X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/fbd0fc79557f57ae17b0ecc74834577c210534f2..63ed24043747435fc5b67339248426ca236e0739:/solo.c diff --git a/solo.c b/solo.c index e9f1804..cbf00c5 100644 --- a/solo.c +++ b/solo.c @@ -3,26 +3,6 @@ * * TODO: * - * - Jigsaw Sudoku is currently an undocumented feature enabled - * by setting r (`Rows of sub-blocks' in the GUI configurer) to - * 1. The reason it's undocumented is because they're rather - * erratic to generate, because gridgen tends to hang up for - * ages. I think this is because some jigsaw block layouts - * simply do not admit very many valid filled grids (and - * perhaps some have none at all). - * + To fix this, I think probably the solution is a change in - * grid generation policy: gridgen needs to have less of an - * all-or-nothing attitude and instead make only a limited - * amount of effort to construct a filled grid before giving - * up and trying a new layout. (Come to think of it, this - * same change might also make 5x5 standard Sudoku more - * practical to generate, if correctly tuned.) - * + If I get this fixed, other work needed on jigsaw mode is: - * * introduce a GUI config checkbox. game_configure() - * ticks this box iff r==1; if it's ticked in a call to - * custom_params(), we replace (c, r) with (c*r, 1). - * * document it. - * * - reports from users are that `Trivial'-mode puzzles are still * rather hard compared to newspapers' easy ones, so some better * low-end difficulty grading would be nice @@ -258,6 +238,9 @@ static int game_fetch_preset(int i, char **name, game_params **params) { "3x3 Advanced X", { 3, 3, SYMM_ROT2, DIFF_SET, TRUE } }, { "3x3 Extreme", { 3, 3, SYMM_ROT2, DIFF_EXTREME, FALSE } }, { "3x3 Unreasonable", { 3, 3, SYMM_ROT2, DIFF_RECURSIVE, FALSE } }, + { "9 Jigsaw Basic", { 9, 1, SYMM_ROT2, DIFF_SIMPLE, FALSE } }, + { "9 Jigsaw Basic X", { 9, 1, SYMM_ROT2, DIFF_SIMPLE, TRUE } }, + { "9 Jigsaw Advanced", { 9, 1, SYMM_ROT2, DIFF_SET, FALSE } }, #ifndef SLOW_SYSTEM { "3x4 Basic", { 3, 4, SYMM_ROT2, DIFF_SIMPLE, FALSE } }, { "4x4 Basic", { 4, 4, SYMM_ROT2, DIFF_SIMPLE, FALSE } }, @@ -376,7 +359,7 @@ static config_item *game_configure(game_params *params) config_item *ret; char buf[80]; - ret = snewn(6, config_item); + ret = snewn(7, config_item); ret[0].name = "Columns of sub-blocks"; ret[0].type = C_STRING; @@ -395,22 +378,27 @@ static config_item *game_configure(game_params *params) ret[2].sval = NULL; ret[2].ival = params->xtype; - ret[3].name = "Symmetry"; - ret[3].type = C_CHOICES; - ret[3].sval = ":None:2-way rotation:4-way rotation:2-way mirror:" + ret[3].name = "Jigsaw (irregularly shaped sub-blocks)"; + ret[3].type = C_BOOLEAN; + ret[3].sval = NULL; + ret[3].ival = (params->r == 1); + + ret[4].name = "Symmetry"; + ret[4].type = C_CHOICES; + ret[4].sval = ":None:2-way rotation:4-way rotation:2-way mirror:" "2-way diagonal mirror:4-way mirror:4-way diagonal mirror:" "8-way mirror"; - ret[3].ival = params->symm; + ret[4].ival = params->symm; - ret[4].name = "Difficulty"; - ret[4].type = C_CHOICES; - ret[4].sval = ":Trivial:Basic:Intermediate:Advanced:Extreme:Unreasonable"; - ret[4].ival = params->diff; + ret[5].name = "Difficulty"; + ret[5].type = C_CHOICES; + ret[5].sval = ":Trivial:Basic:Intermediate:Advanced:Extreme:Unreasonable"; + ret[5].ival = params->diff; - ret[5].name = NULL; - ret[5].type = C_END; - ret[5].sval = NULL; - ret[5].ival = 0; + ret[6].name = NULL; + ret[6].type = C_END; + ret[6].sval = NULL; + ret[6].ival = 0; return ret; } @@ -422,8 +410,12 @@ static game_params *custom_params(config_item *cfg) ret->c = atoi(cfg[0].sval); ret->r = atoi(cfg[1].sval); ret->xtype = cfg[2].ival; - ret->symm = cfg[3].ival; - ret->diff = cfg[4].ival; + if (cfg[3].ival) { + ret->c *= ret->r; + ret->r = 1; + } + ret->symm = cfg[4].ival; + ret->diff = cfg[5].ival; return ret; } @@ -1897,13 +1889,28 @@ struct gridgen_usage { random_state *rs; }; +static void gridgen_place(struct gridgen_usage *usage, int x, int y, digit n, + int placing) +{ + int cr = usage->cr; + usage->row[y*cr+n-1] = usage->col[x*cr+n-1] = + usage->blk[usage->blocks->whichblock[y*cr+x]*cr+n-1] = placing; + if (usage->diag) { + if (ondiag0(y*cr+x)) + usage->diag[n-1] = placing; + if (ondiag1(y*cr+x)) + usage->diag[cr+n-1] = placing; + } + usage->grid[y*cr+x] = placing ? n : 0; +} + /* * The real recursive step in the generating function. * * Return values: 1 means solution found, 0 means no solution * found on this branch. */ -static int gridgen_real(struct gridgen_usage *usage, digit *grid) +static int gridgen_real(struct gridgen_usage *usage, digit *grid, int *steps) { int cr = usage->cr; int i, j, n, sx, sy, bestm, bestr, ret; @@ -1913,10 +1920,15 @@ static int gridgen_real(struct gridgen_usage *usage, digit *grid) * Firstly, check for completion! If there are no spaces left * in the grid, we have a solution. */ - if (usage->nspaces == 0) { - memcpy(grid, usage->grid, cr * cr); + if (usage->nspaces == 0) return TRUE; - } + + /* + * Next, abandon generation if we went over our steps limit. + */ + if (*steps <= 0) + return FALSE; + (*steps)--; /* * Otherwise, there must be at least one space. Find the most @@ -1984,35 +1996,18 @@ static int gridgen_real(struct gridgen_usage *usage, digit *grid) n = digits[i]; /* Update the usage structure to reflect the placing of this digit. */ - usage->row[sy*cr+n-1] = usage->col[sx*cr+n-1] = - usage->blk[usage->blocks->whichblock[sy*cr+sx]*cr+n-1] = TRUE; - if (usage->diag) { - if (ondiag0(sy*cr+sx)) - usage->diag[n-1] = TRUE; - if (ondiag1(sy*cr+sx)) - usage->diag[cr+n-1] = TRUE; - } - usage->grid[sy*cr+sx] = n; + gridgen_place(usage, sx, sy, n, TRUE); usage->nspaces--; /* Call the solver recursively. Stop when we find a solution. */ - if (gridgen_real(usage, grid)) + if (gridgen_real(usage, grid, steps)) { ret = TRUE; + break; + } /* Revert the usage structure. */ - usage->row[sy*cr+n-1] = usage->col[sx*cr+n-1] = - usage->blk[usage->blocks->whichblock[sy*cr+sx]*cr+n-1] = FALSE; - if (usage->diag) { - if (ondiag0(sy*cr+sx)) - usage->diag[n-1] = FALSE; - if (ondiag1(sy*cr+sx)) - usage->diag[cr+n-1] = FALSE; - } - usage->grid[sy*cr+sx] = 0; + gridgen_place(usage, sx, sy, n, FALSE); usage->nspaces++; - - if (ret) - break; } sfree(digits); @@ -2024,7 +2019,7 @@ static int gridgen_real(struct gridgen_usage *usage, digit *grid) * grid, which is simply an array of cr*cr digits. */ static int gridgen(int cr, struct block_structure *blocks, int xtype, - digit *grid, random_state *rs) + digit *grid, random_state *rs, int maxsteps) { struct gridgen_usage *usage; int x, y, ret; @@ -2042,8 +2037,7 @@ static int gridgen(int cr, struct block_structure *blocks, int xtype, usage->cr = cr; usage->blocks = blocks; - usage->grid = snewn(cr * cr, digit); - memcpy(usage->grid, grid, cr * cr); + usage->grid = grid; usage->row = snewn(cr * cr, unsigned char); usage->col = snewn(cr * cr, unsigned char); @@ -2059,15 +2053,29 @@ static int gridgen(int cr, struct block_structure *blocks, int xtype, usage->diag = NULL; } + /* + * Begin by filling in the whole top row with randomly chosen + * numbers. This cannot introduce any bias or restriction on + * the available grids, since we already know those numbers + * are all distinct so all we're doing is choosing their + * labels. + */ + for (x = 0; x < cr; x++) + grid[x] = x+1; + shuffle(grid, cr, sizeof(*grid), rs); + for (x = 0; x < cr; x++) + gridgen_place(usage, x, 0, grid[x], TRUE); + usage->spaces = snewn(cr * cr, struct gridgen_coord); usage->nspaces = 0; usage->rs = rs; /* - * Initialise the list of grid spaces. + * Initialise the list of grid spaces, taking care to leave + * out the row I've already filled in above. */ - for (y = 0; y < cr; y++) { + for (y = 1; y < cr; y++) { for (x = 0; x < cr; x++) { usage->spaces[usage->nspaces].x = x; usage->spaces[usage->nspaces].y = y; @@ -2079,7 +2087,7 @@ static int gridgen(int cr, struct block_structure *blocks, int xtype, /* * Run the real generator function. */ - ret = gridgen_real(usage, grid); + ret = gridgen_real(usage, grid, &maxsteps); /* * Clean up the usage structure now we have our answer. @@ -2088,7 +2096,6 @@ static int gridgen(int cr, struct block_structure *blocks, int xtype, sfree(usage->blk); sfree(usage->col); sfree(usage->row); - sfree(usage->grid); sfree(usage); return ret; @@ -2354,8 +2361,8 @@ static char *new_game_desc(game_params *params, random_state *rs, blocks->blocks[b][j] = i; } - if (!gridgen(cr, blocks, params->xtype, grid, rs)) - continue; /* this might happen if the jigsaw is unsuitable */ + if (!gridgen(cr, blocks, params->xtype, grid, rs, area*area)) + continue; assert(check_valid(cr, blocks, params->xtype, grid)); /* @@ -2571,6 +2578,8 @@ static char *validate_desc(game_params *params, char *desc) return "Too much data to fit in grid"; if (params->r == 1) { + int pos; + /* * Now we expect a suffix giving the jigsaw block * structure. Parse it and validate that it divides the @@ -2579,7 +2588,7 @@ static char *validate_desc(game_params *params, char *desc) */ if (*desc != ',') return "Expected jigsaw block structure in game description"; - int pos = 0; + pos = 0; dsf = snew_dsf(area); desc++; @@ -2770,10 +2779,10 @@ static game_state *new_game(midend *me, game_params *params, char *desc) if (*desc == '_') c = 0; - else if (*desc >= 'a' && *desc <= 'z') + else { + assert(*desc >= 'a' && *desc <= 'z'); c = *desc - 'a' + 1; - else - assert(!"Shouldn't get here"); + } desc++; adv = (c != 25); /* 'z' is a special case */ @@ -3153,6 +3162,11 @@ static char *grid_text_format(int cr, struct block_structure *blocks, return ret; } +static int game_can_format_as_text_now(game_params *params) +{ + return TRUE; +} + static char *game_text_format(game_state *state) { return grid_text_format(state->cr, state->blocks, state->xtype, @@ -3717,7 +3731,7 @@ static void game_print(drawing *dr, game_state *state, int tilesize) */ if (state->xtype) { int i; - int xhighlight = print_grey_colour(dr, HATCH_SLASH, 0.90F); + int xhighlight = print_grey_colour(dr, 0.90F); for (i = 0; i < cr; i++) draw_rect(dr, BORDER + i*TILE_SIZE, BORDER + i*TILE_SIZE, @@ -3926,7 +3940,7 @@ const struct game thegame = { dup_game, free_game, TRUE, solve_game, - TRUE, game_text_format, + TRUE, game_can_format_as_text_now, game_text_format, new_ui, free_ui, encode_ui,