }
.color-extreme { color: #ff3333; }
.empty-state {
padding: 40px;
text-align: center;
color: var(--text-muted);
font-style: italic;
}
/* Scrollbar styling */
.results-container::-webkit-scrollbar {
width: 8px;
}
.results-container::-webkit-scrollbar-track {
background: rgba(0, 0, 0, 0.1);
}
.results-container::-webkit-scrollbar-thumb {
background: var(--panel-border);
border-radius: 4px;
}
@keyframes fadeIn {
from { opacity: 0; }
to { opacity: 1; }
}
</style>

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@@ -53,35 +53,78 @@ export function generateRandomGrid(size, density = 0.5) {
}
export function calculateDifficulty(density, size = 10) {
// Shannon Entropy: H(x) = -x*log2(x) - (1-x)*log2(1-x)
// Normalized to 0-1 range (since max entropy at 0.5 is 1)
// Data derived from Monte Carlo Simulation (Logical Solver)
// Format: { size: [solved_pct_at_0.1, ..., solved_pct_at_0.9] }
// Densities: 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.7, 0.8, 0.9
const SIM_DATA = {
5: [89, 74, 74, 81, 97, 98, 99, 100, 100],
10: [57, 20, 16, 54, 92, 100, 100, 100, 100],
15: [37, 10, 2, 12, 68, 100, 100, 100, 100],
20: [23, 3, 1, 2, 37, 100, 100, 100, 100],
25: [16, 0, 0, 1, 19, 99, 100, 100, 100],
30: [8, 0, 0, 0, 5, 99, 100, 100, 100],
35: [6, 0, 0, 0, 4, 91, 100, 100, 100],
40: [3, 0, 0, 0, 2, 91, 100, 100, 100],
45: [2, 0, 0, 0, 1, 82, 100, 100, 100],
50: [2, 0, 0, 0, 1, 73, 100, 100, 100],
60: [0, 0, 0, 0, 0, 35, 100, 100, 100],
70: [0, 0, 0, 0, 0, 16, 100, 100, 100],
80: [0, 0, 0, 0, 0, 1, 100, 100, 100]
};
// Helper to get interpolated value from array
const getSimulatedSolvedPct = (s, d) => {
// Find closest sizes
const sizes = Object.keys(SIM_DATA).map(Number).sort((a, b) => a - b);
let sLower = sizes[0];
let sUpper = sizes[sizes.length - 1];
for (let i = 0; i < sizes.length - 1; i++) {
if (s >= sizes[i] && s <= sizes[i+1]) {
sLower = sizes[i];
sUpper = sizes[i+1];
break;
}
}
// Clamp density to 0.1 - 0.9
const dClamped = Math.max(0.1, Math.min(0.9, d));
// Index in array: 0.1 -> 0, 0.9 -> 8
const dIndex = (dClamped - 0.1) * 10;
const dLowerIdx = Math.floor(dIndex);
const dUpperIdx = Math.ceil(dIndex);
const dFraction = dIndex - dLowerIdx;
// Bilinear Interpolation
// 1. Interpolate Density for Lower Size
const rowLower = SIM_DATA[sLower];
const valLower = rowLower[dLowerIdx] * (1 - dFraction) + (rowLower[dUpperIdx] || rowLower[dLowerIdx]) * dFraction;
// 2. Interpolate Density for Upper Size
const rowUpper = SIM_DATA[sUpper];
const valUpper = rowUpper[dLowerIdx] * (1 - dFraction) + (rowUpper[dUpperIdx] || rowUpper[dLowerIdx]) * dFraction;
// 3. Interpolate Size
if (sLower === sUpper) return valLower;
const sFraction = (s - sLower) / (sUpper - sLower);
return valLower * (1 - sFraction) + valUpper * sFraction;
};
const solvedPct = getSimulatedSolvedPct(size, density);
// Avoid log(0)
if (density <= 0 || density >= 1) return { level: 'easy', value: 0 };
const entropy = -density * Math.log2(density) - (1 - density) * Math.log2(1 - density);
// Difficulty score combines entropy (complexity) and size (scale)
// We use sqrt(size) to dampen the effect of very large grids,
// ensuring that density still plays a major role.
// Normalized against max size (80)
const sizeFactor = Math.sqrt(size / 80);
const score = entropy * sizeFactor * 100;
const value = Math.round(score);
// Difficulty Score: Inverse of Solved Percent
// 100% Solved -> 0 Difficulty
// 0% Solved -> 100 Difficulty
const value = Math.round(100 - solvedPct);
// Thresholds
let level = 'easy';
if (value >= 80) level = 'extreme';
else if (value >= 60) level = 'hardest';
else if (value >= 40) level = 'harder';
else if (value >= 20) level = 'medium'; // Using 'medium' key if available, or we need to add it?
// Wait, useI18n only has: easy, harder, hardest, extreme.
// Let's stick to those keys but adjust ranges.
if (value >= 75) level = 'extreme';
else if (value >= 50) level = 'hardest';
else if (value >= 25) level = 'harder';
else level = 'easy';
if (value >= 90) level = 'extreme'; // < 10% Solved
else if (value >= 60) level = 'hardest'; // < 40% Solved
else if (value >= 30) level = 'harder'; // < 70% Solved
else level = 'easy'; // > 70% Solved
return { level, value };
}

278
src/utils/solver.js Normal file
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@@ -0,0 +1,278 @@
/**
* Represents the state of a cell in the solver.
* -1: Unknown
* 0: Empty
* 1: Filled
*/
/**
* Solves a single line (row or column) based on hints and current knowledge.
* Uses the "Left-Right Overlap" algorithm to find common filled cells.
* Also identifies definitely empty cells (reachable by no block).
*
* @param {number[]} currentLine - Array of -1, 0, 1
* @param {number[]} hints - Array of block lengths
* @returns {number[]} - Updated line (or null if contradiction/impossible - though shouldn't happen for valid puzzles)
*/
function solveLine(currentLine, hints) {
const length = currentLine.length;
// If no hints, all must be empty
if (hints.length === 0 || (hints.length === 1 && hints[0] === 0)) {
return Array(length).fill(0);
}
// Helper to check if a block can be placed at start index
const canPlace = (line, start, blockSize) => {
if (start + blockSize > line.length) return false;
// Check if any cell in block is 0 (Empty) -> Invalid
for (let i = start; i < start + blockSize; i++) {
if (line[i] === 0) return false;
}
// Check boundaries (must be separated by empty or edge)
if (start > 0 && line[start - 1] === 1) return false;
if (start + blockSize < line.length && line[start + blockSize] === 1) return false;
return true;
};
// 1. Calculate Left-Most Positions
const leftPositions = [];
let currentIdx = 0;
for (let hIndex = 0; hIndex < hints.length; hIndex++) {
const block = hints[hIndex];
// Find first valid position
while (currentIdx <= length - block) {
if (canPlace(currentLine, currentIdx, block)) {
// Verify we can fit remaining blocks
// Simple heuristic: do we have enough space?
// A full recursive check is better but slower.
// For "Logical Solver" we assume valid placement is possible if we respect current constraints.
// However, strictly, we need to know if there is *any* valid arrangement starting here.
// Let's use a recursive check with memoization for "can fit rest".
if (canFitRest(currentLine, currentIdx + block + 1, hints, hIndex + 1)) {
leftPositions.push(currentIdx);
currentIdx += block + 1; // Move past this block + 1 space
break;
}
}
currentIdx++;
}
if (leftPositions.length <= hIndex) return null; // Impossible
}
// 2. Calculate Right-Most Positions (by reversing line and hints)
// This is symmetrical to Left-Most.
// Instead of implementing reverse logic, we can just reverse inputs, run left-most, and reverse back.
// But we need to respect the "currentLine" constraints which might be asymmetric.
// Actually, "Right-Most" is just "Left-Most" on the reversed grid.
const reversedLine = [...currentLine].reverse();
const reversedHints = [...hints].reverse();
const rightPositionsReversed = [];
currentIdx = 0;
for (let hIndex = 0; hIndex < reversedHints.length; hIndex++) {
const block = reversedHints[hIndex];
while (currentIdx <= length - block) {
if (canPlace(reversedLine, currentIdx, block)) {
if (canFitRest(reversedLine, currentIdx + block + 1, reversedHints, hIndex + 1)) {
rightPositionsReversed.push(currentIdx);
currentIdx += block + 1;
break;
}
}
currentIdx++;
}
if (rightPositionsReversed.length <= hIndex) return null;
}
// Convert reversed positions to actual indices
// index in reversed = length - 1 - (original_index + block_size - 1)
// original_start = length - 1 - (reversed_start + block_size - 1) = length - reversed_start - block_size
const rightPositions = rightPositionsReversed.map((rStart, i) => {
const block = reversedHints[i];
return length - rStart - block;
}).reverse();
// 3. Intersect
const newLine = [...currentLine];
// Fill intersection
for (let i = 0; i < hints.length; i++) {
const l = leftPositions[i];
const r = rightPositions[i];
const block = hints[i];
// If overlap exists: [r, l + block - 1]
// Example: Block 5. Left: 2, Right: 4.
// Left: ..XXXXX...
// Right: ....XXXXX.
// Overlap: ..XXX...
// Indices: max(l, r) to min(l+block, r+block) - 1 ?
// Range is [r, l + block - 1] (inclusive)
if (r < l + block) {
for (let k = r; k < l + block; k++) {
newLine[k] = 1;
}
}
}
// Determine Empty cells?
// A cell is empty if it is not covered by ANY block in ANY valid configuration.
// This is harder with just L/R limits.
// However, we can use the "Simple Glue" logic:
// If a cell is outside the range [LeftLimit[i], RightLimit[i] + block] for ALL i, it's empty.
// Wait, indices are not strictly partitioned. Block 1 could be at 0 or 10.
// But logic dictates order.
// Range of block i is [LeftPositions[i], RightPositions[i] + hints[i]].
// If a cell k is not in ANY of these ranges, it is 0.
// Mask of possible filled cells
const possibleFilled = Array(length).fill(false);
for (let i = 0; i < hints.length; i++) {
for (let k = leftPositions[i]; k < rightPositions[i] + hints[i]; k++) {
possibleFilled[k] = true;
}
}
for (let k = 0; k < length; k++) {
if (!possibleFilled[k]) {
newLine[k] = 0;
}
}
return newLine;
}
// Memoized helper for checking if hints fit
const memo = new Map();
function canFitRest(line, startIndex, hints, hintIndex) {
// Optimization: If hints are empty, we just need to check if remaining line has no '1's
if (hintIndex >= hints.length) {
for (let i = startIndex; i < line.length; i++) {
if (line[i] === 1) return false;
}
return true;
}
// Key for memoization (primitive approach)
// In a full solver, we'd pass a cache. For single line, maybe overkill, but safe.
// let key = `${startIndex}-${hintIndex}`;
// Skipping memo for now as line lengths are small (<80) and recursion depth is low.
const remainingLen = line.length - startIndex;
// Min space needed: sum of hints + (hints.length - 1) spaces
// Calculate lazily or precalc?
let minSpace = 0;
for(let i=hintIndex; i<hints.length; i++) minSpace += hints[i] + (i < hints.length - 1 ? 1 : 0);
if (remainingLen < minSpace) return false;
const block = hints[hintIndex];
// Try to find *any* valid placement for this block
// We only need ONE valid path to return true.
for (let i = startIndex; i <= line.length - minSpace; i++) { // Optimization on upper bound?
// Check placement
let valid = true;
// Block
for (let k = 0; k < block; k++) {
if (line[i+k] === 0) { valid = false; break; }
}
if (!valid) continue;
// Boundary before (checked by loop start usually, but strictly:
if (i > 0 && line[i-1] === 1) valid = false; // Should have been handled by caller or skip
// Wait, the caller (loop) iterates i.
// If i > startIndex, we implied space at i-1.
// If line[i-1] is 1, we can't place here if we skipped it.
// Actually, if we skip a '1', that's invalid.
// So we can't just skip '1's.
// Correct logic:
// We iterate i. If we pass a '1' at index < i, that 1 is orphaned -> Invalid path.
// So we can only scan forward as long as we don't skip a '1'.
let skippedOne = false;
for (let x = startIndex; x < i; x++) {
if (line[x] === 1) { skippedOne = true; break; }
}
if (skippedOne) break; // Cannot go further right, we left a 1 behind.
// Boundary after
if (i + block < line.length && line[i+block] === 1) valid = false;
if (valid) {
// Recurse
if (canFitRest(line, i + block + 1, hints, hintIndex + 1)) return true;
}
}
return false;
}
/**
* Solves the puzzle using logical iteration.
* @param {number[][]} rowHints
* @param {number[][]} colHints
* @returns {object} { solvedGrid: number[][], percentSolved: number }
*/
export function solvePuzzle(rowHints, colHints) {
const rows = rowHints.length;
const cols = colHints.length;
// Initialize grid with -1
let grid = Array(rows).fill(null).map(() => Array(cols).fill(-1));
let changed = true;
let iterations = 0;
const MAX_ITER = 100; // Safety break
while (changed && iterations < MAX_ITER) {
changed = false;
iterations++;
// Rows
for (let r = 0; r < rows; r++) {
const newLine = solveLine(grid[r], rowHints[r]);
if (newLine) {
for (let c = 0; c < cols; c++) {
if (grid[r][c] !== newLine[c]) {
grid[r][c] = newLine[c];
changed = true;
}
}
}
}
// Cols
for (let c = 0; c < cols; c++) {
const currentCol = grid.map(row => row[c]);
const newCol = solveLine(currentCol, colHints[c]);
if (newCol) {
for (let r = 0; r < rows; r++) {
if (grid[r][c] !== newCol[r]) {
grid[r][c] = newCol[r];
changed = true;
}
}
}
}
}
// Calculate solved %
let solvedCount = 0;
for (let r = 0; r < rows; r++) {
for (let c = 0; c < cols; c++) {
if (grid[r][c] !== -1) solvedCount++;
}
}
return {
solvedGrid: grid,
percentSolved: (solvedCount / (rows * cols)) * 100
};
}