Guide: przeniesienie logiki solvera do Web Workera

This commit is contained in:
2026-02-08 15:52:26 +01:00
parent 1ce4dc67c4
commit 9688415966
2 changed files with 183 additions and 151 deletions

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@@ -1,105 +1,19 @@
import { ref, computed } from 'vue';
import { ref, computed, onUnmounted } from 'vue';
import { usePuzzleStore } from '@/stores/puzzle';
import { calculateHints } from '@/utils/puzzleUtils';
export function useSolver() {
const store = usePuzzleStore();
const isPlaying = ref(false);
const isProcessing = ref(false);
const speedIndex = ref(0);
const speeds = [1000, 500, 250, 125];
const speedLabels = ['x1', 'x2', 'x3', 'x4'];
const statusText = ref('Oczekiwanie...');
let intervalId = null;
// --- Core Solver Logic (Human-Like) ---
// Generate all valid line permutations
function getPermutations(length, hints) {
const results = [];
function recurse(index, hintIndex, currentLine) {
// Base case: all hints placed
if (hintIndex === hints.length) {
// Fill rest with 0
while (currentLine.length < length) {
currentLine.push(0);
}
results.push(currentLine);
return;
}
const currentHint = hints[hintIndex];
// Calculate remaining space needed for other hints + gaps
let remainingHintsLen = 0;
for (let i = hintIndex + 1; i < hints.length; i++) remainingHintsLen += hints[i] + 1;
// Available space for current hint start
// Must leave enough space for current hint + remaining
const maxStart = length - remainingHintsLen - currentHint;
for (let start = index; start <= maxStart; start++) {
const newLine = [...currentLine];
// Add padding 0s before hint
for (let k = index; k < start; k++) newLine.push(0);
// Add hint 1s
for (let k = 0; k < currentHint; k++) newLine.push(1);
// Add gap 0 if not last hint
if (hintIndex < hints.length - 1) newLine.push(0);
recurse(newLine.length, hintIndex + 1, newLine);
}
}
recurse(0, 0, []);
return results;
}
// Filter permutations that match current known state (0=empty, 1=filled, 2=cross/empty-known)
// Note: In our store: 0=empty(unknown), 1=filled, 2=cross(known empty).
// In logic: 0=empty, 1=filled.
// So if board has 1, perm must have 1. If board has 2, perm must have 0.
function isValidPermutation(perm, currentLineState) {
for (let i = 0; i < perm.length; i++) {
const boardVal = currentLineState[i];
const permVal = perm[i];
if (boardVal === 1 && permVal !== 1) return false; // Must be filled
if (boardVal === 2 && permVal !== 0) return false; // Must be empty
}
return true;
}
function solveLineLogic(lineState, hints, size) {
// 1. Get all permutations for these hints and size
const allPerms = getPermutations(size, hints);
// 2. Filter by current board state
const validPerms = allPerms.filter(p => isValidPermutation(p, lineState));
if (validPerms.length === 0) return { index: -1 }; // Conflict or error
// 3. Find Intersection
for (let i = 0; i < size; i++) {
// If already known, skip
if (lineState[i] !== 0) continue;
let allOne = true;
let allZero = true;
for (const p of validPerms) {
if (p[i] === 0) allOne = false;
if (p[i] === 1) allZero = false;
if (!allOne && !allZero) break;
}
if (allOne) return { index: i, state: 1 }; // Must be filled
if (allZero) return { index: i, state: 2 }; // Must be empty (cross)
}
return { index: -1 };
}
let worker = null;
let requestId = 0;
function step() {
if (store.isGameWon) {
@@ -107,68 +21,14 @@ export function useSolver() {
statusText.value = "Rozwiązane!";
return;
}
if (isProcessing.value) return;
ensureWorker();
isProcessing.value = true;
const size = store.size;
const { rowHints, colHints } = calculateHints(store.solution);
let madeMove = false;
// Try Rows
for (let r = 0; r < size; r++) {
const rowLine = store.playerGrid[r];
const hints = rowHints[r];
const result = solveLineLogic(rowLine, hints, size);
if (result.index !== -1) {
store.setCell(r, result.index, result.state);
statusText.value = `Logika: Wiersz ${r+1}, Kolumna ${result.index+1} -> ${result.state === 1 ? 'Pełne' : 'Puste'}`;
return;
}
}
// Try Cols
for (let c = 0; c < size; c++) {
const colLine = [];
for(let r=0; r<size; r++) colLine.push(store.playerGrid[r][c]);
const hints = colHints[c];
const result = solveLineLogic(colLine, hints, size);
if (result.index !== -1) {
store.setCell(result.index, c, result.state);
statusText.value = `Logika: Kolumna ${c+1}, Wiersz ${result.index+1} -> ${result.state === 1 ? 'Pełne' : 'Puste'}`;
return;
}
}
// Smart Guess (Fallback)
// Find a cell that is 1 in solution but 0 in grid (or 0 in solution and 0 in grid)
// This is "Cheating" but ensures progress if logic gets stuck (or for large grids where logic is slow)
// Real solver would branch, but for this app we use "Oracle Guess" if logic fails.
if (!madeMove) {
for (let r = 0; r < size; r++) {
for (let c = 0; c < size; c++) {
const current = store.playerGrid[r][c];
const target = store.solution[r][c];
// Check if incorrect or unknown
let isCorrect = false;
if (target === 1 && current === 1) isCorrect = true;
if (target === 0 && current === 2) isCorrect = true;
if (target === 0 && current === 0) isCorrect = false; // Unknown, should be empty
if (target === 1 && current === 0) isCorrect = false; // Unknown, should be filled
if (!isCorrect) {
const newState = (target === 1) ? 1 : 2;
store.setCell(r, c, newState);
statusText.value = `Zgadywanie: Wiersz ${r+1}, Kolumna ${c+1}`;
return;
}
}
}
// If here, puzzle is solved
statusText.value = "Koniec!";
pause();
}
const playerGrid = store.playerGrid.map(row => row.slice());
const solution = store.solution.map(row => row.slice());
const id = ++requestId;
worker.postMessage({ id, playerGrid, solution });
}
function togglePlay() {
@@ -199,6 +59,34 @@ export function useSolver() {
}
}
function ensureWorker() {
if (worker) return;
worker = new Worker(new URL('../workers/solverWorker.js', import.meta.url), { type: 'module' });
worker.onmessage = (event) => {
const { type, r, c, state, statusText: text } = event.data;
if (text) statusText.value = text;
if (type === 'move') {
store.setCell(r, c, state);
isProcessing.value = false;
if (store.isGameWon) {
pause();
return;
}
} else if (type === 'done') {
isProcessing.value = false;
pause();
} else {
isProcessing.value = false;
}
};
}
onUnmounted(() => {
pause();
worker?.terminate();
worker = null;
});
return {
isPlaying,
speedIndex,

144
src/workers/solverWorker.js Normal file
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@@ -0,0 +1,144 @@
import { calculateHints } from '../utils/puzzleUtils.js';
const getPermutations = (length, hints) => {
const results = [];
const recurse = (index, hintIndex, currentLine) => {
if (hintIndex === hints.length) {
while (currentLine.length < length) {
currentLine.push(0);
}
results.push(currentLine);
return;
}
const currentHint = hints[hintIndex];
let remainingHintsLen = 0;
for (let i = hintIndex + 1; i < hints.length; i++) remainingHintsLen += hints[i] + 1;
const maxStart = length - remainingHintsLen - currentHint;
for (let start = index; start <= maxStart; start++) {
const newLine = [...currentLine];
for (let k = index; k < start; k++) newLine.push(0);
for (let k = 0; k < currentHint; k++) newLine.push(1);
if (hintIndex < hints.length - 1) newLine.push(0);
recurse(newLine.length, hintIndex + 1, newLine);
}
};
recurse(0, 0, []);
return results;
};
const isValidPermutation = (perm, currentLineState) => {
for (let i = 0; i < perm.length; i++) {
const boardVal = currentLineState[i];
const permVal = perm[i];
if (boardVal === 1 && permVal !== 1) return false;
if (boardVal === 2 && permVal !== 0) return false;
}
return true;
};
const solveLineLogic = (lineState, hints, size) => {
const allPerms = getPermutations(size, hints);
const validPerms = allPerms.filter(p => isValidPermutation(p, lineState));
if (validPerms.length === 0) return { index: -1 };
for (let i = 0; i < size; i++) {
if (lineState[i] !== 0) continue;
let allOne = true;
let allZero = true;
for (const p of validPerms) {
if (p[i] === 0) allOne = false;
if (p[i] === 1) allZero = false;
if (!allOne && !allZero) break;
}
if (allOne) return { index: i, state: 1 };
if (allZero) return { index: i, state: 2 };
}
return { index: -1 };
};
const isSolved = (grid, solution) => {
const size = grid.length;
for (let r = 0; r < size; r++) {
for (let c = 0; c < size; c++) {
const playerCell = grid[r][c];
const solutionCell = solution[r][c];
const isFilled = playerCell === 1;
const shouldBeFilled = solutionCell === 1;
if (isFilled !== shouldBeFilled) return false;
}
}
return true;
};
const handleStep = (playerGrid, solution) => {
if (isSolved(playerGrid, solution)) {
return { type: 'done', statusText: 'Rozwiązane!' };
}
const size = solution.length;
const { rowHints, colHints } = calculateHints(solution);
for (let r = 0; r < size; r++) {
const rowLine = playerGrid[r];
const hints = rowHints[r];
const result = solveLineLogic(rowLine, hints, size);
if (result.index !== -1) {
return {
type: 'move',
r,
c: result.index,
state: result.state,
statusText: `Logika: Wiersz ${r + 1}, Kolumna ${result.index + 1} -> ${result.state === 1 ? 'Pełne' : 'Puste'}`
};
}
}
for (let c = 0; c < size; c++) {
const colLine = [];
for (let r = 0; r < size; r++) colLine.push(playerGrid[r][c]);
const hints = colHints[c];
const result = solveLineLogic(colLine, hints, size);
if (result.index !== -1) {
return {
type: 'move',
r: result.index,
c,
state: result.state,
statusText: `Logika: Kolumna ${c + 1}, Wiersz ${result.index + 1} -> ${result.state === 1 ? 'Pełne' : 'Puste'}`
};
}
}
for (let r = 0; r < size; r++) {
for (let c = 0; c < size; c++) {
const current = playerGrid[r][c];
const target = solution[r][c];
let isCorrect = false;
if (target === 1 && current === 1) isCorrect = true;
if (target === 0 && current === 2) isCorrect = true;
if (target === 0 && current === 0) isCorrect = false;
if (target === 1 && current === 0) isCorrect = false;
if (!isCorrect) {
const newState = target === 1 ? 1 : 2;
return {
type: 'move',
r,
c,
state: newState,
statusText: `Zgadywanie: Wiersz ${r + 1}, Kolumna ${c + 1}`
};
}
}
}
return { type: 'done', statusText: 'Koniec!' };
};
self.onmessage = (event) => {
const { id, playerGrid, solution } = event.data;
const result = handleStep(playerGrid, solution);
self.postMessage({ id, ...result });
};