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Patch from Lambros to improve the generality of path-generation. In
particular, Great Hexagonal tilings previously had virtually every (if not _actually_ every) hexagon on the inside of the path, and now don't. [originally from svn r8277]
This commit is contained in:
489
loopy.c
489
loopy.c
@ -73,6 +73,7 @@
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#include <stdio.h>
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#include <stdlib.h>
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#include <stddef.h>
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#include <string.h>
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#include <assert.h>
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#include <ctype.h>
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@ -1219,33 +1220,34 @@ static int face_setall(solver_state *sstate, int face,
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* Loop generation and clue removal
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*/
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/* We're going to store a list of current candidate faces for lighting.
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/* We're going to store lists of current candidate faces for colouring black
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* or white.
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* Each face gets a 'score', which tells us how adding that face right
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* now would affect the length of the solution loop. We're trying to
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* now would affect the curliness of the solution loop. We're trying to
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* maximise that quantity so will bias our random selection of faces to
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* light towards those with high scores */
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struct face {
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int score;
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* colour those with high scores */
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struct face_score {
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int white_score;
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int black_score;
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unsigned long random;
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grid_face *f;
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/* No need to store a grid_face* here. The 'face_scores' array will
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* be a list of 'face_score' objects, one for each face of the grid, so
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* the position (index) within the 'face_scores' array will determine
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* which face corresponds to a particular face_score.
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* Having a single 'face_scores' array for all faces simplifies memory
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* management, and probably improves performance, because we don't have to
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* malloc/free each individual face_score, and we don't have to maintain
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* a mapping from grid_face* pointers to face_score* pointers.
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*/
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};
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static int get_face_cmpfn(void *v1, void *v2)
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static int generic_sort_cmpfn(void *v1, void *v2, size_t offset)
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{
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struct face *f1 = v1;
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struct face *f2 = v2;
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/* These grid_face pointers always point into the same list of
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* 'grid_face's, so it's valid to subtract them. */
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return f1->f - f2->f;
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}
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static int face_sort_cmpfn(void *v1, void *v2)
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{
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struct face *f1 = v1;
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struct face *f2 = v2;
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struct face_score *f1 = v1;
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struct face_score *f2 = v2;
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int r;
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r = f2->score - f1->score;
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r = *(int *)((char *)f2 + offset) - *(int *)((char *)f1 + offset);
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if (r) {
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return r;
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}
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@ -1258,64 +1260,74 @@ static int face_sort_cmpfn(void *v1, void *v2)
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/*
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* It's _just_ possible that two faces might have been given
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* the same random value. In that situation, fall back to
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* comparing based on the positions within the grid's face-list.
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* comparing based on the positions within the face_scores list.
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* This introduces a tiny directional bias, but not a significant one.
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*/
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return get_face_cmpfn(f1, f2);
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return f1 - f2;
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}
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enum { FACE_LIT, FACE_UNLIT };
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static int white_sort_cmpfn(void *v1, void *v2)
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{
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return generic_sort_cmpfn(v1, v2, offsetof(struct face_score,white_score));
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}
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static int black_sort_cmpfn(void *v1, void *v2)
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{
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return generic_sort_cmpfn(v1, v2, offsetof(struct face_score,black_score));
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}
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enum face_colour { FACE_WHITE, FACE_GREY, FACE_BLACK };
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/* face should be of type grid_face* here. */
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#define FACE_LIT_STATE(face) \
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( (face) == NULL ? FACE_UNLIT : \
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#define FACE_COLOUR(face) \
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( (face) == NULL ? FACE_BLACK : \
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board[(face) - g->faces] )
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/* 'board' is an array of these enums, indicating which faces are
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* currently lit. Returns whether it's legal to light up the
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* given face. */
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static int can_light_face(grid *g, char* board, int face_index)
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* currently black/white/grey. 'colour' is FACE_WHITE or FACE_BLACK.
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* Returns whether it's legal to colour the given face with this colour. */
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static int can_colour_face(grid *g, char* board, int face_index,
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enum face_colour colour)
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{
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int i, j;
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grid_face *test_face = g->faces + face_index;
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grid_face *starting_face, *current_face;
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int transitions;
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int current_state, s;
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int found_lit_neighbour = FALSE;
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assert(board[face_index] == FACE_UNLIT);
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int current_state, s; /* booleans: equal or not-equal to 'colour' */
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int found_same_coloured_neighbour = FALSE;
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assert(board[face_index] != colour);
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/* Can only consider a face for lighting if it's adjacent to an
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* already lit face. */
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/* Can only consider a face for colouring if it's adjacent to a face
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* with the same colour. */
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for (i = 0; i < test_face->order; i++) {
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grid_edge *e = test_face->edges[i];
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grid_face *f = (e->face1 == test_face) ? e->face2 : e->face1;
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if (FACE_LIT_STATE(f) == FACE_LIT) {
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found_lit_neighbour = TRUE;
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if (FACE_COLOUR(f) == colour) {
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found_same_coloured_neighbour = TRUE;
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break;
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}
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}
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if (!found_lit_neighbour)
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if (!found_same_coloured_neighbour)
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return FALSE;
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/* Need to avoid creating a loop of lit faces around some unlit faces.
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* Also need to avoid meeting another lit face at a corner, with
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* unlit faces in between. Here's a simple test that (I believe) takes
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* care of both these conditions:
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/* Need to avoid creating a loop of faces of this colour around some
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* differently-coloured faces.
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* Also need to avoid meeting a same-coloured face at a corner, with
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* other-coloured faces in between. Here's a simple test that (I believe)
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* takes care of both these conditions:
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*
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* Take the circular path formed by this face's edges, and inflate it
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* slightly outwards. Imagine walking around this path and consider
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* the faces that you visit in sequence. This will include all faces
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* touching the given face, either along an edge or just at a corner.
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* Count the number of LIT/UNLIT transitions you encounter, as you walk
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* along the complete loop. This will obviously turn out to be an even
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* number.
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* If 0, we're either in a completely unlit zone, or this face is a hole
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* in a completely lit zone. If the former, we would create a brand new
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* island by lighting this face. And the latter ought to be impossible -
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* it would mean there's already a lit loop, so something went wrong
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* earlier.
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* If 4 or greater, there are too many separate lit regions touching this
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* face, and lighting it up would create a loop or a corner-violation.
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* Count the number of 'colour'/not-'colour' transitions you encounter, as
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* you walk along the complete loop. This will obviously turn out to be
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* an even number.
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* If 0, we're either in the middle of an "island" of this colour (should
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* be impossible as we're not supposed to create black or white loops),
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* or we're about to start a new island - also not allowed.
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* If 4 or greater, there are too many separate coloured regions touching
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* this face, and colouring it would create a loop or a corner-violation.
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* The only allowed case is when the count is exactly 2. */
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/* i points to a dot around the test face.
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@ -1332,7 +1344,7 @@ static int can_light_face(grid *g, char* board, int face_index)
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}
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current_face = starting_face;
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transitions = 0;
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current_state = FACE_LIT_STATE(current_face);
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current_state = (FACE_COLOUR(current_face) == colour);
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do {
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/* Advance to next face.
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@ -1364,7 +1376,7 @@ static int can_light_face(grid *g, char* board, int face_index)
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}
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/* (i,j) are now advanced to next face */
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current_face = test_face->dots[i]->faces[j];
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s = FACE_LIT_STATE(current_face);
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s = (FACE_COLOUR(current_face) == colour);
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if (s != current_state) {
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++transitions;
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current_state = s;
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@ -1376,53 +1388,121 @@ static int can_light_face(grid *g, char* board, int face_index)
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return (transitions == 2) ? TRUE : FALSE;
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}
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/* The 'score' of a face reflects its current desirability for selection
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* as the next face to light. We want to encourage moving into uncharted
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* areas so we give scores according to how many of the face's neighbours
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* are currently unlit. */
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static int face_score(grid *g, char *board, grid_face *face)
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/* Count the number of neighbours of 'face', having colour 'colour' */
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static int face_num_neighbours(grid *g, char *board, grid_face *face,
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enum face_colour colour)
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{
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/* Simple formula: score = neighbours unlit - neighbours lit */
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int lit_count = 0, unlit_count = 0;
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int colour_count = 0;
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int i;
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grid_face *f;
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grid_edge *e;
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for (i = 0; i < face->order; i++) {
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e = face->edges[i];
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f = (e->face1 == face) ? e->face2 : e->face1;
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if (FACE_LIT_STATE(f) == FACE_LIT)
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++lit_count;
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else
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++unlit_count;
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if (FACE_COLOUR(f) == colour)
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++colour_count;
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}
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return unlit_count - lit_count;
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return colour_count;
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}
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/* Generate a new complete set of clues for the given game_state. */
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/* The 'score' of a face reflects its current desirability for selection
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* as the next face to colour white or black. We want to encourage moving
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* into grey areas and increasing loopiness, so we give scores according to
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* how many of the face's neighbours are currently coloured the same as the
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* proposed colour. */
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static int face_score(grid *g, char *board, grid_face *face,
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enum face_colour colour)
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{
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/* Simple formula: score = 0 - num. same-coloured neighbours,
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* so a higher score means fewer same-coloured neighbours. */
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return -face_num_neighbours(g, board, face, colour);
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}
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/* Generate a new complete set of clues for the given game_state.
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* The method is to generate a WHITE/BLACK colouring of all the faces,
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* such that the WHITE faces will define the inside of the path, and the
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* BLACK faces define the outside.
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* To do this, we initially colour all faces GREY. The infinite space outside
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* the grid is coloured BLACK, and we choose a random face to colour WHITE.
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* Then we gradually grow the BLACK and the WHITE regions, eliminating GREY
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* faces, until the grid is filled with BLACK/WHITE. As we grow the regions,
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* we avoid creating loops of a single colour, to preserve the topological
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* shape of the WHITE and BLACK regions.
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* We also try to make the boundary as loopy and twisty as possible, to avoid
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* generating paths that are uninteresting.
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* The algorithm works by choosing a BLACK/WHITE colour, then choosing a GREY
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* face that can be coloured with that colour (without violating the
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* topological shape of that region). It's not obvious, but I think this
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* algorithm is guaranteed to terminate without leaving any GREY faces behind.
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* Indeed, if there are any GREY faces at all, both the WHITE and BLACK
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* regions can be grown.
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* This is checked using assert()ions, and I haven't seen any failures yet.
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*
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* Hand-wavy proof: imagine what can go wrong...
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*
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* Could the white faces get completely cut off by the black faces, and still
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* leave some grey faces remaining?
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* No, because then the black faces would form a loop around both the white
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* faces and the grey faces, which is disallowed because we continually
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* maintain the correct topological shape of the black region.
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* Similarly, the black faces can never get cut off by the white faces. That
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* means both the WHITE and BLACK regions always have some room to grow into
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* the GREY regions.
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* Could it be that we can't colour some GREY face, because there are too many
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* WHITE/BLACK transitions as we walk round the face? (see the
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* can_colour_face() function for details)
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* No. Imagine otherwise, and we see WHITE/BLACK/WHITE/BLACK as we walk
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* around the face. The two WHITE faces would be connected by a WHITE path,
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* and the BLACK faces would be connected by a BLACK path. These paths would
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* have to cross, which is impossible.
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* Another thing that could go wrong: perhaps we can't find any GREY face to
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* colour WHITE, because it would create a loop-violation or a corner-violation
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* with the other WHITE faces?
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* This is a little bit tricky to prove impossible. Imagine you have such a
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* GREY face (that is, if you coloured it WHITE, you would create a WHITE loop
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* or corner violation).
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* That would cut all the non-white area into two blobs. One of those blobs
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* must be free of BLACK faces (because the BLACK stuff is a connected blob).
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* So we have a connected GREY area, completely surrounded by WHITE
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* (including the GREY face we've tentatively coloured WHITE).
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* A well-known result in graph theory says that you can always find a GREY
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* face whose removal leaves the remaining GREY area connected. And it says
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* there are at least two such faces, so we can always choose the one that
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* isn't the "tentative" GREY face. Colouring that face WHITE leaves
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* everything nice and connected, including that "tentative" GREY face which
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* acts as a gateway to the rest of the non-WHITE grid.
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*/
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static void add_full_clues(game_state *state, random_state *rs)
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{
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signed char *clues = state->clues;
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char *board;
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grid *g = state->game_grid;
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int i, j, c;
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int i, j;
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int num_faces = g->num_faces;
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int first_time = TRUE;
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struct face *face, *tmpface;
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struct face face_pos;
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/* These will contain exactly the same information, sorted into different
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* orders */
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tree234 *lightable_faces_sorted, *lightable_faces_gettable;
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#define IS_LIGHTING_CANDIDATE(i) \
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(board[i] == FACE_UNLIT && \
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can_light_face(g, board, i))
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struct face_score *face_scores; /* Array of face_score objects */
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struct face_score *fs; /* Points somewhere in the above list */
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struct grid_face *cur_face;
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tree234 *lightable_faces_sorted;
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tree234 *darkable_faces_sorted;
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int *face_list;
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int do_random_pass;
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board = snewn(num_faces, char);
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/* Make a board */
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memset(board, FACE_UNLIT, num_faces);
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memset(board, FACE_GREY, num_faces);
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/* Create and initialise the list of face_scores */
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face_scores = snewn(num_faces, struct face_score);
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for (i = 0; i < num_faces; i++) {
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face_scores[i].random = random_bits(rs, 31);
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}
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/* Colour a random, finite face white. The infinite face is implicitly
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* coloured black. Together, they will seed the random growth process
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* for the black and white areas. */
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i = random_upto(rs, num_faces);
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board[i] = FACE_WHITE;
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/* We need a way of favouring faces that will increase our loopiness.
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* We do this by maintaining a list of all candidate faces sorted by
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@ -1436,123 +1516,188 @@ static void add_full_clues(game_state *state, random_state *rs)
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* Yes, this means we will be biased towards particular random faces in
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* any one run but that doesn't actually matter. */
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lightable_faces_sorted = newtree234(face_sort_cmpfn);
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lightable_faces_gettable = newtree234(get_face_cmpfn);
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#define ADD_FACE(f) \
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do { \
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struct face *x = add234(lightable_faces_sorted, f); \
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assert(x == f); \
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x = add234(lightable_faces_gettable, f); \
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assert(x == f); \
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} while (0)
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lightable_faces_sorted = newtree234(white_sort_cmpfn);
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darkable_faces_sorted = newtree234(black_sort_cmpfn);
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#define REMOVE_FACE(f) \
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do { \
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struct face *x = del234(lightable_faces_sorted, f); \
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assert(x); \
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x = del234(lightable_faces_gettable, f); \
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assert(x); \
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} while (0)
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/* Initialise the lists of lightable and darkable faces. This is
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* slightly different from the code inside the while-loop, because we need
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* to check every face of the board (the grid structure does not keep a
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* list of the infinite face's neighbours). */
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for (i = 0; i < num_faces; i++) {
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grid_face *f = g->faces + i;
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struct face_score *fs = face_scores + i;
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if (board[i] != FACE_GREY) continue;
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/* We need the full colourability check here, it's not enough simply
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* to check neighbourhood. On some grids, a neighbour of the infinite
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* face is not necessarily darkable. */
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if (can_colour_face(g, board, i, FACE_BLACK)) {
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fs->black_score = face_score(g, board, f, FACE_BLACK);
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add234(darkable_faces_sorted, fs);
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}
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if (can_colour_face(g, board, i, FACE_WHITE)) {
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fs->white_score = face_score(g, board, f, FACE_WHITE);
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add234(lightable_faces_sorted, fs);
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}
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}
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/* Light faces one at a time until the board is interesting enough */
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/* Colour faces one at a time until no more faces are colourable. */
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while (TRUE)
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{
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if (first_time) {
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first_time = FALSE;
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/* lightable_faces_xxx are empty, so start the process by
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* lighting up the middle face. These tree234s should
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* remain empty, consistent with what would happen if
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* first_time were FALSE. */
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board[g->middle_face - g->faces] = FACE_LIT;
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face = snew(struct face);
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face->f = g->middle_face;
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/* No need to initialise any more of 'face' here, no other fields
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* are used in this case. */
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} else {
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/* We have count234(lightable_faces_gettable) possibilities, and in
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* lightable_faces_sorted they are sorted with the most desirable
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* first. */
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c = count234(lightable_faces_sorted);
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if (c == 0)
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break;
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assert(c == count234(lightable_faces_gettable));
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/* Check that the best face available is any good */
|
||||
face = (struct face *)index234(lightable_faces_sorted, 0);
|
||||
assert(face);
|
||||
|
||||
/*
|
||||
* The situation for a general grid is slightly different from
|
||||
* a square grid. Decreasing the perimeter should be allowed
|
||||
* sometimes (think about creating a hexagon of lit triangles,
|
||||
* for example). For if it were _never_ done, then the user would
|
||||
* be able to illicitly deduce certain things. So we do it
|
||||
* sometimes but not always.
|
||||
*/
|
||||
if (face->score <= 0 && random_upto(rs, 2) == 0) {
|
||||
break;
|
||||
}
|
||||
|
||||
assert(face->f); /* not the infinite face */
|
||||
assert(FACE_LIT_STATE(face->f) == FACE_UNLIT);
|
||||
|
||||
/* Update data structures */
|
||||
/* Light up the face and remove it from the lists */
|
||||
board[face->f - g->faces] = FACE_LIT;
|
||||
REMOVE_FACE(face);
|
||||
enum face_colour colour;
|
||||
struct face_score *fs_white, *fs_black;
|
||||
int c_lightable = count234(lightable_faces_sorted);
|
||||
int c_darkable = count234(darkable_faces_sorted);
|
||||
if (c_lightable == 0) {
|
||||
/* No more lightable faces. Because of how the algorithm
|
||||
* works, there should be no more darkable faces either. */
|
||||
assert(c_darkable == 0);
|
||||
break;
|
||||
}
|
||||
|
||||
/* The face we've just lit up potentially affects the lightability
|
||||
* of any neighbouring faces (touching at a corner or edge). So the
|
||||
* search needs to be conducted around all faces touching the one
|
||||
* we've just lit. Iterate over its corners, then over each corner's
|
||||
* faces. */
|
||||
for (i = 0; i < face->f->order; i++) {
|
||||
grid_dot *d = face->f->dots[i];
|
||||
fs_white = (struct face_score *)index234(lightable_faces_sorted, 0);
|
||||
fs_black = (struct face_score *)index234(darkable_faces_sorted, 0);
|
||||
|
||||
/* Choose a colour, and colour the best available face
|
||||
* with that colour. */
|
||||
colour = random_upto(rs, 2) ? FACE_WHITE : FACE_BLACK;
|
||||
|
||||
if (colour == FACE_WHITE)
|
||||
fs = fs_white;
|
||||
else
|
||||
fs = fs_black;
|
||||
assert(fs);
|
||||
i = fs - face_scores;
|
||||
assert(board[i] == FACE_GREY);
|
||||
board[i] = colour;
|
||||
|
||||
/* Remove this newly-coloured face from the lists. These lists should
|
||||
* only contain grey faces. */
|
||||
del234(lightable_faces_sorted, fs);
|
||||
del234(darkable_faces_sorted, fs);
|
||||
|
||||
/* Remember which face we've just coloured */
|
||||
cur_face = g->faces + i;
|
||||
|
||||
/* The face we've just coloured potentially affects the colourability
|
||||
* and the scores of any neighbouring faces (touching at a corner or
|
||||
* edge). So the search needs to be conducted around all faces
|
||||
* touching the one we've just lit. Iterate over its corners, then
|
||||
* over each corner's faces. For each such face, we remove it from
|
||||
* the lists, recalculate any scores, then add it back to the lists
|
||||
* (depending on whether it is lightable, darkable or both). */
|
||||
for (i = 0; i < cur_face->order; i++) {
|
||||
grid_dot *d = cur_face->dots[i];
|
||||
for (j = 0; j < d->order; j++) {
|
||||
grid_face *f2 = d->faces[j];
|
||||
if (f2 == NULL)
|
||||
continue;
|
||||
if (f2 == face->f)
|
||||
continue;
|
||||
face_pos.f = f2;
|
||||
tmpface = find234(lightable_faces_gettable, &face_pos, NULL);
|
||||
if (tmpface) {
|
||||
assert(tmpface->f == face_pos.f);
|
||||
assert(FACE_LIT_STATE(tmpface->f) == FACE_UNLIT);
|
||||
REMOVE_FACE(tmpface);
|
||||
} else {
|
||||
tmpface = snew(struct face);
|
||||
tmpface->f = face_pos.f;
|
||||
tmpface->random = random_bits(rs, 31);
|
||||
}
|
||||
tmpface->score = face_score(g, board, tmpface->f);
|
||||
grid_face *f = d->faces[j];
|
||||
int fi; /* face index of f */
|
||||
|
||||
if (IS_LIGHTING_CANDIDATE(tmpface->f - g->faces)) {
|
||||
ADD_FACE(tmpface);
|
||||
} else {
|
||||
sfree(tmpface);
|
||||
if (f == NULL)
|
||||
continue;
|
||||
if (f == cur_face)
|
||||
continue;
|
||||
|
||||
/* If the face is already coloured, it won't be on our
|
||||
* lightable/darkable lists anyway, so we can skip it without
|
||||
* bothering with the removal step. */
|
||||
if (FACE_COLOUR(f) != FACE_GREY) continue;
|
||||
|
||||
/* Find the face index and face_score* corresponding to f */
|
||||
fi = f - g->faces;
|
||||
fs = face_scores + fi;
|
||||
|
||||
/* Remove from lightable list if it's in there. We do this,
|
||||
* even if it is still lightable, because the score might
|
||||
* be different, and we need to remove-then-add to maintain
|
||||
* correct sort order. */
|
||||
del234(lightable_faces_sorted, fs);
|
||||
if (can_colour_face(g, board, fi, FACE_WHITE)) {
|
||||
fs->white_score = face_score(g, board, f, FACE_WHITE);
|
||||
add234(lightable_faces_sorted, fs);
|
||||
}
|
||||
/* Do the same for darkable list. */
|
||||
del234(darkable_faces_sorted, fs);
|
||||
if (can_colour_face(g, board, fi, FACE_BLACK)) {
|
||||
fs->black_score = face_score(g, board, f, FACE_BLACK);
|
||||
add234(darkable_faces_sorted, fs);
|
||||
}
|
||||
}
|
||||
}
|
||||
sfree(face);
|
||||
}
|
||||
|
||||
/* Clean up */
|
||||
while ((face = delpos234(lightable_faces_gettable, 0)) != NULL)
|
||||
sfree(face);
|
||||
freetree234(lightable_faces_gettable);
|
||||
freetree234(lightable_faces_sorted);
|
||||
freetree234(darkable_faces_sorted);
|
||||
sfree(face_scores);
|
||||
|
||||
/* The next step requires a shuffled list of all faces */
|
||||
face_list = snewn(num_faces, int);
|
||||
for (i = 0; i < num_faces; ++i) {
|
||||
face_list[i] = i;
|
||||
}
|
||||
shuffle(face_list, num_faces, sizeof(int), rs);
|
||||
|
||||
/* The above loop-generation algorithm can often leave large clumps
|
||||
* of faces of one colour. In extreme cases, the resulting path can be
|
||||
* degenerate and not very satisfying to solve.
|
||||
* This next step alleviates this problem:
|
||||
* Go through the shuffled list, and flip the colour of any face we can
|
||||
* legally flip, and which is adjacent to only one face of the opposite
|
||||
* colour - this tends to grow 'tendrils' into any clumps.
|
||||
* Repeat until we can find no more faces to flip. This will
|
||||
* eventually terminate, because each flip increases the loop's
|
||||
* perimeter, which cannot increase for ever.
|
||||
* The resulting path will have maximal loopiness (in the sense that it
|
||||
* cannot be improved "locally". Unfortunately, this allows a player to
|
||||
* make some illicit deductions. To combat this (and make the path more
|
||||
* interesting), we do one final pass making random flips. */
|
||||
|
||||
/* Set to TRUE for final pass */
|
||||
do_random_pass = FALSE;
|
||||
|
||||
while (TRUE) {
|
||||
/* Remember whether a flip occurred during this pass */
|
||||
int flipped = FALSE;
|
||||
|
||||
for (i = 0; i < num_faces; ++i) {
|
||||
int j = face_list[i];
|
||||
enum face_colour opp =
|
||||
(board[j] == FACE_WHITE) ? FACE_BLACK : FACE_WHITE;
|
||||
if (can_colour_face(g, board, j, opp)) {
|
||||
grid_face *face = g->faces +j;
|
||||
if (do_random_pass) {
|
||||
/* final random pass */
|
||||
if (!random_upto(rs, 10))
|
||||
board[j] = opp;
|
||||
} else {
|
||||
/* normal pass - flip when neighbour count is 1 */
|
||||
if (face_num_neighbours(g, board, face, opp) == 1) {
|
||||
board[j] = opp;
|
||||
flipped = TRUE;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (do_random_pass) break;
|
||||
if (!flipped) do_random_pass = TRUE;
|
||||
}
|
||||
|
||||
sfree(face_list);
|
||||
|
||||
/* Fill out all the clues by initialising to 0, then iterating over
|
||||
* all edges and incrementing each clue as we find edges that border
|
||||
* between LIT/UNLIT faces */
|
||||
* between BLACK/WHITE faces. While we're at it, we verify that the
|
||||
* algorithm does work, and there aren't any GREY faces still there. */
|
||||
memset(clues, 0, num_faces);
|
||||
for (i = 0; i < g->num_edges; i++) {
|
||||
grid_edge *e = g->edges + i;
|
||||
grid_face *f1 = e->face1;
|
||||
grid_face *f2 = e->face2;
|
||||
if (FACE_LIT_STATE(f1) != FACE_LIT_STATE(f2)) {
|
||||
enum face_colour c1 = FACE_COLOUR(f1);
|
||||
enum face_colour c2 = FACE_COLOUR(f2);
|
||||
assert(c1 != FACE_GREY);
|
||||
assert(c2 != FACE_GREY);
|
||||
if (c1 != c2) {
|
||||
if (f1) clues[f1 - g->faces]++;
|
||||
if (f2) clues[f2 - g->faces]++;
|
||||
}
|
||||
|
Reference in New Issue
Block a user