refactor: optimize solver to use pure logic without guessing
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@@ -5,7 +5,7 @@ const messages = {
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'worker.solved': 'Rozwiązane!',
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'worker.logicRow': 'Logika: Wiersz {row}, Kolumna {col} -> {state}',
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'worker.logicCol': 'Logika: Kolumna {col}, Wiersz {row} -> {state}',
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'worker.guess': 'Zgadywanie: Wiersz {row}, Kolumna {col}',
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'worker.stuck': 'Brak logicznego ruchu. Spróbuj zgadnąć lub cofnąć.',
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'worker.done': 'Koniec!',
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'worker.state.filled': 'Pełne',
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'worker.state.empty': 'Puste'
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@@ -14,7 +14,7 @@ const messages = {
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'worker.solved': 'Solved!',
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'worker.logicRow': 'Logic: Row {row}, Column {col} -> {state}',
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'worker.logicCol': 'Logic: Column {col}, Row {row} -> {state}',
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'worker.guess': 'Guessing: Row {row}, Column {col}',
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'worker.stuck': 'No logical move found. Try guessing or undoing.',
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'worker.done': 'Done!',
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'worker.state.filled': 'Filled',
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'worker.state.empty': 'Empty'
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@@ -236,29 +236,9 @@ const handleStep = (playerGrid, solution, locale) => {
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}
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}
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for (let r = 0; r < size; r++) {
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for (let c = 0; c < size; c++) {
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const current = playerGrid[r][c];
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const target = solution[r][c];
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let isCorrect = false;
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if (target === 1 && current === 1) isCorrect = true;
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if (target === 0 && current === 2) isCorrect = true;
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if (target === 0 && current === 0) isCorrect = false;
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if (target === 1 && current === 0) isCorrect = false;
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if (!isCorrect) {
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const newState = target === 1 ? 1 : 2;
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return {
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type: 'move',
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r,
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c,
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state: newState,
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statusText: t(locale, 'worker.guess', { row: r + 1, col: c + 1 })
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};
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}
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}
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}
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return { type: 'done', statusText: t(locale, 'worker.done') };
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// Check for guess logic - we want to avoid this unless strictly necessary
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// If no logic move found, return 'stuck' instead of cheating
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return { type: 'stuck', statusText: t(locale, 'worker.stuck') };
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};
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self.onmessage = (event) => {
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