Render puzzle (WIP)
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@@ -9,7 +9,7 @@ fun generateGame(size: Int = 6): Game {
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// Generate a random puzzle instance.
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val classes = ItemClass.randomClasses(size)
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val grid: List<List<Item<ItemClass<*>>>> = classes.map { it ->
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val grid: List<List<Item<ItemClass<*>>>> = classes.map {
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it.randomItems(size).map { item -> Item(item) }
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}
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@@ -18,6 +18,10 @@ fun generateGame(size: Int = 6): Game {
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// if there are 5 houses, there are 5 possible clues of the form "Person A lives in
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// house B", 8 possible clues of the form "Person A lives next to house B", and so on.)
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var clues = getAllClues(grid).shuffled()
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// var positionClues: MutableSet<PositionClue<out ItemClass<*>>> = grid.flatMap { row ->
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// row.mapIndexed { i, item -> PositionClue(item, i) }
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// }.toMutableSet()
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var i = 0
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@@ -37,12 +41,14 @@ fun generateGame(size: Int = 6): Game {
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// (You can speed this up by removing clues in batches rather than one at a time, but it makes the algorithm more complicated to describe.)
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}
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private fun solve(grid: Grid, clues: List<Clue>): PuzzleSolution {
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private fun solve(
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grid: Grid,
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clues: Collection<Clue>
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): PuzzleSolution {
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// Start with a grid where each cell is a list of all possible items.
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// First, set the positions of the items that are already known.
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val positionClues = clues.filterIsInstance<PositionClue<ItemClass<*>>>().toSet()
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positionClues.forEach { position ->
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clues.filterIsInstance<PositionClue<ItemClass<*>>>().forEach { position ->
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val row = grid[position.item.itemType.companion]
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row.forEachIndexed { index, gameCell ->
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if (index == position.index) {
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@@ -56,9 +62,10 @@ private fun solve(grid: Grid, clues: List<Clue>): PuzzleSolution {
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// For each clue, remove any items that violate the clue.
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// If any cell has only one item left, remove that item from all other cells.
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// Repeat until no more items can be removed.
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val otherClues = clues - positionClues
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var removedOptions = false
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val otherClues = clues.filter { it !is PositionClue<*> }
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var removedOptions: Boolean
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do {
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removedOptions = false
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grid.forEach { row ->
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removedOptions = row.tryOptionsForClues(grid, otherClues) || removedOptions
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}
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@@ -112,15 +119,17 @@ fun <C : ItemClass<C>> GameRow<C>.cleanupOptions(cell: GameCell<C>) {
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}
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}
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private fun getAllClues(rows: List<List<Item<ItemClass<*>>>>): MutableList<Clue> {
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val clues = mutableListOf<Clue>()
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// For optimization reasons we want the positional clues first
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rows.forEach { row ->
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row.forEachIndexed { i, item ->
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clues.add(PositionClue(item, i))
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}
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}
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rows.forEachIndexed { i, columns ->
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private fun getAllClues(rows: List<List<Item<ItemClass<*>>>>): MutableSet<Clue> {
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val clues = mutableSetOf<Clue>()
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// rows.forEach { row ->
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// row.forEachIndexed { i, item ->
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// clues.add(PositionClue(item, i))
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// }
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// }
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clues.add(PositionClue(rows.random().first(), 0))
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clues.add(PositionClue(rows.random()[3], 3))
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rows.forEach { columns ->
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columns.forEachIndexed { j, item ->
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// Clue: Neighbours
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if (j > 0) {
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