42 Commits

Author SHA1 Message Date
ef4b2653a8 1.15.17
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2026-02-26 21:47:22 +00:00
3237fcfa7c Add rich social media metadata (Open Graph, Twitter Cards) 2026-02-26 21:47:14 +00:00
fcef986d2b Update docker-compose name and service aliases, adjust deploy workflow
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2026-02-22 19:46:03 +00:00
4c6f4d5865 Restore workflow trigger and name
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2026-02-22 16:40:35 +00:00
3052fed279 Update deploy workflow: set working directory and simplify 2026-02-22 16:33:13 +00:00
fa983c6777 1.15.16
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2026-02-22 16:20:56 +00:00
2a1ddf92aa Remove direct host port binding (use NPM) 2026-02-22 16:20:17 +00:00
a5b93c1198 1.15.15
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2026-02-22 15:45:08 +00:00
be014fc3c8 Fix nginx config: remove volume mount, add IPv6 listen, catch-all server_name 2026-02-22 15:45:08 +00:00
269db48aec 1.15.14
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2026-02-22 15:41:43 +00:00
fe72508717 Restore correct docker-compose.yml (remove piggy-bank, fix service name) 2026-02-22 15:41:42 +00:00
70ba5ebdb3 1.15.13
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2026-02-22 15:37:51 +00:00
5aaa8c7357 1.15.12
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2026-02-22 15:37:00 +00:00
bf7cc4cb1d Add expose 80 to docker-compose 2026-02-22 15:37:00 +00:00
1aff1a0857 1.15.11
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2026-02-22 15:31:51 +00:00
a59aeb93e6 Restore npm_public network in docker-compose.yml 2026-02-22 15:31:51 +00:00
8291c8f74c 1.15.10
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2026-02-22 15:28:20 +00:00
0f240596cc 1.15.9
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2026-02-21 23:24:44 +00:00
6fc3e1c057 Enhance vibration pattern on game win with error handling 2026-02-21 23:24:40 +00:00
d488531358 1.15.8
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2026-02-21 23:13:07 +00:00
e3d2b630e1 Remove overlay rectangle from share export 2026-02-21 23:13:06 +00:00
1392a9f3d5 1.15.7
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2026-02-21 23:04:08 +00:00
8ccf5de972 Fix SVG path precision in share export 2026-02-21 23:04:04 +00:00
ddf6a31f55 1.15.6
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2026-02-21 22:39:54 +00:00
62f35ec35e Fix camera UI gradient gap at bottom 2026-02-21 22:39:28 +00:00
cdaa10c282 Consolidate assets and remove duplicate splash image 2026-02-21 22:38:06 +00:00
56bff9fc59 1.15.5
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2026-02-21 21:52:11 +00:00
ff520b53f7 Stop tracking dev-dist folder 2026-02-21 21:49:48 +00:00
c5e09a51e8 Update .gitignore 2026-02-21 20:46:05 +00:00
222b8a5f4c Fix reset behavior for custom image nonograms
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2026-02-21 20:41:33 +00:00
cf84dfd7f2 Refactor solver worker to return translation keys and centralize i18n 2026-02-21 20:41:19 +00:00
99d1370461 1.15.4
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2026-02-19 11:20:55 +01:00
01b01b727f refactor: cleanup unused files, consolidate tests, optimize worker pool 2026-02-19 11:20:27 +01:00
46bde27514 v1.15.3: Add missing DifficultyMap.vue component
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2026-02-19 10:56:58 +01:00
739c2b21d7 chore: update package-lock.json to 1.15.2
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2026-02-19 10:43:26 +01:00
0d4ef75934 v1.15.2: Restore difficulty map visibility and fix i18n crash
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2026-02-19 10:25:58 +01:00
b6e685d351 fix: restore index.html
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2026-02-19 08:21:24 +01:00
44b0f6443f fix: allow dynamic container name to prevent conflicts
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2026-02-19 07:08:27 +01:00
a926727b51 Merge branch 'main' of gitea.7u.pl:gkucmierz/nonograms
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2026-02-19 06:56:10 +01:00
4782d20493 chore: bump version and fix boost button 2026-02-19 06:54:25 +01:00
182658774e Delete index.html
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2026-02-19 05:50:00 +00:00
635fdb089d Delete update_i18n_guide.cjs
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2026-02-19 05:49:09 +00:00
30 changed files with 791 additions and 4212 deletions

2
.env.example Normal file
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@@ -0,0 +1,2 @@
# Optional: Set a custom container name to run multiple instances
# CONTAINER_NAME=nonograms-dev

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@@ -1,6 +1,4 @@
name: Deploy to Production
run-name: Deploy to Production by @${{ github.actor }}
name: Build and Deploy
on:
push:
branches:
@@ -10,14 +8,11 @@ jobs:
deploy:
runs-on: self-hosted
steps:
- name: Check out repository code
uses: actions/checkout@v4
- uses: actions/checkout@v4
- name: Build and deploy with Docker Compose
- name: Deploy nonograms-app
run: |
# Próba zatrzymania i usunięcia starego kontenera (ignoruje błąd jeśli nie istnieje)
docker compose down --remove-orphans || true
docker rm -f nonograms-app || true
# Start nowej wersji
docker compose up -d --build

1
.gitignore vendored
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@@ -3,6 +3,7 @@ node_modules
.DS_Store
dist/
dist-ssr/
dev-dist/
*.local
.npmrc

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@@ -1,92 +0,0 @@
/**
* Copyright 2018 Google Inc. All Rights Reserved.
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
* http://www.apache.org/licenses/LICENSE-2.0
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
// If the loader is already loaded, just stop.
if (!self.define) {
let registry = {};
// Used for `eval` and `importScripts` where we can't get script URL by other means.
// In both cases, it's safe to use a global var because those functions are synchronous.
let nextDefineUri;
const singleRequire = (uri, parentUri) => {
uri = new URL(uri + ".js", parentUri).href;
return registry[uri] || (
new Promise(resolve => {
if ("document" in self) {
const script = document.createElement("script");
script.src = uri;
script.onload = resolve;
document.head.appendChild(script);
} else {
nextDefineUri = uri;
importScripts(uri);
resolve();
}
})
.then(() => {
let promise = registry[uri];
if (!promise) {
throw new Error(`Module ${uri} didnt register its module`);
}
return promise;
})
);
};
self.define = (depsNames, factory) => {
const uri = nextDefineUri || ("document" in self ? document.currentScript.src : "") || location.href;
if (registry[uri]) {
// Module is already loading or loaded.
return;
}
let exports = {};
const require = depUri => singleRequire(depUri, uri);
const specialDeps = {
module: { uri },
exports,
require
};
registry[uri] = Promise.all(depsNames.map(
depName => specialDeps[depName] || require(depName)
)).then(deps => {
factory(...deps);
return exports;
});
};
}
define(['./workbox-7a5e81cd'], (function (workbox) { 'use strict';
self.addEventListener('message', event => {
if (event.data && event.data.type === 'SKIP_WAITING') {
self.skipWaiting();
}
});
/**
* The precacheAndRoute() method efficiently caches and responds to
* requests for URLs in the manifest.
* See https://goo.gl/S9QRab
*/
workbox.precacheAndRoute([{
"url": "index.html",
"revision": "0.n1n8rjsg38"
}], {});
workbox.cleanupOutdatedCaches();
workbox.registerRoute(new workbox.NavigationRoute(workbox.createHandlerBoundToURL("index.html"), {
allowlist: [/^\/$/]
}));
}));

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@@ -1,16 +1,22 @@
version: '3.8'
name: nonograms-app
services:
nonograms:
container_name: nonograms
nonograms-app:
container_name: nonograms-app
build:
context: .
dockerfile: Dockerfile
# ports:
# - "8083:80"
expose:
- "80"
restart: unless-stopped
# volumes:
# - ./nginx.conf:/etc/nginx/conf.d/default.conf:ro
networks:
- npm_public
npm_public:
aliases:
- nonograms-app
networks:
npm_public:

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@@ -6,7 +6,21 @@
<link rel="apple-touch-icon" href="/apple-touch-icon.png" />
<link rel="mask-icon" href="/nonograms.svg" color="#00f2fe" />
<meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=no, viewport-fit=cover" />
<title>Nonograms Pro - Vue 3 SOLID</title>
<title>Nonograms Pro - Logic Puzzle Game</title>
<meta name="description" content="Interactive Nonogram logic puzzles with a modern interface. Solve puzzles, use the built-in solver, and create your own custom games.">
<!-- Open Graph (for social media sharing like Facebook/Discord) -->
<meta property="og:title" content="Nonograms Pro - Logic Puzzle Game">
<meta property="og:description" content="Interactive Nonogram logic puzzles with a modern interface. Solve puzzles, use the built-in solver, and create your own custom games.">
<meta property="og:image" content="/screenshot.png">
<meta property="og:type" content="website">
<!-- Twitter Cards -->
<meta name="twitter:card" content="summary_large_image">
<meta name="twitter:title" content="Nonograms Pro - Logic Puzzle Game">
<meta name="twitter:description" content="Interactive Nonogram logic puzzles with a modern interface. Solve puzzles, use the built-in solver, and create your own custom games.">
<meta name="twitter:image" content="/screenshot.png">
</head>
<body>
<div id="app"></div>

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@@ -1,6 +1,7 @@
server {
listen 80;
server_name localhost;
listen [::]:80;
server_name _;
root /usr/share/nginx/html;
index index.html;

4
package-lock.json generated
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@@ -1,12 +1,12 @@
{
"name": "vue-nonograms-solid",
"version": "1.15.0",
"version": "1.15.17",
"lockfileVersion": 3,
"requires": true,
"packages": {
"": {
"name": "vue-nonograms-solid",
"version": "1.15.0",
"version": "1.15.17",
"dependencies": {
"@capacitor/android": "^8.1.0",
"@capacitor/cli": "^8.1.0",

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@@ -1,6 +1,6 @@
{
"name": "vue-nonograms-solid",
"version": "1.15.0",
"version": "1.15.17",
"homepage": "https://nonograms.7u.pl/",
"type": "module",
"scripts": {

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@@ -1,9 +1,10 @@
<script setup>
import { ref, computed, onMounted, onUnmounted, watch, nextTick } from 'vue';
import { ref, computed, onMounted, watch } from 'vue';
import { usePuzzleStore } from '@/stores/puzzle';
import { useI18n } from '@/composables/useI18n';
import { calculateDifficulty } from '@/utils/puzzleUtils';
import { HelpCircle } from 'lucide-vue-next';
import DifficultyMap from './DifficultyMap.vue';
const emit = defineEmits(['close', 'open-simulation']);
const store = usePuzzleStore();
@@ -12,161 +13,11 @@ const { t } = useI18n();
const customSize = ref(10);
const fillRate = ref(50);
const errorMsg = ref('');
const difficultyCanvas = ref(null);
const isDragging = ref(false);
const cachedBackground = ref(null);
const drawMap = () => {
const canvas = difficultyCanvas.value;
if (!canvas) return;
const ctx = canvas.getContext('2d');
const width = canvas.width;
const height = canvas.height;
// Clear
ctx.clearRect(0, 0, width, height);
// Use cached background if available
if (cachedBackground.value) {
ctx.putImageData(cachedBackground.value, 0, 0);
} else {
// Draw Gradient Background (Heavy calculation)
const imgData = ctx.createImageData(width, height);
const data = imgData.data;
// Ranges:
// X: Fill Rate 10% -> 90%
// Y: Size 5 -> 80
for (let y = 0; y < height; y++) {
for (let x = 0; x < width; x++) {
const normalizedX = x / width;
const normalizedY = 1 - (y / height); // 0 at bottom, 1 at top
const fRate = 0.1 + normalizedX * 0.8; // 0.1 to 0.9
const sSize = 5 + normalizedY * 75; // 5 to 80
const { value } = calculateDifficulty(fRate, sSize);
// Color Mapping
const hue = 120 * (1 - value / 100);
const [r, g, b] = hslToRgb(hue / 360, 1, 0.5);
const index = (y * width + x) * 4;
data[index] = r;
data[index + 1] = g;
data[index + 2] = b;
data[index + 3] = 255; // Alpha
}
}
ctx.putImageData(imgData, 0, 0);
cachedBackground.value = imgData;
}
// Draw current position
// Map current fillRate/size to x,y
// Fill: 10..90. Size: 5..80.
const currentFill = Math.max(10, Math.min(90, fillRate.value));
const currentSize = Math.max(5, Math.min(80, customSize.value));
const posX = ((currentFill - 10) / 80) * width;
const posY = (1 - (currentSize - 5) / 75) * height;
// Draw Crosshair/Circle
ctx.beginPath();
ctx.arc(posX, posY, 6, 0, Math.PI * 2);
ctx.fillStyle = '#fff';
ctx.fill();
ctx.lineWidth = 2;
ctx.strokeStyle = '#000';
ctx.stroke();
};
const hslToRgb = (h, s, l) => {
let r, g, b;
if (s === 0) {
r = g = b = l; // achromatic
} else {
const hue2rgb = (p, q, t) => {
if (t < 0) t += 1;
if (t > 1) t -= 1;
if (t < 1 / 6) return p + (q - p) * 6 * t;
if (t < 1 / 2) return q;
if (t < 2 / 3) return p + (q - p) * (2 / 3 - t) * 6;
return p;
};
const q = l < 0.5 ? l * (1 + s) : l + s - l * s;
const p = 2 * l - q;
r = hue2rgb(p, q, h + 1 / 3);
g = hue2rgb(p, q, h);
b = hue2rgb(p, q, h - 1 / 3);
}
return [Math.round(r * 255), Math.round(g * 255), Math.round(b * 255)];
};
const updateFromEvent = (e) => {
const canvas = difficultyCanvas.value;
if (!canvas) return;
const rect = canvas.getBoundingClientRect();
// Handle Touch or Mouse
const clientX = e.touches ? e.touches[0].clientX : e.clientX;
const clientY = e.touches ? e.touches[0].clientY : e.clientY;
let x = clientX - rect.left;
let y = clientY - rect.top;
// Clamp
x = Math.max(0, Math.min(rect.width, x));
y = Math.max(0, Math.min(rect.height, y));
// Reverse Map
// x / width -> fillRate (10..90)
// 1 - y / height -> size (5..80)
const normalizedX = x / rect.width;
const normalizedY = 1 - (y / rect.height);
const newFill = 10 + normalizedX * 80;
const newSize = 5 + normalizedY * 75;
fillRate.value = Math.round(newFill);
customSize.value = Math.round(newSize);
};
const startDrag = (e) => {
isDragging.value = true;
updateFromEvent(e);
// Add global listeners for mouse to handle dragging outside canvas
window.addEventListener('mousemove', onDrag);
window.addEventListener('mouseup', stopDrag);
};
const onDrag = (e) => {
if (!isDragging.value) return;
updateFromEvent(e);
};
const stopDrag = () => {
isDragging.value = false;
window.removeEventListener('mousemove', onDrag);
window.removeEventListener('mouseup', stopDrag);
};
onUnmounted(() => {
window.removeEventListener('mousemove', onDrag);
window.removeEventListener('mouseup', stopDrag);
});
const showAdvanced = ref(false);
const showAdvanced = ref(true);
const toggleAdvanced = () => {
showAdvanced.value = !showAdvanced.value;
if (showAdvanced.value) {
// Reset cache when opening to ensure size is correct if canvas resized
cachedBackground.value = null;
nextTick(drawMap);
}
};
onMounted(() => {
@@ -179,14 +30,6 @@ onMounted(() => {
if (savedFillRate && !isNaN(savedFillRate)) {
fillRate.value = Math.max(10, Math.min(90, Number(savedFillRate)));
}
// Don't draw map initially if hidden
});
watch([customSize, fillRate], () => {
if (showAdvanced.value) {
drawMap();
}
});
watch(customSize, (newVal) => {
@@ -245,7 +88,7 @@ const confirm = () => {
<div class="range-value">{{ customSize }}</div>
<input
type="range"
v-model="customSize"
v-model.number="customSize"
min="5"
max="80"
step="1"
@@ -264,7 +107,7 @@ const confirm = () => {
<div class="range-value">{{ fillRate }}%</div>
<input
type="range"
v-model="fillRate"
v-model.number="fillRate"
min="10"
max="90"
step="1"
@@ -278,15 +121,14 @@ const confirm = () => {
</div>
<div class="map-section" v-if="showAdvanced">
<canvas
ref="difficultyCanvas"
width="400"
height="400"
@mousedown="startDrag"
@touchstart.prevent="startDrag"
@touchmove.prevent="onDrag"
@touchend="stopDrag"
></canvas>
<DifficultyMap
v-model:size="customSize"
v-model:density="fillRate"
:interactive="true"
:width="400"
:height="400"
class="difficulty-map-canvas"
/>
</div>
</div>

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@@ -0,0 +1,293 @@
<script setup>
import { ref, onMounted, onUnmounted, watch, nextTick } from 'vue';
import { calculateDifficulty } from '@/utils/puzzleUtils';
import { useI18n } from '@/composables/useI18n';
const props = defineProps({
size: {
type: Number,
required: true
},
density: {
type: Number,
required: true
},
actualDifficulty: {
type: Number,
default: null
},
interactive: {
type: Boolean,
default: false
},
width: {
type: Number,
default: 300
},
height: {
type: Number,
default: 200
}
});
const emit = defineEmits(['update:size', 'update:density']);
const { t } = useI18n();
const canvasRef = ref(null);
let cachedBackground = null;
const isDragging = ref(false);
// Constants for ranges
const MIN_SIZE = 5;
const MAX_SIZE = 80;
const MIN_DENSITY = 10;
const MAX_DENSITY = 90;
const hslToRgb = (h, s, l) => {
let r, g, b;
if (s === 0) {
r = g = b = l; // achromatic
} else {
const hue2rgb = (p, q, t) => {
if (t < 0) t += 1;
if (t > 1) t -= 1;
if (t < 1 / 6) return p + (q - p) * 6 * t;
if (t < 1 / 2) return q;
if (t < 2 / 3) return p + (q - p) * (2 / 3 - t) * 6;
return p;
};
const q = l < 0.5 ? l * (1 + s) : l + s - l * s;
const p = 2 * l - q;
r = hue2rgb(p, q, h + 1 / 3);
g = hue2rgb(p, q, h);
b = hue2rgb(p, q, h - 1 / 3);
}
return [Math.round(r * 255), Math.round(g * 255), Math.round(b * 255)];
};
const drawMap = () => {
const canvas = canvasRef.value;
if (!canvas) return;
try {
const ctx = canvas.getContext('2d');
const width = canvas.width;
const height = canvas.height;
// Clear
ctx.clearRect(0, 0, width, height);
// Use cached background if available
if (cachedBackground) {
ctx.drawImage(cachedBackground, 0, 0, width, height);
} else {
// Draw Gradient Background (Optimized)
// Use a smaller buffer to reduce calculations
const bufferWidth = 40;
const bufferHeight = 40;
const bufferCanvas = document.createElement('canvas');
bufferCanvas.width = bufferWidth;
bufferCanvas.height = bufferHeight;
const bufferCtx = bufferCanvas.getContext('2d');
const imgData = bufferCtx.createImageData(bufferWidth, bufferHeight);
const data = imgData.data;
for (let y = 0; y < bufferHeight; y++) {
for (let x = 0; x < bufferWidth; x++) {
const normalizedX = x / bufferWidth;
const normalizedY = 1 - (y / bufferHeight); // 0 at bottom, 1 at top
const fRate = (MIN_DENSITY + normalizedX * (MAX_DENSITY - MIN_DENSITY)) / 100; // 0.1 to 0.9
const sSize = MIN_SIZE + normalizedY * (MAX_SIZE - MIN_SIZE); // 5 to 80
const { value } = calculateDifficulty(fRate, sSize);
// Color Mapping
const hue = 120 * (1 - value / 100);
const [r, g, b] = hslToRgb(hue / 360, 1, 0.5);
const index = (y * bufferWidth + x) * 4;
data[index] = r;
data[index + 1] = g;
data[index + 2] = b;
data[index + 3] = 255; // Alpha
}
}
bufferCtx.putImageData(imgData, 0, 0);
// Draw scaled up
ctx.imageSmoothingEnabled = true;
ctx.imageSmoothingQuality = 'high';
ctx.drawImage(bufferCanvas, 0, 0, width, height);
cachedBackground = bufferCanvas;
}
// Draw current position
// Clamp values
const currentFill = Math.max(MIN_DENSITY, Math.min(MAX_DENSITY, props.density));
const currentSize = Math.max(MIN_SIZE, Math.min(MAX_SIZE, props.size));
const posX = ((currentFill - MIN_DENSITY) / (MAX_DENSITY - MIN_DENSITY)) * width;
const posY = (1 - (currentSize - MIN_SIZE) / (MAX_SIZE - MIN_SIZE)) * height;
// Draw Point
ctx.beginPath();
ctx.arc(posX, posY, 6, 0, Math.PI * 2);
// Use actual difficulty color if provided, otherwise white
if (props.actualDifficulty !== null) {
const hue = 120 * (1 - Math.max(0, Math.min(100, props.actualDifficulty)) / 100);
const [r, g, b] = hslToRgb(hue / 360, 1, 0.5);
ctx.fillStyle = `rgb(${r},${g},${b})`;
ctx.lineWidth = 3; // Thicker border for visibility
ctx.strokeStyle = '#fff'; // White border to make it pop
} else {
ctx.fillStyle = '#fff';
ctx.lineWidth = 2;
ctx.strokeStyle = '#000';
}
ctx.fill();
ctx.stroke();
} catch (e) {
console.error("Error drawing difficulty map:", e);
}
};
const updateFromEvent = (e) => {
if (!props.interactive) return;
const canvas = canvasRef.value;
if (!canvas) return;
const rect = canvas.getBoundingClientRect();
// Handle Touch or Mouse
const clientX = e.touches ? e.touches[0].clientX : e.clientX;
const clientY = e.touches ? e.touches[0].clientY : e.clientY;
let x = clientX - rect.left;
let y = clientY - rect.top;
// Clamp
x = Math.max(0, Math.min(rect.width, x));
y = Math.max(0, Math.min(rect.height, y));
const normalizedX = x / rect.width;
const normalizedY = 1 - (y / rect.height);
const newFill = MIN_DENSITY + normalizedX * (MAX_DENSITY - MIN_DENSITY);
const newSize = MIN_SIZE + normalizedY * (MAX_SIZE - MIN_SIZE);
emit('update:density', Math.round(newFill));
emit('update:size', Math.round(newSize));
};
const startDrag = (e) => {
if (!props.interactive) return;
isDragging.value = true;
updateFromEvent(e);
window.addEventListener('mousemove', onDrag);
window.addEventListener('touchmove', onDrag, { passive: false });
window.addEventListener('mouseup', stopDrag);
window.addEventListener('touchend', stopDrag);
};
const onDrag = (e) => {
if (!isDragging.value) return;
if (e.cancelable) e.preventDefault(); // Prevent scrolling on touch
updateFromEvent(e);
};
const stopDrag = () => {
isDragging.value = false;
window.removeEventListener('mousemove', onDrag);
window.removeEventListener('touchmove', onDrag);
window.removeEventListener('mouseup', stopDrag);
window.removeEventListener('touchend', stopDrag);
};
onMounted(() => {
nextTick(drawMap);
});
onUnmounted(() => {
stopDrag(); // Cleanup just in case
});
watch(() => [props.size, props.density, props.actualDifficulty, props.width, props.height], () => {
requestAnimationFrame(drawMap);
});
</script>
<template>
<div class="difficulty-map-container">
<canvas
ref="canvasRef"
:width="width"
:height="height"
@mousedown="startDrag"
@touchstart="startDrag"
:class="{ 'interactive': interactive }"
></canvas>
<div class="axis-labels">
<span class="y-label">{{ t('difficultyMap.size') }}</span>
<span class="x-label">{{ t('difficultyMap.density') }}</span>
</div>
</div>
</template>
<style scoped>
.difficulty-map-container {
position: relative;
display: inline-block;
margin: 10px 0;
}
canvas {
border: 1px solid var(--panel-border, #444);
border-radius: 8px;
background: transparent;
cursor: default;
display: block; /* Remove inline gap */
width: 100%; /* Responsive */
max-width: 100%;
}
canvas.interactive {
cursor: crosshair;
}
.axis-labels {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
pointer-events: none;
}
.y-label {
position: absolute;
left: 5px;
top: 5px;
font-size: 10px;
color: rgba(0,0,0,0.5);
transform-origin: top left;
font-weight: bold;
text-shadow: 0 0 2px rgba(255,255,255,0.8);
}
.x-label {
position: absolute;
right: 5px;
bottom: 5px;
font-size: 10px;
color: rgba(0,0,0,0.5);
font-weight: bold;
text-shadow: 0 0 2px rgba(255,255,255,0.8);
}
</style>

View File

@@ -3,6 +3,7 @@ import { ref, computed, onMounted, onUnmounted, watch, nextTick } from 'vue';
import { usePuzzleStore } from '@/stores/puzzle';
import { useI18n } from '@/composables/useI18n';
import { getWorkerPool } from '@/utils/workerPool';
import DifficultyMap from './DifficultyMap.vue';
import { Upload, Image as ImageIcon, X, AlertTriangle, Camera, RefreshCw } from 'lucide-vue-next';
const emit = defineEmits(['close']);
@@ -386,6 +387,7 @@ const capturePhoto = () => {
onUnmounted(() => {
stopCameraStream();
getWorkerPool().cancelAll();
});
</script>
@@ -492,6 +494,17 @@ onUnmounted(() => {
</div>
<div v-if="imageLoaded" class="stats-panel">
<div class="difficulty-map-wrapper">
<DifficultyMap
:size="maxDimension"
:density="threshold"
:actual-difficulty="difficulty > 0 ? difficulty : null"
:interactive="false"
:width="200"
:height="200"
class="difficulty-map-mini"
/>
</div>
<div v-if="processing" class="loading-stats">
<div class="spinner"></div>
<span>{{ t('image.calculatingSolvability') || 'Calculating solvability...' }} {{ processingProgress }}%</span>
@@ -531,6 +544,24 @@ onUnmounted(() => {
</template>
<style scoped>
.difficulty-map-wrapper {
display: flex;
justify-content: center;
margin-bottom: 15px;
background: #000;
border-radius: 8px;
padding: 10px;
border: 1px solid var(--border-color);
}
.difficulty-map-mini :deep(canvas) {
width: 100% !important;
max-width: 200px;
height: auto !important;
aspect-ratio: 1;
border-radius: 4px;
}
.loading-stats {
display: flex;
align-items: center;
@@ -626,13 +657,14 @@ onUnmounted(() => {
.camera-controls {
position: absolute;
bottom: 20px;
bottom: 0;
left: 0;
width: 100%;
display: flex;
justify-content: space-around;
align-items: center;
padding: 20px;
padding-bottom: 40px;
background: linear-gradient(to top, rgba(0,0,0,0.8), transparent);
}

View File

@@ -36,10 +36,14 @@ const handleKeyDown = (e) => {
const triggerVibration = () => {
if (!('vibrate' in navigator)) return;
const isCoarse = window.matchMedia?.('(pointer: coarse)')?.matches;
const isTouch = navigator.maxTouchPoints && navigator.maxTouchPoints > 0;
if (isCoarse || isTouch) {
navigator.vibrate([80, 40, 120, 40, 180]);
try {
const isCoarse = window.matchMedia?.('(pointer: coarse)')?.matches;
const isTouch = navigator.maxTouchPoints && navigator.maxTouchPoints > 0;
if (isCoarse || isTouch) {
navigator.vibrate([200, 100, 200, 100, 200]);
}
} catch (e) {
console.error('Vibration failed:', e);
}
};

View File

@@ -197,7 +197,17 @@ const messages = {
'simulation.table.size': 'Rozmiar',
'simulation.table.density': 'Gęstość',
'simulation.table.solved': 'Rozwiązano (Logika)',
'simulation.empty': 'Naciśnij Start, aby uruchomić symulację Monte Carlo'
'simulation.empty': 'Naciśnij Start, aby uruchomić symulację Monte Carlo',
'difficultyMap.size': 'Rozmiar',
'difficultyMap.density': 'Gęstość',
'worker.solved': 'Rozwiązane!',
'worker.logicRow': 'Logika: Wiersz {row}, Kolumna {col} -> {state}',
'worker.logicCol': 'Logika: Kolumna {col}, Wiersz {row} -> {state}',
'worker.stuck': 'Brak logicznego ruchu. Spróbuj zgadnąć lub cofnąć.',
'worker.boosted': 'Boost (DFS): Wiersz {row}, Kolumna {col} -> {state}',
'worker.done': 'Koniec!',
'worker.state.filled': 'Pełne',
'worker.state.empty': 'Puste'
},
en: {
'app.title': 'Nonograms',
@@ -395,7 +405,17 @@ const messages = {
'simulation.table.solved': 'Solved (Logic)',
'simulation.empty': 'Press Start to run Monte Carlo simulation',
'custom.hideMap': 'Hide difficulty map',
'custom.showMap': 'Show difficulty map'
'custom.showMap': 'Show difficulty map',
'difficultyMap.size': 'Size',
'difficultyMap.density': 'Density',
'worker.solved': 'Solved!',
'worker.logicRow': 'Logic: Row {row}, Column {col} -> {state}',
'worker.logicCol': 'Logic: Column {col}, Row {row} -> {state}',
'worker.stuck': 'No logical move found. Try guessing or undoing.',
'worker.boosted': 'Boost (DFS): Row {row}, Column {col} -> {state}',
'worker.done': 'Done!',
'worker.state.filled': 'Filled',
'worker.state.empty': 'Empty'
},
zh: {
'app.title': 'Nonograms',

View File

@@ -1,4 +1,4 @@
import { ref, computed, onUnmounted } from 'vue';
import { ref, computed, onUnmounted, watch } from 'vue';
import { usePuzzleStore } from '@/stores/puzzle';
import { useI18n } from '@/composables/useI18n';
@@ -18,6 +18,24 @@ export function useSolver() {
let worker = null;
let requestId = 0;
// Reset solver state when game resets or changes
watch(() => store.currentLevelId, () => {
resetSolverState();
});
watch(() => store.moves, (newVal) => {
if (newVal === 0) {
resetSolverState();
}
});
function resetSolverState() {
pause();
isStuck.value = false;
statusText.value = t('guide.waiting');
isProcessing.value = false;
}
function step() {
if (store.isGameWon) {
pause();
@@ -79,10 +97,20 @@ export function useSolver() {
function ensureWorker() {
if (worker) return;
worker = new Worker(new URL('../workers/solverWorker.js', import.meta.url), { type: 'module' });
worker = new Worker(new URL('../workers/solver.worker.js', import.meta.url), { type: 'module' });
worker.onmessage = (event) => {
const { type, r, c, state, statusText: text } = event.data;
if (text) statusText.value = text;
const { type, r, c, state, status } = event.data;
if (status) {
const params = status.params ? { ...status.params } : {};
if (params.stateKey) {
params.state = t(params.stateKey);
}
statusText.value = t(status.key, params);
} else if (event.data.statusText) {
// Fallback for legacy messages if any
statusText.value = event.data.statusText;
}
if (type === 'move') {
store.setCell(r, c, state);
isProcessing.value = false;

View File

@@ -376,7 +376,7 @@ export const usePuzzleStore = defineStore('puzzle', () => {
}
function resetGame() {
if (currentLevelId.value === 'custom') {
if (currentLevelId.value === 'custom' || currentLevelId.value === 'custom_image') {
resetGrid();
isGameWon.value = false;
hasUsedGuide.value = false;
@@ -432,6 +432,9 @@ export const usePuzzleStore = defineStore('puzzle', () => {
guideUsageCount,
currentDensity,
markGuideUsed,
markBoostUsed,
hasUsedBoost,
boostUsageCount,
startInteraction,
endInteraction,
completedRows,

View File

@@ -1,27 +0,0 @@
import { describe, it, expect } from 'vitest';
import { solvePuzzle } from './solver';
import { calculateHints } from './puzzleUtils';
describe('Debug Solver', () => {
it('should solve the broken grid', () => {
const grid = [
[0,1,1,1,0,0,1,0,1,1],
[1,1,1,0,0,1,1,1,0,0],
[1,0,1,0,1,0,0,1,0,0],
[1,0,0,0,1,1,1,1,0,1],
[1,1,0,1,0,0,0,1,0,1],
[1,0,1,0,1,0,0,0,1,0],
[1,1,1,0,0,1,1,0,0,0],
[0,1,0,0,1,0,1,0,0,0],
[0,0,0,1,1,0,0,0,1,0],
[1,0,1,1,0,0,1,0,1,1]
];
const { rowHints, colHints } = calculateHints(grid);
const result = solvePuzzle(rowHints, colHints);
console.log('Solve Result:', result);
expect(result.percentSolved).toBe(100);
});
});

View File

@@ -1,44 +0,0 @@
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.difficultyScore).toBeDefined();
});
});

View File

@@ -61,39 +61,43 @@ export function generateRandomGrid(size, density = 0.5) {
return grid;
}
// Data derived from Monte Carlo Simulation (Logical Solver)
// Format: { size: [solved_pct_at_0.1, ..., solved_pct_at_0.9] }
const SIM_DATA = {
5: [88, 76, 71, 80, 90, 98, 99, 100, 100],
10: [58, 25, 18, 44, 81, 99, 100, 100, 100],
15: [36, 7, 3, 11, 67, 99, 100, 100, 100],
20: [24, 3, 0, 3, 48, 99, 100, 100, 100],
25: [13, 1, 0, 1, 21, 99, 100, 100, 100],
30: [9, 0, 0, 0, 7, 99, 100, 100, 100],
35: [5, 0, 0, 0, 5, 97, 100, 100, 100],
40: [3, 0, 0, 0, 2, 91, 100, 100, 100],
45: [2, 0, 0, 0, 1, 84, 100, 100, 100],
50: [1, 0, 0, 0, 0, 65, 100, 100, 100],
55: [1, 0, 0, 0, 0, 55, 100, 100, 100],
60: [0, 0, 0, 0, 0, 35, 100, 100, 100],
65: [0, 0, 0, 0, 0, 20, 100, 100, 100],
70: [0, 0, 0, 0, 0, 11, 100, 100, 100],
75: [0, 0, 0, 0, 0, 12, 100, 100, 100],
80: [0, 0, 0, 0, 0, 4, 100, 100, 100]
};
const SIM_SIZES = Object.keys(SIM_DATA).map(Number).sort((a, b) => a - b);
export function calculateDifficulty(density, size = 10) {
// Data derived from Monte Carlo Simulation (Logical Solver)
// Format: { size: [solved_pct_at_0.1, ..., solved_pct_at_0.9] }
const SIM_DATA = {
5: [88, 76, 71, 80, 90, 98, 99, 100, 100],
10: [58, 25, 18, 44, 81, 99, 100, 100, 100],
15: [36, 7, 3, 11, 67, 99, 100, 100, 100],
20: [24, 3, 0, 3, 48, 99, 100, 100, 100],
25: [13, 1, 0, 1, 21, 99, 100, 100, 100],
30: [9, 0, 0, 0, 7, 99, 100, 100, 100],
35: [5, 0, 0, 0, 5, 97, 100, 100, 100],
40: [3, 0, 0, 0, 2, 91, 100, 100, 100],
45: [2, 0, 0, 0, 1, 84, 100, 100, 100],
50: [1, 0, 0, 0, 0, 65, 100, 100, 100],
55: [1, 0, 0, 0, 0, 55, 100, 100, 100],
60: [0, 0, 0, 0, 0, 35, 100, 100, 100],
65: [0, 0, 0, 0, 0, 20, 100, 100, 100],
70: [0, 0, 0, 0, 0, 11, 100, 100, 100],
75: [0, 0, 0, 0, 0, 12, 100, 100, 100],
80: [0, 0, 0, 0, 0, 4, 100, 100, 100]
};
density = Number(density);
size = Number(size);
// Helper to get interpolated value from array
const getSimulatedSolvedPct = (s, d) => {
// Find closest sizes
const sizes = Object.keys(SIM_DATA).map(Number).sort((a, b) => a - b);
let sLower = sizes[0];
let sUpper = sizes[sizes.length - 1];
let sLower = SIM_SIZES[0];
let sUpper = SIM_SIZES[SIM_SIZES.length - 1];
for (let i = 0; i < sizes.length - 1; i++) {
if (s >= sizes[i] && s <= sizes[i+1]) {
sLower = sizes[i];
sUpper = sizes[i+1];
for (let i = 0; i < SIM_SIZES.length - 1; i++) {
if (s >= SIM_SIZES[i] && s <= SIM_SIZES[i+1]) {
sLower = SIM_SIZES[i];
sUpper = SIM_SIZES[i+1];
break;
}
}

View File

@@ -1,49 +0,0 @@
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);
}
});
});

View File

@@ -38,8 +38,6 @@ export function buildShareCanvas(data, t, formattedTime) {
bg.addColorStop(1, '#0a1324');
ctx.fillStyle = bg;
ctx.fillRect(0, 0, width, height);
ctx.fillStyle = 'rgba(0, 0, 0, 0.35)';
ctx.fillRect(12, 12, width - 24, height - 24);
ctx.fillStyle = '#e8fbff';
ctx.font = '700 26px "Segoe UI", sans-serif';
@@ -204,7 +202,6 @@ export function buildShareSVG(data, t, formattedTime) {
</linearGradient>
</defs>
<rect width="100%" height="100%" fill="url(#bg)"/>
<rect x="12" y="12" width="${width - 24}" height="${height - 24}" fill="${overlayColor}"/>
`;
// Text: Title & Time
@@ -253,8 +250,12 @@ export function buildShareSVG(data, t, formattedTime) {
} else if (state === 2) { // Cross
const d = cellSize * 0.6;
const off = cellSize * 0.2;
const x1 = (cx + off).toFixed(1);
const y1 = (cy + off).toFixed(1);
const x2 = (cx + off + d).toFixed(1);
const y2 = (cy + off + d).toFixed(1);
cells += `
<path d="M${cx + off} ${cy + off} L${cx + off + d} ${cy + off + d} M${cx + off + d} ${cy + off} L${cx + off} ${cy + off + d}"
<path d="M${x1} ${y1} L${x2} ${y2} M${x2} ${y1} L${x1} ${y2}"
stroke="${crossColor}" stroke-width="${lineWidth}" stroke-linecap="round"/>
`;
}

View File

@@ -446,6 +446,7 @@ export function solvePuzzle(rowHints, colHints, onProgress, initialGrid = null,
lookaheadUsed: maxDepth > 0,
iterations,
maxDepth,
backtracks
backtracks,
solution: grid
};
}

View File

@@ -1,3 +1,8 @@
import { describe, it, expect } from 'vitest';
import { solvePuzzle } from './solver';
import { calculateHints, generateRandomGrid } from './puzzleUtils';
describe('Solver', () => {
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.
@@ -61,4 +66,81 @@
expect(result.percentSolved).toBe(100);
}
});
// Merged from repro_solver.test.js
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);
});
// Merged from debug_solver.test.js
it('should solve the broken grid (debug case)', () => {
const grid = [
[0,1,1,1,0,0,1,0,1,1],
[1,1,1,0,0,1,1,1,0,0],
[1,0,1,0,1,0,0,1,0,0],
[1,0,0,0,1,1,1,1,0,1],
[1,1,0,1,0,0,0,1,0,1],
[1,0,1,0,1,0,0,0,1,0],
[1,1,1,0,0,1,1,0,0,0],
[0,1,0,0,1,0,1,0,0,0],
[0,0,0,1,1,0,0,0,1,0],
[1,0,1,1,0,0,1,0,1,1]
];
const { rowHints, colHints } = calculateHints(grid);
const result = solvePuzzle(rowHints, colHints);
// console.log('Solve Result:', result);
expect(result.percentSolved).toBe(100);
});
// Merged from large_grid_solver.test.js
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); // Removed console.log callback to reduce noise
// console.log('Result:', result);
expect(result.percentSolved).toBeGreaterThan(0);
expect(result.difficultyScore).toBeDefined();
});
});

View File

@@ -1,61 +1,240 @@
import { calculateHints } from '../utils/puzzleUtils';
import { solvePuzzle } from '../utils/solver';
import { calculateHints } from '../utils/puzzleUtils.js';
import { solveLine, solvePuzzle } from '../utils/solver.js';
// --- Logic Helpers ---
const solveLineLogic = (lineState, hints) => {
// Map Store format (0=Unk, 1=Fill, 2=Cross) to Solver format (-1=Unk, 1=Fill, 0=Empty)
const solverLine = lineState.map(cell => {
if (cell === 0) return -1; // Unknown
if (cell === 1) return 1; // Filled
if (cell === 2) return 0; // Empty/Cross
return -1;
});
// Call robust solver
const resultLine = solveLine(solverLine, hints);
// Check for new info
if (!resultLine) return { index: -1 }; // Contradiction or error
for (let i = 0; i < lineState.length; i++) {
// We only care about cells that are currently 0 (Unknown) in Store
if (lineState[i] === 0) {
if (resultLine[i] === 1) {
return { index: i, state: 1 }; // Suggest Fill
}
if (resultLine[i] === 0) {
return { index: i, state: 2 }; // Suggest Cross
}
}
}
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;
// Check correctness
if (isFilled !== shouldBeFilled) return false;
// Check completeness (must be fully resolved to 1 or 2)
if (playerCell === 0) return false;
}
}
return true;
};
const handleStep = (playerGrid, solution) => {
if (isSolved(playerGrid, solution)) {
return { type: 'done', status: { key: 'worker.solved' } };
}
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);
if (result.index !== -1) {
const stateKey = result.state === 1 ? 'worker.state.filled' : 'worker.state.empty';
return {
type: 'move',
r,
c: result.index,
state: result.state,
status: {
key: 'worker.logicRow',
params: { row: r + 1, col: result.index + 1, stateKey }
}
};
}
}
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);
if (result.index !== -1) {
const stateKey = result.state === 1 ? 'worker.state.filled' : 'worker.state.empty';
return {
type: 'move',
r: result.index,
c,
state: result.state,
status: {
key: 'worker.logicCol',
params: { row: result.index + 1, col: c + 1, stateKey }
}
};
}
}
return { type: 'stuck', status: { key: 'worker.stuck' } };
};
const handleBoost = (playerGrid, solution) => {
const size = solution.length;
// 1. Try to use the Solver (DFS) to find a logical move
try {
const { rowHints, colHints } = calculateHints(solution);
// Map Store format (0=Unk, 1=Fill, 2=Cross) to Solver format (-1=Unk, 1=Fill, 0=Empty)
const solverGrid = playerGrid.map(row => row.map(cell => {
if (cell === 0) return -1;
if (cell === 1) return 1;
if (cell === 2) return 0;
return -1;
}));
// Run full solver (logicOnly=false allows DFS/guessing)
const result = solvePuzzle(rowHints, colHints, null, solverGrid, false);
if (result && result.solution) {
const solvedGrid = result.solution;
// Find the first cell that is Unknown in playerGrid but Known in solvedGrid
for (let r = 0; r < size; r++) {
for (let c = 0; c < size; c++) {
if (playerGrid[r][c] === 0) { // Unknown in Player
const solvedVal = solvedGrid[r][c]; // -1=Unk, 0=Empty, 1=Filled
if (solvedVal !== -1) {
// Found a logical deduction!
const newState = solvedVal === 1 ? 1 : 2; // 1->Filled, 0->Cross
const stateKey = newState === 1 ? 'worker.state.filled' : 'worker.state.empty';
return {
type: 'move',
r,
c,
state: newState,
status: {
key: 'worker.boosted',
params: { row: r + 1, col: c + 1, stateKey }
}
};
}
}
}
}
}
} catch (e) {
console.warn('Boost Solver failed, falling back to simple reveal:', e);
}
// 2. Fallback: Cheat
for (let r = 0; r < size; r++) {
for (let c = 0; c < size; c++) {
if (playerGrid[r][c] === 0) {
const correctState = solution[r][c] === 1 ? 1 : 2;
const stateKey = correctState === 1 ? 'worker.state.filled' : 'worker.state.empty';
return {
type: 'move',
r,
c,
state: correctState,
status: {
key: 'worker.boosted',
params: { row: r + 1, col: c + 1, stateKey }
}
};
}
}
}
return { type: 'done', status: { key: 'worker.solved' } };
};
// --- Main Worker Handler ---
self.onmessage = (e) => {
const { id, grid, initialGrid } = e.data;
const { id, grid, initialGrid, playerGrid, solution, action } = e.data;
try {
if (!grid || grid.length === 0) {
self.postMessage({ id, error: 'Empty grid' });
// Mode 1: Analysis (Batch) - from ImageImportModal / workerPool
if (grid) {
if (grid.length === 0) {
self.postMessage({ id, error: 'Empty grid' });
return;
}
const rows = grid.length;
const cols = grid[0].length;
const { rowHints, colHints } = calculateHints(grid);
const onProgress = (percent) => {
self.postMessage({
id,
type: 'progress',
percent
});
};
const { percentSolved, difficultyScore } = solvePuzzle(rowHints, colHints, onProgress, initialGrid);
let value = difficultyScore;
let level;
if (percentSolved < 100) {
level = 'extreme';
} else {
if (value < 25) level = 'easy';
else if (value < 50) level = 'medium';
else if (value < 75) level = 'hard';
else level = 'extreme';
}
self.postMessage({
id,
solvability: Math.floor(percentSolved),
difficulty: Math.round(value),
difficultyLabel: level,
rows,
cols
});
return;
}
const rows = grid.length;
const cols = grid[0].length;
// 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).
// Mode 2: Assistant (Step/Boost) - from useSolver
if (playerGrid) {
let result;
if (action === 'boost') {
result = handleBoost(playerGrid, solution);
} else {
result = handleStep(playerGrid, solution);
}
// 1. Calculate Hints from the TARGET grid (the image)
const { rowHints, colHints } = calculateHints(grid);
// 2. Run Solver (Logic + Lookahead)
const onProgress = (percent) => {
self.postMessage({
id,
type: 'progress',
percent
});
};
const { percentSolved, difficultyScore, lookaheadUsed } = solvePuzzle(rowHints, colHints, onProgress, initialGrid);
// 3. Determine Level
let value = difficultyScore;
let level;
if (percentSolved < 100) {
level = 'extreme'; // Unsolvable by logic+lookahead
} else {
if (value < 25) level = 'easy';
else if (value < 50) level = 'medium';
else if (value < 75) level = 'hard';
else level = 'extreme';
self.postMessage({ id, ...result });
return;
}
// Add specific note if lookahead was needed?
// UI doesn't have a field for that, but we can encode it in difficultyLabel if needed.
// For now, standard levels are fine.
self.postMessage({
id,
solvability: Math.floor(percentSolved),
difficulty: Math.round(value),
difficultyLabel: level,
rows,
cols
});
} catch (err) {
self.postMessage({ id, error: err.message });
}

View File

@@ -1,173 +0,0 @@
import { calculateHints } from '../utils/puzzleUtils.js';
import { solveLine } from '../utils/solver.js';
const messages = {
pl: {
'worker.solved': 'Rozwiązane!',
'worker.logicRow': 'Logika: Wiersz {row}, Kolumna {col} -> {state}',
'worker.logicCol': 'Logika: Kolumna {col}, Wiersz {row} -> {state}',
'worker.stuck': 'Brak logicznego ruchu. Spróbuj zgadnąć lub cofnąć.',
'worker.boosted': 'Boost (DFS): Wiersz {row}, Kolumna {col} -> {state}',
'worker.done': 'Koniec!',
'worker.state.filled': 'Pełne',
'worker.state.empty': 'Puste'
},
en: {
'worker.solved': 'Solved!',
'worker.logicRow': 'Logic: Row {row}, Column {col} -> {state}',
'worker.logicCol': 'Logic: Column {col}, Row {row} -> {state}',
'worker.stuck': 'No logical move found. Try guessing or undoing.',
'worker.boosted': 'Boost (DFS): Row {row}, Column {col} -> {state}',
'worker.done': 'Done!',
'worker.state.filled': 'Filled',
'worker.state.empty': 'Empty'
}
};
const resolveLocale = (value) => {
if (!value) return 'en';
const short = String(value).toLowerCase().split('-')[0];
return short === 'pl' ? 'pl' : 'en';
};
const format = (text, params = {}) => {
return text.replace(/\{(\w+)\}/g, (_, key) => {
const value = params[key];
return value === undefined ? `{${key}}` : String(value);
});
};
const t = (locale, key, params) => {
const lang = messages[locale] || messages.en;
const value = lang[key] || messages.en[key] || key;
return typeof value === 'string' ? format(value, params) : key;
};
const solveLineLogic = (lineState, hints) => {
// Map Store format (0=Unk, 1=Fill, 2=Cross) to Solver format (-1=Unk, 1=Fill, 0=Empty)
const solverLine = lineState.map(cell => {
if (cell === 0) return -1; // Unknown
if (cell === 1) return 1; // Filled
if (cell === 2) return 0; // Empty/Cross
return -1;
});
// Call robust solver
const resultLine = solveLine(solverLine, hints);
// Check for new info
if (!resultLine) return { index: -1 }; // Contradiction or error
for (let i = 0; i < lineState.length; i++) {
// We only care about cells that are currently 0 (Unknown) in Store
if (lineState[i] === 0) {
if (resultLine[i] === 1) {
return { index: i, state: 1 }; // Suggest Fill
}
if (resultLine[i] === 0) {
return { index: i, state: 2 }; // Suggest Cross
}
}
}
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;
// Check correctness
if (isFilled !== shouldBeFilled) return false;
// Check completeness (must be fully resolved to 1 or 2)
if (playerCell === 0) return false;
}
}
return true;
};
const handleStep = (playerGrid, solution, locale) => {
if (isSolved(playerGrid, solution)) {
return { type: 'done', statusText: t(locale, 'worker.solved') };
}
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);
if (result.index !== -1) {
const stateLabel = t(locale, result.state === 1 ? 'worker.state.filled' : 'worker.state.empty');
return {
type: 'move',
r,
c: result.index,
state: result.state,
statusText: t(locale, 'worker.logicRow', { row: r + 1, col: result.index + 1, state: stateLabel })
};
}
}
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);
if (result.index !== -1) {
const stateLabel = t(locale, result.state === 1 ? 'worker.state.filled' : 'worker.state.empty');
return {
type: 'move',
r: result.index,
c,
state: result.state,
statusText: t(locale, 'worker.logicCol', { row: result.index + 1, col: c + 1, state: stateLabel })
};
}
}
// Check for guess logic - we want to avoid this unless strictly necessary
// If no logic move found, return 'stuck' instead of cheating
return { type: 'stuck', statusText: t(locale, 'worker.stuck') };
};
const handleBoost = (playerGrid, solution, locale) => {
const size = solution.length;
// Find first unknown cell and reveal it
for (let r = 0; r < size; r++) {
for (let c = 0; c < size; c++) {
if (playerGrid[r][c] === 0) {
const correctState = solution[r][c] === 1 ? 1 : 2;
const stateLabel = t(locale, correctState === 1 ? 'worker.state.filled' : 'worker.state.empty');
return {
type: 'move',
r,
c,
state: correctState,
statusText: t(locale, 'worker.boosted', { row: r + 1, col: c + 1, state: stateLabel })
};
}
}
}
return { type: 'done', statusText: t(locale, 'worker.solved') };
};
self.onmessage = (event) => {
const { id, playerGrid, solution, locale, action } = event.data;
const resolved = resolveLocale(locale);
if (action === 'boost') {
const result = handleBoost(playerGrid, solution, resolved);
self.postMessage({ id, ...result });
} else {
const result = handleStep(playerGrid, solution, resolved);
self.postMessage({ id, ...result });
}
};

View File

@@ -1,60 +0,0 @@
const fs = require('fs');
const filePath = 'src/composables/useI18n.js';
let content = fs.readFileSync(filePath, 'utf8');
// 1. Add key to all language objects
const lines = content.split('\n');
const newLines = [];
let insideLang = false;
let currentLang = null;
for (let i = 0; i < lines.length; i++) {
const line = lines[i];
const langStartMatch = line.match(/^\s{2}(['"]?[\w-]+['"]?): \{/);
if (langStartMatch) {
insideLang = true;
currentLang = langStartMatch[1].replace(/['"]/g, '');
}
if (insideLang && (line.trim() === '},' || line.trim() === '}')) {
let translation = 'GUIDE';
if (currentLang === 'pl') translation = 'PRZEWODNIK';
if (currentLang === 'es') translation = 'GUÍA';
if (currentLang === 'fr') translation = 'GUIDE';
if (currentLang === 'de') translation = 'ANLEITUNG';
if (currentLang === 'it') translation = 'GUIDA';
if (currentLang === 'pt' || currentLang === 'pt-br') translation = 'GUIA';
if (currentLang === 'ru') translation = 'РУКОВОДСТВО';
if (currentLang === 'zh') translation = '指南';
// Ensure previous line has comma
if (newLines.length > 0) {
const lastLine = newLines[newLines.length - 1];
if (!lastLine.trim().endsWith(',') && !lastLine.trim().endsWith('{')) {
newLines[newLines.length - 1] = lastLine + ',';
}
}
newLines.push(` 'nav.guide': '${translation}'`);
insideLang = false;
currentLang = null;
}
newLines.push(line);
}
content = newLines.join('\n');
// 2. Add to requiredKeys
// Find "const requiredKeys = ["
// We know it ends with 'nav.newGame' now.
content = content.replace(
"'nav.newGame'",
"'nav.newGame','nav.guide'"
);
fs.writeFileSync(filePath, content);
console.log('Updated useI18n.js with nav.guide');

View File

@@ -1,107 +0,0 @@
import fs from 'fs';
import path from 'path';
import { fileURLToPath } from 'url';
import { execSync } from 'child_process';
const __filename = fileURLToPath(import.meta.url);
const __dirname = path.dirname(__filename);
// 1. Parse useI18n.js to get keys
const i18nPath = path.join(__dirname, 'src/composables/useI18n.js');
const i18nContent = fs.readFileSync(i18nPath, 'utf8');
function extractKeys(lang) {
// Find start of lang block: " en: {"
const startRegex = new RegExp(`\\s+${lang}:\\s*\\{`);
const startMatch = i18nContent.match(startRegex);
if (!startMatch) return new Set();
const startIndex = startMatch.index + startMatch[0].length;
let braceCount = 1;
let inString = false;
let stringChar = '';
let endIndex = -1;
for (let i = startIndex; i < i18nContent.length; i++) {
const char = i18nContent[i];
if (inString) {
if (char === stringChar && i18nContent[i-1] !== '\\') {
inString = false;
}
} else {
if (char === "'" || char === '"' || char === '`') {
inString = true;
stringChar = char;
} else if (char === '{') {
braceCount++;
} else if (char === '}') {
braceCount--;
if (braceCount === 0) {
endIndex = i;
break;
}
}
}
}
if (endIndex === -1) return new Set();
const block = i18nContent.substring(startIndex, endIndex);
const keys = new Set();
const keyRegex = /['"]([\w.-]+)['"]\s*:/g;
let match;
while ((match = keyRegex.exec(block)) !== null) {
keys.add(match[1]);
}
return keys;
}
const enKeys = extractKeys('en');
console.log(`Found ${enKeys.size} keys in en block.`);
if (enKeys.has('image.title')) {
console.log("'image.title' IS present in en block.");
} else {
console.log("'image.title' is MISSING in en block.");
}
// 2. Scan src for usages
try {
const grepOutput = execSync(`grep -r "t(['\\"]" src | grep -v "node_modules"`, { encoding: 'utf8' });
const usedKeys = new Set();
const usageRegex = /t\(['"]([\w.-]+)['"]/g;
const lines = grepOutput.split('\n');
for (const line of lines) {
let m;
while ((m = usageRegex.exec(line)) !== null) {
usedKeys.add(m[1]);
}
}
console.log(`Found ${usedKeys.size} used keys in src.`);
// 3. Compare
const missingKeys = [];
for (const key of usedKeys) {
// Skip dynamic keys or composed keys if any (heuristic)
if (key.includes('${')) continue;
if (!enKeys.has(key)) {
missingKeys.push(key);
}
}
if (missingKeys.length > 0) {
console.log("Missing translations in en:");
missingKeys.forEach(k => console.log(` - ${k}`));
} else {
console.log("No missing translations found in en.");
}
} catch (e) {
console.error("Error running grep:", e);
}