44 Commits

Author SHA1 Message Date
43c0290fac 1.14.1
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2026-02-13 06:14:56 +01:00
fa5fa12157 fix: resetGrid visibility in puzzle store and hide camera switch on single-cam devices 2026-02-13 06:14:51 +01:00
29682c9a06 1.14.0
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2026-02-13 05:54:29 +01:00
2d30315ae6 fix(solver): unify worker logic with main solver and fix skipping filled cells bug 2026-02-13 05:54:23 +01:00
2261f44b4a Bump version to 1.13.1
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2026-02-13 05:27:43 +01:00
2cd32d4a3e Optimize simulation with logic-only solver, fix rectangular grid support, and improve worker pool
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2026-02-13 05:18:55 +01:00
48def6c400 feat: enhance image import and solvability calculation (v1.13.0)
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- Implement non-linear threshold slider (histogram percentile method)
- Add real-time solvability calculation with progress indicator
- Improve solvability logic with generative lookahead (smash)
- Update ImageImportModal UI (alpha preview, grid size 5-80)
- Add missing translations and difficulty labels
- Optimize web worker pool with queue clearing and progress reporting
- Fix mobile camera support and UI layout
2026-02-13 02:23:44 +01:00
f1f3f81466 feat: update difficulty calculation with high-res simulation data v1.12.11
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2026-02-12 23:10:15 +01:00
121e4c418f 1.12.10
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2026-02-12 22:55:00 +01:00
5583a08b9a fix: adjust difficulty formula for small grids 2026-02-12 22:54:50 +01:00
fed32c6cbe 1.12.9
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2026-02-12 22:47:30 +01:00
99052a2b6c feat: enhance mobile PWA install banner 2026-02-12 22:38:03 +01:00
f483d39a2c chore(release): bump version for deployment check
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2026-02-12 22:24:18 +01:00
29952b22e7 fix(ci): remove volume mount for nginx.conf
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2026-02-12 22:20:55 +01:00
c42210ac24 fix(ci): force remove old container before deploy
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2026-02-12 22:14:55 +01:00
0799cb2162 fix(ci): force remove old container before deploy
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2026-02-12 22:12:51 +01:00
2cd2291d03 chore: trigger ci retry
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2026-02-12 22:08:08 +01:00
ec20d5ee8f chore: release 1.12.7
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2026-02-12 21:57:00 +01:00
b20a829d37 chore: release 1.12.6
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2026-02-12 21:15:19 +01:00
988c4a899b ci: add gitea actions workflow
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2026-02-12 21:10:46 +01:00
d8faa308e6 chore: release 1.12.5 2026-02-12 20:50:18 +01:00
6bddb24bfe chore: remove redundant check_i18n.js script 2026-02-12 20:50:16 +01:00
1c2be3567a chore: bump version to 1.12.4 2026-02-12 20:41:22 +01:00
Grzegorz Kućmierz
d62cec415b Update README with screenshot and play link
Added screenshot to README and updated play instructions.
2026-02-12 20:34:22 +01:00
8be28a4472 docs: update application screenshot 2026-02-12 20:22:24 +01:00
48778b3e8a chore: ignore and remove .DS_Store files 2026-02-12 20:18:48 +01:00
8bd5d5c3e6 chore: bump version to 1.12.3 2026-02-12 20:13:10 +01:00
cf37ccd843 chore: remove dev dependencies (puppeteer, sharp) 2026-02-12 20:11:06 +01:00
9a65dfe55d docs: add application screenshot to README 2026-02-12 20:03:31 +01:00
2a88362d00 fix: add PNG icons for PWA compatibility (Android/iOS) 2026-02-12 19:49:15 +01:00
8e3ae3e7d6 fix: add PNG icons for PWA compatibility (Android/iOS) 2026-02-12 19:47:00 +01:00
51bbe0cb52 fix: improve iOS detection for PWA prompt 2026-02-12 19:39:05 +01:00
08292039cf 1.12.0 2026-02-12 19:29:54 +01:00
934b2a0483 feat: refine difficulty calculation and update simulation data 2026-02-12 18:51:00 +01:00
27270d6452 fix: landscape modals and iOS PWA support 2026-02-12 18:32:49 +01:00
a4681b5b97 fix: improve mobile scrollbar visibility and resize handling 2026-02-12 18:17:06 +01:00
8327597e2e fix: hide mobile menu scrollbar & bump version to 1.11.1 2026-02-12 17:19:18 +01:00
bae67fc1ec chore: bump version to 1.11.0 2026-02-12 17:05:06 +01:00
47426d529a ui: unify app icons with new nonogram-style N logo 2026-02-12 17:03:47 +01:00
71edc3103d chore: bump version to 1.10.0 2026-02-12 16:56:53 +01:00
30c1faeae4 fix: make app link clickable in generated SVG 2026-02-12 16:52:36 +01:00
b90809fca1 style: dodaj margines po prawej stronie planszy w wersji desktop 2026-02-12 16:43:21 +01:00
322182245c docs: add .gpg to gitignore 2026-02-12 15:54:13 +01:00
324b761d37 1.9.14 2026-02-12 15:08:45 +01:00
43 changed files with 5673 additions and 1462 deletions

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@@ -0,0 +1,23 @@
name: Deploy to Production
run-name: Deploy to Production by @${{ github.actor }}
on:
push:
branches:
- main
jobs:
deploy:
runs-on: self-hosted
steps:
- name: Check out repository code
uses: actions/checkout@v4
- name: Build and deploy with Docker Compose
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

6
.gitignore vendored
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@@ -1,7 +1,3 @@
.gpg/
node_modules
dist
.DS_Store
.vscode
.idea
*.log
dev-dist

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@@ -8,4 +8,6 @@ Nonograms is a modern, fast, and accessible logic puzzle game (also known as Pic
- Difficulty simulation and guide to learn solving strategies
- Shareable puzzles and persistent progress
![Nonograms Application Screenshot](public/screenshot.png)
Play online at https://nonograms.7u.pl or install as a PWA for an app-like experience.

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@@ -1,37 +0,0 @@
const fs = require('fs');
const fileContent = fs.readFileSync('src/composables/useI18n.js', 'utf8');
// Extract the messages object
const match = fileContent.match(/const messages = ({[\s\S]*?});/);
if (!match) {
console.error('Could not find messages object');
process.exit(1);
}
// We need to make the string valid JS to eval it.
// It seems the content inside `const messages = { ... };` is valid JS object notation.
// But we need to be careful about imports or other things if we were to `eval` the whole file.
// We'll just `eval` the object part.
const messagesStr = match[1];
const messages = eval(`(${messagesStr})`);
const enKeys = Object.keys(messages.en);
const languages = Object.keys(messages);
const missing = {};
languages.forEach(lang => {
if (lang === 'en') return;
const langKeys = Object.keys(messages[lang]);
const missingKeys = enKeys.filter(k => !langKeys.includes(k));
if (missingKeys.length > 0) {
missing[lang] = missingKeys;
}
});
console.log(JSON.stringify(missing, null, 2));

92
dev-dist/sw.js Normal file
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@@ -0,0 +1,92 @@
/**
* 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 ${uri} didnt register its module`);
}
return promise;
})
);
};
self.define = (depsNames, factory) => {
const uri = nextDefineUri || ("document" in self ? document.currentScript.src : "") || location.href;
if (registry[uri]) {
// Module is already loading or loaded.
return;
}
let exports = {};
const require = depUri => singleRequire(depUri, uri);
const specialDeps = {
module: { uri },
exports,
require
};
registry[uri] = Promise.all(depsNames.map(
depName => specialDeps[depName] || require(depName)
)).then(deps => {
factory(...deps);
return exports;
});
};
}
define(['./workbox-7a5e81cd'], (function (workbox) { 'use strict';
self.addEventListener('message', event => {
if (event.data && event.data.type === 'SKIP_WAITING') {
self.skipWaiting();
}
});
/**
* The precacheAndRoute() method efficiently caches and responds to
* requests for URLs in the manifest.
* See https://goo.gl/S9QRab
*/
workbox.precacheAndRoute([{
"url": "index.html",
"revision": "0.kkc80cp3p5o"
}], {});
workbox.cleanupOutdatedCaches();
workbox.registerRoute(new workbox.NavigationRoute(workbox.createHandlerBoundToURL("index.html"), {
allowlist: [/^\/$/]
}));
}));

3377
dev-dist/workbox-7a5e81cd.js Normal file

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{
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"size": 45,
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{
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{
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{
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},
{
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"avgTime": 1.0745101999999747
},
{
"size": 80,
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"minSolved": 0,
"maxSolved": 0,
"avgTime": 1.3407041500000105
},
{
"size": 80,
"density": 0.5,
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"maxSolved": 0.078125,
"avgTime": 1.9724897000000283
},
{
"size": 80,
"density": 0.6,
"avgSolved": 1.21484375,
"minSolved": 0.40625,
"maxSolved": 2.296875,
"avgTime": 3.9163123999999927
},
{
"size": 80,
"density": 0.7,
"avgSolved": 99.978125,
"minSolved": 99.9375,
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"avgTime": 7.790070799999967
},
{
"size": 80,
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"minSolved": 100,
"maxSolved": 100,
"avgTime": 3.1350061999999754
},
{
"size": 80,
"density": 0.9,
"avgSolved": 100,
"minSolved": 100,
"maxSolved": 100,
"avgTime": 1.3134414999999535
}
]

View File

@@ -10,5 +10,5 @@ services:
- "8081:80"
restart: unless-stopped
# Uncomment the following lines if you want to mount the configuration locally for development/testing
volumes:
- ./nginx.conf:/etc/nginx/conf.d/default.conf:ro
# volumes:
# - ./nginx.conf:/etc/nginx/conf.d/default.conf:ro

View File

@@ -3,7 +3,7 @@
<head>
<meta charset="UTF-8" />
<link rel="icon" type="image/svg+xml" href="/nonograms.svg" />
<link rel="apple-touch-icon" href="/nonograms.svg" />
<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" />
<title>Nonograms Pro - Vue 3 SOLID</title>

4
package-lock.json generated
View File

@@ -1,12 +1,12 @@
{
"name": "vue-nonograms-solid",
"version": "1.9.13",
"version": "1.14.1",
"lockfileVersion": 3,
"requires": true,
"packages": {
"": {
"name": "vue-nonograms-solid",
"version": "1.9.13",
"version": "1.14.1",
"dependencies": {
"fireworks-js": "^2.10.8",
"flag-icons": "^7.5.0",

View File

@@ -1,10 +1,10 @@
{
"name": "vue-nonograms-solid",
"version": "1.9.13",
"version": "1.14.1",
"homepage": "https://nonograms.7u.pl/",
"type": "module",
"scripts": {
"dev": "vite",
"dev": "vite --host",
"build": "vite build",
"preview": "vite preview",
"test": "vitest"

BIN
public/apple-touch-icon.png Normal file

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@@ -1,28 +1,44 @@
<svg xmlns="http://www.w3.org/2000/svg" width="192" height="192" viewBox="0 0 192 192">
<rect width="192" height="192" fill="#0b0f1f"/>
<g transform="translate(24,24)">
<rect x="0" y="0" width="144" height="144" rx="16" fill="#121639" stroke="#00f2fe" stroke-width="4"/>
<g stroke="#00f2fe" stroke-width="2">
<line x1="24" y1="0" x2="24" y2="144"/>
<line x1="48" y1="0" x2="48" y2="144"/>
<line x1="72" y1="0" x2="72" y2="144"/>
<line x1="96" y1="0" x2="96" y2="144"/>
<line x1="120" y1="0" x2="120" y2="144"/>
<line x1="0" y1="24" x2="144" y2="24"/>
<line x1="0" y1="48" x2="144" y2="48"/>
<line x1="0" y1="72" x2="144" y2="72"/>
<line x1="0" y1="96" x2="144" y2="96"/>
<line x1="0" y1="120" x2="144" y2="120"/>
</g>
<g fill="#00f2fe">
<rect x="6" y="6" width="18" height="18" rx="3"/>
<rect x="54" y="30" width="18" height="18" rx="3"/>
<rect x="102" y="78" width="18" height="18" rx="3"/>
<rect x="30" y="126" width="18" height="18" rx="3"/>
</g>
<g fill="#ffffff">
<path d="M36 40 h16 v64 h-16 z"/>
<path d="M52 40 h16 l32 48 v-48 h16 v64 h-16 l-32 -48 v48 h-16 z"/>
</g>
<defs>
<linearGradient id="bg" x1="0" y1="0" x2="1" y2="1">
<stop offset="0" stop-color="#43C6AC"/>
<stop offset="1" stop-color="#191654"/>
</linearGradient>
<linearGradient id="cell" x1="0" y1="0" x2="1" y2="1">
<stop offset="0" stop-color="#00f2fe"/>
<stop offset="1" stop-color="#4facfe"/>
</linearGradient>
<filter id="glow" x="-20%" y="-20%" width="140%" height="140%">
<feGaussianBlur stdDeviation="1.5" result="blur"/>
<feComposite in="SourceGraphic" in2="blur" operator="over"/>
</filter>
</defs>
<!-- Main Background -->
<rect width="192" height="192" rx="42" fill="url(#bg)"/>
<!-- Console Screen Background -->
<rect x="26" y="26" width="140" height="140" rx="16" fill="rgba(0,10,30,0.5)" stroke="rgba(0,242,254,0.2)" stroke-width="1.5"/>
<!-- Letter N built from Nonogram cells -->
<g fill="url(#cell)" filter="url(#glow)">
<!-- Left Column -->
<rect x="38" y="38" width="20" height="20" rx="4"/>
<rect x="38" y="62" width="20" height="20" rx="4"/>
<rect x="38" y="86" width="20" height="20" rx="4"/>
<rect x="38" y="110" width="20" height="20" rx="4"/>
<rect x="38" y="134" width="20" height="20" rx="4"/>
<!-- Diagonal -->
<rect x="62" y="62" width="20" height="20" rx="4"/>
<rect x="86" y="86" width="20" height="20" rx="4"/>
<rect x="110" y="110" width="20" height="20" rx="4"/>
<!-- Right Column -->
<rect x="134" y="38" width="20" height="20" rx="4"/>
<rect x="134" y="62" width="20" height="20" rx="4"/>
<rect x="134" y="86" width="20" height="20" rx="4"/>
<rect x="134" y="110" width="20" height="20" rx="4"/>
<rect x="134" y="134" width="20" height="20" rx="4"/>
</g>
</svg>

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public/pwa-192x192.png Normal file

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@@ -8,17 +8,37 @@
<stop offset="0" stop-color="#00f2fe"/>
<stop offset="1" stop-color="#4facfe"/>
</linearGradient>
<filter id="glow" x="-20%" y="-20%" width="140%" height="140%">
<feGaussianBlur stdDeviation="1.5" result="blur"/>
<feComposite in="SourceGraphic" in2="blur" operator="over"/>
</filter>
</defs>
<rect width="192" height="192" rx="28" fill="url(#bg)"/>
<rect x="28" y="28" width="136" height="136" rx="14" fill="rgba(0,0,0,0.35)"/>
<g fill="url(#cell)">
<rect x="48" y="48" width="20" height="20" rx="4"/>
<rect x="76" y="48" width="20" height="20" rx="4"/>
<rect x="104" y="48" width="20" height="20" rx="4"/>
<rect x="48" y="76" width="20" height="20" rx="4"/>
<rect x="104" y="76" width="20" height="20" rx="4"/>
<rect x="48" y="104" width="20" height="20" rx="4"/>
<rect x="76" y="104" width="20" height="20" rx="4"/>
<rect x="104" y="104" width="20" height="20" rx="4"/>
<!-- Main Background -->
<rect width="192" height="192" rx="42" fill="url(#bg)"/>
<!-- Console Screen Background -->
<rect x="26" y="26" width="140" height="140" rx="16" fill="rgba(0,10,30,0.5)" stroke="rgba(0,242,254,0.2)" stroke-width="1.5"/>
<!-- Letter N built from Nonogram cells -->
<g fill="url(#cell)" filter="url(#glow)">
<!-- Left Column -->
<rect x="38" y="38" width="20" height="20" rx="4"/>
<rect x="38" y="62" width="20" height="20" rx="4"/>
<rect x="38" y="86" width="20" height="20" rx="4"/>
<rect x="38" y="110" width="20" height="20" rx="4"/>
<rect x="38" y="134" width="20" height="20" rx="4"/>
<!-- Diagonal -->
<rect x="62" y="62" width="20" height="20" rx="4"/>
<rect x="86" y="86" width="20" height="20" rx="4"/>
<rect x="110" y="110" width="20" height="20" rx="4"/>
<!-- Right Column -->
<rect x="134" y="38" width="20" height="20" rx="4"/>
<rect x="134" y="62" width="20" height="20" rx="4"/>
<rect x="134" y="86" width="20" height="20" rx="4"/>
<rect x="134" y="110" width="20" height="20" rx="4"/>
<rect x="134" y="134" width="20" height="20" rx="4"/>
</g>
</svg>

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public/pwa-512x512.png Normal file

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@@ -1,4 +1,4 @@
<svg xmlns="http://www.w3.org/2000/svg" width="512" height="512" viewBox="0 0 512 512">
<svg xmlns="http://www.w3.org/2000/svg" width="512" height="512" viewBox="0 0 192 192">
<defs>
<linearGradient id="bg" x1="0" y1="0" x2="1" y2="1">
<stop offset="0" stop-color="#43C6AC"/>
@@ -8,17 +8,37 @@
<stop offset="0" stop-color="#00f2fe"/>
<stop offset="1" stop-color="#4facfe"/>
</linearGradient>
<filter id="glow" x="-20%" y="-20%" width="140%" height="140%">
<feGaussianBlur stdDeviation="1.5" result="blur"/>
<feComposite in="SourceGraphic" in2="blur" operator="over"/>
</filter>
</defs>
<rect width="512" height="512" rx="80" fill="url(#bg)"/>
<rect x="74" y="74" width="364" height="364" rx="40" fill="rgba(0,0,0,0.35)"/>
<g fill="url(#cell)">
<rect x="138" y="138" width="54" height="54" rx="10"/>
<rect x="214" y="138" width="54" height="54" rx="10"/>
<rect x="290" y="138" width="54" height="54" rx="10"/>
<rect x="138" y="214" width="54" height="54" rx="10"/>
<rect x="290" y="214" width="54" height="54" rx="10"/>
<rect x="138" y="290" width="54" height="54" rx="10"/>
<rect x="214" y="290" width="54" height="54" rx="10"/>
<rect x="290" y="290" width="54" height="54" rx="10"/>
<!-- Main Background -->
<rect width="192" height="192" rx="42" fill="url(#bg)"/>
<!-- Console Screen Background -->
<rect x="26" y="26" width="140" height="140" rx="16" fill="rgba(0,10,30,0.5)" stroke="rgba(0,242,254,0.2)" stroke-width="1.5"/>
<!-- Letter N built from Nonogram cells -->
<g fill="url(#cell)" filter="url(#glow)">
<!-- Left Column -->
<rect x="38" y="38" width="20" height="20" rx="4"/>
<rect x="38" y="62" width="20" height="20" rx="4"/>
<rect x="38" y="86" width="20" height="20" rx="4"/>
<rect x="38" y="110" width="20" height="20" rx="4"/>
<rect x="38" y="134" width="20" height="20" rx="4"/>
<!-- Diagonal -->
<rect x="62" y="62" width="20" height="20" rx="4"/>
<rect x="86" y="86" width="20" height="20" rx="4"/>
<rect x="110" y="110" width="20" height="20" rx="4"/>
<!-- Right Column -->
<rect x="134" y="38" width="20" height="20" rx="4"/>
<rect x="134" y="62" width="20" height="20" rx="4"/>
<rect x="134" y="86" width="20" height="20" rx="4"/>
<rect x="134" y="110" width="20" height="20" rx="4"/>
<rect x="134" y="134" width="20" height="20" rx="4"/>
</g>
</svg>

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public/screenshot.png Normal file

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42
scripts/generate-icons.js Normal file
View File

@@ -0,0 +1,42 @@
import sharp from 'sharp';
import path from 'path';
import { fileURLToPath } from 'url';
const __filename = fileURLToPath(import.meta.url);
const __dirname = path.dirname(__filename);
const INPUT_FILE = path.join(__dirname, '../public/nonograms.svg');
const OUTPUT_DIR = path.join(__dirname, '../public');
async function generateIcons() {
console.log('Generating icons from ' + INPUT_FILE);
try {
// 192x192
await sharp(INPUT_FILE)
.resize(192, 192)
.png()
.toFile(path.join(OUTPUT_DIR, 'pwa-192x192.png'));
console.log('Created pwa-192x192.png');
// 512x512
await sharp(INPUT_FILE)
.resize(512, 512)
.png()
.toFile(path.join(OUTPUT_DIR, 'pwa-512x512.png'));
console.log('Created pwa-512x512.png');
// Apple Touch Icon (180x180)
await sharp(INPUT_FILE)
.resize(180, 180)
.png()
.toFile(path.join(OUTPUT_DIR, 'apple-touch-icon.png'));
console.log('Created apple-touch-icon.png');
} catch (err) {
console.error('Error generating icons:', err);
process.exit(1);
}
}
generateIcons();

View File

@@ -0,0 +1,47 @@
import { generateRandomGrid, calculateHints } from '../src/utils/puzzleUtils.js';
import { solvePuzzle } from '../src/utils/solver.js';
import fs from 'fs';
const SIZES = [5, 10, 15, 20, 25, 30, 35, 40, 45, 50, 55, 60, 65, 70, 75, 80];
const DENSITIES = [0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.7, 0.8, 0.9];
const SAMPLES = 200; // High sample count for stability
console.log('Starting simulation...');
console.log(`Sizes: ${SIZES.join(', ')}`);
console.log(`Densities: ${DENSITIES.join(', ')}`);
console.log(`Samples per point: ${SAMPLES}`);
const results = {};
async function run() {
const totalSteps = SIZES.length * DENSITIES.length;
let currentStep = 0;
const startTime = Date.now();
for (const size of SIZES) {
results[size] = [];
for (const density of DENSITIES) {
let totalSolved = 0;
for (let i = 0; i < SAMPLES; i++) {
const grid = generateRandomGrid(size, density);
const { rowHints, colHints } = calculateHints(grid);
const { percentSolved } = solvePuzzle(rowHints, colHints);
totalSolved += percentSolved;
}
const avg = Math.round(totalSolved / SAMPLES);
results[size].push(avg);
currentStep++;
const pct = Math.round((currentStep / totalSteps) * 100);
const elapsed = ((Date.now() - startTime) / 1000).toFixed(0);
process.stdout.write(`\rProgress: ${pct}% (${currentStep}/${totalSteps}) - Elapsed: ${elapsed}s`);
}
}
console.log('\n\nSimulation complete!');
console.log('SIM_DATA = ' + JSON.stringify(results, null, 4) + ';');
fs.writeFileSync('simulation_results.json', JSON.stringify(results, null, 4));
}
run();

View File

@@ -1,75 +1,38 @@
import fs from 'fs';
import path from 'path';
import { generateRandomGrid, calculateHints } from '../src/utils/puzzleUtils.js';
import { solvePuzzle } from '../src/utils/solver.js';
const OUTPUT_FILE = 'difficulty_simulation_results.json';
const CSV_FILE = 'difficulty_simulation_results.csv';
// Configuration
const SIZES = [5, 10, 15, 20, 25, 30, 35, 40, 45, 50, 60, 70, 80]; // Steps of 5 up to 50, then 10
const SIZES = [5, 10, 15, 20, 25, 30, 35, 40, 45, 50, 60, 70, 80];
const DENSITIES = [0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.7, 0.8, 0.9];
const SAMPLES_PER_POINT = 20; // Adjust based on time/accuracy needs
const SAMPLES_SMALL = 100; // For size <= 25
const SAMPLES_LARGE = 30; // For size > 25
console.log('Starting Monte Carlo Simulation for Nonogram Difficulty...');
console.log(`Config: Sizes=${SIZES.length}, Densities=${DENSITIES.length}, Samples=${SAMPLES_PER_POINT}`);
const results = {};
const results = [];
const csvRows = ['size,density,avg_solved_percent,min_solved_percent,max_solved_percent,avg_time_ms'];
console.log('Starting Monte Carlo Simulation...');
const startTime = Date.now();
for (const size of SIZES) {
const samples = size <= 25 ? SAMPLES_SMALL : SAMPLES_LARGE;
const rowData = [];
for (const density of DENSITIES) {
let totalSolved = 0;
let minSolved = 100;
let maxSolved = 0;
let totalTime = 0;
process.stdout.write(`Simulating Size: ${size}x${size}, Density: ${density} ... `);
for (let i = 0; i < SAMPLES_PER_POINT; i++) {
const t0 = performance.now();
// 1. Generate
for (let i = 0; i < samples; i++) {
const grid = generateRandomGrid(size, density);
const { rowHints, colHints } = calculateHints(grid);
// 2. Solve
const { percentSolved } = solvePuzzle(rowHints, colHints);
const t1 = performance.now();
totalSolved += percentSolved;
minSolved = Math.min(minSolved, percentSolved);
maxSolved = Math.max(maxSolved, percentSolved);
totalTime += (t1 - t0);
}
const avgSolved = totalSolved / SAMPLES_PER_POINT;
const avgTime = totalTime / SAMPLES_PER_POINT;
results.push({
size,
density,
avgSolved,
minSolved,
maxSolved,
avgTime
});
csvRows.push(`${size},${density},${avgSolved.toFixed(2)},${minSolved.toFixed(2)},${maxSolved.toFixed(2)},${avgTime.toFixed(2)}`);
console.log(`Avg Solved: ${avgSolved.toFixed(1)}%`);
const avg = Math.round(totalSolved / samples);
rowData.push(avg);
}
results[size] = rowData;
console.log(` Size ${size}: [${rowData.join(', ')}]`);
}
const totalDuration = (Date.now() - startTime) / 1000;
console.log(`Simulation complete in ${totalDuration.toFixed(1)}s`);
// Save results
fs.writeFileSync(OUTPUT_FILE, JSON.stringify(results, null, 2));
fs.writeFileSync(CSV_FILE, csvRows.join('\n'));
console.log(`Results saved to ${OUTPUT_FILE} and ${CSV_FILE}`);
const duration = (Date.now() - startTime) / 1000;
console.log(`\nSimulation Complete in ${duration.toFixed(2)}s. Result JSON:`);
console.log(JSON.stringify(results, null, 4));

View File

@@ -8,6 +8,7 @@ import StatusPanel from './components/StatusPanel.vue';
import GuidePanel from './components/GuidePanel.vue';
import WinModal from './components/WinModal.vue';
import CustomGameModal from './components/CustomGameModal.vue';
import ImageImportModal from './components/ImageImportModal.vue';
import SimulationView from './components/SimulationView.vue';
import FixedBar from './components/FixedBar.vue';
import ReloadPrompt from './components/ReloadPrompt.vue';
@@ -16,6 +17,7 @@ import ReloadPrompt from './components/ReloadPrompt.vue';
const store = usePuzzleStore();
const { t, locale, setLocale, locales } = useI18n();
const showCustomModal = ref(false);
const showImageImportModal = ref(false);
const showSimulation = ref(false);
const showGuide = ref(false);
const deferredPrompt = ref(null);
@@ -23,6 +25,8 @@ const canInstall = ref(false);
const installDismissed = ref(false);
const isCoarsePointer = ref(false);
const isStandalone = ref(false);
const isIos = ref(false);
const isDev = ref(false);
const themePreference = ref('system');
const appVersion = __APP_VERSION__;
let displayModeMedia = null;
@@ -38,6 +42,10 @@ const onKeyDownGlobal = (e) => {
showCustomModal.value = false;
return;
}
if (showImageImportModal.value) {
showImageImportModal.value = false;
return;
}
if (store.isGameWon) {
store.closeWinModal();
}
@@ -58,7 +66,7 @@ const updateStandalone = () => {
const handleBeforeInstallPrompt = (e) => {
e.preventDefault();
deferredPrompt.value = e;
if (!isStandalone.value) {
if (!isStandalone.value && !isDev.value) {
canInstall.value = true;
}
};
@@ -109,6 +117,9 @@ onMounted(() => {
}
if (typeof window !== 'undefined') {
isCoarsePointer.value = window.matchMedia('(pointer: coarse)').matches;
const ua = navigator.userAgent.toLowerCase();
isIos.value = /ipad|iphone|ipod/.test(ua) || (ua.includes('mac') && navigator.maxTouchPoints > 1);
isDev.value = window.location.port !== '' && window.location.port !== '80' && window.location.port !== '443';
const storedTheme = typeof localStorage !== 'undefined' ? localStorage.getItem('theme') : null;
if (storedTheme === 'light' || storedTheme === 'dark' || storedTheme === 'system') {
themePreference.value = storedTheme;
@@ -155,18 +166,30 @@ onUnmounted(() => {
<main class="game-container">
<NavBar
@open-custom="showCustomModal = true"
@open-image-import="showImageImportModal = true"
@toggle-guide="showGuide = !showGuide"
@set-theme="setThemePreference"
/>
<FixedBar />
<div v-if="canInstall && !installDismissed" class="install-banner">
<div class="install-text">{{ t('pwa.installTitle') }}</div>
<div v-if="!isDev && (canInstall || (isIos && !isStandalone)) && !installDismissed" class="install-banner">
<div class="install-content">
<img src="/pwa-192x192.png" alt="App Icon" class="install-icon" />
<div class="install-text">
<div class="install-title">{{ t('app.title') }}</div>
<div class="install-desc">
<span v-if="isIos && !isStandalone">{{ t('pwa.installIos') }}</span>
<span v-else>{{ t('pwa.installTitle') }}</span>
</div>
</div>
</div>
<div class="install-actions">
<button class="btn-neon secondary install-btn" @click="handleInstall">
<button v-if="!isIos" class="btn-neon secondary install-btn" @click="handleInstall">
{{ installLabel }}
</button>
<button class="install-close" @click="installDismissed = true">×</button>
<button class="install-close" @click="installDismissed = true" aria-label="Close">
</button>
</div>
</div>
@@ -193,6 +216,10 @@ onUnmounted(() => {
<Teleport to="body">
<WinModal v-if="store.isGameWon" />
<CustomGameModal v-if="showCustomModal" @close="showCustomModal = false" @open-simulation="showSimulation = true" />
<ImageImportModal
v-if="showImageImportModal"
@close="showImageImportModal = false"
/>
<SimulationView v-if="showSimulation" @close="showSimulation = false" />
<ReloadPrompt />
</Teleport>
@@ -203,7 +230,7 @@ onUnmounted(() => {
.game-container {
display: flex;
flex-direction: column;
align-items: stretch; /* was center */
align-items: stretch;
gap: 20px;
width: 100%;
padding-bottom: 50px;
@@ -211,38 +238,111 @@ onUnmounted(() => {
}
.install-banner {
background: var(--banner-bg);
border: 1px solid var(--banner-border);
border-radius: 8px;
padding: 10px 20px;
display: flex;
justify-content: space-between;
align-items: center;
width: 90%;
max-width: 600px;
margin: 0 auto 20px auto; /* Center it manually */
box-shadow: var(--banner-shadow);
position: sticky;
position: fixed;
bottom: 0;
left: 0;
right: 0;
width: 100%;
background: var(--panel-bg);
backdrop-filter: blur(12px);
-webkit-backdrop-filter: blur(12px);
border-top: 1px solid var(--neon-cyan);
box-shadow: 0 -4px 30px rgba(0, 242, 254, 0.15);
padding: 16px 20px;
padding-bottom: max(16px, env(safe-area-inset-bottom));
display: flex;
flex-direction: column;
gap: 16px;
z-index: 2000;
animation: slideUp 0.5s cubic-bezier(0.16, 1, 0.3, 1);
}
@media (min-width: 768px) {
.install-banner {
width: 400px;
bottom: 24px;
right: 24px;
left: auto;
border-radius: 12px;
border: 1px solid var(--neon-cyan);
padding-bottom: 16px;
}
}
.install-content {
display: flex;
align-items: center;
gap: 16px;
}
.install-icon {
width: 48px;
height: 48px;
border-radius: 10px;
box-shadow: 0 2px 8px rgba(0,0,0,0.3);
}
.install-text {
flex: 1;
display: flex;
flex-direction: column;
gap: 4px;
}
.install-title {
font-weight: bold;
color: var(--neon-cyan);
font-size: 1.1rem;
}
.install-desc {
font-size: 0.9rem;
color: var(--text-color);
line-height: 1.3;
}
.install-actions {
display: flex;
gap: 10px;
align-items: center;
justify-content: space-between;
gap: 12px;
}
.install-btn {
flex: 1;
padding: 10px;
font-size: 0.95rem;
justify-content: center;
}
.install-close {
background: transparent;
border: none;
color: var(--text-muted);
font-size: 1.5rem;
font-size: 1.2rem;
cursor: pointer;
width: 36px;
height: 36px;
display: flex;
align-items: center;
justify-content: center;
border-radius: 50%;
transition: background 0.2s;
}
.install-close:hover {
background: rgba(255,255,255,0.1);
color: var(--text-color);
}
@keyframes slideUp {
from {
transform: translateY(100%);
opacity: 0;
}
to {
transform: translateY(0);
opacity: 1;
}
}
.game-layout {

View File

@@ -43,21 +43,30 @@ const handlePointerDown = (e) => {
const now = Date.now();
if (now - lastTap < 300) {
// Double tap -> X (Force)
clearLongPress();
emit('start-drag', props.r, props.c, true, true);
lastTap = 0;
} else {
// Single tap / Start drag -> Fill
emit('start-drag', props.r, props.c, false, false);
lastTap = now;
// Start Long Press Timer
clearLongPress();
longPressTimer = setTimeout(() => {
if (navigator.vibrate) navigator.vibrate(50);
// Switch to Cross (Right click logic, force=true to overwrite the just-placed Fill)
emit('start-drag', props.r, props.c, true, true);
}, 500);
}
};
const handlePointerUp = (e) => {
// Handled in pointerdown
clearLongPress();
};
const handlePointerCancel = (e) => {
// Handled in pointerdown
clearLongPress();
};
</script>
@@ -84,6 +93,7 @@ const handlePointerCancel = (e) => {
height: var(--cell-size);
background-color: var(--cell-empty);
border: 1px solid var(--glass-border);
box-sizing: border-box;
cursor: pointer;
display: flex;
justify-content: center;

View File

@@ -340,12 +340,20 @@ const confirm = () => {
text-align: center;
max-width: 800px;
width: 90%;
max-height: 90vh;
overflow-y: auto;
border: 1px solid var(--accent-cyan);
box-shadow: 0 0 50px rgba(0, 242, 255, 0.2);
animation: slideUp 0.3s ease;
transition: all 0.3s ease-in-out;
}
@media (max-width: 768px), (max-height: 600px) {
.modal {
padding: 20px;
}
}
.modal-content {
display: flex;
flex-direction: row;

View File

@@ -10,6 +10,10 @@ const store = usePuzzleStore();
const { rowHints, colHints } = useHints(computed(() => store.solution));
const { startDrag, onMouseEnter, stopDrag } = useNonogram();
// Compute grid dimensions from hints
const gridRows = computed(() => rowHints.value.length);
const gridCols = computed(() => colHints.value.length);
const cellSize = ref(30);
const rowHintsRef = ref(null);
const activeRow = ref(null);
@@ -27,17 +31,28 @@ let dragStartLeft = 0;
const checkScroll = () => {
const el = scrollWrapper.value;
if (!el) return;
const content = el.firstElementChild;
const contentWidth = content ? content.offsetWidth : el.scrollWidth;
const sw = el.scrollWidth;
const cw = el.clientWidth;
// Only show custom scrollbar on mobile/tablet (width < 768px) and if content overflows
const isMobile = window.innerWidth <= 768;
showScrollbar.value = isMobile && (sw > cw + 1);
// Use contentWidth to check for overflow, as scrollWidth might be misleading
showScrollbar.value = isMobile && (contentWidth > cw + 1);
if (showScrollbar.value) {
// Thumb width percentage = (viewport / total) * 100
const ratio = cw / sw;
// Use contentWidth for more accurate ratio
const ratio = cw / contentWidth;
thumbWidth.value = Math.max(10, ratio * 100);
// Hide if content fits or almost fits (prevent useless scrollbar)
// Increased tolerance to 95%
if (ratio >= 0.95) {
showScrollbar.value = false;
}
}
};
@@ -132,13 +147,16 @@ const computeCellSize = () => {
// Ensure we don't have negative space
const availableForGrid = Math.max(0, containerWidth - hintWidth);
const size = Math.floor((availableForGrid - gridPad * 2 - (store.size - 1) * gap) / store.size);
// Calculate cell size based on width availability (columns)
// Vertical scrolling is acceptable, so we don't constrain by height (rows)
const cols = Math.max(1, gridCols.value);
const size = Math.floor((availableForGrid - gridPad * 2 - (cols - 1) * gap) / cols);
if (isDesktop) {
// Desktop: Allow overflow, use comfortable size
cellSize.value = 30;
} else {
// Mobile: Fit to screen
// Mobile: Fit to screen width
// Keep min 18, max 36
cellSize.value = Math.max(18, Math.min(36, size));
}
@@ -175,21 +193,38 @@ const handleGridLeave = () => {
activeCol.value = null;
};
const handleResize = () => {
computeCellSize();
checkScroll();
// Re-check after potential layout animation/transition
setTimeout(() => {
computeCellSize();
checkScroll();
}, 300);
};
onMounted(() => {
nextTick(() => {
computeCellSize();
checkScroll();
// Extra check for slow layout/font loading or orientation changes
setTimeout(() => {
computeCellSize();
checkScroll();
}, 300);
});
isFinePointer.value = window.matchMedia('(pointer: fine)').matches;
window.addEventListener('resize', computeCellSize);
window.addEventListener('resize', checkScroll);
window.addEventListener('resize', handleResize);
window.addEventListener('orientationchange', handleResize);
window.addEventListener('mouseup', handleGlobalMouseUp);
window.addEventListener('pointerup', handleGlobalPointerUp);
window.addEventListener('touchend', handleGlobalPointerUp, { passive: true });
});
onUnmounted(() => {
window.removeEventListener('resize', computeCellSize);
window.removeEventListener('resize', checkScroll);
window.removeEventListener('resize', handleResize);
window.removeEventListener('orientationchange', handleResize);
window.removeEventListener('mouseup', handleGlobalMouseUp);
window.removeEventListener('pointerup', handleGlobalPointerUp);
window.removeEventListener('touchend', handleGlobalPointerUp);
@@ -199,6 +234,10 @@ watch(() => store.size, async () => {
await nextTick();
computeCellSize();
checkScroll();
setTimeout(() => {
computeCellSize();
checkScroll();
}, 300);
});
</script>
@@ -208,17 +247,17 @@ watch(() => store.size, async () => {
<div class="corner-spacer"></div>
<!-- Column Hints -->
<Hints :hints="colHints" orientation="col" :size="store.size" :activeIndex="activeCol" />
<Hints :hints="colHints" orientation="col" :size="gridCols" :activeIndex="activeCol" />
<!-- Row Hints -->
<Hints ref="rowHintsRef" :hints="rowHints" orientation="row" :size="store.size" :activeIndex="activeRow" />
<Hints ref="rowHintsRef" :hints="rowHints" orientation="row" :size="gridRows" :activeIndex="activeRow" />
<!-- Grid -->
<div
class="grid"
:style="{
gridTemplateColumns: `repeat(${store.size}, var(--cell-size))`,
gridTemplateRows: `repeat(${store.size}, var(--cell-size))`
gridTemplateColumns: `repeat(${gridCols}, var(--cell-size))`,
gridTemplateRows: `repeat(${gridRows}, var(--cell-size))`
}"
@pointermove.prevent="handlePointerMove"
@mouseleave="handleGridLeave"
@@ -231,8 +270,8 @@ watch(() => store.size, async () => {
:r="r"
:c="c"
:class="{
'guide-right': (c + 1) % 5 === 0 && c !== store.size - 1,
'guide-bottom': (r + 1) % 5 === 0 && r !== store.size - 1
'guide-right': (c + 1) % 5 === 0 && c !== gridCols - 1,
'guide-bottom': (r + 1) % 5 === 0 && r !== gridRows - 1
}"
@start-drag="startDrag"
@enter-cell="handleCellEnter"
@@ -272,6 +311,7 @@ watch(() => store.size, async () => {
min-width: 100%;
margin: 0 auto; /* Center the wrapper safely */
align-items: flex-start; /* Prevent cropping when centered */
padding-right: 40px;
}
.game-container {

View File

@@ -58,13 +58,13 @@ defineProps({
.hints-container.col {
padding-bottom: var(--grid-padding);
align-items: flex-end;
/* align-items: flex-end; - Removed to ensure uniform column height */
padding-left: var(--grid-padding);
padding-right: var(--grid-padding);
}
.hints-container.row {
align-items: flex-end;
/* align-items: flex-end; - Removed to ensure row hints fill the cell height */
padding: var(--grid-padding) var(--grid-padding) var(--grid-padding) 0;
width: max-content;
}
@@ -99,6 +99,21 @@ defineProps({
padding: 2px;
}
@media (max-width: 768px) {
.hint-num {
font-size: 0.7rem;
padding: 1px;
}
.col .hint-group {
padding: 2px 0;
}
.row .hint-group {
padding: 0 4px;
}
}
/* Alternating Colors within the group */
.hint-num.hint-alt {
color: var(--accent-cyan);

View File

@@ -0,0 +1,859 @@
<script setup>
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 { Upload, Image as ImageIcon, X, AlertTriangle, Camera, RefreshCw } from 'lucide-vue-next';
const emit = defineEmits(['close']);
const store = usePuzzleStore();
const { t } = useI18n();
const fileInput = ref(null);
const canvasRef = ref(null);
const previewCanvasRef = ref(null);
const videoRef = ref(null);
const isDragging = ref(false);
const imageLoaded = ref(false);
const processing = ref(false);
const processingProgress = ref(0);
const isCameraOpen = ref(false);
const hasMultipleCameras = ref(false);
const stream = ref(null);
const facingMode = ref('environment');
// Settings
const maxDimension = ref(15);
const threshold = ref(50); // 0-100% density
// State
const originalImage = ref(null);
const generatedGrid = ref([]);
const difficulty = ref(0);
const solvability = ref(0);
const difficultyLabel = ref('');
const gridRows = ref(15);
const gridCols = ref(15);
const onDrop = (e) => {
isDragging.value = false;
const file = e.dataTransfer.files[0];
if (file && file.type.startsWith('image/')) {
processFile(file);
}
};
const onFileSelect = (e) => {
const file = e.target.files[0];
if (file) {
processFile(file);
}
};
const processFile = (file) => {
const reader = new FileReader();
reader.onload = (e) => {
const img = new Image();
img.onload = () => {
originalImage.value = img;
imageLoaded.value = true;
nextTick(() => {
updateGrid();
});
};
img.src = e.target.result;
};
reader.readAsDataURL(file);
};
const updateGrid = () => {
if (!originalImage.value || !canvasRef.value) return;
const ctx = canvasRef.value.getContext('2d');
// Calculate dimensions preserving aspect ratio
const imgW = originalImage.value.width;
const imgH = originalImage.value.height;
const aspect = imgW / imgH;
let w, h;
const maxDim = maxDimension.value;
if (aspect >= 1) {
w = maxDim;
h = Math.round(w / aspect);
} else {
h = maxDim;
w = Math.round(h * aspect);
}
// Ensure bounds [5, 80]
// 1. Clamp min (prioritize min 5)
if (w < 5) { w = 5; h = Math.round(w / aspect); }
if (h < 5) { h = 5; w = Math.round(h * aspect); }
// 2. Clamp max (hard limit 80)
if (w > 80) w = 80;
if (h > 80) h = 80;
// Final safeguard
w = Math.max(5, Math.min(80, Math.round(w)));
h = Math.max(5, Math.min(80, Math.round(h)));
gridRows.value = h;
gridCols.value = w;
// Resize logic
canvasRef.value.width = w;
canvasRef.value.height = h;
// Draw image scaled to grid size
ctx.drawImage(originalImage.value, 0, 0, w, h);
// Get pixel data
const imageData = ctx.getImageData(0, 0, w, h);
const data = imageData.data;
// 1. Collect brightness of valid pixels
const pixels = [];
for (let y = 0; y < h; y++) {
for (let x = 0; x < w; x++) {
const i = (y * w + x) * 4;
const r = data[i];
const g = data[i + 1];
const b = data[i + 2];
const a = data[i + 3];
// If transparent, ignore
if (a >= 128) {
// Calculate brightness (Luminance)
const brightness = 0.299 * r + 0.587 * g + 0.114 * b;
pixels.push({ x, y, brightness });
}
}
}
// 2. Sort by brightness (ascending: dark -> light)
// Darker pixels have lower brightness.
// We want to fill the darkest X% pixels.
pixels.sort((a, b) => a.brightness - b.brightness);
// 3. Determine cutoff
// threshold.value is density (0-100%)
// If density is 50%, we want 50% of pixels to be black.
// So we take the first 50% of sorted pixels.
const totalValid = pixels.length;
const targetFillCount = Math.floor(totalValid * (threshold.value / 100));
// 4. Build grid
const grid = Array(h).fill().map(() => Array(w).fill(0));
// Mark the darkest pixels as filled (1)
for (let i = 0; i < targetFillCount; i++) {
const p = pixels[i];
grid[p.y][p.x] = 1;
}
generatedGrid.value = grid;
drawPreview();
calculateStats();
};
const drawPreview = () => {
if (!previewCanvasRef.value || generatedGrid.value.length === 0) return;
const ctx = previewCanvasRef.value.getContext('2d');
const rows = generatedGrid.value.length;
const cols = generatedGrid.value[0].length;
// Max 300px width/height, preserving aspect
const maxPreview = 300;
const cellW = maxPreview / Math.max(rows, cols);
const cellH = cellW; // square cells
const previewW = cols * cellW;
const previewH = rows * cellH;
previewCanvasRef.value.width = previewW;
previewCanvasRef.value.height = previewH;
ctx.clearRect(0, 0, previewW, previewH);
// Draw original image with low opacity
if (originalImage.value) {
ctx.save();
ctx.globalAlpha = 0.3;
ctx.drawImage(originalImage.value, 0, 0, previewW, previewH);
ctx.restore();
}
for (let y = 0; y < rows; y++) {
for (let x = 0; x < cols; x++) {
if (generatedGrid.value[y][x] === 1) {
ctx.fillStyle = '#000';
ctx.fillRect(x * cellW, y * cellH, cellW, cellH);
}
}
}
// Grid lines
ctx.strokeStyle = '#ccc';
ctx.lineWidth = 0.5;
// Vertical lines
for (let i = 0; i <= cols; i++) {
ctx.beginPath();
ctx.moveTo(i * cellW, 0);
ctx.lineTo(i * cellW, previewH);
ctx.stroke();
}
// Horizontal lines
for (let i = 0; i <= rows; i++) {
ctx.beginPath();
ctx.moveTo(0, i * cellH);
ctx.lineTo(previewW, i * cellH);
ctx.stroke();
}
};
const calculateStats = async () => {
if (generatedGrid.value.length === 0) return;
processing.value = true;
processingProgress.value = 0;
const requestId = Date.now();
currentStatsRequestId = requestId;
try {
const pool = getWorkerPool();
pool.cancelAll(); // Force stop previous calculations for immediate responsiveness
// Demonstrate parallel execution capability
// We split the problem into two branches: assuming first cell is EMPTY (0) vs FILLED (1)
// This doubles the search power by utilizing 2 workers immediately.
// Ensure we send plain objects to workers, not Vue proxies
const rawGrid = JSON.parse(JSON.stringify(generatedGrid.value));
const rows = rawGrid.length;
const cols = rawGrid[0].length;
// Create initial states
const gridA = Array(rows).fill().map(() => Array(cols).fill(-1));
gridA[0][0] = 0; // Branch A: Assume (0,0) is Empty
const gridB = Array(rows).fill().map(() => Array(cols).fill(-1));
gridB[0][0] = 1; // Branch B: Assume (0,0) is Filled
const tasks = [
{
data: { id: requestId, grid: rawGrid, initialGrid: gridA },
onProgress: (p) => { if (currentStatsRequestId === requestId) processingProgress.value = Math.max(processingProgress.value, p); }
},
{
data: { id: requestId, grid: rawGrid, initialGrid: gridB },
onProgress: (p) => { if (currentStatsRequestId === requestId) processingProgress.value = Math.max(processingProgress.value, p); }
}
];
const result = await pool.runRace(tasks);
if (result.id === currentStatsRequestId) {
solvability.value = result.solvability;
difficulty.value = result.difficulty;
difficultyLabel.value = result.difficultyLabel;
}
} catch (err) {
if (err.message !== 'Cancelled' && err.message !== 'Terminated') {
console.error('Worker error:', err);
if (currentStatsRequestId === requestId) {
solvability.value = 0;
difficulty.value = 0;
// If translation key is missing, this might show 'difficulty.error'
// Ensure we have a fallback or the key exists
difficultyLabel.value = 'error';
}
}
} finally {
if (currentStatsRequestId === requestId) {
processing.value = false;
}
}
};
let currentStatsRequestId = 0;
let debounceTimer;
watch([maxDimension, threshold], () => {
if (imageLoaded.value) {
if (debounceTimer) clearTimeout(debounceTimer);
debounceTimer = setTimeout(() => {
updateGrid();
}, 50);
} else {
// If no image loaded, just update the display values
// Assuming square aspect ratio for preview
gridRows.value = maxDimension.value;
gridCols.value = maxDimension.value;
}
});
const createPuzzle = () => {
if (generatedGrid.value.length > 0) {
store.initFromImage(generatedGrid.value);
emit('close');
}
};
const triggerFileInput = () => {
fileInput.value.click();
};
const startCamera = async () => {
isCameraOpen.value = true;
try {
if (stream.value) {
stopCameraStream();
}
const constraints = {
video: {
facingMode: facingMode.value
}
};
stream.value = await navigator.mediaDevices.getUserMedia(constraints);
// Check available devices
const devices = await navigator.mediaDevices.enumerateDevices();
const videoDevices = devices.filter(device => device.kind === 'videoinput');
hasMultipleCameras.value = videoDevices.length > 1;
// Wait for next tick or ensure videoRef is available
setTimeout(() => {
if (videoRef.value) {
videoRef.value.srcObject = stream.value;
}
}, 100);
} catch (err) {
console.error("Error accessing camera:", err);
alert(t('image.cameraError'));
isCameraOpen.value = false;
}
};
const stopCameraStream = () => {
if (stream.value) {
stream.value.getTracks().forEach(track => track.stop());
stream.value = null;
}
};
const closeCamera = () => {
stopCameraStream();
isCameraOpen.value = false;
};
const switchCamera = async () => {
facingMode.value = facingMode.value === 'user' ? 'environment' : 'user';
await startCamera();
};
const capturePhoto = () => {
if (!videoRef.value) return;
const canvas = document.createElement('canvas');
canvas.width = videoRef.value.videoWidth;
canvas.height = videoRef.value.videoHeight;
const ctx = canvas.getContext('2d');
// Mirror if using front camera
if (facingMode.value === 'user') {
ctx.translate(canvas.width, 0);
ctx.scale(-1, 1);
}
ctx.drawImage(videoRef.value, 0, 0, canvas.width, canvas.height);
const img = new Image();
img.onload = () => {
originalImage.value = img;
imageLoaded.value = true;
nextTick(() => {
updateGrid();
});
closeCamera();
};
img.src = canvas.toDataURL('image/png');
};
onUnmounted(() => {
stopCameraStream();
});
</script>
<template>
<div class="modal-overlay" @click.self="$emit('close')">
<div class="modal-content">
<button class="close-btn" @click="$emit('close')">
<X :size="24" />
</button>
<h2 class="modal-title">{{ t('image.title') }}</h2>
<div v-if="isCameraOpen" class="camera-overlay">
<video ref="videoRef" autoplay playsinline></video>
<div class="camera-controls">
<button class="camera-btn secondary" @click="closeCamera">
<X :size="24" />
</button>
<button class="camera-btn capture" @click="capturePhoto">
<div class="shutter"></div>
</button>
<button v-if="hasMultipleCameras" class="camera-btn secondary" @click="switchCamera">
<RefreshCw :size="24" />
</button>
</div>
</div>
<div class="content-grid">
<!-- Left: Input & Preview -->
<div class="input-section">
<div
class="drop-zone"
:class="{ dragging: isDragging, loaded: imageLoaded }"
@dragover.prevent="isDragging = true"
@dragleave.prevent="isDragging = false"
@drop.prevent="onDrop"
@click="!imageLoaded ? triggerFileInput() : null"
>
<input
ref="fileInput"
type="file"
accept="image/*"
class="hidden-input"
@change="onFileSelect"
/>
<div v-if="!imageLoaded" class="placeholder">
<Upload :size="48" class="icon" />
<p>{{ t('image.drop') }}</p>
<div class="button-group">
<button class="btn-neon small" @click.stop="triggerFileInput">
{{ t('image.select') }}
</button>
<button class="btn-neon small secondary" @click.stop="startCamera">
<Camera :size="16" />
{{ t('image.camera') }}
</button>
</div>
</div>
<div v-else class="preview-container">
<canvas ref="previewCanvasRef" class="preview-canvas"></canvas>
<div class="button-group">
<button class="btn-change" @click.stop="triggerFileInput">
{{ t('image.change') }}
</button>
<button class="btn-change" @click.stop="startCamera">
<Camera :size="16" />
</button>
</div>
</div>
</div>
<!-- Hidden canvas for processing -->
<canvas ref="canvasRef" style="display: none;"></canvas>
</div>
<!-- Right: Controls & Stats -->
<div class="controls-section">
<div class="control-group">
<label>{{ t('image.size') }}: {{ gridCols }}x{{ gridRows }}</label>
<input
type="range"
v-model.number="maxDimension"
min="5"
max="80"
step="5"
/>
</div>
<div class="control-group">
<label>{{ t('image.threshold') }}: {{ threshold }}%</label>
<input
type="range"
v-model.number="threshold"
min="1"
max="99"
/>
<div class="threshold-preview">
<span>Low Density</span>
<span>High Density</span>
</div>
</div>
<div v-if="imageLoaded" class="stats-panel">
<div v-if="processing" class="loading-stats">
<div class="spinner"></div>
<span>{{ t('image.calculatingSolvability') || 'Calculating solvability...' }} {{ processingProgress }}%</span>
</div>
<template v-else>
<div class="stat-row">
<span>{{ t('image.solvability') }}:</span>
<span :class="{ 'good': solvability === 100, 'bad': solvability < 100 }">
{{ solvability }}%
</span>
</div>
<div v-if="solvability < 100" class="warning">
<AlertTriangle :size="16" />
{{ t('image.warning') }}
</div>
<div class="stat-row">
<span>{{ t('image.difficulty') }}:</span>
<span>{{ difficulty }}% ({{ t(`difficulty.${difficultyLabel.toLowerCase()}`) }})</span>
</div>
</template>
</div>
<div class="actions">
<button
class="btn-neon primary"
:disabled="!imageLoaded || processing"
@click="createPuzzle"
>
{{ t('image.create') }}
</button>
</div>
</div>
</div>
</div>
</div>
</template>
<style scoped>
.loading-stats {
display: flex;
align-items: center;
justify-content: center;
gap: 10px;
padding: 10px;
color: var(--text-muted);
}
.spinner {
width: 20px;
height: 20px;
border: 2px solid var(--text-muted);
border-top-color: var(--primary-accent);
border-radius: 50%;
animation: spin 1s linear infinite;
}
@keyframes spin {
to { transform: rotate(360deg); }
}
.modal-overlay {
position: fixed;
top: 0;
left: 0;
width: 100vw;
height: 100vh;
background: rgba(0, 0, 0, 0.7);
backdrop-filter: blur(5px);
display: flex;
justify-content: center;
align-items: center;
z-index: 1000;
}
.modal-content {
background: var(--panel-bg);
border: 1px solid var(--border-color);
border-radius: 16px;
padding: 30px;
width: 90%;
max-width: 800px;
position: relative;
box-shadow: 0 0 30px rgba(0, 0, 0, 0.5);
color: var(--text-color);
max-height: 90vh;
overflow-y: auto;
}
.close-btn {
position: absolute;
top: 15px;
right: 15px;
background: none;
border: none;
color: var(--text-muted);
cursor: pointer;
transition: color 0.3s;
}
.close-btn:hover {
color: var(--text-color);
}
.modal-title {
text-align: center;
margin-bottom: 30px;
color: var(--primary-accent);
font-size: 1.8rem;
text-shadow: 0 0 10px var(--primary-accent);
}
.camera-overlay {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
background: #000;
z-index: 10;
display: flex;
flex-direction: column;
overflow: hidden;
border-radius: 16px;
}
.camera-overlay video {
width: 100%;
height: 100%;
object-fit: cover;
}
.camera-controls {
position: absolute;
bottom: 20px;
left: 0;
width: 100%;
display: flex;
justify-content: space-around;
align-items: center;
padding: 20px;
background: linear-gradient(to top, rgba(0,0,0,0.8), transparent);
}
.camera-btn {
background: none;
border: none;
color: white;
cursor: pointer;
display: flex;
align-items: center;
justify-content: center;
width: 50px;
height: 50px;
border-radius: 50%;
background: rgba(255,255,255,0.2);
backdrop-filter: blur(5px);
}
.camera-btn.capture {
width: 70px;
height: 70px;
background: rgba(255,255,255,0.3);
border: 4px solid white;
}
.shutter {
width: 54px;
height: 54px;
background: white;
border-radius: 50%;
transition: transform 0.1s;
}
.camera-btn.capture:active .shutter {
transform: scale(0.9);
}
.button-group {
display: flex;
gap: 10px;
margin-top: 15px;
justify-content: center;
}
.content-grid {
display: grid;
grid-template-columns: 1fr 1fr;
gap: 30px;
}
@media (max-width: 768px) {
.content-grid {
grid-template-columns: 1fr;
}
}
.drop-zone {
border: 2px dashed var(--border-color);
border-radius: 12px;
height: 300px;
display: flex;
justify-content: center;
align-items: center;
flex-direction: column;
cursor: pointer;
transition: all 0.3s;
background: rgba(255, 255, 255, 0.05);
}
.drop-zone:hover, .drop-zone.dragging {
border-color: var(--primary-accent);
background: rgba(0, 242, 254, 0.1);
}
.drop-zone.loaded {
border: none;
background: none;
cursor: default;
}
.placeholder {
display: flex;
flex-direction: column;
align-items: center;
gap: 15px;
color: var(--text-muted);
}
.hidden-input {
display: none;
}
.preview-container {
position: relative;
width: 300px;
height: 300px;
display: flex;
justify-content: center;
align-items: center;
}
.preview-container .button-group {
position: absolute;
bottom: 10px;
right: 10px;
display: flex;
gap: 8px;
margin: 0;
}
.preview-canvas {
max-width: 100%;
max-height: 100%;
border: 1px solid var(--border-color);
box-shadow: 0 0 15px rgba(0,0,0,0.3);
}
.btn-change {
background: rgba(0,0,0,0.7);
color: white;
border: 1px solid white;
padding: 5px 10px;
border-radius: 4px;
cursor: pointer;
font-size: 0.8rem;
display: flex;
align-items: center;
justify-content: center;
backdrop-filter: blur(2px);
transition: background 0.2s;
}
.btn-change:hover {
background: rgba(0,0,0,0.9);
}
.controls-section {
display: flex;
flex-direction: column;
gap: 20px;
}
.control-group {
display: flex;
flex-direction: column;
gap: 10px;
}
input[type="range"] {
width: 100%;
accent-color: var(--primary-accent);
}
.threshold-preview {
display: flex;
justify-content: space-between;
font-size: 0.8rem;
color: var(--text-muted);
}
.stats-panel {
background: rgba(0,0,0,0.2);
padding: 15px;
border-radius: 8px;
border: 1px solid var(--border-color);
}
.stat-row {
display: flex;
justify-content: space-between;
margin-bottom: 8px;
font-size: 1.1rem;
}
.good { color: #4ade80; }
.bad { color: #f87171; }
.warning {
color: #fbbf24;
font-size: 0.85rem;
display: flex;
align-items: center;
gap: 5px;
margin-top: -5px;
margin-bottom: 10px;
}
.actions {
margin-top: auto;
display: flex;
justify-content: center;
}
.btn-neon {
padding: 10px 20px;
border: 1px solid var(--primary-accent);
background: rgba(0, 242, 254, 0.1);
color: var(--primary-accent);
font-family: 'Orbitron', sans-serif;
text-transform: uppercase;
cursor: pointer;
transition: all 0.3s ease;
box-shadow: 0 0 10px rgba(0, 242, 254, 0.2);
border-radius: 4px;
}
.btn-neon:hover:not(:disabled) {
background: var(--primary-accent);
color: #000;
box-shadow: 0 0 20px var(--primary-accent);
}
.btn-neon:disabled {
opacity: 0.5;
cursor: not-allowed;
filter: grayscale(1);
}
.btn-neon.small {
padding: 5px 15px;
font-size: 0.8rem;
}
</style>

View File

@@ -2,12 +2,12 @@
import { ref, computed, onMounted, onUnmounted, watch } from 'vue';
import { usePuzzleStore } from '@/stores/puzzle';
import { useI18n } from '@/composables/useI18n';
import { Gamepad2, Palette, CircleHelp, Sun, Moon, Menu, X, ChevronDown, ChevronUp, Monitor } from 'lucide-vue-next';
import { Gamepad2, Palette, CircleHelp, Sun, Moon, Menu, X, ChevronDown, ChevronUp, Monitor, Image as ImageIcon, Sparkles, Shuffle, Grid3X3, Grid2X2, Grid, MousePointer2 } from 'lucide-vue-next';
const store = usePuzzleStore();
const { t, locale, setLocale, locales } = useI18n();
const emit = defineEmits(['open-custom', 'toggle-guide', 'set-theme']);
const emit = defineEmits(['open-custom', 'open-image-import', 'toggle-guide', 'set-theme']);
const isGameOpen = ref(false);
const isThemeOpen = ref(false);
@@ -16,6 +16,13 @@ const isMobileMenuOpen = ref(false);
const langMenuRef = ref(null);
const searchTerm = ref('');
const getLevelIcon = (id) => {
if (id === 'easy') return Grid2X2;
if (id === 'medium') return Grid3X3;
if (id === 'hard') return Grid;
return Gamepad2;
};
// Map language codes to country codes for flag-icons
const langToCountry = {
en: 'gb',
@@ -180,6 +187,12 @@ const openCustom = () => {
closeMobileMenu();
};
const openImageImport = () => {
emit('open-image-import');
isGameOpen.value = false;
closeMobileMenu();
};
const setTheme = (theme) => {
emit('set-theme', theme);
isThemeOpen.value = false;
@@ -251,10 +264,16 @@ watch(isMobileMenuOpen, (val) => {
class="dropdown-item"
@click="selectLevel(lvl.id)"
>
<component :is="getLevelIcon(lvl.id)" :size="16" />
{{ lvl.label }}
</button>
<button class="dropdown-item" @click="openCustom">
{{ t('level.custom') }}
<Shuffle :size="16" />
{{ t('level.custom_random') }}
</button>
<button class="dropdown-item" @click="openImageImport">
<ImageIcon :size="16" />
{{ t('level.custom_image') }}
</button>
</div>
</transition>
@@ -321,8 +340,10 @@ watch(isMobileMenuOpen, (val) => {
</transition>
</div>
</div>
</nav>
<!-- Mobile Menu Overlay -->
<Teleport to="body">
<transition name="fade">
<div v-if="isMobileMenuOpen" class="mobile-menu-overlay">
<div class="mobile-menu-header">
@@ -346,10 +367,16 @@ watch(isMobileMenuOpen, (val) => {
class="mobile-sub-item"
@click="selectLevel(lvl.id)"
>
<component :is="getLevelIcon(lvl.id)" :size="16" />
{{ lvl.label }}
</button>
<button class="mobile-sub-item" @click="openCustom">
{{ t('level.custom') }}
<Shuffle :size="16" />
{{ t('level.custom_random') }}
</button>
<button class="mobile-sub-item" @click="openImageImport">
<ImageIcon :size="16" />
{{ t('level.custom_image') }}
</button>
</div>
</div>
@@ -420,7 +447,7 @@ watch(isMobileMenuOpen, (val) => {
</div>
</div>
</transition>
</nav>
</Teleport>
</template>
<style scoped>

View File

@@ -9,9 +9,9 @@ import { X, Play, Square, RotateCcw } from 'lucide-vue-next';
const emit = defineEmits(['close']);
const { t } = useI18n();
const SIZES = [5, 10, 15, 20, 25, 30, 35, 40, 45, 50];
const SIZES = [5, 10, 15, 20, 25, 30, 35, 40, 45, 50, 60, 70, 80];
const DENSITIES = [0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.7, 0.8, 0.9];
const SAMPLES_PER_POINT = 10; // Reduced for web performance demo
const SAMPLES_PER_POINT = 50; // Increased for better accuracy
const isRunning = ref(false);
const progress = ref(0);
@@ -71,11 +71,12 @@ const startSimulation = async () => {
for (let i = 0; i < SAMPLES_PER_POINT; i++) {
const grid = generateRandomGrid(size, density);
const { rowHints, colHints } = calculateHints(grid);
const { percentSolved } = solvePuzzle(rowHints, colHints);
// Use logicOnly=true for fast simulation
const { percentSolved } = solvePuzzle(rowHints, colHints, null, null, true);
totalSolved += percentSolved;
// Yield to UI every few samples to keep it responsive
if (i % 2 === 0) await new Promise(r => setTimeout(r, 0));
if (i % 10 === 0) await new Promise(r => setTimeout(r, 0));
}
const avgSolved = totalSolved / SAMPLES_PER_POINT;

View File

@@ -215,6 +215,8 @@ onUnmounted(() => {
width: fit-content;
max-width: min(92vw, 560px);
min-width: 280px;
max-height: 90vh;
overflow-y: auto;
border: 1px solid var(--primary-accent);
box-shadow: 0 0 50px rgba(0, 242, 255, 0.2);
animation: slideUp 0.5s cubic-bezier(0.175, 0.885, 0.32, 1.275);
@@ -223,6 +225,12 @@ onUnmounted(() => {
overflow-wrap: anywhere;
}
@media (max-width: 768px), (max-height: 600px) {
.modal {
padding: 20px;
}
}
h2 {
font-size: 2.5rem;
color: var(--primary-accent);

View File

@@ -7,6 +7,8 @@ const messages = {
'level.medium': 'ŚREDNI 10X10',
'level.hard': 'TRUDNY 15X15',
'level.custom': 'WŁASNY',
'level.custom_random': 'WŁASNY LOSOWY',
'level.custom_image': 'WŁASNY Z OBRAZU',
'level.guide': 'PODPOWIEDŹ ❓',
'actions.reset': 'RESET',
'actions.random': 'NOWA LOSOWA',
@@ -31,10 +33,29 @@ const messages = {
'custom.sizeError': 'Rozmiar musi być między 5 a 80!',
'custom.fillRate': 'Wypełnienie',
'custom.difficulty': 'Poziom trudności',
'image.title': 'IMPORTUJ OBRAZ',
'image.drop': 'Przeciągnij obraz tutaj',
'image.select': 'Wybierz plik',
'image.camera': 'Zrób zdjęcie',
'image.capture': 'Zrób zdjęcie',
'image.switch': 'Przełącz aparat',
'image.cameraError': 'Nie można uzyskać dostępu do kamery',
'image.change': 'Zmień obraz',
'image.size': 'Rozmiar siatki',
'image.threshold': 'Próg czerni',
'image.solvability': 'Rozwiązywalność',
'image.warning': 'Ten obraz może wymagać zgadywania!',
'image.difficulty': 'Trudność',
'image.calculating': 'Obliczanie...',
'image.calculatingSolvability': 'Obliczanie rozwiązywalności...',
'image.create': 'STWÓRZ NONOGRAM',
'difficulty.easy': 'Łatwy',
'difficulty.medium': 'Średni',
'difficulty.hard': 'Trudny',
'difficulty.harder': 'Trudniejszy',
'difficulty.hardest': 'Najtrudniejszy',
'difficulty.extreme': 'Ekstremalny',
'difficulty.unknown': 'Nieznany',
'win.title': 'GRATULACJE!',
'win.message': 'Rozwiązałeś zagadkę!',
'win.time': 'Czas:',
@@ -50,6 +71,7 @@ const messages = {
'pwa.installTitle': 'Zainstaluj aplikację i graj offline',
'pwa.installMobile': 'Dodaj do ekranu głównego',
'pwa.installDesktop': 'Zainstaluj na komputerze',
'pwa.installIos': 'Aby zainstalować: kliknij Udostępnij i wybierz "Dodaj do ekranu głównego"',
'pwa.offlineReady': 'Aplikacja gotowa do pracy offline',
'pwa.newContent': 'Dostępna nowa wersja, odśwież aby zaktualizować',
'pwa.reload': 'Odśwież',
@@ -180,6 +202,8 @@ const messages = {
'level.medium': 'MEDIUM 10X10',
'level.hard': 'HARD 15X15',
'level.custom': 'CUSTOM',
'level.custom_random': 'CUSTOM RANDOM',
'level.custom_image': 'CUSTOM FROM IMAGE',
'level.guide': 'GUIDE ❓',
'actions.reset': 'RESET',
'actions.random': 'NEW RANDOM',
@@ -223,6 +247,7 @@ const messages = {
'pwa.installTitle': 'Install the app and play offline',
'pwa.installMobile': 'Add to home screen',
'pwa.installDesktop': 'Install on desktop',
'pwa.installIos': 'To install: tap Share and select "Add to Home Screen"',
'pwa.offlineReady': 'App ready to work offline',
'pwa.newContent': 'New content available, click on reload button to update',
'pwa.reload': 'Reload',

View File

@@ -32,12 +32,15 @@ export const usePuzzleStore = defineStore('puzzle', () => {
let count = 0;
if (solution.value.length === 0 || playerGrid.value.length === 0) return 0;
for (let r = 0; r < size.value; r++) {
for (let c = 0; c < size.value; c++) {
const rows = solution.value.length;
const cols = solution.value[0].length;
for (let r = 0; r < rows; r++) {
for (let c = 0; c < cols; c++) {
// Zliczamy tylko poprawne wypełnienia (czarne),
// ale w nonogramach postęp to często: (poprawne_czarne - bledne_czarne) / total_czarne
// Zróbmy prostą wersję: % poprawnie zaznaczonych czarnych - błędnie zaznaczone czarne
if (playerGrid.value[r][c] === 1) {
if (playerGrid.value[r] && playerGrid.value[r][c] === 1) {
if (solution.value[r][c] === 1) count++;
else count--; // kara za błąd
}
@@ -93,10 +96,36 @@ export const usePuzzleStore = defineStore('puzzle', () => {
saveState();
}
function initFromImage(grid) {
stopTimer();
currentLevelId.value = 'custom_image';
// Use the larger dimension for size to ensure loops cover everything if square-assumption exists
// But ideally we should support rectangular.
// For now, size.value is used in resetGrid loop.
// Let's update resetGrid to handle rectangular.
size.value = Math.max(grid.length, grid[0].length);
solution.value = grid;
resetGrid();
isGameWon.value = false;
hasUsedGuide.value = false;
guideUsageCount.value = 0;
// Calculate density
const totalFilled = grid.flat().filter(c => c === 1).length;
currentDensity.value = totalFilled / (size.value * size.value);
elapsedTime.value = 0;
startTimer();
saveState();
}
function resetGrid() {
playerGrid.value = Array(size.value).fill().map(() => Array(size.value).fill(0));
moves.value = 0;
const rows = solution.value.length;
const cols = solution.value[0].length;
playerGrid.value = Array(rows).fill().map(() => Array(cols).fill(0));
history.value = [];
moves.value = 0;
currentTransaction.value = null;
}
@@ -198,11 +227,14 @@ export const usePuzzleStore = defineStore('puzzle', () => {
// Calculate expected hints from solution (truth)
// We do this dynamically to ensure we always check against the rules of the board
const rows = solution.value.length;
const cols = solution.value[0].length;
const solutionRows = solution.value;
const solutionCols = Array(size.value).fill().map((_, c) => solution.value.map(r => r[c]));
const solutionCols = Array(cols).fill().map((_, c) => solution.value.map(r => r[c]));
// Check Rows
for (let r = 0; r < size.value; r++) {
for (let r = 0; r < rows; r++) {
const targetHints = calculateLineHints(solutionRows[r]);
const playerLine = playerGrid.value[r];
if (!validateLine(playerLine, targetHints)) {
@@ -213,7 +245,7 @@ export const usePuzzleStore = defineStore('puzzle', () => {
if (correct) {
// Check Columns
for (let c = 0; c < size.value; c++) {
for (let c = 0; c < cols; c++) {
const targetHints = calculateLineHints(solutionCols[c]);
const playerLine = playerGrid.value.map(row => row[c]);
if (!validateLine(playerLine, targetHints)) {
@@ -332,6 +364,7 @@ export const usePuzzleStore = defineStore('puzzle', () => {
progressPercentage,
initGame,
initCustomGame,
initFromImage,
toggleCell,
setCell,
resetGame,

View File

@@ -0,0 +1,27 @@
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

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

View File

@@ -27,19 +27,20 @@ export function validateLine(line, targetHints) {
export function calculateHints(grid) {
if (!grid || grid.length === 0) return { rowHints: [], colHints: [] };
const size = grid.length;
const rows = grid.length;
const cols = grid[0].length;
const rowHints = [];
const colHints = [];
// Row Hints
for (let r = 0; r < size; r++) {
for (let r = 0; r < rows; r++) {
rowHints.push(calculateLineHints(grid[r]));
}
// Col Hints
for (let c = 0; c < size; c++) {
for (let c = 0; c < cols; c++) {
const col = [];
for (let r = 0; r < size; r++) {
for (let r = 0; r < rows; r++) {
col.push(grid[r][c]);
}
colHints.push(calculateLineHints(col));
@@ -63,21 +64,23 @@ export function generateRandomGrid(size, density = 0.5) {
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] }
// Densities: 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.7, 0.8, 0.9
const SIM_DATA = {
5: [89, 74, 74, 81, 97, 98, 99, 100, 100],
10: [57, 20, 16, 54, 92, 100, 100, 100, 100],
15: [37, 10, 2, 12, 68, 100, 100, 100, 100],
20: [23, 3, 1, 2, 37, 100, 100, 100, 100],
25: [16, 0, 0, 1, 19, 99, 100, 100, 100],
30: [8, 0, 0, 0, 5, 99, 100, 100, 100],
35: [6, 0, 0, 0, 4, 91, 100, 100, 100],
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, 82, 100, 100, 100],
50: [2, 0, 0, 0, 1, 73, 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],
71: [0, 0, 0, 0, 0, 16, 100, 100, 100],
80: [0, 0, 0, 0, 0, 1, 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]
};
// Helper to get interpolated value from array
@@ -122,17 +125,41 @@ export function calculateDifficulty(density, size = 10) {
const solvedPct = getSimulatedSolvedPct(size, density);
// Difficulty Score: Inverse of Solved Percent
// 100% Solved -> 0 Difficulty
// 0% Solved -> 100 Difficulty
const value = Math.round(100 - solvedPct);
let value;
let level;
// Thresholds
let level = 'easy';
if (value >= 90) level = 'extreme'; // < 10% Solved
else if (value >= 60) level = 'hardest'; // < 40% Solved
else if (value >= 30) level = 'harder'; // < 70% Solved
else level = 'easy'; // > 70% Solved
// "Hardest" threshold is 99% solvability.
// We calculate a base value first, then adjust for solvability.
return { level, value };
const densityFactor = 1 - 2 * Math.abs(density - 0.5);
const complexity = size * (0.4 + 0.6 * densityFactor);
if (solvedPct < 99) {
// Requires guessing / advanced logic.
// Base penalty for low solvability: 85 to 100
const penaltyBase = 85 + ((99 - solvedPct) / 99) * 15;
// Scale penalty by size.
// Small grids (e.g. 5x5) are trivial even if "unsolvable" by simple logic.
// Large grids (e.g. 20x20) are truly extreme if unsolvable.
const sizeFactor = Math.min(1, size / 20);
value = penaltyBase * sizeFactor;
// Ensure difficulty doesn't drop below structural complexity
value = Math.max(value, complexity);
} else {
// Solvable (>= 99%)
// Complexity based on Size and Density
// Max size 80.
// Formula: size * (0.4 + 0.6 * densityFactor)
value = Math.min(85, complexity);
}
if (value < 25) level = 'easy';
else if (value < 55) level = 'harder';
else if (value < 85) level = 'hardest';
else level = 'extreme';
return { level, value: Math.round(value) };
}

View File

@@ -0,0 +1,49 @@
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

@@ -227,7 +227,11 @@ export function buildShareSVG(data, t, formattedTime) {
}
// URL
svgContent += `<text x="${padding}" y="${height - padding + 6}" font-family="Segoe UI, sans-serif" font-weight="500" font-size="14" fill="${urlColor}">${appUrl}</text>`;
svgContent += `
<a href="${appUrl}" target="_blank">
<text x="${padding}" y="${height - padding + 6}" font-family="Segoe UI, sans-serif" font-weight="500" font-size="14" fill="${urlColor}" style="text-decoration: underline; cursor: pointer;">${appUrl}</text>
</a>
`;
svgContent += '</svg>';
return svgContent;

View File

@@ -6,6 +6,9 @@
* 1: Filled
*/
// Memoized helper for checking if hints fit
const memo = new Map();
/**
* Solves a single line (row or column) based on hints and current knowledge.
* Uses the "Left-Right Overlap" algorithm to find common filled cells.
@@ -15,10 +18,13 @@
* @param {number[]} hints - Array of block lengths
* @returns {number[]} - Updated line (or null if contradiction/impossible - though shouldn't happen for valid puzzles)
*/
function solveLine(currentLine, hints) {
export function solveLine(currentLine, hints) {
const length = currentLine.length;
// If no hints, all must be empty
// Clear memo for this line solve
memo.clear();
if (hints.length === 0 || (hints.length === 1 && hints[0] === 0)) {
return Array(length).fill(0);
}
@@ -45,28 +51,23 @@ function solveLine(currentLine, hints) {
while (currentIdx <= length - block) {
if (canPlace(currentLine, currentIdx, block)) {
// Verify we can fit remaining blocks
// Simple heuristic: do we have enough space?
// A full recursive check is better but slower.
// For "Logical Solver" we assume valid placement is possible if we respect current constraints.
// However, strictly, we need to know if there is *any* valid arrangement starting here.
// Let's use a recursive check with memoization for "can fit rest".
if (canFitRest(currentLine, currentIdx + block + 1, hints, hIndex + 1)) {
leftPositions.push(currentIdx);
currentIdx += block + 1; // Move past this block + 1 space
break;
}
}
// Cannot skip a filled cell - if we pass a '1', it becomes uncovered
if (currentLine[currentIdx] === 1) return null;
currentIdx++;
}
if (leftPositions.length <= hIndex) return null; // Impossible
}
// 2. Calculate Right-Most Positions (by reversing line and hints)
// This is symmetrical to Left-Most.
// Instead of implementing reverse logic, we can just reverse inputs, run left-most, and reverse back.
// But we need to respect the "currentLine" constraints which might be asymmetric.
// Clear memo for right-side calculation (different line/hints)
memo.clear();
// Actually, "Right-Most" is just "Left-Most" on the reversed grid.
// 2. Calculate Right-Most Positions (by reversing line and hints)
const reversedLine = [...currentLine].reverse();
const reversedHints = [...hints].reverse();
const rightPositionsReversed = [];
@@ -82,14 +83,14 @@ function solveLine(currentLine, hints) {
break;
}
}
// Cannot skip a filled cell
if (reversedLine[currentIdx] === 1) return null;
currentIdx++;
}
if (rightPositionsReversed.length <= hIndex) return null;
}
// Convert reversed positions to actual indices
// index in reversed = length - 1 - (original_index + block_size - 1)
// original_start = length - 1 - (reversed_start + block_size - 1) = length - reversed_start - block_size
const rightPositions = rightPositionsReversed.map((rStart, i) => {
const block = reversedHints[i];
return length - rStart - block;
@@ -106,13 +107,6 @@ function solveLine(currentLine, hints) {
const block = hints[i];
// If overlap exists: [r, l + block - 1]
// Example: Block 5. Left: 2, Right: 4.
// Left: ..XXXXX...
// Right: ....XXXXX.
// Overlap: ..XXX...
// Indices: max(l, r) to min(l+block, r+block) - 1 ?
// Range is [r, l + block - 1] (inclusive)
if (r < l + block) {
for (let k = r; k < l + block; k++) {
newLine[k] = 1;
@@ -121,15 +115,6 @@ function solveLine(currentLine, hints) {
}
// Determine Empty cells?
// A cell is empty if it is not covered by ANY block in ANY valid configuration.
// This is harder with just L/R limits.
// However, we can use the "Simple Glue" logic:
// If a cell is outside the range [LeftLimit[i], RightLimit[i] + block] for ALL i, it's empty.
// Wait, indices are not strictly partitioned. Block 1 could be at 0 or 10.
// But logic dictates order.
// Range of block i is [LeftPositions[i], RightPositions[i] + hints[i]].
// If a cell k is not in ANY of these ranges, it is 0.
// Mask of possible filled cells
const possibleFilled = Array(length).fill(false);
for (let i = 0; i < hints.length; i++) {
@@ -148,8 +133,7 @@ function solveLine(currentLine, hints) {
}
// Memoized helper for checking if hints fit
const memo = new Map();
function canFitRest(line, startIndex, hints, hintIndex) {
export function canFitRest(line, startIndex, hints, hintIndex) {
// Optimization: If hints are empty, we just need to check if remaining line has no '1's
if (hintIndex >= hints.length) {
for (let i = startIndex; i < line.length; i++) {
@@ -158,23 +142,32 @@ function canFitRest(line, startIndex, hints, hintIndex) {
return true;
}
// Key for memoization (primitive approach)
// In a full solver, we'd pass a cache. For single line, maybe overkill, but safe.
// let key = `${startIndex}-${hintIndex}`;
// Skipping memo for now as line lengths are small (<80) and recursion depth is low.
// Memoization key
const key = `${startIndex}-${hintIndex}`;
if (memo.has(key)) return memo.get(key);
const remainingLen = line.length - startIndex;
// Min space needed: sum of hints + (hints.length - 1) spaces
// Calculate lazily or precalc?
let minSpace = 0;
for(let i=hintIndex; i<hints.length; i++) minSpace += hints[i] + (i < hints.length - 1 ? 1 : 0);
if (remainingLen < minSpace) return false;
if (remainingLen < minSpace) {
memo.set(key, false);
return false;
}
const block = hints[hintIndex];
// Try to find *any* valid placement for this block
// We only need ONE valid path to return true.
for (let i = startIndex; i <= line.length - minSpace; i++) { // Optimization on upper bound?
for (let i = startIndex; i <= line.length - minSpace; i++) {
// If we skipped a '1', we went too far. All 1s must be covered by blocks.
// Since we are placing the *next* block, any 1s between startIndex and i are uncovered.
// Thus, if we find a 1 in [startIndex, i-1], we must stop.
let skippedOne = false;
for (let x = startIndex; x < i; x++) {
if (line[x] === 1) { skippedOne = true; break; }
}
if (skippedOne) break;
// Check placement
let valid = true;
// Block
@@ -183,96 +176,276 @@ function canFitRest(line, startIndex, hints, hintIndex) {
}
if (!valid) continue;
// Boundary before (checked by loop start usually, but strictly:
if (i > 0 && line[i-1] === 1) valid = false; // Should have been handled by caller or skip
// Wait, the caller (loop) iterates i.
// If i > startIndex, we implied space at i-1.
// If line[i-1] is 1, we can't place here if we skipped it.
// Actually, if we skip a '1', that's invalid.
// So we can't just skip '1's.
// Boundary before
if (i > 0 && line[i-1] === 1) valid = false;
// Correct logic:
// We iterate i. If we pass a '1' at index < i, that 1 is orphaned -> Invalid path.
// So we can only scan forward as long as we don't skip a '1'.
let skippedOne = false;
for (let x = startIndex; x < i; x++) {
if (line[x] === 1) { skippedOne = true; break; }
}
if (skippedOne) break; // Cannot go further right, we left a 1 behind.
// Boundary after
// Boundary after (check implicit in next block placement or end of line, but we need to check i+block cell)
if (i + block < line.length && line[i+block] === 1) valid = false;
if (valid) {
// Recurse
if (canFitRest(line, i + block + 1, hints, hintIndex + 1)) return true;
if (canFitRest(line, i + block + 1, hints, hintIndex + 1)) {
memo.set(key, true);
return true;
}
}
}
memo.set(key, false);
return false;
}
/**
* Solves the puzzle using logical iteration.
* Main solver function that attempts to solve the puzzle using logic and backtracking (DFS).
* Uses an efficient propagation queue and undo stack to avoid deep copying the grid.
*
* @param {number[][]} rowHints
* @param {number[][]} colHints
* @returns {object} { solvedGrid: number[][], percentSolved: number }
* @param {function} onProgress - Optional callback for progress reporting (percent)
* @param {number[][]} initialGrid - Optional initial grid state
* @param {boolean} logicOnly - If true, stops after logical propagation (no guessing)
* @returns {object} result
*/
export function solvePuzzle(rowHints, colHints) {
export function solvePuzzle(rowHints, colHints, onProgress, initialGrid = null, logicOnly = false) {
const rows = rowHints.length;
const cols = colHints.length;
const totalCells = rows * cols;
// Initialize grid with -1
let grid = Array(rows).fill(null).map(() => Array(cols).fill(-1));
// Grid initialization: -1 (Unknown), 0 (Empty), 1 (Filled)
// Use initialGrid if provided (deep copy to be safe)
const grid = initialGrid
? initialGrid.map(row => [...row])
: Array(rows).fill().map(() => Array(cols).fill(-1));
let changed = true;
let iterations = 0;
const MAX_ITER = 100; // Safety break
// Stats
let iterations = 0; // Total calls to solve()
let maxDepth = 0; // Max recursion depth
let backtracks = 0; // Failed guesses
let logicSteps = 0; // Cells filled by propagation
let lastProgressTime = 0;
while (changed && iterations < MAX_ITER) {
changed = false;
function reportProgress() {
if (!onProgress) return;
const now = Date.now();
if (now - lastProgressTime >= 50) {
let filled = 0;
for(let r=0; r<rows; r++) {
for(let c=0; c<cols; c++) {
if(grid[r][c] !== -1) filled++;
}
}
onProgress(Math.floor((filled/totalCells) * 100));
lastProgressTime = now;
}
}
// Queue for propagation (Set of strings "r{i}" or "c{i}")
const queue = new Set();
for(let r=0; r<rows; r++) queue.add(`r${r}`);
for(let c=0; c<cols; c++) queue.add(`c${c}`);
// Helper: Undo changes from a propagation step
function undo(changes) {
for(let i=changes.length-1; i>=0; i--) {
const {r, c, old} = changes[i];
grid[r][c] = old;
}
}
// Helper: Propagate logic constraints until fixed point or contradiction
// Returns list of changes made, or null if contradiction found
function propagate() {
const changes = [];
try {
while(queue.size > 0) {
reportProgress();
const item = queue.values().next().value;
queue.delete(item);
const type = item[0];
const idx = parseInt(item.slice(1));
let currentLine, hints;
if (type === 'r') {
currentLine = grid[idx]; // Reference for row (fast)
hints = rowHints[idx];
} else {
currentLine = grid.map(row => row[idx]); // Copy for col (slower)
hints = colHints[idx];
}
const newLine = solveLine(currentLine, hints);
if (!newLine) throw 'contradiction';
// Apply changes
for(let i=0; i<newLine.length; i++) {
if (currentLine[i] !== newLine[i]) {
// If we try to change a known value to something else -> Contradiction
if (currentLine[i] !== -1 && currentLine[i] !== newLine[i]) throw 'contradiction';
if (currentLine[i] === -1) {
const r = type === 'r' ? idx : i;
const c = type === 'r' ? i : idx;
// Double check if already set by orthogonal update in same loop?
// (Should be handled by -1 check above, as grid is shared)
if (grid[r][c] === -1) {
grid[r][c] = newLine[i];
changes.push({r, c, old: -1});
logicSteps++;
// Add orthogonal line to queue
if (type === 'r') queue.add(`c${c}`);
else queue.add(`r${r}`);
} else if (grid[r][c] !== newLine[i]) {
console.log('Contradiction: Orthogonal Conflict at', r, c, 'Grid:', grid[r][c], 'New:', newLine[i]);
throw 'contradiction';
}
}
}
}
}
} catch (e) {
// Revert changes from this failed propagation
undo(changes);
return null;
}
return changes;
}
// DFS Solver
function solve(depth) {
maxDepth = Math.max(maxDepth, depth);
iterations++;
// Rows
for (let r = 0; r < rows; r++) {
const newLine = solveLine(grid[r], rowHints[r]);
if (newLine) {
for (let c = 0; c < cols; c++) {
if (grid[r][c] !== newLine[c]) {
grid[r][c] = newLine[c];
changed = true;
}
}
reportProgress();
// 1. Propagate Logic
const changes = propagate();
if (!changes) return false; // Contradiction
// 2. Find Best Branch Candidate
let bestR = -1, bestC = -1;
let minUnknowns = Infinity;
let isComplete = true;
// Scan for unknowns and pick heuristic
// Heuristic: Line with fewest unknowns (most constrained)
for(let r=0; r<rows; r++) {
let unknowns = 0;
let firstUnknownC = -1;
for(let c=0; c<cols; c++) {
if(grid[r][c] === -1) {
unknowns++;
if (firstUnknownC === -1) firstUnknownC = c;
}
}
// Cols
for (let c = 0; c < cols; c++) {
const currentCol = grid.map(row => row[c]);
const newCol = solveLine(currentCol, colHints[c]);
if (newCol) {
for (let r = 0; r < rows; r++) {
if (grid[r][c] !== newCol[r]) {
grid[r][c] = newCol[r];
changed = true;
}
}
if (unknowns > 0) {
isComplete = false;
if (unknowns < minUnknowns) {
minUnknowns = unknowns;
bestR = r;
bestC = firstUnknownC;
}
if (minUnknowns === 1) break; // Optimal
}
}
// Calculate solved %
if (isComplete) return true; // Solved!
// 3. Branching (Guessing)
// Try 1
grid[bestR][bestC] = 1;
queue.add(`r${bestR}`);
queue.add(`c${bestC}`);
if (solve(depth + 1)) return true;
// Backtrack from 1
grid[bestR][bestC] = -1; // Undo guess
// (Recursive call already undid its propagation changes)
// Try 0
grid[bestR][bestC] = 0;
queue.add(`r${bestR}`);
queue.add(`c${bestC}`);
if (solve(depth + 1)) return true;
// Backtrack from 0
grid[bestR][bestC] = -1; // Undo guess
backtracks++;
// Undo propagation from this level
undo(changes);
return false;
}
// Start Solving
if (logicOnly) {
// Just logical propagation without guessing
if (initialGrid) {
// If resuming, ensure queue has all lines to check consistency
queue.clear();
for(let r=0; r<rows; r++) queue.add(`r${r}`);
for(let c=0; c<cols; c++) queue.add(`c${c}`);
}
// Propagate logic constraints
propagate();
// No DFS, so iterations/backtracks remain 0
} else if (!initialGrid) {
// Normal start (full solver)
solve(0);
} else {
// Resume from provided state (full solver)
// We need to populate the queue with all rows/cols since we don't know what changed
queue.clear();
for(let r=0; r<rows; r++) queue.add(`r${r}`);
for(let c=0; c<cols; c++) queue.add(`c${c}`);
solve(0);
}
// Calculate Percent Solved
let solvedCount = 0;
for (let r = 0; r < rows; r++) {
for (let c = 0; c < cols; c++) {
if (grid[r][c] !== -1) solvedCount++;
grid.forEach(r => r.forEach(c => { if(c !== -1) solvedCount++; }));
let percentSolved = (solvedCount / totalCells) * 100;
if (onProgress) onProgress(Math.floor(percentSolved));
// Difficulty Calculation
// Logic:
// - Base: 0-20% based on size/density
// - Logic: 0-30% based on iterations needed (depth 0)
// - Guessing: 0-50% based on backtracks/depth
let difficultyScore = 0;
const effectiveSize = Math.sqrt(totalCells);
if (percentSolved < 100) {
difficultyScore = 100; // Unsolvable (or timed out/too hard)
} else {
if (maxDepth === 0) {
// Pure logic
difficultyScore = Math.min(30, effectiveSize);
} else {
// Required guessing
// Simple heuristic: 30 + backtracks * 5 + depth * 2
difficultyScore = 30 + (backtracks * 2) + (maxDepth * 5);
difficultyScore = Math.min(100, difficultyScore);
}
}
return {
solvedGrid: grid,
percentSolved: (solvedCount / (rows * cols)) * 100
percentSolved,
difficultyScore: Math.round(difficultyScore),
lookaheadUsed: maxDepth > 0,
iterations,
maxDepth,
backtracks
};
}

64
src/utils/solver.test.js Normal file
View File

@@ -0,0 +1,64 @@
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.
// Or just a very hard unique puzzle.
// A simple case where line logic is stuck but global constraints solve it.
//
// 0 1 1 0
// 1 0 0 1
// 1 0 0 1
// 0 1 1 0
// Hints:
// R: 2, 1 1, 1 1, 2
// C: 2, 1 1, 1 1, 2
// This is a "ring". It might be solvable by logic if corners are forced.
// Let's try a known "hard" small pattern.
//
// 0 0 0
// 0 1 0
// 0 0 0
// R: 0, 1, 0
// C: 0, 1, 0
// Logic solves this instantly.
// Let's trust the logic works for general backtracking by forcing a guess.
// We can mock solveLine to return "no change" to force backtracking? No, integration test is better.
// Let's just ensure it returns a valid result structure for a solvable puzzle.
const rowHints = [[1], [1], [1]];
const colHints = [[1], [1], [1]];
// 3x3 diagonal?
// 1 0 0
// 0 1 0
// 0 0 1
// Hints: 1, 1, 1
// Cols: 1, 1, 1
// This has multiple solutions (diagonal or anti-diagonal or others).
// Our solver should find ONE of them and return 100%.
const result = solvePuzzle(rowHints, colHints);
expect(result.percentSolved).toBe(100);
// It might use lookahead because logic can't decide.
// Actually for this specific case, logic does nothing (all empty or all full are not possible, but many perms).
// So it MUST branch.
expect(result.maxDepth).toBeGreaterThan(0);
});
it('stress test: should solve 100 random valid 10x10 grids', () => {
// This ensures the solver is robust and doesn't fail on valid puzzles.
// Using a fixed seed or just running a loop.
for (let i = 0; i < 100; i++) {
const size = 10;
const grid = generateRandomGrid(size, 0.5);
const { rowHints, colHints } = calculateHints(grid);
const result = solvePuzzle(rowHints, colHints);
if (result.percentSolved < 100) {
console.error('Failed Grid:', JSON.stringify(grid));
console.error('Result:', result);
}
expect(result.percentSolved).toBe(100);
}
});
});

170
src/utils/workerPool.js Normal file
View File

@@ -0,0 +1,170 @@
import SolverWorker from '../workers/solver.worker.js?worker';
class WorkerPool {
constructor() {
this.workers = [];
this.queue = [];
this.active = 0;
this.poolSize = navigator.hardwareConcurrency || 4;
for (let i = 0; i < this.poolSize; i++) {
const worker = new SolverWorker();
worker.onmessage = (e) => this.handleWorkerMessage(worker, e);
worker.onerror = (e) => this.handleWorkerError(worker, e);
this.workers.push({ worker, busy: false, id: i });
}
}
run(taskData, onProgress) {
return new Promise((resolve, reject) => {
const task = { data: taskData, resolve, reject, onProgress };
const freeWorker = this.workers.find(w => !w.busy);
if (freeWorker) {
this.execute(freeWorker, task);
} else {
this.queue.push(task);
}
});
}
runRace(tasks) {
return new Promise((resolve, reject) => {
let activeCount = tasks.length;
let resolved = false;
tasks.forEach(taskData => {
this.run(taskData.data, taskData.onProgress)
.then(result => {
if (resolved) return;
// Heuristic: If solved 100%, we have a winner
if (result.solvability === 100) {
resolved = true;
resolve(result);
// Cancel others (optional but good for perf)
// We can't easily cancel *specific* other tasks in this pool implementation without IDs
// But since this is a "Race", we assume the caller will handle cleanup or we just let them finish
} else {
// If not fully solved, we wait for others?
// Or maybe we collect all results and pick best?
// For "Race", we usually want the first *Success*.
// If all fail (finish without 100%), we reject or return best.
activeCount--;
if (activeCount === 0) {
// All finished, none 100%. Return the last one (or logic to pick best)
resolve(result);
}
}
})
.catch(err => {
if (resolved) return;
activeCount--;
if (activeCount === 0) {
reject(new Error('All workers failed'));
}
});
});
});
}
execute(workerObj, task) {
workerObj.busy = true;
workerObj.currentTask = task;
this.active++;
workerObj.worker.postMessage(task.data);
}
handleWorkerMessage(worker, e) {
const workerObj = this.workers.find(w => w.worker === worker);
if (workerObj && workerObj.currentTask) {
if (e.data.type === 'progress') {
if (workerObj.currentTask.onProgress) {
workerObj.currentTask.onProgress(e.data.percent);
}
return; // Don't resolve yet
}
if (e.data.error) {
workerObj.currentTask.reject(new Error(e.data.error));
} else {
workerObj.currentTask.resolve(e.data);
}
workerObj.currentTask = null;
workerObj.busy = false;
this.active--;
this.processQueue();
}
}
handleWorkerError(worker, e) {
const workerObj = this.workers.find(w => w.worker === worker);
if (workerObj && workerObj.currentTask) {
workerObj.currentTask.reject(e);
workerObj.currentTask = null;
workerObj.busy = false;
this.active--;
this.processQueue();
}
}
processQueue() {
if (this.queue.length > 0) {
const freeWorker = this.workers.find(w => !w.busy);
if (freeWorker) {
const task = this.queue.shift();
this.execute(freeWorker, task);
}
}
}
clearQueue() {
this.queue.forEach(task => {
task.reject(new Error('Cancelled'));
});
this.queue = [];
}
cancelAll() {
this.clearQueue();
// Terminate and restart busy workers
this.workers.forEach((w, index) => {
if (w.busy) {
w.worker.terminate();
if (w.currentTask) {
w.currentTask.reject(new Error('Terminated'));
}
// Create replacement
const newWorker = new SolverWorker();
newWorker.onmessage = (e) => this.handleWorkerMessage(newWorker, e);
newWorker.onerror = (e) => this.handleWorkerError(newWorker, e);
// Replace in array
this.workers[index] = { worker: newWorker, busy: false, id: w.id };
}
});
// Reset active count since all busy workers were replaced with idle ones
this.active = 0;
}
terminate() {
this.workers.forEach(w => w.worker.terminate());
this.workers = [];
this.queue = [];
}
}
// Singleton instance
let poolInstance = null;
export const getWorkerPool = () => {
if (!poolInstance) {
poolInstance = new WorkerPool();
}
return poolInstance;
};

View File

@@ -0,0 +1,62 @@
import { calculateHints } from '../utils/puzzleUtils';
import { solvePuzzle } from '../utils/solver';
self.onmessage = (e) => {
const { id, grid, initialGrid } = e.data;
try {
if (!grid || grid.length === 0) {
self.postMessage({ id, error: 'Empty grid' });
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';
}
// 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

@@ -1,4 +1,5 @@
import { calculateHints } from '../utils/puzzleUtils.js';
import { solveLine } from '../utils/solver.js';
const messages = {
pl: {
@@ -40,195 +41,33 @@ const t = (locale, key, params) => {
return typeof value === 'string' ? format(value, params) : key;
};
const buildPrefix = (lineState) => {
const n = lineState.length;
const filled = new Array(n + 1).fill(0);
const cross = new Array(n + 1).fill(0);
for (let i = 0; i < n; i++) {
filled[i + 1] = filled[i] + (lineState[i] === 1 ? 1 : 0);
cross[i + 1] = cross[i] + (lineState[i] === 2 ? 1 : 0);
}
return { filled, cross };
};
const buildSuffixMin = (hints) => {
const m = hints.length;
const suffixMin = new Array(m + 1).fill(0);
let sumHints = 0;
for (let i = m - 1; i >= 0; i--) {
sumHints += hints[i];
const separators = m - i - 1;
suffixMin[i] = sumHints + separators;
}
return suffixMin;
};
const solveLineLogic = (lineState, hints) => {
const n = lineState.length;
const m = hints.length;
if (m === 0) {
for (let i = 0; i < n; i++) {
if (lineState[i] === 0) return { index: i, state: 2 };
// 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
}
return { index: -1 };
}
const { filled, cross } = buildPrefix(lineState);
const suffixMin = buildSuffixMin(hints);
const hasFilled = (a, b) => filled[b] - filled[a] > 0;
const hasCross = (a, b) => cross[b] - cross[a] > 0;
const memoSuffix = Array.from({ length: n + 1 }, () => Array(m + 1).fill(null));
const memoPrefix = Array.from({ length: n + 1 }, () => Array(m + 1).fill(null));
const canPlaceSuffix = (pos, hintIndex) => {
const cached = memoSuffix[pos][hintIndex];
if (cached !== null) return cached;
if (hintIndex === m) {
const result = !hasFilled(pos, n);
memoSuffix[pos][hintIndex] = result;
return result;
}
const len = hints[hintIndex];
// maxStart logic: we need enough space for this block (len) + subsequent blocks/gaps (suffixMin[hintIndex+1])
// suffixMin[hintIndex] = len + (m - hintIndex - 1) + suffixMin[hintIndex+1]
// Actually suffixMin[hintIndex] already includes everything needed from here to end.
// So if we place block at start, end is start + len.
// Total space needed is suffixMin[hintIndex].
// So start can go up to n - suffixMin[hintIndex].
const maxStart = n - suffixMin[hintIndex];
for (let start = pos; start <= maxStart; start++) {
if (hasFilled(pos, start)) continue; // Must be empty before this block
if (hasCross(start, start + len)) continue; // Block space must be free of crosses
// If not the last block, we need a gap after
if (hintIndex < m - 1) {
if (start + len < n && lineState[start + len] === 1) continue; // Gap must not be filled
// We can assume gap is at start + len. Next block starts at least at start + len + 1
const nextPos = start + len + 1;
if (canPlaceSuffix(nextPos, hintIndex + 1)) {
memoSuffix[pos][hintIndex] = true;
return true;
}
} else {
// Last block
// Check if we can fill the rest with empty
if (hasFilled(start + len, n)) continue;
memoSuffix[pos][hintIndex] = true;
return true;
}
}
memoSuffix[pos][hintIndex] = false;
return false;
};
const canPlacePrefix = (pos, hintCount) => {
const cached = memoPrefix[pos][hintCount];
if (cached !== null) return cached;
if (hintCount === 0) {
const result = !hasFilled(0, pos);
memoPrefix[pos][hintCount] = result;
return result;
}
const len = hints[hintCount - 1];
// Logic for prefix:
// We are placing the (hintCount-1)-th block ending at 'start + len' <= pos.
// So 'start' <= pos - len.
// But we also need to ensure there is space for previous blocks.
// However, the simple constraint is just iterating backwards.
// maxStart: if this is the only block, maxStart = pos - len.
// If there are previous blocks, we need a gap before this block.
// So previous block ended at start - 1.
// Actually the recursive call will handle space check.
// But for the gap check:
// If we place block at 'start', we need lineState[start-1] != 1 (if start > 0).
// And we recursively check canPlacePrefix(start-1, count-1).
// But if start=0 and count > 1, impossible.
const maxStart = pos - len; // Simplified, loop condition handles rest
for (let start = maxStart; start >= 0; start--) {
if (hasCross(start, start + len)) continue;
if (hasFilled(start + len, pos)) continue; // Must be empty after this block up to pos
// Check gap before
if (hintCount > 1) {
if (start === 0) continue; // No space for previous blocks
if (lineState[start - 1] === 1) continue; // Gap must not be filled
const prevPos = start - 1;
if (canPlacePrefix(prevPos, hintCount - 1)) {
memoPrefix[pos][hintCount] = true;
return true;
}
} else {
// First block
if (hasFilled(0, start)) continue; // Before first block must be empty
memoPrefix[pos][hintCount] = true;
return true;
}
}
memoPrefix[pos][hintCount] = false;
return false;
};
const possibleStarts = [];
for (let i = 0; i < m; i++) {
const len = hints[i];
const starts = [];
for (let start = 0; start <= n - len; start++) {
if (i === 0) {
if (!canPlacePrefix(start, 0)) continue;
} else {
if (start === 0) continue;
if (lineState[start - 1] === 1) continue;
if (!canPlacePrefix(start - 1, i)) continue;
}
if (hasCross(start, start + len)) continue;
if (start + len < n && lineState[start + len] === 1) continue;
const nextPos = start + len < n ? start + len + 1 : start + len;
if (!canPlaceSuffix(nextPos, i + 1)) continue;
starts.push(start);
}
possibleStarts.push(starts);
}
const mustFill = new Array(n).fill(false);
const coverage = new Array(n).fill(false);
for (let i = 0; i < m; i++) {
const starts = possibleStarts[i];
const len = hints[i];
if (starts.length === 0) return { index: -1 };
let earliest = starts[0];
let latest = starts[0];
for (let j = 1; j < starts.length; j++) {
earliest = Math.min(earliest, starts[j]);
latest = Math.max(latest, starts[j]);
}
const startOverlap = Math.max(earliest, latest);
const endOverlap = Math.min(earliest + len - 1, latest + len - 1);
for (let k = startOverlap; k <= endOverlap; k++) {
if (k >= 0 && k < n) mustFill[k] = true;
}
for (let s = 0; s < starts.length; s++) {
const start = starts[s];
for (let k = start; k < start + len; k++) {
coverage[k] = true;
if (resultLine[i] === 0) {
return { index: i, state: 2 }; // Suggest Cross
}
}
}
for (let i = 0; i < n; i++) {
if (lineState[i] === 0 && mustFill[i]) return { index: i, state: 1 };
}
for (let i = 0; i < n; i++) {
if (lineState[i] === 0 && !coverage[i]) return { index: i, state: 2 };
}
return { index: -1 };
};

View File

@@ -31,14 +31,14 @@ export default defineConfig({
theme_color: '#00f2fe',
icons: [
{
src: '/pwa-192x192.svg',
src: '/pwa-192x192.png',
sizes: '192x192',
type: 'image/svg+xml'
type: 'image/png'
},
{
src: '/pwa-512x512.svg',
src: '/pwa-512x512.png',
sizes: '512x512',
type: 'image/svg+xml'
type: 'image/png'
}
]
}
@@ -48,5 +48,8 @@ export default defineConfig({
alias: {
'@': path.resolve(__dirname, './src')
}
},
server: {
allowedHosts: true
}
})