feat: enhance custom game difficulty calculation and UI
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@@ -52,24 +52,36 @@ export function generateRandomGrid(size, density = 0.5) {
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return grid;
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}
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export function calculateDifficulty(density) {
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export function calculateDifficulty(density, size = 10) {
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// Shannon Entropy: H(x) = -x*log2(x) - (1-x)*log2(1-x)
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// Normalized to 0-1 range (since max entropy at 0.5 is 1)
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// Avoid log(0)
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if (density <= 0 || density >= 1) return 'easy';
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if (density <= 0 || density >= 1) return { level: 'easy', value: 0 };
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const entropy = -density * Math.log2(density) - (1 - density) * Math.log2(1 - density);
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// Thresholds based on entropy
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// 0.5 density -> entropy 1.0 (Extreme)
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// 0.4/0.6 density -> entropy ~0.97 (Extreme)
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// 0.3/0.7 density -> entropy ~0.88 (Hardest)
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// 0.2/0.8 density -> entropy ~0.72 (Harder)
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// <0.2/>0.8 density -> entropy <0.72 (Easy)
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// Difficulty score combines entropy (complexity) and size (scale)
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// We use sqrt(size) to dampen the effect of very large grids,
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// ensuring that density still plays a major role.
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// Normalized against max size (80)
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const sizeFactor = Math.sqrt(size / 80);
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const score = entropy * sizeFactor * 100;
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const value = Math.round(score);
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// Thresholds
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let level = 'easy';
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if (value >= 80) level = 'extreme';
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else if (value >= 60) level = 'hardest';
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else if (value >= 40) level = 'harder';
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else if (value >= 20) level = 'medium'; // Using 'medium' key if available, or we need to add it?
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// Wait, useI18n only has: easy, harder, hardest, extreme.
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// Let's stick to those keys but adjust ranges.
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if (value >= 75) level = 'extreme';
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else if (value >= 50) level = 'hardest';
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else if (value >= 25) level = 'harder';
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else level = 'easy';
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if (entropy >= 0.96) return 'extreme'; // approx 38% - 62%
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if (entropy >= 0.85) return 'hardest'; // approx 28% - 38% & 62% - 72%
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if (entropy >= 0.65) return 'harder'; // approx 17% - 28% & 72% - 83%
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return 'easy';
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return { level, value };
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}
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