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31 Commits
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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
1
.gitignore
vendored
@@ -3,6 +3,7 @@ node_modules
|
||||
.DS_Store
|
||||
dist/
|
||||
dist-ssr/
|
||||
dev-dist/
|
||||
*.local
|
||||
.npmrc
|
||||
|
||||
|
||||
Binary file not shown.
|
Before Width: | Height: | Size: 78 KiB |
@@ -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 ${uri} didn’t register its module`);
|
||||
}
|
||||
return promise;
|
||||
})
|
||||
);
|
||||
};
|
||||
|
||||
self.define = (depsNames, factory) => {
|
||||
const uri = nextDefineUri || ("document" in self ? document.currentScript.src : "") || location.href;
|
||||
if (registry[uri]) {
|
||||
// Module is already loading or loaded.
|
||||
return;
|
||||
}
|
||||
let exports = {};
|
||||
const require = depUri => singleRequire(depUri, uri);
|
||||
const specialDeps = {
|
||||
module: { uri },
|
||||
exports,
|
||||
require
|
||||
};
|
||||
registry[uri] = Promise.all(depsNames.map(
|
||||
depName => specialDeps[depName] || require(depName)
|
||||
)).then(deps => {
|
||||
factory(...deps);
|
||||
return exports;
|
||||
});
|
||||
};
|
||||
}
|
||||
define(['./workbox-7a5e81cd'], (function (workbox) { 'use strict';
|
||||
|
||||
self.addEventListener('message', event => {
|
||||
if (event.data && event.data.type === 'SKIP_WAITING') {
|
||||
self.skipWaiting();
|
||||
}
|
||||
});
|
||||
|
||||
/**
|
||||
* The precacheAndRoute() method efficiently caches and responds to
|
||||
* requests for URLs in the manifest.
|
||||
* See https://goo.gl/S9QRab
|
||||
*/
|
||||
workbox.precacheAndRoute([{
|
||||
"url": "index.html",
|
||||
"revision": "0.b79gmi6tt88"
|
||||
}], {});
|
||||
workbox.cleanupOutdatedCaches();
|
||||
workbox.registerRoute(new workbox.NavigationRoute(workbox.createHandlerBoundToURL("index.html"), {
|
||||
allowlist: [/^\/$/]
|
||||
}));
|
||||
|
||||
}));
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,16 +1,22 @@
|
||||
version: '3.8'
|
||||
name: nonograms-app
|
||||
|
||||
services:
|
||||
nonograms:
|
||||
container_name: ${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:
|
||||
|
||||
16
index.html
16
index.html
@@ -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>
|
||||
|
||||
@@ -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
4
package-lock.json
generated
@@ -1,12 +1,12 @@
|
||||
{
|
||||
"name": "vue-nonograms-solid",
|
||||
"version": "1.15.4",
|
||||
"version": "1.15.17",
|
||||
"lockfileVersion": 3,
|
||||
"requires": true,
|
||||
"packages": {
|
||||
"": {
|
||||
"name": "vue-nonograms-solid",
|
||||
"version": "1.15.4",
|
||||
"version": "1.15.17",
|
||||
"dependencies": {
|
||||
"@capacitor/android": "^8.1.0",
|
||||
"@capacitor/cli": "^8.1.0",
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "vue-nonograms-solid",
|
||||
"version": "1.15.4",
|
||||
"version": "1.15.17",
|
||||
"homepage": "https://nonograms.7u.pl/",
|
||||
"type": "module",
|
||||
"scripts": {
|
||||
|
||||
|
Before Width: | Height: | Size: 78 KiB After Width: | Height: | Size: 78 KiB |
@@ -657,13 +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);
|
||||
}
|
||||
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
@@ -199,7 +199,15 @@ const messages = {
|
||||
'simulation.table.solved': 'Rozwiązano (Logika)',
|
||||
'simulation.empty': 'Naciśnij Start, aby uruchomić symulację Monte Carlo',
|
||||
'difficultyMap.size': 'Rozmiar',
|
||||
'difficultyMap.density': 'Gęstość'
|
||||
'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',
|
||||
@@ -399,7 +407,15 @@ const messages = {
|
||||
'custom.hideMap': 'Hide difficulty map',
|
||||
'custom.showMap': 'Show difficulty map',
|
||||
'difficultyMap.size': 'Size',
|
||||
'difficultyMap.density': 'Density'
|
||||
'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',
|
||||
|
||||
@@ -97,10 +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;
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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"/>
|
||||
`;
|
||||
}
|
||||
|
||||
@@ -1,60 +1,239 @@
|
||||
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).
|
||||
|
||||
// 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';
|
||||
// Mode 2: Assistant (Step/Boost) - from useSolver
|
||||
if (playerGrid) {
|
||||
let result;
|
||||
if (action === 'boost') {
|
||||
result = handleBoost(playerGrid, solution);
|
||||
} else {
|
||||
result = handleStep(playerGrid, solution);
|
||||
}
|
||||
|
||||
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 });
|
||||
|
||||
@@ -1,220 +0,0 @@
|
||||
import { calculateHints } from '../utils/puzzleUtils.js';
|
||||
import { solveLine, solvePuzzle } 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;
|
||||
|
||||
// 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)
|
||||
// We pass solverGrid as initial state to respect user's moves
|
||||
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 stateLabel = t(locale, newState === 1 ? 'worker.state.filled' : 'worker.state.empty');
|
||||
return {
|
||||
type: 'move',
|
||||
r,
|
||||
c,
|
||||
state: newState,
|
||||
statusText: t(locale, 'worker.boosted', { row: r + 1, col: c + 1, state: stateLabel })
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
} catch (e) {
|
||||
console.warn('Boost Solver failed, falling back to simple reveal:', e);
|
||||
}
|
||||
|
||||
// 2. Fallback: If solver failed (e.g. contradiction due to user error),
|
||||
// or no new info found, use the "Cheat" method (reveal from true solution).
|
||||
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 });
|
||||
}
|
||||
};
|
||||
Reference in New Issue
Block a user