Add improvements
almost playable
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@@ -1,10 +1,20 @@
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package ch.dissem.yaep.domain
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class GameCell<C : ItemClass<C>>(
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var selection: Item<C>?,
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selection: Item<C>?,
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val solution: Item<C>,
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val options: MutableList<Item<C>>
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)
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options: Collection<Item<C>>
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) {
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val selectionChangedListeners = mutableListOf<(Item<C>?) -> Unit>()
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val removedListeners = mutableListOf<(Collection<Item<C>>) -> Unit>()
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var selection: Item<C>? = selection
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set(value) {
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field = value
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selectionChangedListeners.forEach { listener -> listener(value) }
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}
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val options = ObservableSet(options.toMutableSet()) { removedListeners.forEach { listener -> listener(it) } }
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}
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fun <C : ItemClass<C>> GameCell<C>?.mayBe(item: Item<C>, mayHaveSelection: Boolean = true) =
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this != null &&
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@@ -14,3 +24,4 @@ fun <C : ItemClass<C>> GameCell<C>?.isA(item: Item<C>) =
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this != null && selection == item
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fun <C : ItemClass<C>> GameCell<C>?.hasNoSelection() = this != null && this.selection == null
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@@ -7,8 +7,18 @@ class GameRow<C : ItemClass<C>>(
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) : List<GameCell<C>> by cells {
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fun indexOf(element: C) = indexOfFirst { it.selection?.itemType == element }
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fun updateOptions() {
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val selections = mapNotNull { it.selection }
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forEach { it.options.removeAll(selections) }
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fun cleanupOptions() {
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cells.forEach { cleanupOptions(it) }
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}
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private fun cleanupOptions(cell: GameCell<C>) {
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if (cell.options.size == 1 && cell.selection == null) {
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cell.selection = cell.options.first()
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filter { otherCell -> otherCell != cell && otherCell.selection == null }.forEach { otherCell ->
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otherCell.options.remove(cell.selection)
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cleanupOptions(otherCell)
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}
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}
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}
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}
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@@ -6,7 +6,7 @@ class Grid(
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) : List<GameRow<ItemClass<*>>> by rows as List<GameRow<ItemClass<*>>> {
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val cells: List<GameCell<*>>
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get() = rows.flatten() as List<GameCell<*>>
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get() = rows.flatten()
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fun <C : ItemClass<C>> indexOf(element: C): Int {
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return this[element.companion]
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@@ -27,6 +27,10 @@ class Grid(
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row.joinToString("") { it.selection?.symbol ?: " " }
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}
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}
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fun cleanupOptions() {
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forEach { row -> row.cleanupOptions() }
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}
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}
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fun List<List<Item<ItemClass<*>>>>.toGrid() = Grid(
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@@ -0,0 +1,29 @@
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package ch.dissem.yaep.domain
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class ObservableSet<E> private constructor(
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private val mutableSet: MutableSet<E>,
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private val onElementRemoved: (Set<E>) -> Unit
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) : MutableSet<E> by mutableSet {
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constructor(elements: Collection<E>, onElementRemoved: (Set<E>) -> Unit) : this(
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elements.toMutableSet(),
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onElementRemoved
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)
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override fun remove(element: E): Boolean {
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return observeRemoval(setOf(element)) { mutableSet.remove(element) }
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}
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override fun removeAll(elements: Collection<E>): Boolean =
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observeRemoval(elements.toSet(), mutableSet::removeAll)
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override fun retainAll(elements: Collection<E>): Boolean =
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observeRemoval(elements.toSet(), mutableSet::retainAll)
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private fun observeRemoval(values: Set<E>, operation: (Set<E>) -> Boolean): Boolean {
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val removed = operation(values)
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if (removed) {
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onElementRemoved(values)
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}
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return removed
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}
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}
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@@ -74,7 +74,7 @@ internal fun solve(
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// .forEach { it.options.removeAll(groupOptions) }
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// }
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// }
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grid.forEach { row -> row.forEach { cell -> row.cleanupOptions(cell) } }
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grid.cleanupOptions()
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} while (removedOptions)
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// If any cell has no items left, the puzzle has no solution.
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@@ -92,16 +92,6 @@ internal enum class PuzzleSolution {
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MULTIPLE_SOLUTIONS
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}
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fun <C : ItemClass<C>> GameRow<C>.cleanupOptions(cell: GameCell<C>) {
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if (cell.options.size == 1 && cell.selection == null) {
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cell.selection = cell.options.first()
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filter { otherCell -> otherCell != cell && otherCell.selection == null }.forEach { otherCell ->
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otherCell.options.remove(cell.selection)
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cleanupOptions(otherCell)
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}
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}
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}
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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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