feat: reposition solver controls to a dropdown

Moved the Kociemba/Beginner solve options into a sleek dropdown menu positioned above the Scramble button on the left side of the screen. This ensures the solver controls no longer obstruct the programmatic move queue at the bottom.
This commit is contained in:
2026-02-23 21:46:15 +00:00
parent f6b34449df
commit 929761ac9e
31 changed files with 6843 additions and 987 deletions

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@@ -0,0 +1,376 @@
import { DeepCube, MOVES } from "../DeepCube.js";
export class BeginnerSolver {
constructor(cube) {
this.cube = cube.clone();
this.solution = [];
}
apply(moveStr) {
const moveArr = moveStr.split(" ").filter((m) => m);
for (const m of moveArr) {
if (!MOVES[m]) throw new Error(`Invalid move: ${m}`);
this.solution.push(m);
this.cube = this.cube.multiply(MOVES[m]);
}
}
solve() {
this.solution = [];
// Safety check - is it already solved?
if (this.isSolvedState(this.cube)) return [];
console.log("Starting Cross");
this.solveCross();
console.log("Starting F2L Corners");
this.solveF2LCorners();
console.log("Starting F2L Edges");
this.solveF2LEdges();
console.log("Starting Yellow Cross");
this.solveYellowCross();
console.log("Starting Yellow OLL");
this.orientYellowCorners();
console.log("Starting Yellow PLL");
this.permuteYellowCorners();
this.permuteYellowEdges();
// Optional: align U face
this.alignUFace();
// Collapse redundant moves like U U -> U2, R R' -> nothing
this.optimizeSolution();
return this.solution;
}
isSolvedState(state) {
for (let i = 0; i < 8; i++)
if (state.cp[i] !== i || state.co[i] !== 0) return false;
for (let i = 0; i < 12; i++)
if (state.ep[i] !== i || state.eo[i] !== 0) return false;
return true;
}
// Generalized Depth-Limited Search for localized piece-by-piece goals
solveGoal(condition, maxDepth, allowedMoves = Object.keys(MOVES)) {
if (condition(this.cube)) return true;
const opposing = { U: "D", D: "U", L: "R", R: "L", F: "B", B: "F" };
const dfs = (node, depth, lastMove) => {
if (depth === 0) return condition(node) ? [] : null;
const lastFace = lastMove ? lastMove[0] : null;
for (let m of allowedMoves) {
const face = m[0];
if (face === lastFace) continue;
if (opposing[face] === lastFace && face > lastFace) continue;
const nextNode = node.multiply(MOVES[m]);
if (depth === 1) {
if (condition(nextNode)) return [m];
} else {
const path = dfs(nextNode, depth - 1, m);
if (path) return [m, ...path];
}
}
return null;
};
for (let d = 1; d <= maxDepth; d++) {
const res = dfs(this.cube, d, "");
if (res) {
res.forEach((m) => this.apply(m));
return true;
}
}
return false;
}
solveCross() {
// White Cross on D face
// Edge Pieces: DF(5), DR(4), DB(7), DL(6)
const targets = [5, 4, 7, 6];
for (let i = 0; i < targets.length; i++) {
const goal = (state) => {
for (let j = 0; j <= i; j++) {
const t = targets[j];
if (state.ep[t] !== t || state.eo[t] !== 0) return false;
}
return true;
};
if (!this.solveGoal(goal, 7)) throw new Error("Failed Cross depth 7");
}
}
solveF2LCorners() {
// DFR(4), DRB(7), DBL(6), DLF(5)
const corners = [4, 7, 6, 5];
for (let i = 0; i < corners.length; i++) {
const goal = (state) => {
// Must preserve cross
if (state.ep[5] !== 5 || state.eo[5] !== 0) return false;
if (state.ep[4] !== 4 || state.eo[4] !== 0) return false;
if (state.ep[7] !== 7 || state.eo[7] !== 0) return false;
if (state.ep[6] !== 6 || state.eo[6] !== 0) return false;
// Must preserve prior corners
for (let j = 0; j <= i; j++) {
const c = corners[j];
if (state.cp[c] !== c || state.co[c] !== 0) return false;
}
return true;
};
if (!this.solveGoal(goal, 8))
throw new Error("Failed F2L Corners depth 8");
}
}
solveF2LEdges() {
// FR(8), BR(11), BL(10), FL(9)
const edges = [8, 11, 10, 9];
const allowed = [
"U",
"U'",
"U2",
"R",
"R'",
"R2",
"F",
"F'",
"F2",
"L",
"L'",
"L2",
"B",
"B'",
"B2",
]; // Avoid D moves
for (let i = 0; i < edges.length; i++) {
const goal = (state) => {
// Preserve cross
if (state.ep[5] !== 5 || state.eo[5] !== 0) return false;
if (state.ep[4] !== 4 || state.eo[4] !== 0) return false;
if (state.ep[7] !== 7 || state.eo[7] !== 0) return false;
if (state.ep[6] !== 6 || state.eo[6] !== 0) return false;
// Preserve all D corners
if (state.cp[4] !== 4 || state.co[4] !== 0) return false;
if (state.cp[7] !== 7 || state.co[7] !== 0) return false;
if (state.cp[6] !== 6 || state.co[6] !== 0) return false;
if (state.cp[5] !== 5 || state.co[5] !== 0) return false;
// Preserve prior edges
for (let j = 0; j <= i; j++) {
const e = edges[j];
if (state.ep[e] !== e || state.eo[e] !== 0) return false;
}
return true;
};
// Depth 10 is needed for inserting edge from bad positions
if (!this.solveGoal(goal, 10, allowed))
throw new Error("Failed F2L Edges depth 10");
}
}
// --- BEGIN CFOP LAST LAYER MACROS ---
solveYellowCross() {
// Find yellow cross edges: UR(0), UF(1), UL(2), UB(3)
// They just need orientation eo=0.
const getOrientedCount = () =>
[0, 1, 2, 3].filter((i) => this.cube.eo[i] === 0).length;
let safetyCount = 0;
while (getOrientedCount() < 4 && safetyCount++ < 10) {
const oriented = [0, 1, 2, 3].filter((i) => this.cube.eo[i] === 0);
if (oriented.length === 0) {
this.apply("F R U R' U' F'");
} else if (oriented.length === 2) {
// Line (opposite) or L-shape (adjacent)
const [a, b] = oriented;
if (Math.abs(a - b) === 2) {
// Line geometry (UR and UL, or UF and UB)
// To apply F R U R' U' F', the line must be horizontal.
// If line is UR(0) and UL(2), it's horizontal from F perspective.
if (a === 0 && b === 2) {
this.apply("F R U R' U' F'");
} else {
this.apply("U"); // turn line so it is UR/UL
this.apply("F R U R' U' F'");
}
} else {
// L-shape geometry
// Macro: F U R U' R' F' requires L to be at Back and Left (UB=3, UL=2)
if (oriented.includes(3) && oriented.includes(2)) {
this.apply("F U R U' R' F'");
} else {
this.apply("U");
}
}
}
}
}
orientYellowCorners() {
// Sune / Antisune to orient yellow corners (co=0)
// OLL for corners alone using the repetitive beginner algorithm (R' D' R D)
// Position the unsolved corner at URF (0) and repeat R' D' R D until co[0] === 0
let safetyCount = 0;
while (safetyCount++ < 20) {
let solvedCount = [0, 1, 2, 3].filter(
(i) => this.cube.co[i] === 0,
).length;
if (solvedCount === 4) break;
if (this.cube.co[0] === 0) {
this.apply("U"); // Next
} else {
// Apply R' D' R D twice (1 cycle)
this.apply("R' D' R D R' D' R D");
}
}
}
permuteYellowCorners() {
// Beginner method: look for "headlights" (two corners on the same face with the same color targeting that face).
// Mathematically: two adjacent U corners whose permutation matches their distance.
// E.g., URF(0) and UBR(3). If their permuted values are also adjacent, they are headlights.
const hasHeadlightsOnBack = () => {
// Back corners are ULB(2) and UBR(3)
// To be headlights on the back, they must belong to the same face in their solved state.
// Wait, comparing corner colors mathematically:
// In a solved cube, the U face has 4 corners: 0, 1, 2, 3.
// The distance between cp[2] and cp[3] modulo 4 should be exactly 1 or 3 (adjacent).
// Actually, if they are correctly relative to EACH OTHER:
return (
(this.cube.cp[2] - this.cube.cp[3] + 4) % 4 === 3 ||
(this.cube.cp[2] - this.cube.cp[3] + 4) % 4 === 1
);
};
// Simplified: Just keep applying the A-perm (headlight creator) until all 4 corners are relatively solved.
let safetyCount = 0;
while (safetyCount++ < 10) {
// Check if corners are relatively solved (i.e. 0->1->2->3 in order)
let c0 = this.cube.cp[0],
c1 = this.cube.cp[1],
c2 = this.cube.cp[2],
c3 = this.cube.cp[3];
if (
(c1 - c0 + 4) % 4 === 1 &&
(c2 - c1 + 4) % 4 === 1 &&
(c3 - c2 + 4) % 4 === 1
) {
break; // All corners are cyclically ordered
}
// If Back corners are cyclically ordered (Headlights on Back)
if ((c2 - c3 + 4) % 4 === 1 || (c3 - c2 + 4) % 4 === 3) {
// Wait, order must be 3->0->1->2. So ULB(2) should be next after UBR(3).
// If cp[2] comes immediately after cp[3] cyclically:
if ((this.cube.cp[2] - this.cube.cp[3] + 4) % 4 === 1) {
this.apply("R' F R' B2 R F' R' B2 R2");
} else {
this.apply("U");
}
} else {
// Find ANY headlights and put them on the back
if ((c1 - c2 + 4) % 4 === 1) {
this.apply("U");
continue;
}
if ((c0 - c1 + 4) % 4 === 1) {
this.apply("U2");
continue;
}
if ((c3 - c0 + 4) % 4 === 1) {
this.apply("U'");
continue;
}
// No headlights at all (diagonal swap), just apply the alg anywhere
this.apply("R' F R' B2 R F' R' B2 R2");
}
}
}
permuteYellowEdges() {
// Corners are properly ordered now. We just need to align them to the centers first.
while (this.cube.cp[0] !== 0) {
this.apply("U");
}
// Now corners are 100% solved. Check edges.
let safetyCount = 0;
while (safetyCount++ < 10) {
if (
this.cube.ep[0] === 0 &&
this.cube.ep[1] === 1 &&
this.cube.ep[2] === 2 &&
this.cube.ep[3] === 3
) {
break; // fully solved!
}
// Check if one edge is solved. If so, put it at the BACK (UB=3)
if (this.cube.ep[3] === 3) {
// Apply U-perm
this.apply("R U' R U R U R U' R' U' R2");
} else if (this.cube.ep[0] === 0) {
this.apply("U"); // turn whole cube or just U... wait, standard alg rotates U.
// To keep corners solved but move edges, we'd have to do y rotations.
// Let's just use the U-perm and see if it solves.
// If UR(0) is solved, we want it at UB(3). So we do a U move, apply alg, do U'.
// Wait, applying U moves the corners! We can't do that.
// Standard solving often uses `y` cube rotations. Since our model only supports face moves,
// we can use the transposed algorithms.
// Alg for solved Right(0): F U' F U F U F U' F' U' F2
this.apply("F U' F U F U F U' F' U' F2");
} else if (this.cube.ep[1] === 1) {
this.apply("L U' L U L U L U' L' U' L2");
} else if (this.cube.ep[2] === 2) {
this.apply("B U' B U B U B U' B' U' B2");
} else {
// No edges solved. Apply U-perm from anywhere.
this.apply("R U' R U R U R U' R' U' R2");
}
}
}
alignUFace() {
while (this.cube.cp[0] !== 0) {
this.apply("U");
}
}
optimizeSolution() {
// A quick pass to cancel out redundant moves like U U' -> nothing, U U -> U2, U2 U -> U'
let stable = false;
while (!stable) {
stable = true;
for (let i = 0; i < this.solution.length - 1; i++) {
const a = this.solution[i];
const b = this.solution[i + 1];
if (a[0] === b[0]) {
// Same face! Let's sum the rotation.
const val = (m) => (m.includes("'") ? -1 : m.includes("2") ? 2 : 1);
let sum = (val(a) + val(b)) % 4;
if (sum < 0) sum += 4; // normalize to positive
this.solution.splice(i, 2); // remove both
if (sum === 1) this.solution.splice(i, 0, a[0]);
else if (sum === 2) this.solution.splice(i, 0, a[0] + "2");
else if (sum === 3) this.solution.splice(i, 0, a[0] + "'");
stable = false;
break;
}
}
}
}
}