Files
nonograms/src/utils/puzzleUtils.js

88 lines
2.7 KiB
JavaScript

export function calculateHints(grid) {
if (!grid || grid.length === 0) return { rowHints: [], colHints: [] };
const size = grid.length;
const rowHints = [];
const colHints = [];
// Row Hints
for (let r = 0; r < size; r++) {
const hints = [];
let count = 0;
for (let c = 0; c < size; c++) {
if (grid[r][c] === 1) {
count++;
} else if (count > 0) {
hints.push(count);
count = 0;
}
}
if (count > 0) hints.push(count);
rowHints.push(hints.length > 0 ? hints : [0]);
}
// Col Hints
for (let c = 0; c < size; c++) {
const hints = [];
let count = 0;
for (let r = 0; r < size; r++) {
if (grid[r][c] === 1) {
count++;
} else if (count > 0) {
hints.push(count);
count = 0;
}
}
if (count > 0) hints.push(count);
colHints.push(hints.length > 0 ? hints : [0]);
}
return { rowHints, colHints };
}
export function generateRandomGrid(size, density = 0.5) {
const grid = [];
for (let i = 0; i < size; i++) {
const row = [];
for (let j = 0; j < size; j++) {
row.push(Math.random() < density ? 1 : 0);
}
grid.push(row);
}
return grid;
}
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)
// 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);
// 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';
return { level, value };
}