Net: use the new findloop for loop detection.

I've removed the old algorithm (the one described as 'footpath dsf' in
the findloop.c appendix comment, though I hadn't thought of that name
at the time), and replaced it with calls to the new API.

This should have no functional effect: there weren't any known bugs in
the previous loop-finder that affected currently supported play modes.
But this generality improvement means that non-orientable playing
surfaces could be supported in the future, which would have confused
the old algorithm. And Net, being the only puzzle as yet that's played
on a torus, is perhaps the one most likely to want to generalise
further at some point.
This commit is contained in:
Simon Tatham
2016-02-24 19:05:43 +00:00
parent deff331e5f
commit e862d4a79b
2 changed files with 54 additions and 187 deletions

2
net.R
View File

@ -1,6 +1,6 @@
# -*- makefile -*-
NET_EXTRA = tree234 dsf
NET_EXTRA = tree234 dsf findloop
net : [X] GTK COMMON net NET_EXTRA net-icon|no-icon

239
net.c
View File

@ -1909,211 +1909,78 @@ static unsigned char *compute_active(const game_state *state, int cx, int cy)
return active;
}
struct net_neighbour_ctx {
int w, h;
const unsigned char *tiles, *barriers;
int i, n, neighbours[4];
};
static int net_neighbour(int vertex, void *vctx)
{
struct net_neighbour_ctx *ctx = (struct net_neighbour_ctx *)vctx;
if (vertex >= 0) {
int x = vertex % ctx->w, y = vertex / ctx->w;
int tile, dir, x1, y1, v1;
ctx->i = ctx->n = 0;
tile = ctx->tiles[vertex];
if (ctx->barriers)
tile &= ~ctx->barriers[vertex];
for (dir = 1; dir < 0x10; dir <<= 1) {
if (!(tile & dir))
continue;
OFFSETWH(x1, y1, x, y, dir, ctx->w, ctx->h);
v1 = y1 * ctx->w + x1;
if (ctx->tiles[v1] & F(dir))
ctx->neighbours[ctx->n++] = v1;
}
}
if (ctx->i < ctx->n)
return ctx->neighbours[ctx->i++];
else
return -1;
}
static int *compute_loops_inner(int w, int h, int wrapping,
const unsigned char *tiles,
const unsigned char *barriers)
{
int *loops, *dsf;
struct net_neighbour_ctx ctx;
struct findloopstate *fls;
int *loops;
int x, y;
/*
* The loop-detecting algorithm I use here is not quite the same
* one as I've used in Slant and Loopy. Those two puzzles use a
* very similar algorithm which works by finding connected
* components, not of the graph _vertices_, but of the pieces of
* space in between them. You divide the plane into maximal areas
* that can't be intersected by a grid edge (faces in Loopy,
* diamond shapes centred on a grid edge in Slant); you form a dsf
* over those areas, and unify any pair _not_ separated by a graph
* edge; then you've identified the connected components of the
* space, and can now immediately tell whether an edge is part of
* a loop or not by checking whether the pieces of space on either
* side of it are in the same component.
*
* In Net, this doesn't work reliably, because of the toroidal
* wrapping mode. A torus has non-trivial homology, which is to
* say, there can exist a closed loop on its surface which is not
* the boundary of any proper subset of the torus's area. For
* example, consider the 'loop' consisting of a straight vertical
* line going off the top of the grid and coming back on the
* bottom to join up with itself. This certainly wants to be
* marked as a loop, but it won't be detected as one by the above
* algorithm, because all the area of the grid is still connected
* via the left- and right-hand edges, so the two sides of the
* loop _are_ in the same equivalence class.
*
* The replacement algorithm I use here is also dsf-based, but the
* dsf is now over _sides of edges_. That is to say, on a general
* graph, you would have two dsf elements per edge of the graph.
* The unification rule is: for each vertex, iterate round the
* edges leaving that vertex in cyclic order, and dsf-unify the
* _near sides_ of each pair of adjacent edges. The effect of this
* is to trace round the outside edge of each connected component
* of the graph (this time of the actual graph, not the space
* between), so that the outline of each component becomes its own
* equivalence class. And now, just as before, an edge is part of
* a loop iff its two sides are not in the same component.
*
* This correctly detects even homologically nontrivial loops on a
* torus, because a torus is still _orientable_ - there's no way
* that a loop can join back up with itself with the two sides
* swapped. It would stop working, however, on a Mobius strip or a
* Klein bottle - so if I ever implement either of those modes for
* Net, I'll have to revisit this algorithm yet again and probably
* replace it with a completely general and much more fiddly
* approach such as Tarjan's bridge-finding algorithm (which is
* linear-time, but looks to me as if it's going to take more
* effort to get it working, especially when the graph is
* represented so unlike an ordinary graph).
*
* In Net, the algorithm as I describe it above has to be fiddled
* with just a little, to deal with the fact that there are two
* kinds of 'vertex' in the graph - one set at face-centres, and
* another set at edge-midpoints where two wires either do or do
* not join. Since those two vertex classes have very different
* representations in the Net data structure, separate code is
* needed for them.
*/
fls = findloop_new_state(w*h);
ctx.w = w;
ctx.h = h;
ctx.tiles = tiles;
ctx.barriers = barriers;
findloop_run(fls, w*h, net_neighbour, &ctx);
/* Four potential edges per grid cell; one dsf node for each side
* of each one makes 8 per cell. */
dsf = snew_dsf(w*h*8);
/* Encode the dsf nodes. We imagine going round anticlockwise, so
* BEFORE(dir) indicates the clockwise side of an edge, e.g. the
* underside of R or the right-hand side of U. AFTER is the other
* side. */
#define BEFORE(dir) ((dir)==R?7:(dir)==U?1:(dir)==L?3:5)
#define AFTER(dir) ((dir)==R?0:(dir)==U?2:(dir)==L?4:6)
#if 0
printf("--- begin\n");
#endif
for (y = 0; y < h; y++) {
for (x = 0; x < w; x++) {
int tile = tiles[y*w+x];
int dir;
for (dir = 1; dir < 0x10; dir <<= 1) {
/*
* To unify dsf nodes around a face-centre vertex,
* it's easiest to do it _unconditionally_ - e.g. just
* unify the top side of R with the right side of U
* regardless of whether there's an edge in either
* place. Later we'll also unify the top and bottom
* sides of any nonexistent edge, which will e.g.
* complete a connection BEFORE(U) - AFTER(R) -
* BEFORE(R) - AFTER(D) in the absence of an R edge.
*
* This is a safe optimisation because these extra dsf
* nodes unified into our equivalence class can't get
* out of control - they are never unified with
* anything _else_ elsewhere in the algorithm.
*/
#if 0
printf("tile centre %d,%d: merge %d,%d\n",
x, y,
(y*w+x)*8+AFTER(C(dir)),
(y*w+x)*8+BEFORE(dir));
#endif
dsf_merge(dsf,
(y*w+x)*8+AFTER(C(dir)),
(y*w+x)*8+BEFORE(dir));
if (tile & dir) {
int x1, y1;
OFFSETWH(x1, y1, x, y, dir, w, h);
/*
* If the tile does have an edge going out in this
* direction, we must check whether it joins up
* (without being blocked by a barrier) to an edge
* in the next cell along. If so, we unify around
* the edge-centre vertex by joining each side of
* this edge to the appropriate side of the next
* cell's edge; otherwise, the edge is a stub (the
* only one reaching the edge-centre vertex) and
* so we join its own two sides together.
*/
if ((barriers && barriers[y*w+x] & dir) ||
!(tiles[y1*w+x1] & F(dir))) {
#if 0
printf("tile edge stub %d,%d -> %c: merge %d,%d\n",
x, y, (dir==L?'L':dir==U?'U':dir==R?'R':'D'),
(y*w+x)*8+BEFORE(dir),
(y*w+x)*8+AFTER(dir));
#endif
dsf_merge(dsf,
(y*w+x)*8+BEFORE(dir),
(y*w+x)*8+AFTER(dir));
} else {
#if 0
printf("tile edge conn %d,%d -> %c: merge %d,%d\n",
x, y, (dir==L?'L':dir==U?'U':dir==R?'R':'D'),
(y*w+x)*8+BEFORE(dir),
(y*w+x)*8+AFTER(F(dir)));
#endif
dsf_merge(dsf,
(y*w+x)*8+BEFORE(dir),
(y1*w+x1)*8+AFTER(F(dir)));
#if 0
printf("tile edge conn %d,%d -> %c: merge %d,%d\n",
x, y, (dir==L?'L':dir==U?'U':dir==R?'R':'D'),
(y*w+x)*8+AFTER(dir),
(y*w+x)*8+BEFORE(F(dir)));
#endif
dsf_merge(dsf,
(y*w+x)*8+AFTER(dir),
(y1*w+x1)*8+BEFORE(F(dir)));
}
} else {
/*
* As discussed above, if this edge doesn't even
* exist, we unify its two sides anyway to
* complete the unification of whatever edges do
* exist in this cell.
*/
#if 0
printf("tile edge missing %d,%d -> %c: merge %d,%d\n",
x, y, (dir==L?'L':dir==U?'U':dir==R?'R':'D'),
(y*w+x)*8+BEFORE(dir),
(y*w+x)*8+AFTER(dir));
#endif
dsf_merge(dsf,
(y*w+x)*8+BEFORE(dir),
(y*w+x)*8+AFTER(dir));
}
}
}
}
#if 0
printf("--- end\n");
#endif
loops = snewn(w*h, int);
/*
* Now we've done the loop detection and can read off the output
* flags trivially: any piece of connection whose two sides are
* not in the same dsf class is part of a loop.
*/
for (y = 0; y < h; y++) {
for (x = 0; x < w; x++) {
int dir;
int tile = tiles[y*w+x];
int x1, y1, dir;
int flags = 0;
for (dir = 1; dir < 0x10; dir <<= 1) {
if ((tile & dir) &&
(dsf_canonify(dsf, (y*w+x)*8+BEFORE(dir)) !=
dsf_canonify(dsf, (y*w+x)*8+AFTER(dir)))) {
flags |= LOOP(dir);
if ((tiles[y*w+x] & dir) &&
!(barriers && (barriers[y*w+x] & dir))) {
OFFSETWH(x1, y1, x, y, dir, w, h);
if ((tiles[y1*w+x1] & F(dir)) &&
findloop_is_loop_edge(fls, y*w+x, y1*w+x1))
flags |= LOOP(dir);
}
}
loops[y*w+x] = flags;
}
}
sfree(dsf);
findloop_free_state(fls);
return loops;
}