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Ensure the shuffling process never produces an already-solved grid.
[originally from svn r7446]
This commit is contained in:
54
net.c
54
net.c
@ -1403,13 +1403,55 @@ static char *new_game_desc(game_params *params, random_state *rs,
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/*
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* Now shuffle the grid.
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*
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* In order to avoid accidentally generating an already-solved
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* grid, we will reshuffle as necessary to ensure that at least
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* one edge has a mismatched connection.
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*
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* This can always be done, since validate_params() enforces a
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* grid area of at least 2 and our generator never creates
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* either type of rotationally invariant tile (cross and
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* blank). Hence there must be at least one edge separating
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* distinct tiles, and it must be possible to find orientations
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* of those tiles such that one tile is trying to connect
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* through that edge and the other is not.
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*
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* (We could be more subtle, and allow the shuffle to generate
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* a grid in which all tiles match up locally and the only
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* criterion preventing the grid from being already solved is
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* connectedness. However, that would take more effort, and
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* it's easier to simply make sure every grid is _obviously_
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* not solved.)
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*/
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for (y = 0; y < h; y++) {
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for (x = 0; x < w; x++) {
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int orig = index(params, tiles, x, y);
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int rot = random_upto(rs, 4);
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index(params, tiles, x, y) = ROT(orig, rot);
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}
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while (1) {
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int mismatches;
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for (y = 0; y < h; y++) {
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for (x = 0; x < w; x++) {
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int orig = index(params, tiles, x, y);
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int rot = random_upto(rs, 4);
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index(params, tiles, x, y) = ROT(orig, rot);
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}
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}
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mismatches = 0;
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/*
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* I can't even be bothered to check for mismatches across
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* a wrapping edge, so I'm just going to enforce that there
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* must be a mismatch across a non-wrapping edge, which is
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* still always possible.
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*/
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for (y = 0; y < h; y++) for (x = 0; x < w; x++) {
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if (x+1 < w && ((ROT(index(params, tiles, x, y), 2) ^
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index(params, tiles, x+1, y)) & L))
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mismatches++;
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if (y+1 < h && ((ROT(index(params, tiles, x, y), 2) ^
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index(params, tiles, x, y+1)) & U))
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mismatches++;
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}
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if (mismatches > 0)
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break;
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}
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/*
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