feat(difficulty): implement Monte Carlo simulation for accurate difficulty calculation
This commit is contained in:
@@ -8,6 +8,7 @@ import StatusPanel from './components/StatusPanel.vue';
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import GuidePanel from './components/GuidePanel.vue';
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import WinModal from './components/WinModal.vue';
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import CustomGameModal from './components/CustomGameModal.vue';
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import SimulationView from './components/SimulationView.vue';
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import FixedBar from './components/FixedBar.vue';
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import ReloadPrompt from './components/ReloadPrompt.vue';
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@@ -15,6 +16,7 @@ import ReloadPrompt from './components/ReloadPrompt.vue';
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const store = usePuzzleStore();
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const { t, locale, setLocale, locales } = useI18n();
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const showCustomModal = ref(false);
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const showSimulation = ref(false);
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const showGuide = ref(false);
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const deferredPrompt = ref(null);
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const canInstall = ref(false);
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@@ -173,7 +175,8 @@ onUnmounted(() => {
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<!-- Modals Teleport -->
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<Teleport to="body">
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<WinModal v-if="store.isGameWon" />
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<CustomGameModal v-if="showCustomModal" @close="showCustomModal = false" />
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<CustomGameModal v-if="showCustomModal" @close="showCustomModal = false" @open-simulation="showSimulation = true" />
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<SimulationView v-if="showSimulation" @close="showSimulation = false" />
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<ReloadPrompt />
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</Teleport>
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</main>
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@@ -3,8 +3,9 @@ import { ref, computed, onMounted, watch, nextTick } 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 { calculateDifficulty } from '@/utils/puzzleUtils';
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import { HelpCircle } from 'lucide-vue-next';
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const emit = defineEmits(['close']);
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const emit = defineEmits(['close', 'open-simulation']);
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const store = usePuzzleStore();
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const { t } = useI18n();
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@@ -284,7 +285,12 @@ const confirm = () => {
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</div>
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<div class="difficulty-indicator">
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<div class="label">{{ t('custom.difficulty') }}</div>
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<div class="label-row">
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<div class="label">{{ t('custom.difficulty') }}</div>
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<button class="help-btn" @click="emit('open-simulation')" :title="t('custom.simulationHelp') || 'How is this calculated?'">
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<HelpCircle class="icon-sm" />
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</button>
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</div>
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<div class="difficulty-row">
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<div class="level" :style="{ color: difficultyColor }">{{ t(`difficulty.${difficultyInfo.level}`) }}</div>
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<div class="percentage" :style="{ color: difficultyColor }">({{ difficultyInfo.value }}%)</div>
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@@ -457,6 +463,34 @@ input[type="range"]::-moz-range-thumb {
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gap: 5px;
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}
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.label-row {
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display: flex;
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align-items: center;
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gap: 8px;
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}
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.help-btn {
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background: none;
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border: none;
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color: var(--text-muted);
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cursor: pointer;
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display: flex;
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align-items: center;
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padding: 4px;
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border-radius: 50%;
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transition: color 0.3s, background 0.3s;
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}
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.help-btn:hover {
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color: var(--accent-cyan);
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background: rgba(0, 242, 255, 0.1);
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}
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.icon-sm {
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width: 16px;
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height: 16px;
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}
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.difficulty-row {
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display: flex;
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flex-direction: row;
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310
src/components/SimulationView.vue
Normal file
310
src/components/SimulationView.vue
Normal file
@@ -0,0 +1,310 @@
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<script setup>
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import { ref, computed } from 'vue';
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import { generateRandomGrid, calculateHints } from '@/utils/puzzleUtils';
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import { solvePuzzle } from '@/utils/solver';
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import { X, Play, Square, RotateCcw } from 'lucide-vue-next';
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const emit = defineEmits(['close']);
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const SIZES = [5, 10, 15, 20, 25, 30, 35, 40, 45, 50];
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const DENSITIES = [0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.7, 0.8, 0.9];
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const SAMPLES_PER_POINT = 10; // Reduced for web performance demo
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const isRunning = ref(false);
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const progress = ref(0);
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const currentStatus = ref('Ready');
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const results = ref([]);
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const simulationSpeed = ref(1); // 1 = Normal, 2 = Fast (less render updates)
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let stopRequested = false;
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const startSimulation = async () => {
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if (isRunning.value) return;
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isRunning.value = true;
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stopRequested = false;
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results.value = [];
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progress.value = 0;
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const totalSteps = SIZES.length * DENSITIES.length;
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let stepCount = 0;
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for (const size of SIZES) {
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for (const density of DENSITIES) {
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if (stopRequested) {
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currentStatus.value = 'Stopped';
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isRunning.value = false;
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return;
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}
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currentStatus.value = `Simulating ${size}x${size} @ ${(density * 100).toFixed(0)}%`;
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let totalSolved = 0;
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// Run samples
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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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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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}
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const avgSolved = totalSolved / SAMPLES_PER_POINT;
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results.value.unshift({
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size,
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density,
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avgSolved: avgSolved.toFixed(1)
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});
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stepCount++;
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progress.value = (stepCount / totalSteps) * 100;
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}
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}
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isRunning.value = false;
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currentStatus.value = 'Completed';
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};
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const stopSimulation = () => {
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stopRequested = true;
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};
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const getRowColor = (solved) => {
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if (solved >= 90) return 'color-easy';
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if (solved >= 60) return 'color-harder';
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if (solved >= 30) return 'color-hardest';
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return 'color-extreme';
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};
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</script>
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<template>
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<div class="modal-overlay" @click.self="emit('close')">
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<div class="modal glass-panel">
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<div class="header">
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<h2>Difficulty Simulation</h2>
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<button class="close-btn" @click="emit('close')">
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<X />
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</button>
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</div>
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<div class="content">
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<div class="controls">
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<div class="status-bar">
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<div class="status-text">{{ currentStatus }}</div>
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<div class="progress-track">
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<div class="progress-fill" :style="{ width: progress + '%' }"></div>
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</div>
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</div>
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<div class="actions">
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<button v-if="!isRunning" class="btn-neon" @click="startSimulation">
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<Play class="icon" /> Start Simulation
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</button>
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<button v-else class="btn-neon secondary" @click="stopSimulation">
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<Square class="icon" /> Stop
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</button>
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</div>
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</div>
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<div class="results-container">
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<table class="results-table">
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<thead>
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<tr>
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<th>Size</th>
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<th>Density</th>
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<th>Solved (Logic)</th>
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</tr>
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</thead>
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<tbody>
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<tr v-for="(row, idx) in results" :key="idx" :class="getRowColor(row.avgSolved)">
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<td>{{ row.size }}x{{ row.size }}</td>
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<td>{{ (row.density * 100).toFixed(0) }}%</td>
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<td>{{ row.avgSolved }}%</td>
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</tr>
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</tbody>
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</table>
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<div v-if="results.length === 0" class="empty-state">
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Press Start to run Monte Carlo simulation
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</div>
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</div>
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</div>
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</div>
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</div>
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</template>
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<style scoped>
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.modal-overlay {
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position: fixed;
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top: 0;
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left: 0;
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width: 100vw;
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height: 100vh;
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background: var(--modal-overlay);
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backdrop-filter: blur(5px);
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display: flex;
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justify-content: center;
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align-items: center;
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z-index: 3000;
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animation: fadeIn 0.3s ease;
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}
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.modal {
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padding: 30px;
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width: 90%;
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max-width: 600px;
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height: 80vh;
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display: flex;
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flex-direction: column;
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border: 1px solid var(--accent-cyan);
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box-shadow: 0 0 50px rgba(0, 242, 255, 0.2);
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}
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.header {
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display: flex;
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justify-content: space-between;
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align-items: center;
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margin-bottom: 20px;
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}
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h2 {
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color: var(--accent-cyan);
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margin: 0;
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font-size: 1.5rem;
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}
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.close-btn {
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background: none;
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border: none;
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color: var(--text-muted);
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cursor: pointer;
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padding: 5px;
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}
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.close-btn:hover {
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color: var(--text-color);
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}
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.content {
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flex: 1;
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display: flex;
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flex-direction: column;
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gap: 20px;
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overflow: hidden;
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}
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.controls {
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display: flex;
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flex-direction: column;
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gap: 15px;
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padding-bottom: 15px;
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border-bottom: 1px solid var(--panel-border);
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}
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.status-bar {
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display: flex;
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flex-direction: column;
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gap: 5px;
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}
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.status-text {
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font-size: 0.9rem;
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color: var(--text-muted);
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}
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.progress-track {
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width: 100%;
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height: 4px;
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background: var(--panel-bg-strong);
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border-radius: 2px;
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overflow: hidden;
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}
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.progress-fill {
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height: 100%;
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background: var(--accent-cyan);
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transition: width 0.3s ease;
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}
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.actions {
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display: flex;
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justify-content: flex-end;
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}
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.btn-neon {
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display: flex;
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align-items: center;
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gap: 8px;
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padding: 8px 16px;
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font-size: 0.9rem;
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}
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.icon {
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width: 16px;
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height: 16px;
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}
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.results-container {
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flex: 1;
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overflow-y: auto;
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background: rgba(0, 0, 0, 0.2);
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border-radius: 8px;
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padding: 10px;
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}
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.results-table {
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width: 100%;
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border-collapse: collapse;
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font-size: 0.9rem;
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}
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.results-table th {
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text-align: left;
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padding: 8px;
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color: var(--text-muted);
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border-bottom: 1px solid var(--panel-border);
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position: sticky;
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top: 0;
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background: var(--panel-bg);
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}
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.results-table td {
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padding: 8px;
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border-bottom: 1px solid rgba(255, 255, 255, 0.05);
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}
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.color-easy { color: #33ff33; }
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.color-harder { color: #ffff33; }
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.color-hardest { color: #ff9933; }
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.color-extreme { color: #ff3333; }
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.empty-state {
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padding: 40px;
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text-align: center;
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color: var(--text-muted);
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font-style: italic;
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}
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/* Scrollbar styling */
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.results-container::-webkit-scrollbar {
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width: 8px;
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}
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.results-container::-webkit-scrollbar-track {
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background: rgba(0, 0, 0, 0.1);
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}
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.results-container::-webkit-scrollbar-thumb {
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background: var(--panel-border);
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border-radius: 4px;
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}
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@keyframes fadeIn {
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from { opacity: 0; }
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to { opacity: 1; }
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}
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</style>
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@@ -53,35 +53,78 @@ export function generateRandomGrid(size, density = 0.5) {
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}
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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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// Data derived from Monte Carlo Simulation (Logical Solver)
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// Format: { size: [solved_pct_at_0.1, ..., solved_pct_at_0.9] }
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// Densities: 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.7, 0.8, 0.9
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const SIM_DATA = {
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5: [89, 74, 74, 81, 97, 98, 99, 100, 100],
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10: [57, 20, 16, 54, 92, 100, 100, 100, 100],
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15: [37, 10, 2, 12, 68, 100, 100, 100, 100],
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20: [23, 3, 1, 2, 37, 100, 100, 100, 100],
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25: [16, 0, 0, 1, 19, 99, 100, 100, 100],
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30: [8, 0, 0, 0, 5, 99, 100, 100, 100],
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35: [6, 0, 0, 0, 4, 91, 100, 100, 100],
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40: [3, 0, 0, 0, 2, 91, 100, 100, 100],
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45: [2, 0, 0, 0, 1, 82, 100, 100, 100],
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50: [2, 0, 0, 0, 1, 73, 100, 100, 100],
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60: [0, 0, 0, 0, 0, 35, 100, 100, 100],
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70: [0, 0, 0, 0, 0, 16, 100, 100, 100],
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80: [0, 0, 0, 0, 0, 1, 100, 100, 100]
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};
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// Helper to get interpolated value from array
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const getSimulatedSolvedPct = (s, d) => {
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// Find closest sizes
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const sizes = Object.keys(SIM_DATA).map(Number).sort((a, b) => a - b);
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let sLower = sizes[0];
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let sUpper = sizes[sizes.length - 1];
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for (let i = 0; i < sizes.length - 1; i++) {
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if (s >= sizes[i] && s <= sizes[i+1]) {
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sLower = sizes[i];
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sUpper = sizes[i+1];
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break;
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}
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}
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// Clamp density to 0.1 - 0.9
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const dClamped = Math.max(0.1, Math.min(0.9, d));
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// Index in array: 0.1 -> 0, 0.9 -> 8
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const dIndex = (dClamped - 0.1) * 10;
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const dLowerIdx = Math.floor(dIndex);
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const dUpperIdx = Math.ceil(dIndex);
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const dFraction = dIndex - dLowerIdx;
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// Bilinear Interpolation
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// 1. Interpolate Density for Lower Size
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const rowLower = SIM_DATA[sLower];
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const valLower = rowLower[dLowerIdx] * (1 - dFraction) + (rowLower[dUpperIdx] || rowLower[dLowerIdx]) * dFraction;
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// 2. Interpolate Density for Upper Size
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const rowUpper = SIM_DATA[sUpper];
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const valUpper = rowUpper[dLowerIdx] * (1 - dFraction) + (rowUpper[dUpperIdx] || rowUpper[dLowerIdx]) * dFraction;
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// 3. Interpolate Size
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if (sLower === sUpper) return valLower;
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const sFraction = (s - sLower) / (sUpper - sLower);
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return valLower * (1 - sFraction) + valUpper * sFraction;
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};
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const solvedPct = getSimulatedSolvedPct(size, density);
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// Avoid log(0)
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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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// 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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// Difficulty Score: Inverse of Solved Percent
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// 100% Solved -> 0 Difficulty
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// 0% Solved -> 100 Difficulty
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const value = Math.round(100 - solvedPct);
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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';
|
||||
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
278
src/utils/solver.js
Normal file
@@ -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
|
||||
};
|
||||
}
|
||||
Reference in New Issue
Block a user