mirror of
git://git.tartarus.org/simon/puzzles.git
synced 2025-04-20 15:41:30 -07:00
Patch from Lambros to make the Normal difficulty level easier, since
people have generally seemed to think Loopy is one of the more difficult puzzles in the collection. There's a new level called Tricky, between Normal and Hard, which is equivalent to the old Normal. [originally from svn r8398]
This commit is contained in:
364
loopy.c
364
loopy.c
@ -133,17 +133,6 @@ enum solver_status {
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};
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/* ------ Solver state ------ */
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typedef struct normal {
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/* For each dline, store a bitmask for whether we know:
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* (bit 0) at least one is YES
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* (bit 1) at most one is YES */
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char *dlines;
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} normal_mode_state;
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typedef struct hard {
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int *linedsf;
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} hard_mode_state;
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typedef struct solver_state {
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game_state *state;
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enum solver_status solver_status;
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@ -151,6 +140,10 @@ typedef struct solver_state {
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* looplen of 1 means there are no lines to a particular dot */
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int *looplen;
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/* Difficulty level of solver. Used by solver functions that want to
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* vary their behaviour depending on the requested difficulty level. */
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int diff;
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/* caches */
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char *dot_yes_count;
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char *dot_no_count;
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@ -159,8 +152,14 @@ typedef struct solver_state {
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char *dot_solved, *face_solved;
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int *dotdsf;
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normal_mode_state *normal;
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hard_mode_state *hard;
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/* Information for Normal level deductions:
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* For each dline, store a bitmask for whether we know:
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* (bit 0) at least one is YES
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* (bit 1) at most one is YES */
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char *dlines;
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/* Hard level information */
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int *linedsf;
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} solver_state;
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/*
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@ -169,21 +168,39 @@ typedef struct solver_state {
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*/
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#define DIFFLIST(A) \
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A(EASY,Easy,e,easy_mode_deductions) \
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A(NORMAL,Normal,n,normal_mode_deductions) \
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A(HARD,Hard,h,hard_mode_deductions)
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#define ENUM(upper,title,lower,fn) DIFF_ ## upper,
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#define TITLE(upper,title,lower,fn) #title,
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#define ENCODE(upper,title,lower,fn) #lower
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#define CONFIG(upper,title,lower,fn) ":" #title
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#define SOLVER_FN_DECL(upper,title,lower,fn) static int fn(solver_state *);
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#define SOLVER_FN(upper,title,lower,fn) &fn,
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A(EASY,Easy,e) \
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A(NORMAL,Normal,n) \
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A(TRICKY,Tricky,t) \
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A(HARD,Hard,h)
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#define ENUM(upper,title,lower) DIFF_ ## upper,
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#define TITLE(upper,title,lower) #title,
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#define ENCODE(upper,title,lower) #lower
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#define CONFIG(upper,title,lower) ":" #title
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enum { DIFFLIST(ENUM) DIFF_MAX };
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static char const *const diffnames[] = { DIFFLIST(TITLE) };
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static char const diffchars[] = DIFFLIST(ENCODE);
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#define DIFFCONFIG DIFFLIST(CONFIG)
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DIFFLIST(SOLVER_FN_DECL)
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static int (*(solver_fns[]))(solver_state *) = { DIFFLIST(SOLVER_FN) };
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/*
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* Solver routines, sorted roughly in order of computational cost.
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* The solver will run the faster deductions first, and slower deductions are
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* only invoked when the faster deductions are unable to make progress.
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* Each function is associated with a difficulty level, so that the generated
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* puzzles are solvable by applying only the functions with the chosen
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* difficulty level or lower.
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*/
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#define SOLVERLIST(A) \
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A(trivial_deductions, DIFF_EASY) \
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A(dline_deductions, DIFF_NORMAL) \
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A(linedsf_deductions, DIFF_HARD) \
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A(loop_deductions, DIFF_EASY)
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#define SOLVER_FN_DECL(fn,diff) static int fn(solver_state *);
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#define SOLVER_FN(fn,diff) &fn,
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#define SOLVER_DIFF(fn,diff) diff,
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SOLVERLIST(SOLVER_FN_DECL)
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static int (*(solver_fns[]))(solver_state *) = { SOLVERLIST(SOLVER_FN) };
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static int const solver_diffs[] = { SOLVERLIST(SOLVER_DIFF) };
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const int NUM_SOLVERS = sizeof(solver_diffs)/sizeof(*solver_diffs);
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struct game_params {
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int w, h;
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@ -218,8 +235,7 @@ struct game_drawstate {
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static char *validate_desc(game_params *params, char *desc);
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static int dot_order(const game_state* state, int i, char line_type);
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static int face_order(const game_state* state, int i, char line_type);
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static solver_state *solve_game_rec(const solver_state *sstate,
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int diff);
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static solver_state *solve_game_rec(const solver_state *sstate);
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#ifdef DEBUG_CACHES
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static void check_caches(const solver_state* sstate);
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@ -333,6 +349,7 @@ static solver_state *new_solver_state(game_state *state, int diff) {
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ret->state = dup_game(state);
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ret->solver_status = SOLVER_INCOMPLETE;
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ret->diff = diff;
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ret->dotdsf = snew_dsf(num_dots);
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ret->looplen = snewn(num_dots, int);
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@ -356,18 +373,16 @@ static solver_state *new_solver_state(game_state *state, int diff) {
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memset(ret->face_no_count, 0, num_faces);
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if (diff < DIFF_NORMAL) {
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ret->normal = NULL;
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ret->dlines = NULL;
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} else {
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ret->normal = snew(normal_mode_state);
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ret->normal->dlines = snewn(2*num_edges, char);
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memset(ret->normal->dlines, 0, 2*num_edges);
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ret->dlines = snewn(2*num_edges, char);
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memset(ret->dlines, 0, 2*num_edges);
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}
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if (diff < DIFF_HARD) {
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ret->hard = NULL;
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ret->linedsf = NULL;
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} else {
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ret->hard = snew(hard_mode_state);
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ret->hard->linedsf = snew_dsf(state->game_grid->num_edges);
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ret->linedsf = snew_dsf(state->game_grid->num_edges);
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}
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return ret;
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@ -385,15 +400,9 @@ static void free_solver_state(solver_state *sstate) {
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sfree(sstate->face_yes_count);
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sfree(sstate->face_no_count);
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if (sstate->normal) {
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sfree(sstate->normal->dlines);
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sfree(sstate->normal);
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}
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if (sstate->hard) {
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sfree(sstate->hard->linedsf);
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sfree(sstate->hard);
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}
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/* OK, because sfree(NULL) is a no-op */
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sfree(sstate->dlines);
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sfree(sstate->linedsf);
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sfree(sstate);
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}
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@ -409,6 +418,7 @@ static solver_state *dup_solver_state(const solver_state *sstate) {
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ret->state = state = dup_game(sstate->state);
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ret->solver_status = sstate->solver_status;
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ret->diff = sstate->diff;
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ret->dotdsf = snewn(num_dots, int);
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ret->looplen = snewn(num_dots, int);
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@ -432,22 +442,20 @@ static solver_state *dup_solver_state(const solver_state *sstate) {
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ret->face_no_count = snewn(num_faces, char);
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memcpy(ret->face_no_count, sstate->face_no_count, num_faces);
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if (sstate->normal) {
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ret->normal = snew(normal_mode_state);
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ret->normal->dlines = snewn(2*num_edges, char);
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memcpy(ret->normal->dlines, sstate->normal->dlines,
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if (sstate->dlines) {
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ret->dlines = snewn(2*num_edges, char);
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memcpy(ret->dlines, sstate->dlines,
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2*num_edges);
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} else {
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ret->normal = NULL;
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ret->dlines = NULL;
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}
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if (sstate->hard) {
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ret->hard = snew(hard_mode_state);
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ret->hard->linedsf = snewn(num_edges, int);
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memcpy(ret->hard->linedsf, sstate->hard->linedsf,
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if (sstate->linedsf) {
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ret->linedsf = snewn(num_edges, int);
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memcpy(ret->linedsf, sstate->linedsf,
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num_edges * sizeof(int));
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} else {
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ret->hard = NULL;
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ret->linedsf = NULL;
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}
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return ret;
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@ -1105,12 +1113,12 @@ static int merge_lines(solver_state *sstate, int i, int j, int inverse
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assert(i < sstate->state->game_grid->num_edges);
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assert(j < sstate->state->game_grid->num_edges);
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i = edsf_canonify(sstate->hard->linedsf, i, &inv_tmp);
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i = edsf_canonify(sstate->linedsf, i, &inv_tmp);
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inverse ^= inv_tmp;
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j = edsf_canonify(sstate->hard->linedsf, j, &inv_tmp);
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j = edsf_canonify(sstate->linedsf, j, &inv_tmp);
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inverse ^= inv_tmp;
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edsf_merge(sstate->hard->linedsf, i, j, inverse);
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edsf_merge(sstate->linedsf, i, j, inverse);
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#ifdef SHOW_WORKING
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if (i != j) {
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@ -1713,7 +1721,7 @@ static int game_has_unique_soln(const game_state *state, int diff)
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solver_state *sstate_new;
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solver_state *sstate = new_solver_state((game_state *)state, diff);
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sstate_new = solve_game_rec(sstate, diff);
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sstate_new = solve_game_rec(sstate);
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assert(sstate_new->solver_status != SOLVER_MISTAKE);
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ret = (sstate_new->solver_status == SOLVER_SOLVED);
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@ -2027,7 +2035,7 @@ static int check_completion(game_state *state)
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* Easy Mode
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* Just implement the rules of the game.
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*
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* Normal Mode
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* Normal and Tricky Modes
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* For each (adjacent) pair of lines through each dot we store a bit for
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* whether at least one of them is on and whether at most one is on. (If we
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* know both or neither is on that's already stored more directly.)
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@ -2164,7 +2172,7 @@ static int dline_set_opp_atleastone(solver_state *sstate,
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continue;
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/* Found opposite UNKNOWNS and they're next to each other */
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opp_dline_index = dline_index_from_dot(g, d, opp);
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return set_atleastone(sstate->normal->dlines, opp_dline_index);
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return set_atleastone(sstate->dlines, opp_dline_index);
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}
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return FALSE;
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}
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@ -2197,8 +2205,8 @@ static int face_setall_identical(solver_state *sstate, int face_index,
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continue;
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/* Found two UNKNOWNS */
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can1 = edsf_canonify(sstate->hard->linedsf, line1_index, &inv1);
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can2 = edsf_canonify(sstate->hard->linedsf, line2_index, &inv2);
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can1 = edsf_canonify(sstate->linedsf, line1_index, &inv1);
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can2 = edsf_canonify(sstate->linedsf, line2_index, &inv2);
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if (can1 == can2 && inv1 == inv2) {
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solver_set_line(sstate, line1_index, line_new);
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solver_set_line(sstate, line2_index, line_new);
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@ -2239,7 +2247,7 @@ static int parity_deductions(solver_state *sstate,
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{
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game_state *state = sstate->state;
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int diff = DIFF_MAX;
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int *linedsf = sstate->hard->linedsf;
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int *linedsf = sstate->linedsf;
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if (unknown_count == 2) {
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/* Lines are known alike/opposite, depending on inv. */
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@ -2338,7 +2346,7 @@ static int parity_deductions(solver_state *sstate,
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* Answer: first all squares then all dots.
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*/
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static int easy_mode_deductions(solver_state *sstate)
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static int trivial_deductions(solver_state *sstate)
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{
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int i, current_yes, current_no;
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game_state *state = sstate->state;
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@ -2433,11 +2441,11 @@ static int easy_mode_deductions(solver_state *sstate)
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return diff;
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}
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static int normal_mode_deductions(solver_state *sstate)
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static int dline_deductions(solver_state *sstate)
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{
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game_state *state = sstate->state;
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grid *g = state->game_grid;
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char *dlines = sstate->normal->dlines;
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char *dlines = sstate->dlines;
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int i;
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int diff = DIFF_MAX;
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@ -2583,29 +2591,34 @@ static int normal_mode_deductions(solver_state *sstate)
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diff = min(diff, DIFF_EASY);
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}
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/* Now see if we can make dline deduction for edges{j,j+1} */
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e = f->edges[k];
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if (state->lines[e - g->edges] != LINE_UNKNOWN)
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/* Only worth doing this for an UNKNOWN,UNKNOWN pair.
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* Dlines where one of the edges is known, are handled in the
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* dot-deductions */
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continue;
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dline_index = dline_index_from_face(g, f, k);
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k++;
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if (k >= N) k = 0;
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/* minimum YESs in the complement of this dline */
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if (mins[k][j] > clue - 2) {
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/* Adding 2 YESs would break the clue */
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if (set_atmostone(dlines, dline_index))
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diff = min(diff, DIFF_NORMAL);
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}
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/* maximum YESs in the complement of this dline */
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if (maxs[k][j] < clue) {
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/* Adding 2 NOs would mean not enough YESs */
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if (set_atleastone(dlines, dline_index))
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diff = min(diff, DIFF_NORMAL);
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/* More advanced deduction that allows propagation along diagonal
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* chains of faces connected by dots, for example, 3-2-...-2-3
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* in square grids. */
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if (sstate->diff >= DIFF_TRICKY) {
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/* Now see if we can make dline deduction for edges{j,j+1} */
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e = f->edges[k];
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if (state->lines[e - g->edges] != LINE_UNKNOWN)
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/* Only worth doing this for an UNKNOWN,UNKNOWN pair.
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* Dlines where one of the edges is known, are handled in the
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* dot-deductions */
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continue;
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dline_index = dline_index_from_face(g, f, k);
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k++;
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if (k >= N) k = 0;
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/* minimum YESs in the complement of this dline */
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if (mins[k][j] > clue - 2) {
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/* Adding 2 YESs would break the clue */
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if (set_atmostone(dlines, dline_index))
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diff = min(diff, DIFF_NORMAL);
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}
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/* maximum YESs in the complement of this dline */
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if (maxs[k][j] < clue) {
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/* Adding 2 NOs would mean not enough YESs */
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if (set_atleastone(dlines, dline_index))
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diff = min(diff, DIFF_NORMAL);
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}
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}
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}
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}
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@ -2699,49 +2712,55 @@ static int normal_mode_deductions(solver_state *sstate)
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}
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}
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/* If we have atleastone set for this dline, infer
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* atmostone for each "opposite" dline (that is, each
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* dline without edges in common with this one).
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* Again, this test is only worth doing if both these
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* lines are UNKNOWN. For if one of these lines were YES,
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* the (yes == 1) test above would kick in instead. */
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if (is_atleastone(dlines, dline_index)) {
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int opp;
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for (opp = 0; opp < N; opp++) {
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int opp_dline_index;
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if (opp == j || opp == j+1 || opp == j-1)
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continue;
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if (j == 0 && opp == N-1)
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continue;
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if (j == N-1 && opp == 0)
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continue;
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opp_dline_index = dline_index_from_dot(g, d, opp);
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if (set_atmostone(dlines, opp_dline_index))
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diff = min(diff, DIFF_NORMAL);
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}
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if (yes == 0 && is_atmostone(dlines, dline_index)) {
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/* This dline has *exactly* one YES and there are no
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* other YESs. This allows more deductions. */
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if (unknown == 3) {
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/* Third unknown must be YES */
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for (opp = 0; opp < N; opp++) {
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int opp_index;
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if (opp == j || opp == k)
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continue;
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opp_index = d->edges[opp] - g->edges;
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if (state->lines[opp_index] == LINE_UNKNOWN) {
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solver_set_line(sstate, opp_index, LINE_YES);
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diff = min(diff, DIFF_EASY);
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}
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}
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} else if (unknown == 4) {
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/* Exactly one of opposite UNKNOWNS is YES. We've
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* already set atmostone, so set atleastone as well.
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*/
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if (dline_set_opp_atleastone(sstate, d, j))
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/* More advanced deduction that allows propagation along diagonal
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* chains of faces connected by dots, for example: 3-2-...-2-3
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* in square grids. */
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if (sstate->diff >= DIFF_TRICKY) {
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/* If we have atleastone set for this dline, infer
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* atmostone for each "opposite" dline (that is, each
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* dline without edges in common with this one).
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* Again, this test is only worth doing if both these
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* lines are UNKNOWN. For if one of these lines were YES,
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* the (yes == 1) test above would kick in instead. */
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if (is_atleastone(dlines, dline_index)) {
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int opp;
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for (opp = 0; opp < N; opp++) {
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int opp_dline_index;
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if (opp == j || opp == j+1 || opp == j-1)
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continue;
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if (j == 0 && opp == N-1)
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continue;
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if (j == N-1 && opp == 0)
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continue;
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opp_dline_index = dline_index_from_dot(g, d, opp);
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if (set_atmostone(dlines, opp_dline_index))
|
||||
diff = min(diff, DIFF_NORMAL);
|
||||
}
|
||||
if (yes == 0 && is_atmostone(dlines, dline_index)) {
|
||||
/* This dline has *exactly* one YES and there are no
|
||||
* other YESs. This allows more deductions. */
|
||||
if (unknown == 3) {
|
||||
/* Third unknown must be YES */
|
||||
for (opp = 0; opp < N; opp++) {
|
||||
int opp_index;
|
||||
if (opp == j || opp == k)
|
||||
continue;
|
||||
opp_index = d->edges[opp] - g->edges;
|
||||
if (state->lines[opp_index] == LINE_UNKNOWN) {
|
||||
solver_set_line(sstate, opp_index,
|
||||
LINE_YES);
|
||||
diff = min(diff, DIFF_EASY);
|
||||
}
|
||||
}
|
||||
} else if (unknown == 4) {
|
||||
/* Exactly one of opposite UNKNOWNS is YES. We've
|
||||
* already set atmostone, so set atleastone as
|
||||
* well.
|
||||
*/
|
||||
if (dline_set_opp_atleastone(sstate, d, j))
|
||||
diff = min(diff, DIFF_NORMAL);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -2749,11 +2768,11 @@ static int normal_mode_deductions(solver_state *sstate)
|
||||
return diff;
|
||||
}
|
||||
|
||||
static int hard_mode_deductions(solver_state *sstate)
|
||||
static int linedsf_deductions(solver_state *sstate)
|
||||
{
|
||||
game_state *state = sstate->state;
|
||||
grid *g = state->game_grid;
|
||||
char *dlines = sstate->normal->dlines;
|
||||
char *dlines = sstate->dlines;
|
||||
int i;
|
||||
int diff = DIFF_MAX;
|
||||
int diff_tmp;
|
||||
@ -2823,8 +2842,8 @@ static int hard_mode_deductions(solver_state *sstate)
|
||||
if (state->lines[line2_index] != LINE_UNKNOWN)
|
||||
continue;
|
||||
/* Infer dline flags from linedsf */
|
||||
can1 = edsf_canonify(sstate->hard->linedsf, line1_index, &inv1);
|
||||
can2 = edsf_canonify(sstate->hard->linedsf, line2_index, &inv2);
|
||||
can1 = edsf_canonify(sstate->linedsf, line1_index, &inv1);
|
||||
can2 = edsf_canonify(sstate->linedsf, line2_index, &inv2);
|
||||
if (can1 == can2 && inv1 != inv2) {
|
||||
/* These are opposites, so set dline atmostone/atleastone */
|
||||
if (set_atmostone(dlines, dline_index))
|
||||
@ -2858,7 +2877,7 @@ static int hard_mode_deductions(solver_state *sstate)
|
||||
for (i = 0; i < g->num_edges; i++) {
|
||||
int can, inv;
|
||||
enum line_state s;
|
||||
can = edsf_canonify(sstate->hard->linedsf, i, &inv);
|
||||
can = edsf_canonify(sstate->linedsf, i, &inv);
|
||||
if (can == i)
|
||||
continue;
|
||||
s = sstate->state->lines[can];
|
||||
@ -3031,52 +3050,59 @@ static int loop_deductions(solver_state *sstate)
|
||||
|
||||
/* This will return a dynamically allocated solver_state containing the (more)
|
||||
* solved grid */
|
||||
static solver_state *solve_game_rec(const solver_state *sstate_start,
|
||||
int diff)
|
||||
static solver_state *solve_game_rec(const solver_state *sstate_start)
|
||||
{
|
||||
solver_state *sstate, *sstate_saved;
|
||||
int solver_progress;
|
||||
game_state *state;
|
||||
solver_state *sstate;
|
||||
|
||||
/* Indicates which solver we should call next. This is a sensible starting
|
||||
* point */
|
||||
int current_solver = DIFF_EASY, next_solver;
|
||||
/* Index of the solver we should call next. */
|
||||
int i = 0;
|
||||
|
||||
/* As a speed-optimisation, we avoid re-running solvers that we know
|
||||
* won't make any progress. This happens when a high-difficulty
|
||||
* solver makes a deduction that can only help other high-difficulty
|
||||
* solvers.
|
||||
* For example: if a new 'dline' flag is set by dline_deductions, the
|
||||
* trivial_deductions solver cannot do anything with this information.
|
||||
* If we've already run the trivial_deductions solver (because it's
|
||||
* earlier in the list), there's no point running it again.
|
||||
*
|
||||
* Therefore: if a solver is earlier in the list than "threshold_index",
|
||||
* we don't bother running it if it's difficulty level is less than
|
||||
* "threshold_diff".
|
||||
*/
|
||||
int threshold_diff = 0;
|
||||
int threshold_index = 0;
|
||||
|
||||
sstate = dup_solver_state(sstate_start);
|
||||
|
||||
/* Cache the values of some variables for readability */
|
||||
state = sstate->state;
|
||||
|
||||
sstate_saved = NULL;
|
||||
|
||||
solver_progress = FALSE;
|
||||
|
||||
check_caches(sstate);
|
||||
|
||||
do {
|
||||
while (i < NUM_SOLVERS) {
|
||||
if (sstate->solver_status == SOLVER_MISTAKE)
|
||||
return sstate;
|
||||
|
||||
next_solver = solver_fns[current_solver](sstate);
|
||||
|
||||
if (next_solver == DIFF_MAX) {
|
||||
if (current_solver < diff && current_solver + 1 < DIFF_MAX) {
|
||||
/* Try next beefier solver */
|
||||
next_solver = current_solver + 1;
|
||||
} else {
|
||||
next_solver = loop_deductions(sstate);
|
||||
}
|
||||
}
|
||||
|
||||
if (sstate->solver_status == SOLVER_SOLVED ||
|
||||
sstate->solver_status == SOLVER_AMBIGUOUS) {
|
||||
/* fprintf(stderr, "Solver completed\n"); */
|
||||
/* solver finished */
|
||||
break;
|
||||
}
|
||||
|
||||
/* Once we've looped over all permitted solvers then the loop
|
||||
* deductions without making any progress, we'll exit this while loop */
|
||||
current_solver = next_solver;
|
||||
} while (current_solver < DIFF_MAX);
|
||||
if ((solver_diffs[i] >= threshold_diff || i >= threshold_index)
|
||||
&& solver_diffs[i] <= sstate->diff) {
|
||||
/* current_solver is eligible, so use it */
|
||||
int next_diff = solver_fns[i](sstate);
|
||||
if (next_diff != DIFF_MAX) {
|
||||
/* solver made progress, so use new thresholds and
|
||||
* start again at top of list. */
|
||||
threshold_diff = next_diff;
|
||||
threshold_index = i;
|
||||
i = 0;
|
||||
continue;
|
||||
}
|
||||
}
|
||||
/* current_solver is ineligible, or failed to make progress, so
|
||||
* go to the next solver in the list */
|
||||
i++;
|
||||
}
|
||||
|
||||
if (sstate->solver_status == SOLVER_SOLVED ||
|
||||
sstate->solver_status == SOLVER_AMBIGUOUS) {
|
||||
@ -3096,7 +3122,7 @@ static char *solve_game(game_state *state, game_state *currstate,
|
||||
solver_state *sstate, *new_sstate;
|
||||
|
||||
sstate = new_solver_state(state, DIFF_MAX);
|
||||
new_sstate = solve_game_rec(sstate, DIFF_MAX);
|
||||
new_sstate = solve_game_rec(sstate);
|
||||
|
||||
if (new_sstate->solver_status == SOLVER_SOLVED) {
|
||||
soln = encode_solve_move(new_sstate->state);
|
||||
@ -3707,7 +3733,7 @@ int main(int argc, char **argv)
|
||||
solver_state *sstate_new;
|
||||
solver_state *sstate = new_solver_state((game_state *)s, diff);
|
||||
|
||||
sstate_new = solve_game_rec(sstate, diff);
|
||||
sstate_new = solve_game_rec(sstate);
|
||||
|
||||
if (sstate_new->solver_status == SOLVER_MISTAKE)
|
||||
ret = 0;
|
||||
@ -3740,7 +3766,7 @@ int main(int argc, char **argv)
|
||||
|
||||
/* If we supported a verbose solver, we'd set verbosity here */
|
||||
|
||||
sstate_new = solve_game_rec(sstate, diff);
|
||||
sstate_new = solve_game_rec(sstate);
|
||||
|
||||
if (sstate_new->solver_status == SOLVER_MISTAKE)
|
||||
printf("Puzzle is inconsistent\n");
|
||||
|
Reference in New Issue
Block a user