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I still don't actually have a solver design, but a recent conversation sent my brain in some more useful directions than I've come up with before, so I might as well at least note it all down.
884 lines
25 KiB
C
884 lines
25 KiB
C
/*
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* Experimental grid generator for Nikoli's `Number Link' puzzle.
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*/
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#include <stdio.h>
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#include <stdlib.h>
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#include <assert.h>
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#include "puzzles.h"
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/*
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* 2005-07-08: This is currently a Path grid generator which will
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* construct valid grids at a plausible speed. However, the grids
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* are not of suitable quality to be used directly as puzzles.
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*
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* The basic strategy is to start with an empty grid, and
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* repeatedly either (a) add a new path to it, or (b) extend one
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* end of a path by one square in some direction and push other
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* paths into new shapes in the process. The effect of this is that
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* we are able to construct a set of paths which between them fill
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* the entire grid.
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*
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* Quality issues: if we set the main loop to do (a) where possible
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* and (b) only where necessary, we end up with a grid containing a
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* few too many small paths, which therefore doesn't make for an
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* interesting puzzle. If we reverse the priority so that we do (b)
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* where possible and (a) only where necessary, we end up with some
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* staggeringly interwoven grids with very very few separate paths,
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* but the result of this is that there's invariably a solution
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* other than the intended one which leaves many grid squares
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* unfilled. There's also a separate problem which is that many
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* grids have really boring and obvious paths in them, such as the
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* entire bottom row of the grid being taken up by a single path.
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*
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* It's not impossible that a few tweaks might eliminate or reduce
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* the incidence of boring paths, and might also find a happy
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* medium between too many and too few. There remains the question
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* of unique solutions, however. I fear there is no alternative but
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* to write - somehow! - a solver.
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*
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* While I'm here, some notes on UI strategy for the parts of the
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* puzzle implementation that _aren't_ the generator:
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*
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* - data model is to track connections between adjacent squares,
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* so that you aren't limited to extending a path out from each
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* number but can also mark sections of path which you know
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* _will_ come in handy later.
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*
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* - user interface is to click in one square and drag to an
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* adjacent one, thus creating a link between them. We can
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* probably tolerate rapid mouse motion causing a drag directly
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* to a square which is a rook move away, but any other rapid
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* motion is ambiguous and probably the best option is to wait
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* until the mouse returns to a square we know how to reach.
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*
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* - a drag causing the current path to backtrack has the effect
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* of removing bits of it.
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*
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* - the UI should enforce at all times the constraint that at
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* most two links can come into any square.
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*
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* - my Cunning Plan for actually implementing this: the game_ui
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* contains a grid-sized array, which is copied from the current
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* game_state on starting a drag. While a drag is active, the
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* contents of the game_ui is adjusted with every mouse motion,
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* and is displayed _in place_ of the game_state itself. On
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* termination of a drag, the game_ui array is copied back into
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* the new game_state (or rather, a string move is encoded which
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* has precisely the set of link changes to cause that effect).
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*/
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/*
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* 2020-05-11: some thoughts on a solver.
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*
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* Consider this example puzzle, from Wikipedia:
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*
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* ---4---
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* -3--25-
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* ---31--
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* ---5---
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* -------
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* --1----
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* 2---4--
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*
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* The kind of deduction that a human wants to make here is: which way
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* does the path between the 4s go? In particular, does it go round
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* the left of the W-shaped cluster of endpoints, or round the right
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* of it? It's clear at a glance that it must go to the right, because
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* _any_ path between the 4s that goes to the left of that cluster, no
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* matter what detailed direction it takes, will disconnect the
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* remaining grid squares into two components, with the two 2s not in
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* the same component. So we immediately know that the path between
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* the 4s _must_ go round the right-hand side of the grid.
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*
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* How do you model that global and topological reasoning in a
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* computer?
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*
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* The most plausible idea I've seen so far is to use fundamental
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* groups. The fundamental group of loops based at a given point in a
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* space is a free group, under loop concatenation and up to homotopy,
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* generated by the loops that go in each direction around each hole
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* in the space. In this case, the 'holes' are clues, or connected
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* groups of clues.
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*
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* So you might be able to enumerate all the homotopy classes of paths
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* between (say) the two 4s as follows. Start with any old path
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* between them (say, find the first one that breadth-first search
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* will give you). Choose one of the 4s to regard as the base point
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* (arbitrarily). Then breadth-first search among the space of _paths_
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* by the following procedure. Given a candidate path, append to it
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* each of the possible loops that starts from the base point,
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* circumnavigates one clue cluster, and returns to the base point.
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* The result will typically be a path that retraces its steps and
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* self-intersects. Now adjust it homotopically so that it doesn't. If
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* that can't be done, then we haven't generated a fresh candidate
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* path; if it can, then we've got a new path that is not homotopic to
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* any path we already had, so add it to our list and queue it up to
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* become the starting point of this search later.
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*
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* The idea is that this should exhaustively enumerate, up to
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* homotopy, the different ways in which the two 4s can connect to
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* each other within the constraint that you have to actually fit the
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* path non-self-intersectingly into this grid. Then you can keep a
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* list of those homotopy classes in mind, and start ruling them out
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* by techniques like the connectivity approach described above.
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* Hopefully you end up narrowing down to few enough homotopy classes
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* that you can deduce something concrete about actual squares of the
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* grid - for example, here, that if the path between 4s has to go
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* round the right, then we know some specific squares it must go
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* through, so we can fill those in. And then, having filled in a
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* piece of the middle of a path, you can now regard connecting the
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* ultimate endpoints to that mid-section as two separate subproblems,
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* so you've reduced to a simpler instance of the same puzzle.
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*
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* But I don't know whether all of this actually works. I more or less
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* believe the process for enumerating elements of the free group; but
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* I'm not as confident that when you find a group element that won't
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* fit in the grid, you'll never have to consider its descendants in
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* the BFS either. And I'm assuming that 'unwind the self-intersection
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* homotopically' is a thing that can actually be turned into a
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* sensible algorithm.
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*
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* --------
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*
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* Another thing that might be needed is to characterise _which_
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* homotopy class a given path is in.
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*
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* For this I think it's sufficient to choose a collection of paths
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* along the _edges_ of the square grid, each of which connects two of
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* the holes in the grid (including the grid exterior, which counts as
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* a huge hole), such that they form a spanning tree between the
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* holes. Then assign each of those paths an orientation, so that
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* crossing it in one direction counts as 'positive' and the other
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* 'negative'. Now analyse a candidate path from one square to another
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* by following it and noting down which of those paths it crosses in
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* which direction, then simplifying the result like a free group word
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* (i.e. adjacent + and - crossings of the same path cancel out).
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*
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* --------
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*
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* If we choose those paths to be of minimal length, then we can get
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* an upper bound on the number of homotopy classes by observing that
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* you can't traverse any of those barriers more times than will fit
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* non-self-intersectingly in the grid. That might be an alternative
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* method of bounding the search through the fundamental group to only
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* finitely many possibilities.
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*/
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/*
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* Standard notation for directions.
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*/
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#define L 0
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#define U 1
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#define R 2
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#define D 3
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#define DX(dir) ( (dir)==L ? -1 : (dir)==R ? +1 : 0)
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#define DY(dir) ( (dir)==U ? -1 : (dir)==D ? +1 : 0)
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/*
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* Perform a breadth-first search over a grid of squares with the
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* colour of square (X,Y) given by grid[Y*w+X]. The search begins
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* at (x,y), and finds all squares which are the same colour as
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* (x,y) and reachable from it by orthogonal moves. On return:
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* - dist[Y*w+X] gives the distance of (X,Y) from (x,y), or -1 if
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* unreachable or a different colour
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* - the returned value is the number of reachable squares,
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* including (x,y) itself
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* - list[0] up to list[returned value - 1] list those squares, in
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* increasing order of distance from (x,y) (and in arbitrary
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* order within that).
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*/
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static int bfs(int w, int h, int *grid, int x, int y, int *dist, int *list)
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{
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int i, j, c, listsize, listdone;
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/*
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* Start by clearing the output arrays.
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*/
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for (i = 0; i < w*h; i++)
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dist[i] = list[i] = -1;
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/*
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* Set up the initial list.
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*/
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listsize = 1;
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listdone = 0;
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list[0] = y*w+x;
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dist[y*w+x] = 0;
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c = grid[y*w+x];
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/*
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* Repeatedly process a square and add any extra squares to the
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* end of list.
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*/
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while (listdone < listsize) {
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i = list[listdone++];
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y = i / w;
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x = i % w;
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for (j = 0; j < 4; j++) {
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int xx, yy, ii;
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xx = x + DX(j);
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yy = y + DY(j);
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ii = yy*w+xx;
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if (xx >= 0 && xx < w && yy >= 0 && yy < h &&
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grid[ii] == c && dist[ii] == -1) {
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dist[ii] = dist[i] + 1;
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assert(listsize < w*h);
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list[listsize++] = ii;
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}
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}
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}
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return listsize;
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}
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struct genctx {
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int w, h;
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int *grid, *sparegrid, *sparegrid2, *sparegrid3;
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int *dist, *list;
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int npaths, pathsize;
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int *pathends, *sparepathends; /* 2*npaths entries */
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int *pathspare; /* npaths entries */
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int *extends; /* 8*npaths entries */
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};
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static struct genctx *new_genctx(int w, int h)
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{
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struct genctx *ctx = snew(struct genctx);
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ctx->w = w;
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ctx->h = h;
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ctx->grid = snewn(w * h, int);
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ctx->sparegrid = snewn(w * h, int);
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ctx->sparegrid2 = snewn(w * h, int);
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ctx->sparegrid3 = snewn(w * h, int);
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ctx->dist = snewn(w * h, int);
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ctx->list = snewn(w * h, int);
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ctx->npaths = ctx->pathsize = 0;
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ctx->pathends = ctx->sparepathends = ctx->pathspare = ctx->extends = NULL;
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return ctx;
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}
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static void free_genctx(struct genctx *ctx)
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{
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sfree(ctx->grid);
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sfree(ctx->sparegrid);
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sfree(ctx->sparegrid2);
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sfree(ctx->sparegrid3);
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sfree(ctx->dist);
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sfree(ctx->list);
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sfree(ctx->pathends);
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sfree(ctx->sparepathends);
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sfree(ctx->pathspare);
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sfree(ctx->extends);
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}
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static int newpath(struct genctx *ctx)
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{
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int n;
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n = ctx->npaths++;
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if (ctx->npaths > ctx->pathsize) {
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ctx->pathsize += 16;
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ctx->pathends = sresize(ctx->pathends, ctx->pathsize*2, int);
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ctx->sparepathends = sresize(ctx->sparepathends, ctx->pathsize*2, int);
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ctx->pathspare = sresize(ctx->pathspare, ctx->pathsize, int);
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ctx->extends = sresize(ctx->extends, ctx->pathsize*8, int);
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}
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return n;
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}
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static int is_endpoint(struct genctx *ctx, int x, int y)
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{
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int w = ctx->w, h = ctx->h, c;
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assert(x >= 0 && x < w && y >= 0 && y < h);
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c = ctx->grid[y*w+x];
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if (c < 0)
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return false; /* empty square is not an endpoint! */
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assert(c >= 0 && c < ctx->npaths);
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if (ctx->pathends[c*2] == y*w+x || ctx->pathends[c*2+1] == y*w+x)
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return true;
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return false;
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}
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/*
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* Tries to extend a path by one square in the given direction,
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* pushing other paths around if necessary. Returns true on success
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* or false on failure.
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*/
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static int extend_path(struct genctx *ctx, int path, int end, int direction)
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{
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int w = ctx->w, h = ctx->h;
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int x, y, xe, ye, cut;
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int i, j, jp, n, first, last;
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assert(path >= 0 && path < ctx->npaths);
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assert(end == 0 || end == 1);
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/*
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* Find the endpoint of the path and the point we plan to
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* extend it into.
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*/
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y = ctx->pathends[path * 2 + end] / w;
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x = ctx->pathends[path * 2 + end] % w;
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assert(x >= 0 && x < w && y >= 0 && y < h);
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xe = x + DX(direction);
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ye = y + DY(direction);
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if (xe < 0 || xe >= w || ye < 0 || ye >= h)
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return false; /* could not extend in this direction */
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/*
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* We don't extend paths _directly_ into endpoints of other
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* paths, although we don't mind too much if a knock-on effect
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* of an extension is to push part of another path into a third
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* path's endpoint.
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*/
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if (is_endpoint(ctx, xe, ye))
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return false;
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/*
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* We can't extend a path back the way it came.
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*/
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if (ctx->grid[ye*w+xe] == path)
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return false;
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/*
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* Paths may not double back on themselves. Check if the new
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* point is adjacent to any point of this path other than (x,y).
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*/
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for (j = 0; j < 4; j++) {
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int xf, yf;
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xf = xe + DX(j);
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yf = ye + DY(j);
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if (xf >= 0 && xf < w && yf >= 0 && yf < h &&
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(xf != x || yf != y) && ctx->grid[yf*w+xf] == path)
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return false;
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}
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/*
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* Now we're convinced it's valid to _attempt_ the extension.
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* It may still fail if we run out of space to push other paths
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* into.
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*
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* So now we can set up our temporary data structures. We will
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* need:
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*
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* - a spare copy of the grid on which to gradually move paths
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* around (sparegrid)
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*
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* - a second spare copy with which to remember how paths
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* looked just before being cut (sparegrid2). FIXME: is
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* sparegrid2 necessary? right now it's never different from
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* grid itself
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*
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* - a third spare copy with which to do the internal
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* calculations involved in reconstituting a cut path
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* (sparegrid3)
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*
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* - something to track which paths currently need
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* reconstituting after being cut, and which have already
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* been cut (pathspare)
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*
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* - a spare copy of pathends to store the altered states in
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* (sparepathends)
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*/
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memcpy(ctx->sparegrid, ctx->grid, w*h*sizeof(int));
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memcpy(ctx->sparegrid2, ctx->grid, w*h*sizeof(int));
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memcpy(ctx->sparepathends, ctx->pathends, ctx->npaths*2*sizeof(int));
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for (i = 0; i < ctx->npaths; i++)
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ctx->pathspare[i] = 0; /* 0=untouched, 1=broken, 2=fixed */
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/*
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* Working in sparegrid, actually extend the path. If it cuts
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* another, begin a loop in which we restore any cut path by
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* moving it out of the way.
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*/
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cut = ctx->sparegrid[ye*w+xe];
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ctx->sparegrid[ye*w+xe] = path;
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ctx->sparepathends[path*2+end] = ye*w+xe;
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ctx->pathspare[path] = 2; /* this one is sacrosanct */
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if (cut >= 0) {
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assert(cut >= 0 && cut < ctx->npaths);
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ctx->pathspare[cut] = 1; /* broken */
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while (1) {
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for (i = 0; i < ctx->npaths; i++)
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if (ctx->pathspare[i] == 1)
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break;
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if (i == ctx->npaths)
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break; /* we're done */
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/*
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* Path i needs restoring. So walk along its original
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* track (as given in sparegrid2) and see where it's
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* been cut. Where it has, surround the cut points in
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* the same colour, without overwriting already-fixed
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* paths.
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*/
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memcpy(ctx->sparegrid3, ctx->sparegrid, w*h*sizeof(int));
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n = bfs(w, h, ctx->sparegrid2,
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ctx->pathends[i*2] % w, ctx->pathends[i*2] / w,
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ctx->dist, ctx->list);
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first = last = -1;
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if (ctx->sparegrid3[ctx->pathends[i*2]] != i ||
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ctx->sparegrid3[ctx->pathends[i*2+1]] != i) return false;/* FIXME */
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for (j = 0; j < n; j++) {
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jp = ctx->list[j];
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assert(ctx->dist[jp] == j);
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assert(ctx->sparegrid2[jp] == i);
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/*
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* Wipe out the original path in sparegrid.
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*/
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if (ctx->sparegrid[jp] == i)
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ctx->sparegrid[jp] = -1;
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/*
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* Be prepared to shorten the path at either end if
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* the endpoints have been stomped on.
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*/
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if (ctx->sparegrid3[jp] == i) {
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if (first < 0)
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first = jp;
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last = jp;
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}
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if (ctx->sparegrid3[jp] != i) {
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int jx = jp % w, jy = jp / w;
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int dx, dy;
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for (dy = -1; dy <= +1; dy++)
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for (dx = -1; dx <= +1; dx++) {
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int newp, newv;
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if (!dy && !dx)
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continue; /* central square */
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if (jx+dx < 0 || jx+dx >= w ||
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jy+dy < 0 || jy+dy >= h)
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continue; /* out of range */
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newp = (jy+dy)*w+(jx+dx);
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newv = ctx->sparegrid3[newp];
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if (newv >= 0 && (newv == i ||
|
|
ctx->pathspare[newv] == 2))
|
|
continue; /* can't use this square */
|
|
ctx->sparegrid3[newp] = i;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (first < 0 || last < 0)
|
|
return false; /* path is completely wiped out! */
|
|
|
|
/*
|
|
* Now we've covered sparegrid3 in possible squares for
|
|
* the new layout of path i. Find the actual layout
|
|
* we're going to use by bfs: we want the shortest path
|
|
* from one endpoint to the other.
|
|
*/
|
|
n = bfs(w, h, ctx->sparegrid3, first % w, first / w,
|
|
ctx->dist, ctx->list);
|
|
if (ctx->dist[last] < 2) {
|
|
/*
|
|
* Either there is no way to get between the path's
|
|
* endpoints, or the remaining endpoints simply
|
|
* aren't far enough apart to make the path viable
|
|
* any more. This means the entire push operation
|
|
* has failed.
|
|
*/
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
* Write the new path into sparegrid. Also save the new
|
|
* endpoint locations, in case they've changed.
|
|
*/
|
|
jp = last;
|
|
j = ctx->dist[jp];
|
|
while (1) {
|
|
int d;
|
|
|
|
if (ctx->sparegrid[jp] >= 0) {
|
|
if (ctx->pathspare[ctx->sparegrid[jp]] == 2)
|
|
return false; /* somehow we've hit a fixed path */
|
|
ctx->pathspare[ctx->sparegrid[jp]] = 1; /* broken */
|
|
}
|
|
ctx->sparegrid[jp] = i;
|
|
|
|
if (j == 0)
|
|
break;
|
|
|
|
/*
|
|
* Now look at the neighbours of jp to find one
|
|
* which has dist[] one less.
|
|
*/
|
|
for (d = 0; d < 4; d++) {
|
|
int jx = (jp % w) + DX(d), jy = (jp / w) + DY(d);
|
|
if (jx >= 0 && jx < w && jy >= 0 && jy < w &&
|
|
ctx->dist[jy*w+jx] == j-1) {
|
|
jp = jy*w+jx;
|
|
j--;
|
|
break;
|
|
}
|
|
}
|
|
assert(d < 4);
|
|
}
|
|
|
|
ctx->sparepathends[i*2] = first;
|
|
ctx->sparepathends[i*2+1] = last;
|
|
//printf("new ends of path %d: %d,%d\n", i, first, last);
|
|
ctx->pathspare[i] = 2; /* fixed */
|
|
}
|
|
}
|
|
|
|
/*
|
|
* If we got here, the extension was successful!
|
|
*/
|
|
memcpy(ctx->grid, ctx->sparegrid, w*h*sizeof(int));
|
|
memcpy(ctx->pathends, ctx->sparepathends, ctx->npaths*2*sizeof(int));
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
* Tries to add a new path to the grid.
|
|
*/
|
|
static int add_path(struct genctx *ctx, random_state *rs)
|
|
{
|
|
int w = ctx->w, h = ctx->h;
|
|
int i, ii, n;
|
|
|
|
/*
|
|
* Our strategy is:
|
|
* - randomly choose an empty square in the grid
|
|
* - do a BFS from that point to find a long path starting
|
|
* from it
|
|
* - if we run out of viable empty squares, return failure.
|
|
*/
|
|
|
|
/*
|
|
* Use `sparegrid' to collect a list of empty squares.
|
|
*/
|
|
n = 0;
|
|
for (i = 0; i < w*h; i++)
|
|
if (ctx->grid[i] == -1)
|
|
ctx->sparegrid[n++] = i;
|
|
|
|
/*
|
|
* Shuffle the grid.
|
|
*/
|
|
for (i = n; i-- > 1 ;) {
|
|
int k = random_upto(rs, i+1);
|
|
if (k != i) {
|
|
int t = ctx->sparegrid[i];
|
|
ctx->sparegrid[i] = ctx->sparegrid[k];
|
|
ctx->sparegrid[k] = t;
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Loop over it trying to add paths. This looks like a
|
|
* horrifying N^4 algorithm (that is, (w*h)^2), but I predict
|
|
* that in fact the worst case will very rarely arise because
|
|
* when there's lots of grid space an attempt will succeed very
|
|
* quickly.
|
|
*/
|
|
for (ii = 0; ii < n; ii++) {
|
|
int i = ctx->sparegrid[ii];
|
|
int y = i / w, x = i % w, nsq;
|
|
int r, c, j;
|
|
|
|
/*
|
|
* BFS from here to find long paths.
|
|
*/
|
|
nsq = bfs(w, h, ctx->grid, x, y, ctx->dist, ctx->list);
|
|
|
|
/*
|
|
* If there aren't any long enough, give up immediately.
|
|
*/
|
|
assert(nsq > 0); /* must be the start square at least! */
|
|
if (ctx->dist[ctx->list[nsq-1]] < 3)
|
|
continue;
|
|
|
|
/*
|
|
* Find the first viable endpoint in ctx->list (i.e. the
|
|
* first point with distance at least three). I could
|
|
* binary-search for this, but that would be O(log N)
|
|
* whereas in fact I can get a constant time bound by just
|
|
* searching up from the start - after all, there can be at
|
|
* most 13 points at _less_ than distance 3 from the
|
|
* starting one!
|
|
*/
|
|
for (j = 0; j < nsq; j++)
|
|
if (ctx->dist[ctx->list[j]] >= 3)
|
|
break;
|
|
assert(j < nsq); /* we tested above that there was one */
|
|
|
|
/*
|
|
* Now we know that any element of `list' between j and nsq
|
|
* would be valid in principle. However, we want a few long
|
|
* paths rather than many small ones, so select only those
|
|
* elements which are either the maximum length or one
|
|
* below it.
|
|
*/
|
|
while (ctx->dist[ctx->list[j]] + 1 < ctx->dist[ctx->list[nsq-1]])
|
|
j++;
|
|
r = j + random_upto(rs, nsq - j);
|
|
j = ctx->list[r];
|
|
|
|
/*
|
|
* And that's our endpoint. Mark the new path on the grid.
|
|
*/
|
|
c = newpath(ctx);
|
|
ctx->pathends[c*2] = i;
|
|
ctx->pathends[c*2+1] = j;
|
|
ctx->grid[j] = c;
|
|
while (j != i) {
|
|
int d, np, index, pts[4];
|
|
np = 0;
|
|
for (d = 0; d < 4; d++) {
|
|
int xn = (j % w) + DX(d), yn = (j / w) + DY(d);
|
|
if (xn >= 0 && xn < w && yn >= 0 && yn < w &&
|
|
ctx->dist[yn*w+xn] == ctx->dist[j] - 1)
|
|
pts[np++] = yn*w+xn;
|
|
}
|
|
if (np > 1)
|
|
index = random_upto(rs, np);
|
|
else
|
|
index = 0;
|
|
j = pts[index];
|
|
ctx->grid[j] = c;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
* The main grid generation loop.
|
|
*/
|
|
static void gridgen_mainloop(struct genctx *ctx, random_state *rs)
|
|
{
|
|
int w = ctx->w, h = ctx->h;
|
|
int i, n;
|
|
|
|
/*
|
|
* The generation algorithm doesn't always converge. Loop round
|
|
* until it does.
|
|
*/
|
|
while (1) {
|
|
for (i = 0; i < w*h; i++)
|
|
ctx->grid[i] = -1;
|
|
ctx->npaths = 0;
|
|
|
|
while (1) {
|
|
/*
|
|
* See if the grid is full.
|
|
*/
|
|
for (i = 0; i < w*h; i++)
|
|
if (ctx->grid[i] < 0)
|
|
break;
|
|
if (i == w*h)
|
|
return;
|
|
|
|
#ifdef GENERATION_DIAGNOSTICS
|
|
{
|
|
int x, y;
|
|
for (y = 0; y < h; y++) {
|
|
printf("|");
|
|
for (x = 0; x < w; x++) {
|
|
if (ctx->grid[y*w+x] >= 0)
|
|
printf("%2d", ctx->grid[y*w+x]);
|
|
else
|
|
printf(" .");
|
|
}
|
|
printf(" |\n");
|
|
}
|
|
}
|
|
#endif
|
|
/*
|
|
* Try adding a path.
|
|
*/
|
|
if (add_path(ctx, rs)) {
|
|
#ifdef GENERATION_DIAGNOSTICS
|
|
printf("added path\n");
|
|
#endif
|
|
continue;
|
|
}
|
|
|
|
/*
|
|
* Try extending a path. First list all the possible
|
|
* extensions.
|
|
*/
|
|
for (i = 0; i < ctx->npaths * 8; i++)
|
|
ctx->extends[i] = i;
|
|
n = i;
|
|
|
|
/*
|
|
* Then shuffle the list.
|
|
*/
|
|
for (i = n; i-- > 1 ;) {
|
|
int k = random_upto(rs, i+1);
|
|
if (k != i) {
|
|
int t = ctx->extends[i];
|
|
ctx->extends[i] = ctx->extends[k];
|
|
ctx->extends[k] = t;
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Now try each one in turn until one works.
|
|
*/
|
|
for (i = 0; i < n; i++) {
|
|
int p, d, e;
|
|
p = ctx->extends[i];
|
|
d = p % 4;
|
|
p /= 4;
|
|
e = p % 2;
|
|
p /= 2;
|
|
|
|
#ifdef GENERATION_DIAGNOSTICS
|
|
printf("trying to extend path %d end %d (%d,%d) in dir %d\n", p, e,
|
|
ctx->pathends[p*2+e] % w,
|
|
ctx->pathends[p*2+e] / w, d);
|
|
#endif
|
|
if (extend_path(ctx, p, e, d)) {
|
|
#ifdef GENERATION_DIAGNOSTICS
|
|
printf("extended path %d end %d (%d,%d) in dir %d\n", p, e,
|
|
ctx->pathends[p*2+e] % w,
|
|
ctx->pathends[p*2+e] / w, d);
|
|
#endif
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (i < n)
|
|
continue;
|
|
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Wrapper function which deals with the boring bits such as
|
|
* removing the solution from the generated grid, shuffling the
|
|
* numeric labels and creating/disposing of the context structure.
|
|
*/
|
|
static int *gridgen(int w, int h, random_state *rs)
|
|
{
|
|
struct genctx *ctx;
|
|
int *ret;
|
|
int i;
|
|
|
|
ctx = new_genctx(w, h);
|
|
|
|
gridgen_mainloop(ctx, rs);
|
|
|
|
/*
|
|
* There is likely to be an ordering bias in the numbers
|
|
* (longer paths on lower numbers due to there having been more
|
|
* grid space when laying them down). So we must shuffle the
|
|
* numbers. We use ctx->pathspare for this.
|
|
*
|
|
* This is also as good a time as any to shift to numbering
|
|
* from 1, for display to the user.
|
|
*/
|
|
for (i = 0; i < ctx->npaths; i++)
|
|
ctx->pathspare[i] = i+1;
|
|
for (i = ctx->npaths; i-- > 1 ;) {
|
|
int k = random_upto(rs, i+1);
|
|
if (k != i) {
|
|
int t = ctx->pathspare[i];
|
|
ctx->pathspare[i] = ctx->pathspare[k];
|
|
ctx->pathspare[k] = t;
|
|
}
|
|
}
|
|
|
|
/* FIXME: remove this at some point! */
|
|
{
|
|
int y, x;
|
|
for (y = 0; y < h; y++) {
|
|
printf("|");
|
|
for (x = 0; x < w; x++) {
|
|
assert(ctx->grid[y*w+x] >= 0);
|
|
printf("%2d", ctx->pathspare[ctx->grid[y*w+x]]);
|
|
}
|
|
printf(" |\n");
|
|
}
|
|
printf("\n");
|
|
}
|
|
|
|
/*
|
|
* Clear the grid, and write in just the endpoints.
|
|
*/
|
|
for (i = 0; i < w*h; i++)
|
|
ctx->grid[i] = 0;
|
|
for (i = 0; i < ctx->npaths; i++) {
|
|
ctx->grid[ctx->pathends[i*2]] =
|
|
ctx->grid[ctx->pathends[i*2+1]] = ctx->pathspare[i];
|
|
}
|
|
|
|
ret = ctx->grid;
|
|
ctx->grid = NULL;
|
|
|
|
free_genctx(ctx);
|
|
|
|
return ret;
|
|
}
|
|
|
|
#ifdef TEST_GEN
|
|
|
|
#define TEST_GENERAL
|
|
|
|
int main(void)
|
|
{
|
|
int w = 10, h = 8;
|
|
random_state *rs = random_init("12345", 5);
|
|
int x, y, i, *grid;
|
|
|
|
for (i = 0; i < 10; i++) {
|
|
grid = gridgen(w, h, rs);
|
|
|
|
for (y = 0; y < h; y++) {
|
|
printf("|");
|
|
for (x = 0; x < w; x++) {
|
|
if (grid[y*w+x] > 0)
|
|
printf("%2d", grid[y*w+x]);
|
|
else
|
|
printf(" .");
|
|
}
|
|
printf(" |\n");
|
|
}
|
|
printf("\n");
|
|
|
|
sfree(grid);
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
#endif
|
|
|
|
#ifdef TEST_GENERAL
|
|
#include <stdarg.h>
|
|
|
|
void fatal(const char *fmt, ...)
|
|
{
|
|
va_list ap;
|
|
|
|
fprintf(stderr, "fatal error: ");
|
|
|
|
va_start(ap, fmt);
|
|
vfprintf(stderr, fmt, ap);
|
|
va_end(ap);
|
|
|
|
fprintf(stderr, "\n");
|
|
exit(1);
|
|
}
|
|
#endif
|