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Puzzle.cpp
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Puzzle.cpp
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#include "Puzzle.h"
#include "Cage.h"
#include "Solver.h"
#include <algorithm>
#include <random>
#include <set>
#include <vector>
template <uint32_t R, uint32_t C>
Puzzle<R, C>::CellMap::CellMap(const std::vector<Cage<N> *> &cages)
: activeCages_(cages.begin(), cages.end()) {
for (Cage<N> *cage : cages) {
for (Cell<N> *cell : cage->getCells()) {
cageMap_.emplace(cell, cage);
}
}
}
template <uint32_t R, uint32_t C>
bool Puzzle<R, C>::CellMap::merge(Cell<N> *cell1, Cell<N> *cell2,
const uint32_t maxCageSize) {
if (!areInSameCage(cell1, cell2) &&
cageMap_[cell1]->getNumCells() + cageMap_[cell2]->getNumCells() <=
maxCageSize) {
Cage<N> *newCage = new Cage<N>({cageMap_[cell1], cageMap_[cell2]});
activeCages_.insert(newCage);
history_.push({cageMap_[cell1], cageMap_[cell2]});
for (Cell<N> *cell : newCage->getCells()) {
auto it = activeCages_.find(cageMap_[cell]);
if (it != activeCages_.end()) {
activeCages_.erase(it);
}
cageMap_[cell] = newCage;
}
return true;
}
return false;
}
template <uint32_t R, uint32_t C> void Puzzle<R, C>::CellMap::unmerge() {
if (history_.size() == 0) {
return;
}
activeCages_.erase(cageMap_[*history_.top().first->getCells().begin()]);
restoreCage(history_.top().first);
restoreCage(history_.top().second);
activeCages_.insert(history_.top().first);
activeCages_.insert(history_.top().second);
history_.pop();
}
template <uint32_t R, uint32_t C>
bool Puzzle<R, C>::CellMap::areInSameCage(Cell<N> *cell1,
Cell<N> *cell2) const {
return getCage(cell1) == getCage(cell2);
}
template <uint32_t R, uint32_t C>
Cage<Puzzle<R, C>::N> *Puzzle<R, C>::CellMap::getCage(Cell<N> *cell) const {
auto it = cageMap_.find(cell);
return it == cageMap_.end() ? nullptr : it->second;
}
template <uint32_t R, uint32_t C>
std::set<LogicalCage<Puzzle<R, C>::N> *>
Puzzle<R, C>::CellMap::generateLogicalCages() const {
std::set<LogicalCage<Puzzle<R, C>::N> *> output;
for (Cage<N> *cage : activeCages_) {
LogicalCage<N> *newCage = new LogicalCage<N>(*cage);
output.insert(newCage);
}
return output;
}
template <uint32_t R, uint32_t C>
void Puzzle<R, C>::CellMap::restoreCage(Cage<N> *cage) {
for (Cell<N> *cell : cage->getCells()) {
cageMap_[cell] = cage;
}
}
template <uint32_t R, uint32_t C> Puzzle<R, C>::Puzzle(const uint32_t numCages) {
std::random_device randomDevice;
std::mt19937 generator(randomDevice());
std::uniform_int_distribution<uint32_t> orientationSelector(0, 1);
std::uniform_int_distribution<uint32_t> rowSelector(0, N - 1);
std::uniform_int_distribution<uint32_t> colSelector(0, N - 2);
Solution solution = Solution()
.swapOrder()
.swapValues(true)
.swapOrder()
.swapValues(false)
.swapOrder();
std::cout << "Solution:" << std::endl;
for (uint32_t row = 0; row < N; ++row) {
for (uint32_t col = 0; col < N; ++col) {
std::cout << solution.get(row, col) << ", ";
}
std::cout << std::endl;
}
std::vector<Cage<N> *> initialCages;
for (uint32_t row = 0; row < N; ++row) {
for (uint32_t col = 0; col < N; ++col) {
Cell<N> *newCell = new Cell<N>(row * N + col);
cells_.push_back(newCell);
initialCages.push_back(
new Cage<N>({newCell}, solution.get(row, col) + 1));
}
}
CellMap cellMap(initialCages);
for (uint32_t cageSize = 2; cageSize < 8 && cellMap.getNumCages() > numCages;
++cageSize) {
uint32_t numStageCages = N * N * 2 / (cageSize + 1);
uint32_t attempts = 0;
while (cellMap.getNumCages() > numStageCages && attempts < 10) {
bool orientation = orientationSelector(generator);
uint32_t row = rowSelector(generator);
uint32_t col = colSelector(generator);
uint32_t i1 = orientation ? row * N + col : col * N + row;
uint32_t i2 = orientation ? row * N + col + 1 : (col + 1) * N + row;
if (cellMap.merge(cells_[i1], cells_[i2], cageSize)) {
std::cout << "Merge " << *cells_[i1] << " and " << *cells_[i2] << " ("
<< cellMap.getNumCages() << " cages)" << std::endl;
std::set<uint32_t> cageValues;
for (Cell<N> *cell : cellMap.getCage(cells_[i1])->getCells()) {
cageValues.insert(solution.get(cell->getId()));
}
if (cageValues.size() != cellMap.getCage(cells_[i1])->getNumCells()) {
// Cage uniqueness constraint violated
std::cout << "Cage does not have unique values, unmerge" << std::endl;
cellMap.unmerge();
continue;
}
auto definedCages = cellMap.generateLogicalCages();
uint32_t numSolutions =
solve(cells_, definedCages, SolverMode::DUPLICATE_SOLUTIONS);
if (numSolutions > 1) {
std::cout << "No unique solution, unmerge" << std::endl;
cellMap.unmerge();
++attempts;
} else {
attempts = 0;
}
}
}
if (attempts == 10) {
std::cout << numCages << " cages was too damn hard, this puzzle has " << cellMap.getNumCages() << " cages instead" << std::endl;
}
}
auto definedCages = cellMap.generateLogicalCages();
std::cout << "const cages = [" << std::endl;
for (Cage<N> *cage : definedCages) {
std::cout << "\t{cells: [";
for (Cell<N> *cell : cage->getCells()) {
std::cout << *cell << ", ";
}
std::cout << "], sum: " << cage->getSum() << "}," << std::endl;
}
std::cout << "];" << std::endl;
}
static std::vector<uint32_t> randomRange(const uint32_t n) {
std::vector<uint32_t> output;
for (uint32_t i = 0; i < n; ++i) {
output.push_back(i);
}
std::random_shuffle(output.begin(), output.end());
return output;
}
template <uint32_t R, uint32_t C> Puzzle<R, C>::Solution::Solution() {
// Generate first row
// Generate canonical solution
for (uint32_t row = 0; row < N; ++row) {
uint32_t subrow = row % R;
uint32_t band = row / R;
uint32_t startingValue = subrow * C + band;
for (uint32_t col = 0; col < N; ++col) {
data_[row * N + col] = (startingValue + col) % N;
}
}
}
template <uint32_t R, uint32_t C>
typename Puzzle<R, C>::Solution
Puzzle<R, C>::Solution::swapValues(const bool axis) const {
Solution output = *this;
std::vector<uint32_t> swapOrder = randomRange(N);
std::set<uint32_t> swapSet(swapOrder.begin(), swapOrder.begin() + N / 2);
std::vector<Cell<N> *> cells;
std::set<LogicalCage<N> *> definedCages;
for (uint32_t row = 0; row < N; ++row) {
for (uint32_t col = 0; col < N; ++col) {
Cell<N> *newCell = new Cell<N>(row * N + col);
cells.push_back(newCell);
if (swapSet.find(get(row, col)) == swapSet.end() || (col < C && axis) ||
(row < R && !axis)) {
definedCages.insert(new LogicalCage<N>({newCell}, get(row, col) + 1));
}
}
}
solve(cells, definedCages, SolverMode::ANY_SOLUTIONS);
for (Cell<N> *cell : cells) {
output.data_[cell->getId()] = *cell->getPossibleValues().begin();
}
return output;
}
template <uint32_t R, uint32_t C>
typename Puzzle<R, C>::Solution Puzzle<R, C>::Solution::swapOrder() const {
Solution output;
// Randomly mix bands, stacks, rows, and columns
uint32_t newData[N * N];
std::vector<uint32_t> bandOrder = randomRange(C);
std::vector<uint32_t> stackOrder = randomRange(R);
std::vector<std::vector<uint32_t>> rowOrders, colOrders;
for (uint32_t i = 0; i < C; ++i) {
rowOrders.push_back(randomRange(R));
}
for (uint32_t i = 0; i < R; ++i) {
colOrders.push_back(randomRange(C));
}
for (uint32_t row = 0; row < N; ++row) {
uint32_t band = row / R;
uint32_t subrow = row % R;
for (uint32_t col = 0; col < N; ++col) {
uint32_t stack = col / C;
uint32_t subcol = col % C;
newData[row * N + col] =
get(bandOrder[band] * R + rowOrders[band][subrow],
stackOrder[stack] * C + colOrders[stack][subcol]);
}
}
// Relabel numbers
std::vector<uint32_t> relabelMap = randomRange(N);
for (uint32_t i = 0; i < N * N; ++i) {
output.data_[i] = relabelMap[newData[i]];
}
return output;
}
template class Puzzle<3, 3>;