X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/fb86a8e006a25ad515f2a506528edb617f136cec..95568cbba202f550265c42840fd47401736fb442:/bridges.c diff --git a/bridges.c b/bridges.c index 8f8ff75..a5eef25 100644 --- a/bridges.c +++ b/bridges.c @@ -3,7 +3,68 @@ * * Things still to do: * - * * write a recursive solver? + * - The solver's algorithmic design is not really ideal. It makes + * use of the same data representation as gameplay uses, which + * often looks like a tempting reuse of code but isn't always a + * good idea. In this case, it's unpleasant that each edge of the + * graph ends up represented as multiple squares on a grid, with + * flags indicating when edges and non-edges cross; that's useful + * when the result can be directly translated into positions of + * graphics on the display, but in purely internal work it makes + * even simple manipulations during solving more painful than they + * should be, and complex ones have no choice but to modify the + * data structures temporarily, test things, and put them back. I + * envisage a complete solver rewrite along the following lines: + * + We have a collection of vertices (islands) and edges + * (potential bridge locations, i.e. pairs of horizontal or + * vertical islands with no other island in between). + * + Each edge has an associated list of edges that cross it, and + * hence with which it is mutually exclusive. + * + For each edge, we track the min and max number of bridges we + * currently think possible. + * + For each vertex, we track the number of _liberties_ it has, + * i.e. its clue number minus the min bridge count for each edge + * out of it. + * + We also maintain a dsf that identifies sets of vertices which + * are connected components of the puzzle so far, and for each + * equivalence class we track the total number of liberties for + * that component. (The dsf mechanism will also already track + * the size of each component, i.e. number of islands.) + * + So incrementing the min for an edge requires processing along + * the lines of: + * - set the max for all edges crossing that one to zero + * - decrement the liberty count for the vertex at each end, + * and also for each vertex's equivalence class (NB they may + * be the same class) + * - unify the two equivalence classes if they're not already, + * and if so, set the liberty count for the new class to be + * the sum of the previous two. + * + Decrementing the max is much easier, however. + * + With this data structure the really fiddly stuff in stage3() + * becomes more or less trivial, because it's now a quick job to + * find out whether an island would form an isolated subgraph if + * connected to a given subset of its neighbours: + * - identify the connected components containing the test + * vertex and its putative new neighbours (but be careful not + * to count a component more than once if two or more of the + * vertices involved are already in the same one) + * - find the sum of those components' liberty counts, and also + * the total number of islands involved + * - if the total liberty count of the connected components is + * exactly equal to twice the number of edges we'd be adding + * (of course each edge destroys two liberties, one at each + * end) then these components would become a subgraph with + * zero liberties if connected together. + * - therefore, if that subgraph also contains fewer than the + * total number of islands, it's disallowed. + * - As mentioned in stage3(), once we've identified such a + * disallowed pattern, we have two choices for what to do + * with it: if the candidate set of neighbours has size 1 we + * can reduce the max for the edge to that one neighbour, + * whereas if its complement has size 1 we can increase the + * min for the edge to the _omitted_ neighbour. + * + * - write a recursive solver? */ #include @@ -879,6 +940,7 @@ static void map_update_possibles(game_state *state) idx = x; s = e = -1; bl = 0; + maxb = state->params.maxb; /* placate optimiser */ /* Unset possible flags until we find an island. */ for (y = 0; y < state->h; y++) { is_s = IDX(state, gridi, idx); @@ -924,6 +986,7 @@ static void map_update_possibles(game_state *state) idx = y*w; s = e = -1; bl = 0; + maxb = state->params.maxb; /* placate optimiser */ for (x = 0; x < state->w; x++) { is_s = IDX(state, gridi, idx); if (is_s) { @@ -1401,7 +1464,7 @@ static int solve_island_stage2(struct island *is, int *didsth_r) return 1; } -static int solve_island_subgroup(struct island *is, int direction, int n) +static int solve_island_subgroup(struct island *is, int direction) { struct island *is_join; int nislands, *dsf = is->state->solver->dsf; @@ -1410,7 +1473,7 @@ static int solve_island_subgroup(struct island *is, int direction, int n) debug(("..checking subgroups.\n")); /* if is isn't full, return 0. */ - if (n < is->count) { + if (island_countbridges(is) < is->count) { debug(("...orig island (%d,%d) not full.\n", is->x, is->y)); return 0; } @@ -1436,7 +1499,7 @@ static int solve_island_subgroup(struct island *is, int direction, int n) /* we have a full subgroup that isn't the whole set. * This isn't allowed. */ debug(("island at (%d,%d) makes full subgroup, disallowing.\n", - is->x, is->y, n)); + is->x, is->y)); return 1; } else { debug(("...has finished puzzle.\n")); @@ -1475,10 +1538,6 @@ static int solve_island_stage3(struct island *is, int *didsth_r) if (missing <= 0) return 1; for (i = 0; i < is->adj.npoints; i++) { - /* We only do right- or down-pointing bridges. */ - if (is->adj.points[i].dx == -1 || - is->adj.points[i].dy == -1) continue; - x = is->adj.points[i].x; y = is->adj.points[i].y; spc = island_adjspace(is, 1, missing, i); @@ -1499,7 +1558,7 @@ static int solve_island_stage3(struct island *is, int *didsth_r) solve_join(is, i, n, 0); map_update_possibles(is->state); - if (solve_island_subgroup(is, i, n) || + if (solve_island_subgroup(is, i) || solve_island_impossible(is->state)) { maxb = n-1; debug(("island at (%d,%d) d(%d,%d) new max of %d bridges:\n", @@ -1589,7 +1648,7 @@ static int solve_island_stage3(struct island *is, int *didsth_r) } map_update_possibles(is->state); - if (solve_island_subgroup(is, -1, n)) + if (solve_island_subgroup(is, -1)) got = 1; for (j = 0; j < is->adj.npoints; j++) @@ -2098,8 +2157,8 @@ struct game_drawstate { int show_hints; }; -static char *update_drag_dst(game_state *state, game_ui *ui, game_drawstate *ds, - int nx, int ny) +static char *update_drag_dst(game_state *state, game_ui *ui, + const game_drawstate *ds, int nx, int ny) { int ox, oy, dx, dy, i, currl, maxb; struct island *is; @@ -2194,7 +2253,7 @@ static char *finish_drag(game_state *state, game_ui *ui) return dupstr(buf); } -static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, +static char *interpret_move(game_state *state, game_ui *ui, const game_drawstate *ds, int x, int y, int button) { int gx = FROMCOORD(x), gy = FROMCOORD(y);