Optimize simulation with logic-only solver, fix rectangular grid support, and improve worker pool
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@@ -26,6 +26,7 @@ const installDismissed = ref(false);
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const isCoarsePointer = ref(false);
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const isStandalone = ref(false);
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const isIos = ref(false);
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const isDev = ref(false);
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const themePreference = ref('system');
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const appVersion = __APP_VERSION__;
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let displayModeMedia = null;
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@@ -65,7 +66,7 @@ const updateStandalone = () => {
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const handleBeforeInstallPrompt = (e) => {
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e.preventDefault();
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deferredPrompt.value = e;
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if (!isStandalone.value) {
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if (!isStandalone.value && !isDev.value) {
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canInstall.value = true;
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}
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};
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@@ -118,6 +119,7 @@ onMounted(() => {
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isCoarsePointer.value = window.matchMedia('(pointer: coarse)').matches;
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const ua = navigator.userAgent.toLowerCase();
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isIos.value = /ipad|iphone|ipod/.test(ua) || (ua.includes('mac') && navigator.maxTouchPoints > 1);
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isDev.value = window.location.port !== '' && window.location.port !== '80' && window.location.port !== '443';
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const storedTheme = typeof localStorage !== 'undefined' ? localStorage.getItem('theme') : null;
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if (storedTheme === 'light' || storedTheme === 'dark' || storedTheme === 'system') {
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themePreference.value = storedTheme;
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@@ -170,7 +172,7 @@ onUnmounted(() => {
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/>
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<FixedBar />
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<div v-if="(canInstall || (isIos && !isStandalone)) && !installDismissed" class="install-banner">
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<div v-if="!isDev && (canInstall || (isIos && !isStandalone)) && !installDismissed" class="install-banner">
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<div class="install-content">
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<img src="/pwa-192x192.png" alt="App Icon" class="install-icon" />
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<div class="install-text">
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@@ -93,6 +93,7 @@ const handlePointerCancel = (e) => {
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height: var(--cell-size);
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background-color: var(--cell-empty);
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border: 1px solid var(--glass-border);
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box-sizing: border-box;
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cursor: pointer;
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display: flex;
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justify-content: center;
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@@ -10,6 +10,10 @@ const store = usePuzzleStore();
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const { rowHints, colHints } = useHints(computed(() => store.solution));
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const { startDrag, onMouseEnter, stopDrag } = useNonogram();
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// Compute grid dimensions from hints
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const gridRows = computed(() => rowHints.value.length);
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const gridCols = computed(() => colHints.value.length);
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const cellSize = ref(30);
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const rowHintsRef = ref(null);
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const activeRow = ref(null);
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@@ -143,13 +147,16 @@ const computeCellSize = () => {
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// Ensure we don't have negative space
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const availableForGrid = Math.max(0, containerWidth - hintWidth);
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const size = Math.floor((availableForGrid - gridPad * 2 - (store.size - 1) * gap) / store.size);
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// Calculate cell size based on width availability (columns)
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// Vertical scrolling is acceptable, so we don't constrain by height (rows)
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const cols = Math.max(1, gridCols.value);
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const size = Math.floor((availableForGrid - gridPad * 2 - (cols - 1) * gap) / cols);
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if (isDesktop) {
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// Desktop: Allow overflow, use comfortable size
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cellSize.value = 30;
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} else {
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// Mobile: Fit to screen
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// Mobile: Fit to screen width
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// Keep min 18, max 36
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cellSize.value = Math.max(18, Math.min(36, size));
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}
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@@ -240,17 +247,17 @@ watch(() => store.size, async () => {
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<div class="corner-spacer"></div>
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<!-- Column Hints -->
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<Hints :hints="colHints" orientation="col" :size="store.size" :activeIndex="activeCol" />
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<Hints :hints="colHints" orientation="col" :size="gridCols" :activeIndex="activeCol" />
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<!-- Row Hints -->
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<Hints ref="rowHintsRef" :hints="rowHints" orientation="row" :size="store.size" :activeIndex="activeRow" />
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<Hints ref="rowHintsRef" :hints="rowHints" orientation="row" :size="gridRows" :activeIndex="activeRow" />
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<!-- Grid -->
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<div
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class="grid"
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:style="{
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gridTemplateColumns: `repeat(${store.size}, var(--cell-size))`,
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gridTemplateRows: `repeat(${store.size}, var(--cell-size))`
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gridTemplateColumns: `repeat(${gridCols}, var(--cell-size))`,
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gridTemplateRows: `repeat(${gridRows}, var(--cell-size))`
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}"
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@pointermove.prevent="handlePointerMove"
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@mouseleave="handleGridLeave"
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@@ -263,8 +270,8 @@ watch(() => store.size, async () => {
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:r="r"
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:c="c"
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:class="{
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'guide-right': (c + 1) % 5 === 0 && c !== store.size - 1,
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'guide-bottom': (r + 1) % 5 === 0 && r !== store.size - 1
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'guide-right': (c + 1) % 5 === 0 && c !== gridCols - 1,
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'guide-bottom': (r + 1) % 5 === 0 && r !== gridRows - 1
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}"
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@start-drag="startDrag"
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@enter-cell="handleCellEnter"
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@@ -58,13 +58,13 @@ defineProps({
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.hints-container.col {
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padding-bottom: var(--grid-padding);
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align-items: flex-end;
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/* align-items: flex-end; - Removed to ensure uniform column height */
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padding-left: var(--grid-padding);
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padding-right: var(--grid-padding);
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}
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.hints-container.row {
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align-items: flex-end;
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/* align-items: flex-end; - Removed to ensure row hints fill the cell height */
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padding: var(--grid-padding) var(--grid-padding) var(--grid-padding) 0;
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width: max-content;
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}
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@@ -99,6 +99,21 @@ defineProps({
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padding: 2px;
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}
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@media (max-width: 768px) {
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.hint-num {
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font-size: 0.7rem;
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padding: 1px;
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}
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.col .hint-group {
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padding: 2px 0;
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}
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.row .hint-group {
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padding: 0 4px;
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}
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}
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/* Alternating Colors within the group */
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.hint-num.hint-alt {
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color: var(--accent-cyan);
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@@ -225,16 +225,36 @@ const calculateStats = async () => {
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try {
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const pool = getWorkerPool();
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pool.clearQueue(); // Clear pending tasks
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pool.cancelAll(); // Force stop previous calculations for immediate responsiveness
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const result = await pool.run({
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id: requestId,
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grid: generatedGrid.value
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}, (progress) => {
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if (currentStatsRequestId === requestId) {
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processingProgress.value = progress;
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// Demonstrate parallel execution capability
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// We split the problem into two branches: assuming first cell is EMPTY (0) vs FILLED (1)
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// This doubles the search power by utilizing 2 workers immediately.
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// Ensure we send plain objects to workers, not Vue proxies
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const rawGrid = JSON.parse(JSON.stringify(generatedGrid.value));
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const rows = rawGrid.length;
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const cols = rawGrid[0].length;
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// Create initial states
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const gridA = Array(rows).fill().map(() => Array(cols).fill(-1));
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gridA[0][0] = 0; // Branch A: Assume (0,0) is Empty
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const gridB = Array(rows).fill().map(() => Array(cols).fill(-1));
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gridB[0][0] = 1; // Branch B: Assume (0,0) is Filled
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const tasks = [
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{
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data: { id: requestId, grid: rawGrid, initialGrid: gridA },
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onProgress: (p) => { if (currentStatsRequestId === requestId) processingProgress.value = Math.max(processingProgress.value, p); }
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},
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{
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data: { id: requestId, grid: rawGrid, initialGrid: gridB },
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onProgress: (p) => { if (currentStatsRequestId === requestId) processingProgress.value = Math.max(processingProgress.value, p); }
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}
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});
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];
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const result = await pool.runRace(tasks);
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if (result.id === currentStatsRequestId) {
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solvability.value = result.solvability;
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@@ -242,12 +262,14 @@ const calculateStats = async () => {
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difficultyLabel.value = result.difficultyLabel;
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}
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} catch (err) {
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if (err.message !== 'Cancelled') {
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if (err.message !== 'Cancelled' && err.message !== 'Terminated') {
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console.error('Worker error:', err);
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if (currentStatsRequestId === requestId) {
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solvability.value = 0;
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difficulty.value = 0;
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difficultyLabel.value = 'unknown';
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// If translation key is missing, this might show 'difficulty.error'
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// Ensure we have a fallback or the key exists
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difficultyLabel.value = 'error';
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}
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}
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} finally {
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@@ -266,6 +288,11 @@ watch([maxDimension, threshold], () => {
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debounceTimer = setTimeout(() => {
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updateGrid();
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}, 50);
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} else {
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// If no image loaded, just update the display values
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// Assuming square aspect ratio for preview
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gridRows.value = maxDimension.value;
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gridCols.value = maxDimension.value;
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}
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});
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@@ -543,6 +570,8 @@ onUnmounted(() => {
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position: relative;
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box-shadow: 0 0 30px rgba(0, 0, 0, 0.5);
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color: var(--text-color);
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max-height: 90vh;
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overflow-y: auto;
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}
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.close-btn {
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@@ -2,7 +2,7 @@
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import { ref, computed, onMounted, onUnmounted, watch } from 'vue';
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import { usePuzzleStore } from '@/stores/puzzle';
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import { useI18n } from '@/composables/useI18n';
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import { Gamepad2, Palette, CircleHelp, Sun, Moon, Menu, X, ChevronDown, ChevronUp, Monitor, Image as ImageIcon } from 'lucide-vue-next';
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import { Gamepad2, Palette, CircleHelp, Sun, Moon, Menu, X, ChevronDown, ChevronUp, Monitor, Image as ImageIcon, Sparkles, Shuffle, Grid3X3, Grid2X2, Grid, MousePointer2 } from 'lucide-vue-next';
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const store = usePuzzleStore();
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const { t, locale, setLocale, locales } = useI18n();
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@@ -16,6 +16,13 @@ const isMobileMenuOpen = ref(false);
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const langMenuRef = ref(null);
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const searchTerm = ref('');
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const getLevelIcon = (id) => {
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if (id === 'easy') return Grid2X2;
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if (id === 'medium') return Grid3X3;
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if (id === 'hard') return Grid;
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return Gamepad2;
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};
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// Map language codes to country codes for flag-icons
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const langToCountry = {
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en: 'gb',
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@@ -257,12 +264,15 @@ watch(isMobileMenuOpen, (val) => {
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class="dropdown-item"
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@click="selectLevel(lvl.id)"
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>
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<component :is="getLevelIcon(lvl.id)" :size="16" />
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{{ lvl.label }}
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</button>
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<button class="dropdown-item" @click="openCustom">
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<Shuffle :size="16" />
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{{ t('level.custom_random') }}
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</button>
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<button class="dropdown-item" @click="openImageImport">
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<ImageIcon :size="16" />
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{{ t('level.custom_image') }}
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</button>
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</div>
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@@ -357,12 +367,15 @@ watch(isMobileMenuOpen, (val) => {
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class="mobile-sub-item"
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@click="selectLevel(lvl.id)"
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>
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<component :is="getLevelIcon(lvl.id)" :size="16" />
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{{ lvl.label }}
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</button>
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<button class="mobile-sub-item" @click="openCustom">
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<Shuffle :size="16" />
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{{ t('level.custom_random') }}
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</button>
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<button class="mobile-sub-item" @click="openImageImport">
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<ImageIcon :size="16" />
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{{ t('level.custom_image') }}
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</button>
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</div>
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@@ -71,11 +71,12 @@ const startSimulation = async () => {
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for (let i = 0; i < SAMPLES_PER_POINT; i++) {
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const grid = generateRandomGrid(size, density);
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const { rowHints, colHints } = calculateHints(grid);
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const { percentSolved } = solvePuzzle(rowHints, colHints);
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// Use logicOnly=true for fast simulation
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const { percentSolved } = solvePuzzle(rowHints, colHints, null, null, true);
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totalSolved += percentSolved;
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// Yield to UI every few samples to keep it responsive
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if (i % 2 === 0) await new Promise(r => setTimeout(r, 0));
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if (i % 10 === 0) await new Promise(r => setTimeout(r, 0));
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}
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const avgSolved = totalSolved / SAMPLES_PER_POINT;
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@@ -32,12 +32,15 @@ export const usePuzzleStore = defineStore('puzzle', () => {
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let count = 0;
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if (solution.value.length === 0 || playerGrid.value.length === 0) return 0;
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for (let r = 0; r < size.value; r++) {
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for (let c = 0; c < size.value; c++) {
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const rows = solution.value.length;
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const cols = solution.value[0].length;
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for (let r = 0; r < rows; r++) {
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for (let c = 0; c < cols; c++) {
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// Zliczamy tylko poprawne wypełnienia (czarne),
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// ale w nonogramach postęp to często: (poprawne_czarne - bledne_czarne) / total_czarne
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// Zróbmy prostą wersję: % poprawnie zaznaczonych czarnych - błędnie zaznaczone czarne
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if (playerGrid.value[r][c] === 1) {
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if (playerGrid.value[r] && playerGrid.value[r][c] === 1) {
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if (solution.value[r][c] === 1) count++;
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else count--; // kara za błąd
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}
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@@ -96,7 +99,11 @@ export const usePuzzleStore = defineStore('puzzle', () => {
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function initFromImage(grid) {
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stopTimer();
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currentLevelId.value = 'custom_image';
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size.value = grid.length;
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// Use the larger dimension for size to ensure loops cover everything if square-assumption exists
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// But ideally we should support rectangular.
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// For now, size.value is used in resetGrid loop.
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// Let's update resetGrid to handle rectangular.
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size.value = Math.max(grid.length, grid[0].length);
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solution.value = grid;
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resetGrid();
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@@ -111,13 +118,13 @@ export const usePuzzleStore = defineStore('puzzle', () => {
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elapsedTime.value = 0;
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startTimer();
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saveState();
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}
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function resetGrid() {
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playerGrid.value = Array(size.value).fill().map(() => Array(size.value).fill(0));
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moves.value = 0;
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const rows = solution.value.length;
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const cols = solution.value[0].length;
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playerGrid.value = Array(rows).fill().map(() => Array(cols).fill(0));
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history.value = [];
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currentTransaction.value = null;
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moves.value = 0;
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} currentTransaction.value = null;
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}
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function startInteraction() {
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@@ -218,11 +225,14 @@ export const usePuzzleStore = defineStore('puzzle', () => {
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// Calculate expected hints from solution (truth)
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// We do this dynamically to ensure we always check against the rules of the board
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const rows = solution.value.length;
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const cols = solution.value[0].length;
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const solutionRows = solution.value;
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const solutionCols = Array(size.value).fill().map((_, c) => solution.value.map(r => r[c]));
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const solutionCols = Array(cols).fill().map((_, c) => solution.value.map(r => r[c]));
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// Check Rows
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for (let r = 0; r < size.value; r++) {
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for (let r = 0; r < rows; r++) {
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const targetHints = calculateLineHints(solutionRows[r]);
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const playerLine = playerGrid.value[r];
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if (!validateLine(playerLine, targetHints)) {
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@@ -233,7 +243,7 @@ export const usePuzzleStore = defineStore('puzzle', () => {
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if (correct) {
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// Check Columns
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for (let c = 0; c < size.value; c++) {
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for (let c = 0; c < cols; c++) {
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const targetHints = calculateLineHints(solutionCols[c]);
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const playerLine = playerGrid.value.map(row => row[c]);
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if (!validateLine(playerLine, targetHints)) {
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27
src/utils/debug_solver.test.js
Normal file
27
src/utils/debug_solver.test.js
Normal file
@@ -0,0 +1,27 @@
|
||||
|
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import { describe, it, expect } from 'vitest';
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import { solvePuzzle } from './solver';
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import { calculateHints } from './puzzleUtils';
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describe('Debug Solver', () => {
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it('should solve the broken grid', () => {
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const grid = [
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[0,1,1,1,0,0,1,0,1,1],
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[1,1,1,0,0,1,1,1,0,0],
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[1,0,1,0,1,0,0,1,0,0],
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[1,0,0,0,1,1,1,1,0,1],
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[1,1,0,1,0,0,0,1,0,1],
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[1,0,1,0,1,0,0,0,1,0],
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[1,1,1,0,0,1,1,0,0,0],
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[0,1,0,0,1,0,1,0,0,0],
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[0,0,0,1,1,0,0,0,1,0],
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[1,0,1,1,0,0,1,0,1,1]
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];
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const { rowHints, colHints } = calculateHints(grid);
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const result = solvePuzzle(rowHints, colHints);
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console.log('Solve Result:', result);
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expect(result.percentSolved).toBe(100);
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});
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});
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44
src/utils/large_grid_solver.test.js
Normal file
44
src/utils/large_grid_solver.test.js
Normal file
@@ -0,0 +1,44 @@
|
||||
|
||||
import { describe, it, expect } from 'vitest';
|
||||
import { solvePuzzle } from './solver.js';
|
||||
|
||||
describe('Large Grid Solver', () => {
|
||||
it('should solve a large 55x28 grid without crashing', () => {
|
||||
const rows = 28;
|
||||
const cols = 55;
|
||||
// Create a simple pattern: checkerboard or lines
|
||||
const grid = Array(rows).fill().map((_, r) =>
|
||||
Array(cols).fill().map((_, c) => (r + c) % 2 === 0 ? 1 : 0)
|
||||
);
|
||||
|
||||
// Calculate hints
|
||||
const rowHints = grid.map(row => {
|
||||
const hints = [];
|
||||
let current = 0;
|
||||
row.forEach(cell => {
|
||||
if (cell === 1) current++;
|
||||
else if (current > 0) { hints.push(current); current = 0; }
|
||||
});
|
||||
if (current > 0) hints.push(current);
|
||||
return hints.length ? hints : [0];
|
||||
});
|
||||
|
||||
const colHints = Array(cols).fill().map((_, c) => {
|
||||
const hints = [];
|
||||
let current = 0;
|
||||
for(let r=0; r<rows; r++) {
|
||||
if (grid[r][c] === 1) current++;
|
||||
else if (current > 0) { hints.push(current); current = 0; }
|
||||
}
|
||||
if (current > 0) hints.push(current);
|
||||
return hints.length ? hints : [0];
|
||||
});
|
||||
|
||||
console.log('Starting solve...');
|
||||
const result = solvePuzzle(rowHints, colHints, (p) => console.log(`Progress: ${p}%`));
|
||||
console.log('Result:', result);
|
||||
|
||||
expect(result.percentSolved).toBeGreaterThan(0);
|
||||
expect(result.difficulty).toBeDefined();
|
||||
});
|
||||
});
|
||||
49
src/utils/repro_solver.test.js
Normal file
49
src/utils/repro_solver.test.js
Normal file
@@ -0,0 +1,49 @@
|
||||
|
||||
import { describe, it, expect } from 'vitest';
|
||||
import { solvePuzzle } from './solver';
|
||||
import { calculateHints } from './puzzleUtils';
|
||||
|
||||
describe('Solver Repro', () => {
|
||||
it('should solve a simple generated puzzle', () => {
|
||||
const grid = [
|
||||
[1, 0, 1, 1, 0],
|
||||
[1, 1, 0, 0, 1],
|
||||
[0, 0, 1, 0, 0],
|
||||
[1, 1, 1, 1, 1],
|
||||
[0, 1, 0, 1, 0]
|
||||
];
|
||||
const { rowHints, colHints } = calculateHints(grid);
|
||||
|
||||
const result = solvePuzzle(rowHints, colHints);
|
||||
expect(result.percentSolved).toBe(100);
|
||||
});
|
||||
|
||||
it('should not fail on random valid lines', () => {
|
||||
// Test solveLine indirectly via solvePuzzle on small grids
|
||||
for (let i = 0; i < 100; i++) {
|
||||
const size = 10;
|
||||
const grid = [];
|
||||
for(let r=0; r<size; r++) {
|
||||
const row = [];
|
||||
for(let c=0; c<size; c++) row.push(Math.random() > 0.5 ? 1 : 0);
|
||||
grid.push(row);
|
||||
}
|
||||
|
||||
const { rowHints, colHints } = calculateHints(grid);
|
||||
const result = solvePuzzle(rowHints, colHints);
|
||||
|
||||
// It might not be 100% solvable without guessing (logic only),
|
||||
// but since our solver HAS backtracking, it MUST be 100% solvable
|
||||
// (unless timeout/max depth reached, but for 10x10 it should solve).
|
||||
|
||||
// If it returns 0% or low %, it implies it failed to find the solution
|
||||
// or found a contradiction (which shouldn't happen for valid hints).
|
||||
|
||||
if (result.percentSolved < 100) {
|
||||
console.log('Failed Grid:', JSON.stringify(grid));
|
||||
console.log('Result:', result);
|
||||
}
|
||||
expect(result.percentSolved).toBe(100);
|
||||
}
|
||||
});
|
||||
});
|
||||
@@ -6,6 +6,9 @@
|
||||
* 1: Filled
|
||||
*/
|
||||
|
||||
// Memoized helper for checking if hints fit
|
||||
const memo = new Map();
|
||||
|
||||
/**
|
||||
* Solves a single line (row or column) based on hints and current knowledge.
|
||||
* Uses the "Left-Right Overlap" algorithm to find common filled cells.
|
||||
@@ -19,6 +22,9 @@ function solveLine(currentLine, hints) {
|
||||
const length = currentLine.length;
|
||||
|
||||
// If no hints, all must be empty
|
||||
// Clear memo for this line solve
|
||||
memo.clear();
|
||||
|
||||
if (hints.length === 0 || (hints.length === 1 && hints[0] === 0)) {
|
||||
return Array(length).fill(0);
|
||||
}
|
||||
@@ -45,11 +51,6 @@ function solveLine(currentLine, hints) {
|
||||
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
|
||||
@@ -61,12 +62,10 @@ function solveLine(currentLine, hints) {
|
||||
if (leftPositions.length <= hIndex) return null; // Impossible
|
||||
}
|
||||
|
||||
// Clear memo for right-side calculation (different line/hints)
|
||||
memo.clear();
|
||||
|
||||
// 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 = [];
|
||||
@@ -88,8 +87,6 @@ function solveLine(currentLine, hints) {
|
||||
}
|
||||
|
||||
// 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;
|
||||
@@ -106,13 +103,6 @@ function solveLine(currentLine, hints) {
|
||||
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;
|
||||
@@ -121,15 +111,6 @@ function solveLine(currentLine, hints) {
|
||||
}
|
||||
|
||||
// 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++) {
|
||||
@@ -148,8 +129,7 @@ function solveLine(currentLine, hints) {
|
||||
}
|
||||
|
||||
// Memoized helper for checking if hints fit
|
||||
const memo = new Map();
|
||||
function canFitRest(line, startIndex, hints, hintIndex) {
|
||||
export 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++) {
|
||||
@@ -158,23 +138,32 @@ function canFitRest(line, startIndex, hints, hintIndex) {
|
||||
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}-${hintIndex}`;
|
||||
// Skipping memo for now as line lengths are small (<80) and recursion depth is low.
|
||||
|
||||
// Memoization key
|
||||
const key = `${startIndex}-${hintIndex}`;
|
||||
if (memo.has(key)) return memo.get(key);
|
||||
|
||||
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;
|
||||
if (remainingLen < minSpace) {
|
||||
memo.set(key, false);
|
||||
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?
|
||||
for (let i = startIndex; i <= line.length - minSpace; i++) {
|
||||
// If we skipped a '1', we went too far. All 1s must be covered by blocks.
|
||||
// Since we are placing the *next* block, any 1s between startIndex and i are uncovered.
|
||||
// Thus, if we find a 1 in [startIndex, i-1], we must stop.
|
||||
let skippedOne = false;
|
||||
for (let x = startIndex; x < i; x++) {
|
||||
if (line[x] === 1) { skippedOne = true; break; }
|
||||
}
|
||||
if (skippedOne) break;
|
||||
|
||||
// Check placement
|
||||
let valid = true;
|
||||
// Block
|
||||
@@ -183,240 +172,276 @@ function canFitRest(line, startIndex, hints, hintIndex) {
|
||||
}
|
||||
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.
|
||||
// Boundary before
|
||||
if (i > 0 && line[i-1] === 1) valid = false;
|
||||
|
||||
// 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
|
||||
// Boundary after (check implicit in next block placement or end of line, but we need to check i+block cell)
|
||||
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;
|
||||
if (canFitRest(line, i + block + 1, hints, hintIndex + 1)) {
|
||||
memo.set(key, true);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
memo.set(key, false);
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Solves the puzzle using logical iteration.
|
||||
* @param {number[][]} rowHints
|
||||
* @param {number[][]} colHints
|
||||
* @param {number[][]} initialGrid - Optional starting state
|
||||
* @returns {object} { grid: number[][], changed: boolean }
|
||||
*/
|
||||
function solveLogically(rowHints, colHints, initialGrid) {
|
||||
const rows = rowHints.length;
|
||||
const cols = colHints.length;
|
||||
|
||||
// Initialize grid with -1 if not provided
|
||||
let grid = initialGrid ? initialGrid.map(row => [...row]) : 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) return { grid, contradiction: true }; // Contradiction found
|
||||
|
||||
for (let c = 0; c < cols; c++) {
|
||||
if (grid[r][c] !== newLine[c]) {
|
||||
// If we try to overwrite a known value with a different one -> Contradiction
|
||||
if (grid[r][c] !== -1 && grid[r][c] !== newLine[c]) return { grid, contradiction: true };
|
||||
|
||||
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) return { grid, contradiction: true }; // Contradiction found
|
||||
|
||||
for (let r = 0; r < rows; r++) {
|
||||
if (grid[r][c] !== newCol[r]) {
|
||||
if (grid[r][c] !== -1 && grid[r][c] !== newCol[r]) return { grid, contradiction: true };
|
||||
|
||||
grid[r][c] = newCol[r];
|
||||
changed = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return { grid, changed: iterations > 1, iterations, contradiction: false };
|
||||
}
|
||||
|
||||
/**
|
||||
* Main solver function that attempts to solve the puzzle using logic and lookahead.
|
||||
* Main solver function that attempts to solve the puzzle using logic and backtracking (DFS).
|
||||
* Uses an efficient propagation queue and undo stack to avoid deep copying the grid.
|
||||
*
|
||||
* @param {number[][]} rowHints
|
||||
* @param {number[][]} colHints
|
||||
* @param {function} onProgress - Optional callback for progress reporting (percent)
|
||||
* @param {number[][]} initialGrid - Optional initial grid state
|
||||
* @param {boolean} logicOnly - If true, stops after logical propagation (no guessing)
|
||||
* @returns {object} result
|
||||
*/
|
||||
export function solvePuzzle(rowHints, colHints, onProgress) {
|
||||
export function solvePuzzle(rowHints, colHints, onProgress, initialGrid = null, logicOnly = false) {
|
||||
const rows = rowHints.length;
|
||||
const cols = colHints.length;
|
||||
const totalCells = rows * cols;
|
||||
|
||||
// 1. Basic Logical Solve
|
||||
let { grid, iterations, contradiction } = solveLogically(rowHints, colHints);
|
||||
// Grid initialization: -1 (Unknown), 0 (Empty), 1 (Filled)
|
||||
// Use initialGrid if provided (deep copy to be safe)
|
||||
const grid = initialGrid
|
||||
? initialGrid.map(row => [...row])
|
||||
: Array(rows).fill().map(() => Array(cols).fill(-1));
|
||||
|
||||
// Count solved
|
||||
// Stats
|
||||
let iterations = 0; // Total calls to solve()
|
||||
let maxDepth = 0; // Max recursion depth
|
||||
let backtracks = 0; // Failed guesses
|
||||
let logicSteps = 0; // Cells filled by propagation
|
||||
let lastProgressTime = 0;
|
||||
|
||||
function reportProgress() {
|
||||
if (!onProgress) return;
|
||||
const now = Date.now();
|
||||
if (now - lastProgressTime >= 50) {
|
||||
let filled = 0;
|
||||
for(let r=0; r<rows; r++) {
|
||||
for(let c=0; c<cols; c++) {
|
||||
if(grid[r][c] !== -1) filled++;
|
||||
}
|
||||
}
|
||||
onProgress(Math.floor((filled/totalCells) * 100));
|
||||
lastProgressTime = now;
|
||||
}
|
||||
}
|
||||
|
||||
// Queue for propagation (Set of strings "r{i}" or "c{i}")
|
||||
const queue = new Set();
|
||||
for(let r=0; r<rows; r++) queue.add(`r${r}`);
|
||||
for(let c=0; c<cols; c++) queue.add(`c${c}`);
|
||||
|
||||
// Helper: Undo changes from a propagation step
|
||||
function undo(changes) {
|
||||
for(let i=changes.length-1; i>=0; i--) {
|
||||
const {r, c, old} = changes[i];
|
||||
grid[r][c] = old;
|
||||
}
|
||||
}
|
||||
|
||||
// Helper: Propagate logic constraints until fixed point or contradiction
|
||||
// Returns list of changes made, or null if contradiction found
|
||||
function propagate() {
|
||||
const changes = [];
|
||||
|
||||
try {
|
||||
while(queue.size > 0) {
|
||||
reportProgress();
|
||||
|
||||
const item = queue.values().next().value;
|
||||
queue.delete(item);
|
||||
|
||||
const type = item[0];
|
||||
const idx = parseInt(item.slice(1));
|
||||
|
||||
let currentLine, hints;
|
||||
if (type === 'r') {
|
||||
currentLine = grid[idx]; // Reference for row (fast)
|
||||
hints = rowHints[idx];
|
||||
} else {
|
||||
currentLine = grid.map(row => row[idx]); // Copy for col (slower)
|
||||
hints = colHints[idx];
|
||||
}
|
||||
|
||||
const newLine = solveLine(currentLine, hints);
|
||||
|
||||
if (!newLine) throw 'contradiction';
|
||||
|
||||
// Apply changes
|
||||
for(let i=0; i<newLine.length; i++) {
|
||||
if (currentLine[i] !== newLine[i]) {
|
||||
// If we try to change a known value to something else -> Contradiction
|
||||
if (currentLine[i] !== -1 && currentLine[i] !== newLine[i]) throw 'contradiction';
|
||||
|
||||
if (currentLine[i] === -1) {
|
||||
const r = type === 'r' ? idx : i;
|
||||
const c = type === 'r' ? i : idx;
|
||||
|
||||
// Double check if already set by orthogonal update in same loop?
|
||||
// (Should be handled by -1 check above, as grid is shared)
|
||||
if (grid[r][c] === -1) {
|
||||
grid[r][c] = newLine[i];
|
||||
changes.push({r, c, old: -1});
|
||||
logicSteps++;
|
||||
|
||||
// Add orthogonal line to queue
|
||||
if (type === 'r') queue.add(`c${c}`);
|
||||
else queue.add(`r${r}`);
|
||||
} else if (grid[r][c] !== newLine[i]) {
|
||||
console.log('Contradiction: Orthogonal Conflict at', r, c, 'Grid:', grid[r][c], 'New:', newLine[i]);
|
||||
throw 'contradiction';
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
} catch (e) {
|
||||
// Revert changes from this failed propagation
|
||||
undo(changes);
|
||||
return null;
|
||||
}
|
||||
return changes;
|
||||
}
|
||||
|
||||
// DFS Solver
|
||||
function solve(depth) {
|
||||
maxDepth = Math.max(maxDepth, depth);
|
||||
iterations++;
|
||||
|
||||
reportProgress();
|
||||
|
||||
// 1. Propagate Logic
|
||||
const changes = propagate();
|
||||
if (!changes) return false; // Contradiction
|
||||
|
||||
// 2. Find Best Branch Candidate
|
||||
let bestR = -1, bestC = -1;
|
||||
let minUnknowns = Infinity;
|
||||
let isComplete = true;
|
||||
|
||||
// Scan for unknowns and pick heuristic
|
||||
// Heuristic: Line with fewest unknowns (most constrained)
|
||||
for(let r=0; r<rows; r++) {
|
||||
let unknowns = 0;
|
||||
let firstUnknownC = -1;
|
||||
for(let c=0; c<cols; c++) {
|
||||
if(grid[r][c] === -1) {
|
||||
unknowns++;
|
||||
if (firstUnknownC === -1) firstUnknownC = c;
|
||||
}
|
||||
}
|
||||
|
||||
if (unknowns > 0) {
|
||||
isComplete = false;
|
||||
if (unknowns < minUnknowns) {
|
||||
minUnknowns = unknowns;
|
||||
bestR = r;
|
||||
bestC = firstUnknownC;
|
||||
}
|
||||
if (minUnknowns === 1) break; // Optimal
|
||||
}
|
||||
}
|
||||
|
||||
if (isComplete) return true; // Solved!
|
||||
|
||||
// 3. Branching (Guessing)
|
||||
// Try 1
|
||||
grid[bestR][bestC] = 1;
|
||||
queue.add(`r${bestR}`);
|
||||
queue.add(`c${bestC}`);
|
||||
|
||||
if (solve(depth + 1)) return true;
|
||||
|
||||
// Backtrack from 1
|
||||
grid[bestR][bestC] = -1; // Undo guess
|
||||
// (Recursive call already undid its propagation changes)
|
||||
|
||||
// Try 0
|
||||
grid[bestR][bestC] = 0;
|
||||
queue.add(`r${bestR}`);
|
||||
queue.add(`c${bestC}`);
|
||||
|
||||
if (solve(depth + 1)) return true;
|
||||
|
||||
// Backtrack from 0
|
||||
grid[bestR][bestC] = -1; // Undo guess
|
||||
backtracks++;
|
||||
|
||||
// Undo propagation from this level
|
||||
undo(changes);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Start Solving
|
||||
if (logicOnly) {
|
||||
// Just logical propagation without guessing
|
||||
if (initialGrid) {
|
||||
// If resuming, ensure queue has all lines to check consistency
|
||||
queue.clear();
|
||||
for(let r=0; r<rows; r++) queue.add(`r${r}`);
|
||||
for(let c=0; c<cols; c++) queue.add(`c${c}`);
|
||||
}
|
||||
|
||||
// Propagate logic constraints
|
||||
propagate();
|
||||
// No DFS, so iterations/backtracks remain 0
|
||||
} else if (!initialGrid) {
|
||||
// Normal start (full solver)
|
||||
solve(0);
|
||||
} else {
|
||||
// Resume from provided state (full solver)
|
||||
// We need to populate the queue with all rows/cols since we don't know what changed
|
||||
queue.clear();
|
||||
for(let r=0; r<rows; r++) queue.add(`r${r}`);
|
||||
for(let c=0; c<cols; c++) queue.add(`c${c}`);
|
||||
solve(0);
|
||||
}
|
||||
|
||||
// Calculate Percent Solved
|
||||
let solvedCount = 0;
|
||||
grid.forEach(r => r.forEach(c => { if(c !== -1) solvedCount++; }));
|
||||
let percentSolved = (solvedCount / totalCells) * 100;
|
||||
|
||||
if (onProgress) onProgress(Math.floor(percentSolved));
|
||||
|
||||
// Difficulty calculation
|
||||
// Base: complexity of grid
|
||||
// Difficulty Calculation
|
||||
// Logic:
|
||||
// - Base: 0-20% based on size/density
|
||||
// - Logic: 0-30% based on iterations needed (depth 0)
|
||||
// - Guessing: 0-50% based on backtracks/depth
|
||||
|
||||
let difficultyScore = 0;
|
||||
const effectiveSize = Math.sqrt(totalCells);
|
||||
|
||||
// If simple logic failed to solve completely, try Lookahead (Smash)
|
||||
let lookaheadUsed = false;
|
||||
|
||||
if (percentSolved < 100 && !contradiction) {
|
||||
// Lookahead loop
|
||||
// Find an unknown cell, try 0 and 1. If one leads to contradiction, the other is true.
|
||||
let progress = true;
|
||||
while (progress && percentSolved < 100) {
|
||||
progress = false;
|
||||
|
||||
// Find unknown cells (optimize: sort by most constrained?)
|
||||
// For now, just scan.
|
||||
let candidates = [];
|
||||
for(let r=0; r<rows; r++) {
|
||||
for(let c=0; c<cols; c++) {
|
||||
if (grid[r][c] === -1) candidates.push({r, c});
|
||||
}
|
||||
}
|
||||
|
||||
// Limit candidates for performance (e.g., first 50 or heuristic)
|
||||
// But we need to solve it...
|
||||
// Let's try top 20 candidates? Or all?
|
||||
// "Parallel web workers" allows us to be heavier, but 80x80 is 6400 cells.
|
||||
// We can't try all 6400 in every pass.
|
||||
// Heuristic: pick cells in rows/cols that are nearly full.
|
||||
|
||||
let checkedCount = 0;
|
||||
const totalCandidates = candidates.length;
|
||||
let lastReportedPercent = -1;
|
||||
|
||||
for (const {r, c} of candidates) {
|
||||
checkedCount++;
|
||||
|
||||
// Report progress inside the heavy loop
|
||||
if (onProgress) {
|
||||
const currentScanPercent = Math.floor((checkedCount / totalCandidates) * 100);
|
||||
// Report every 1% change or at least every 10 items to avoid flooding but keep it responsive
|
||||
if (currentScanPercent > lastReportedPercent || checkedCount % 10 === 0) {
|
||||
lastReportedPercent = currentScanPercent;
|
||||
onProgress(currentScanPercent);
|
||||
}
|
||||
}
|
||||
|
||||
// Try assuming 1
|
||||
// We need to clone the grid for simulation
|
||||
const gridCopy1 = grid.map(row => [...row]);
|
||||
gridCopy1[r][c] = 1;
|
||||
const res1 = solveLogically(rowHints, colHints, gridCopy1);
|
||||
|
||||
// Try assuming 0
|
||||
const gridCopy0 = grid.map(row => [...row]);
|
||||
gridCopy0[r][c] = 0;
|
||||
const res0 = solveLogically(rowHints, colHints, gridCopy0);
|
||||
|
||||
let deduced = null;
|
||||
|
||||
if (res1.contradiction && !res0.contradiction) {
|
||||
deduced = 0; // Must be 0
|
||||
} else if (!res1.contradiction && res0.contradiction) {
|
||||
deduced = 1; // Must be 1
|
||||
}
|
||||
|
||||
if (deduced !== null) {
|
||||
grid[r][c] = deduced;
|
||||
progress = true;
|
||||
lookaheadUsed = true;
|
||||
difficultyScore += 5; // Penalty for requiring lookahead
|
||||
|
||||
// Run logic again to propagate this new info
|
||||
const updated = solveLogically(rowHints, colHints, grid);
|
||||
if (updated.contradiction) break; // Should not happen if logic is sound
|
||||
grid = updated.grid;
|
||||
|
||||
break; // Restart loop to use new info
|
||||
}
|
||||
}
|
||||
|
||||
// Recalculate percent (this is for loop exit condition)
|
||||
solvedCount = 0;
|
||||
grid.forEach(row => row.forEach(c => { if(c !== -1) solvedCount++; }));
|
||||
percentSolved = (solvedCount / totalCells) * 100;
|
||||
// Note: we don't report percentSolved here because we want the spinner to show SCAN progress (0-100% of current pass)
|
||||
// If we reported percentSolved, the user might see the spinner jump from 100% (scan done) to 5% (solved amount), which is confusing.
|
||||
}
|
||||
}
|
||||
|
||||
// Final Difficulty Calculation
|
||||
// Factors:
|
||||
// 1. Size (rows * cols)
|
||||
// 2. Iterations (how many passes of line logic)
|
||||
// 3. Lookahead (did we need it?)
|
||||
|
||||
const effectiveSize = Math.sqrt(rows * cols);
|
||||
// iterations is usually 2-20.
|
||||
// difficultyScore accumulates lookahead steps.
|
||||
|
||||
// Normalize iterations
|
||||
const iterScore = Math.min(20, iterations) * 2;
|
||||
|
||||
// Base difficulty
|
||||
let totalScore = effectiveSize + iterScore + difficultyScore;
|
||||
|
||||
// If not fully solved, massive penalty
|
||||
if (percentSolved < 100) {
|
||||
// Unsolvable by logic+lookahead
|
||||
// This is "Extreme" or "Guessing Required"
|
||||
totalScore = 100; // Cap at max
|
||||
difficultyScore = 100; // Unsolvable (or timed out/too hard)
|
||||
} else {
|
||||
// Solved
|
||||
// Normalize score 0-100 (approximately)
|
||||
// Max theoretical "normal" score ~ 80 (size 80) + 40 (iter) + 20 (lookahead) = 140?
|
||||
// Let's scale it.
|
||||
totalScore = Math.min(100, totalScore);
|
||||
if (maxDepth === 0) {
|
||||
// Pure logic
|
||||
difficultyScore = Math.min(30, effectiveSize);
|
||||
} else {
|
||||
// Required guessing
|
||||
// Simple heuristic: 30 + backtracks * 5 + depth * 2
|
||||
difficultyScore = 30 + (backtracks * 2) + (maxDepth * 5);
|
||||
difficultyScore = Math.min(100, difficultyScore);
|
||||
}
|
||||
}
|
||||
|
||||
return {
|
||||
percentSolved,
|
||||
difficultyScore: totalScore,
|
||||
lookaheadUsed,
|
||||
iterations
|
||||
difficultyScore: Math.round(difficultyScore),
|
||||
lookaheadUsed: maxDepth > 0,
|
||||
iterations,
|
||||
maxDepth,
|
||||
backtracks
|
||||
};
|
||||
}
|
||||
|
||||
64
src/utils/solver.test.js
Normal file
64
src/utils/solver.test.js
Normal file
@@ -0,0 +1,64 @@
|
||||
it('solves a puzzle requiring guessing (Backtracking)', () => {
|
||||
// A puzzle that logic alone cannot start usually has multiple solutions or requires a guess.
|
||||
// Example: The "domino" or "ambiguous" pattern, but we need a unique solution that requires lookahead.
|
||||
// Or just a very hard unique puzzle.
|
||||
// A simple case where line logic is stuck but global constraints solve it.
|
||||
//
|
||||
// 0 1 1 0
|
||||
// 1 0 0 1
|
||||
// 1 0 0 1
|
||||
// 0 1 1 0
|
||||
// Hints:
|
||||
// R: 2, 1 1, 1 1, 2
|
||||
// C: 2, 1 1, 1 1, 2
|
||||
// This is a "ring". It might be solvable by logic if corners are forced.
|
||||
// Let's try a known "hard" small pattern.
|
||||
//
|
||||
// 0 0 0
|
||||
// 0 1 0
|
||||
// 0 0 0
|
||||
// R: 0, 1, 0
|
||||
// C: 0, 1, 0
|
||||
// Logic solves this instantly.
|
||||
|
||||
// Let's trust the logic works for general backtracking by forcing a guess.
|
||||
// We can mock solveLine to return "no change" to force backtracking? No, integration test is better.
|
||||
|
||||
// Let's just ensure it returns a valid result structure for a solvable puzzle.
|
||||
const rowHints = [[1], [1], [1]];
|
||||
const colHints = [[1], [1], [1]];
|
||||
// 3x3 diagonal?
|
||||
// 1 0 0
|
||||
// 0 1 0
|
||||
// 0 0 1
|
||||
// Hints: 1, 1, 1
|
||||
// Cols: 1, 1, 1
|
||||
// This has multiple solutions (diagonal or anti-diagonal or others).
|
||||
// Our solver should find ONE of them and return 100%.
|
||||
|
||||
const result = solvePuzzle(rowHints, colHints);
|
||||
expect(result.percentSolved).toBe(100);
|
||||
// It might use lookahead because logic can't decide.
|
||||
// Actually for this specific case, logic does nothing (all empty or all full are not possible, but many perms).
|
||||
// So it MUST branch.
|
||||
expect(result.maxDepth).toBeGreaterThan(0);
|
||||
});
|
||||
|
||||
it('stress test: should solve 100 random valid 10x10 grids', () => {
|
||||
// This ensures the solver is robust and doesn't fail on valid puzzles.
|
||||
// Using a fixed seed or just running a loop.
|
||||
for (let i = 0; i < 100; i++) {
|
||||
const size = 10;
|
||||
const grid = generateRandomGrid(size, 0.5);
|
||||
const { rowHints, colHints } = calculateHints(grid);
|
||||
|
||||
const result = solvePuzzle(rowHints, colHints);
|
||||
|
||||
if (result.percentSolved < 100) {
|
||||
console.error('Failed Grid:', JSON.stringify(grid));
|
||||
console.error('Result:', result);
|
||||
}
|
||||
expect(result.percentSolved).toBe(100);
|
||||
}
|
||||
});
|
||||
});
|
||||
@@ -28,6 +28,46 @@ class WorkerPool {
|
||||
});
|
||||
}
|
||||
|
||||
runRace(tasks) {
|
||||
return new Promise((resolve, reject) => {
|
||||
let activeCount = tasks.length;
|
||||
let resolved = false;
|
||||
|
||||
tasks.forEach(taskData => {
|
||||
this.run(taskData.data, taskData.onProgress)
|
||||
.then(result => {
|
||||
if (resolved) return;
|
||||
|
||||
// Heuristic: If solved 100%, we have a winner
|
||||
if (result.solvability === 100) {
|
||||
resolved = true;
|
||||
resolve(result);
|
||||
// Cancel others (optional but good for perf)
|
||||
// We can't easily cancel *specific* other tasks in this pool implementation without IDs
|
||||
// But since this is a "Race", we assume the caller will handle cleanup or we just let them finish
|
||||
} else {
|
||||
// If not fully solved, we wait for others?
|
||||
// Or maybe we collect all results and pick best?
|
||||
// For "Race", we usually want the first *Success*.
|
||||
// If all fail (finish without 100%), we reject or return best.
|
||||
activeCount--;
|
||||
if (activeCount === 0) {
|
||||
// All finished, none 100%. Return the last one (or logic to pick best)
|
||||
resolve(result);
|
||||
}
|
||||
}
|
||||
})
|
||||
.catch(err => {
|
||||
if (resolved) return;
|
||||
activeCount--;
|
||||
if (activeCount === 0) {
|
||||
reject(new Error('All workers failed'));
|
||||
}
|
||||
});
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
execute(workerObj, task) {
|
||||
workerObj.busy = true;
|
||||
workerObj.currentTask = task;
|
||||
@@ -45,7 +85,12 @@ class WorkerPool {
|
||||
return; // Don't resolve yet
|
||||
}
|
||||
|
||||
workerObj.currentTask.resolve(e.data);
|
||||
if (e.data.error) {
|
||||
workerObj.currentTask.reject(new Error(e.data.error));
|
||||
} else {
|
||||
workerObj.currentTask.resolve(e.data);
|
||||
}
|
||||
|
||||
workerObj.currentTask = null;
|
||||
workerObj.busy = false;
|
||||
this.active--;
|
||||
@@ -81,6 +126,32 @@ class WorkerPool {
|
||||
this.queue = [];
|
||||
}
|
||||
|
||||
cancelAll() {
|
||||
this.clearQueue();
|
||||
|
||||
// Terminate and restart busy workers
|
||||
this.workers.forEach((w, index) => {
|
||||
if (w.busy) {
|
||||
w.worker.terminate();
|
||||
|
||||
if (w.currentTask) {
|
||||
w.currentTask.reject(new Error('Terminated'));
|
||||
}
|
||||
|
||||
// Create replacement
|
||||
const newWorker = new SolverWorker();
|
||||
newWorker.onmessage = (e) => this.handleWorkerMessage(newWorker, e);
|
||||
newWorker.onerror = (e) => this.handleWorkerError(newWorker, e);
|
||||
|
||||
// Replace in array
|
||||
this.workers[index] = { worker: newWorker, busy: false, id: w.id };
|
||||
}
|
||||
});
|
||||
|
||||
// Reset active count since all busy workers were replaced with idle ones
|
||||
this.active = 0;
|
||||
}
|
||||
|
||||
terminate() {
|
||||
this.workers.forEach(w => w.worker.terminate());
|
||||
this.workers = [];
|
||||
|
||||
@@ -2,7 +2,7 @@ import { calculateHints } from '../utils/puzzleUtils';
|
||||
import { solvePuzzle } from '../utils/solver';
|
||||
|
||||
self.onmessage = (e) => {
|
||||
const { id, grid } = e.data;
|
||||
const { id, grid, initialGrid } = e.data;
|
||||
|
||||
try {
|
||||
if (!grid || grid.length === 0) {
|
||||
@@ -12,10 +12,11 @@ self.onmessage = (e) => {
|
||||
|
||||
const rows = grid.length;
|
||||
const cols = grid[0].length;
|
||||
const size = Math.max(rows, cols);
|
||||
const density = grid.flat().filter(c => c === 1).length / (rows * cols);
|
||||
|
||||
// 1. Calculate Hints
|
||||
// Use initialGrid if provided, otherwise assume we are starting fresh
|
||||
// BUT wait, 'grid' passed here is usually the 0/1 grid from Image Import (target pattern).
|
||||
// 'initialGrid' would be the partial solution state (-1/0/1).
|
||||
|
||||
// 1. Calculate Hints from the TARGET grid (the image)
|
||||
const { rowHints, colHints } = calculateHints(grid);
|
||||
|
||||
// 2. Run Solver (Logic + Lookahead)
|
||||
@@ -27,7 +28,7 @@ self.onmessage = (e) => {
|
||||
});
|
||||
};
|
||||
|
||||
const { percentSolved, difficultyScore, lookaheadUsed } = solvePuzzle(rowHints, colHints, onProgress);
|
||||
const { percentSolved, difficultyScore, lookaheadUsed } = solvePuzzle(rowHints, colHints, onProgress, initialGrid);
|
||||
|
||||
// 3. Determine Level
|
||||
let value = difficultyScore;
|
||||
|
||||
Reference in New Issue
Block a user