Add support for setting max difficulty.
TODO is to support for min difficulty.
This commit is contained in:
parent
6df119d4c9
commit
fa370ed9a9
3 changed files with 881 additions and 630 deletions
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@ -3,6 +3,59 @@ use rand::prelude::*;
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use sudoku_solver::grid::{Grid, CellValue};
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use sudoku_solver::grid::{Grid, CellValue};
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use std::error::Error;
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use std::error::Error;
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use std::io::Write;
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use std::io::Write;
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use sudoku_solver::solver::SolveController;
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use std::str::FromStr;
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#[derive(Clone)] // Needed for argparse
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enum Difficulty {
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Hard,
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Medium,
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Easy
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}
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impl Difficulty {
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fn map_to_solve_controller(&self) -> SolveController {
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let mut controller = SolveController{
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determine_uniqueness: true,
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search_singles: true,
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search_hidden_singles: true,
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find_possibility_groups: true,
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search_useful_constraint: true,
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make_guesses: true
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};
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match self {
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Difficulty::Hard => {} // Do nothing, already hard
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Difficulty::Medium => {
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controller.make_guesses = false;
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},
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Difficulty::Easy => {
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controller.make_guesses = false;
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controller.search_useful_constraint = false;
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controller.find_possibility_groups = false;
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}
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}
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controller
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}
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}
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impl FromStr for Difficulty { // Needed for argparse
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type Err = String;
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fn from_str(s: &str) -> Result<Self, Self::Err> {
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if s.eq_ignore_ascii_case("EASY"){
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return Ok(Difficulty::Easy);
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} else if s.eq_ignore_ascii_case("MEDIUM"){
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return Ok(Difficulty::Medium);
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} else if s.eq_ignore_ascii_case("HARD"){
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return Ok(Difficulty::Hard);
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}
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return Err(format!("{} is not a valid difficulty", s));
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}
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}
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fn main() {
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fn main() {
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@ -13,6 +66,7 @@ fn main() {
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let mut max_hints = 81;
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let mut max_hints = 81;
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let mut max_attempts = 100;
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let mut max_attempts = 100;
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let mut filename : Option<String> = None;
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let mut filename : Option<String> = None;
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let mut difficulty = Difficulty::Hard;
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{ // this block limits scope of borrows by ap.refer() method
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{ // this block limits scope of borrows by ap.refer() method
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let mut ap = argparse::ArgumentParser::new();
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let mut ap = argparse::ArgumentParser::new();
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@ -21,7 +75,7 @@ fn main() {
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.add_option(&["--debug"], argparse::StoreTrue, "Run in debug mode");
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.add_option(&["--debug"], argparse::StoreTrue, "Run in debug mode");
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ap.refer(&mut seed)
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ap.refer(&mut seed)
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.add_option(&["--seed"], argparse::Store, "Provide seed for puzzle generation");
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.add_option(&["-s", "--seed"], argparse::Store, "Provide seed for puzzle generation");
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ap.refer(&mut max_hints)
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ap.refer(&mut max_hints)
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.add_option(&["--hints"], argparse::Store, "Only return a puzzle with less than or equal to this number of hints");
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.add_option(&["--hints"], argparse::Store, "Only return a puzzle with less than or equal to this number of hints");
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@ -32,6 +86,9 @@ fn main() {
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ap.refer(&mut filename)
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ap.refer(&mut filename)
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.add_argument("filename", argparse::StoreOption, "Optional filename to store puzzle in as a CSV");
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.add_argument("filename", argparse::StoreOption, "Optional filename to store puzzle in as a CSV");
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ap.refer(&mut difficulty)
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.add_option(&["-d", "--difficulty"], argparse::Store, "Max difficulty setting; values are EASY, MEDIUM, or HARD");
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ap.parse_args_or_exit();
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ap.parse_args_or_exit();
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}
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}
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@ -46,6 +103,10 @@ fn main() {
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if debug {
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if debug {
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println!("Using seed {}", seed);
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println!("Using seed {}", seed);
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}
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}
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let solve_controller = difficulty.map_to_solve_controller();
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let mut rng = ChaCha8Rng::seed_from_u64(seed);
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let mut rng = ChaCha8Rng::seed_from_u64(seed);
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let mut num_attempts = 0;
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let mut num_attempts = 0;
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@ -56,7 +117,7 @@ fn main() {
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return;
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return;
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}
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}
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let (grid, num_hints) = sudoku_solver::generator::generate_grid(&mut rng);
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let (grid, num_hints) = sudoku_solver::generator::generate_grid(&mut rng, &solve_controller);
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num_attempts = num_attempts + 1;
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num_attempts = num_attempts + 1;
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if num_hints <= max_hints {
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if num_hints <= max_hints {
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340
src/generator.rs
340
src/generator.rs
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@ -1,56 +1,11 @@
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use crate::grid::{Cell, Grid, CellValue, Line};
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use crate::grid::{Cell, Grid, CellValue, Line};
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use crate::solver::{solve_grid_no_guess, SolveStatus, find_smallest_cell};
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use crate::solver::{SolveStatus, SolveController, Uniqueness, evaluate_grid_with_solve_controller};
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use std::rc::Rc;
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use std::rc::Rc;
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use rand::prelude::*;
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use rand::prelude::*;
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use rand_chacha::ChaCha8Rng;
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use rand_chacha::ChaCha8Rng;
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pub static mut DEBUG : bool = false;
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pub static mut DEBUG : bool = false;
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// Extension of SolveStatus
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#[derive(Debug, Eq, PartialEq)]
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pub enum GenerateStatus {
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UniqueSolution,
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Unfinished,
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NoSolution,
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NotUniqueSolution
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}
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impl GenerateStatus {
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fn increment(self, new_status : GenerateStatus) -> GenerateStatus {
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match self {
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GenerateStatus::UniqueSolution => {
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match new_status {
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GenerateStatus::UniqueSolution => GenerateStatus::NotUniqueSolution, // We now have two completes, so the solutions are not unique
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GenerateStatus::NoSolution => GenerateStatus::UniqueSolution, // We already have a complete, so no issue with another guess being invalid
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GenerateStatus::Unfinished => {panic!("Should not have encountered an UNFINISHED status")},
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GenerateStatus::NotUniqueSolution => GenerateStatus::NotUniqueSolution // That solver found multiple solutions so no need to keep checking
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}
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},
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GenerateStatus::Unfinished => {
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match new_status {
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GenerateStatus::UniqueSolution => GenerateStatus::UniqueSolution,
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GenerateStatus::NoSolution => GenerateStatus::Unfinished,
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GenerateStatus::Unfinished => {panic!("Should not have encountered an UNFINISHED status")},
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GenerateStatus::NotUniqueSolution => GenerateStatus::NotUniqueSolution // That solver found multiple solutions so no need to keep checking
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}
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},
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GenerateStatus::NotUniqueSolution => GenerateStatus::NotUniqueSolution,
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GenerateStatus::NoSolution => GenerateStatus::NoSolution // This guess didn't pan out
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}
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}
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}
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impl SolveStatus {
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fn map_to_generate_status(self) -> GenerateStatus {
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match self {
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SolveStatus::Complete => {GenerateStatus::UniqueSolution }
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SolveStatus::Unfinished => {GenerateStatus::Unfinished }
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SolveStatus::Invalid => {GenerateStatus::NoSolution }
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}
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}
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}
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impl Grid {
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impl Grid {
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fn get_random_empty_cell(&self, rng : &mut ChaCha8Rng) -> Result<Rc<Cell>, &str> {
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fn get_random_empty_cell(&self, rng : &mut ChaCha8Rng) -> Result<Rc<Cell>, &str> {
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// Idea - put all empty cells into a vector and choose one at random
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// Idea - put all empty cells into a vector and choose one at random
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@ -153,94 +108,17 @@ impl Line {
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}
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}
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}
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}
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pub fn generate_grid(rng: &mut ChaCha8Rng) -> (Grid, i32) {
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pub fn generate_grid(rng: &mut ChaCha8Rng, solve_controller: &SolveController) -> (Grid, i32) {
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let mut num_hints;
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let mut grid = generate_completed_grid(rng);
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let mut grid : Grid = loop {
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let mut num_hints = 81;
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// First step; randomly assign 8 different digits to different empty cells and see if there's a possible solution
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// We have to ensure that 8 of the digits appear at least once, otherwise the solution can't be unique because you could interchange the two missing digits throughout the puzzle
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// We do this in a loop so that if we are really unlucky and our guesses stop there from being any solution, we can easily re-run it
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let mut grid = Grid::new();
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num_hints = 0;
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let digit_excluded = rng.gen_range(1, 10);
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// We now trim down cells; first going to put them in a vector and shuffle them
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for digit in 1..10 {
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if digit != digit_excluded {
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let cell = grid.get_random_empty_cell(rng);
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cell.unwrap().set(digit);
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num_hints = num_hints + 1;
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}
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}
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let status = solve_grid(&mut grid);
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match status {
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GenerateStatus::UniqueSolution => { // very surprising result, given that the smallest puzzles found have 14 guesses
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eprintln!("Wow! A puzzle with only 8 guesses have been found");
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return (grid, num_hints);
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}
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GenerateStatus::Unfinished => {panic!("solve_grid should never return UNFINISHED")}
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GenerateStatus::NoSolution => {continue;} // unlucky; try again
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GenerateStatus::NotUniqueSolution => {break grid;}
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};
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};
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// Alright, we now have a grid that we can start adding more guesses onto until we find a unique solution
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grid =
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'outer: loop {
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num_hints = num_hints + 1;
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let cell = grid.get_random_empty_cell(rng).unwrap(); // We unwrap because if somehow we're filled each cell without finding a solution, that's reason for a panic
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let cell = &*cell;
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let mut cell_possibilities = cell.get_value_possibilities().expect("An empty cell has no possibilities");
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// Let's scramble the order
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cell_possibilities.shuffle(rng);
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for (_index, digit) in cell_possibilities.iter().enumerate() {
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let grid_clone = grid.clone();
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let cell = &*grid_clone.get(cell.x, cell.y).unwrap();
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cell.set(*digit);
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let status = solve_grid(&grid_clone);
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match status {
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GenerateStatus::UniqueSolution => { // We're done!
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break 'outer grid_clone;
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}
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GenerateStatus::Unfinished => {
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panic!("solve_grid should never return UNFINISHED")
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}
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GenerateStatus::NoSolution => { // Try another guess
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continue;
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}
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GenerateStatus::NotUniqueSolution => { // We need more guesses
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grid = grid_clone;
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continue 'outer;
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}
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}
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};
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// If we reach this point in the loop, then none of the possibilities for cell provided any solution
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// Which means something serious happened before in the solving process - reason for panic
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eprint!("No valid hints were found for puzzle\n{} at cell ({}, {})", grid, cell.x, cell.y);
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panic!("Unable to continue as puzzle is invalid");
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};
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// At this point we have a valid puzzle, but from experience it has way too many guesses, and many of them
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// are likely not needed. Let's now try removing a bunch.
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let mut non_empty_cells = Vec::new();
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let mut non_empty_cells = Vec::new();
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for x in 0..9 {
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for x in 0..9 {
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for y in 0..9 {
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for y in 0..9 {
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let cell = grid.get(x, y).unwrap();
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let cell = grid.get(x, y).unwrap();
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let value = &*cell.value.borrow();
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non_empty_cells.push(Rc::clone(&cell));
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match value {
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CellValue::Fixed(_) => {non_empty_cells.push(Rc::clone(&cell))}
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CellValue::Unknown(_) => {}
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}
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}
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}
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}
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}
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// Need to randomly reorder non_empty_cells
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// Need to randomly reorder non_empty_cells
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@ -253,92 +131,132 @@ pub fn generate_grid(rng: &mut ChaCha8Rng) -> (Grid, i32) {
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cell_clone.delete_value();
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cell_clone.delete_value();
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let status = solve_grid(&mut grid_clone);
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match status {
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GenerateStatus::UniqueSolution => { // great; that cell value was not needed
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num_hints = num_hints - 1;
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grid = grid_clone;
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let status = evaluate_grid_with_solve_controller(&mut grid_clone, solve_controller);
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match status {
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SolveStatus::Complete(uniqueness) => {
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let uniqueness = uniqueness.unwrap();
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match uniqueness {
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Uniqueness::Unique => {
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num_hints = num_hints - 1;
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grid = grid_clone;
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}
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Uniqueness::NotUnique => continue // We can't remove this cell; continue onto the next one (note that grid hasn't been modified because of solve_controller)
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}
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}
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}
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GenerateStatus::Unfinished => {panic!("solve_grid should never return UNFINISHED")}
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SolveStatus::Unfinished => panic!("evaluate_grid_with_solve_controller should never return UNFINISHED"),
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GenerateStatus::NoSolution => {panic!("Removing constraints should not have set the # of solutions to zero")}
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SolveStatus::Invalid => panic!("Removing constraints should not have set the # of solutions to zero")
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GenerateStatus::NotUniqueSolution => {continue;} // We can't remove this cell; continue onto the next one (note that grid hasn't been modified)
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}
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};
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}
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}
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return (grid, num_hints);
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return (grid, num_hints);
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}
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}
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fn solve_grid(grid: &Grid) -> GenerateStatus{
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// We generate a completed grid with no mind for difficulty; afterward generate_puzzle will take out as many fields as it can with regards to the difficulty
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// Code is kind of messy so here it goes - solve_grid first tries to solve without any guesses
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fn generate_completed_grid(rng: &mut ChaCha8Rng) -> Grid {
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// If that's not enough and a guess is required, then solve_grid_guess is called
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let solve_controller = SolveController{
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// solve_grid_guess runs through all the possibilities for the smallest cell, trying to solve them
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determine_uniqueness: true,
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// through calling this function.
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search_singles: true,
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// solve_grid_no_guess tries to solve without any guesses.
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search_hidden_singles: true,
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find_possibility_groups: true,
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let mut grid = grid.clone(); // We're generating a result and don't want to make changes to our input
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search_useful_constraint: true,
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make_guesses: true
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let mut status = solve_grid_no_guess(&mut grid).map_to_generate_status();
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status = match status {
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GenerateStatus::Unfinished => {
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solve_grid_guess(&mut grid)
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},
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_ => {status}
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};
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};
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match status {
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let mut grid : Grid = loop {
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GenerateStatus::Unfinished => panic!("solve_grid_guess should never return UNFINISHED"),
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// First step; randomly assign 8 different digits to different empty cells and see if there's a possible solution
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_ => return status
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// We have to ensure that 8 of the digits appear at least once, otherwise the solution can't be unique because you could interchange the two missing digits throughout the puzzle
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}
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// We do this in a loop so that if we are really unlucky and our guesses stop there from being any solution, we can easily re-run it
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}
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let grid = Grid::new();
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fn solve_grid_guess(grid: &Grid) -> GenerateStatus{
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let digit_excluded = rng.gen_range(1, 10);
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let smallest_cell = find_smallest_cell(grid);
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let smallest_cell = match smallest_cell {
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Some(cell) => cell,
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None => return GenerateStatus::NoSolution
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};
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let possibilities = smallest_cell.get_value_possibilities().unwrap();
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for digit in 1..10 {
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if digit != digit_excluded {
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let mut current_status = GenerateStatus::Unfinished;
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let cell = grid.get_random_empty_cell(rng);
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cell.unwrap().set(digit);
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for (_index, &digit) in possibilities.iter().enumerate() {
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}
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let mut grid_copy = grid.clone();
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grid_copy.get(smallest_cell.x, smallest_cell.y).unwrap().set(digit);
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let status = solve_grid(&mut grid_copy);
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current_status = current_status.increment(status);
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match current_status {
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|
||||||
GenerateStatus::NotUniqueSolution => return GenerateStatus::NotUniqueSolution, // We have our answer; return it
|
|
||||||
GenerateStatus::UniqueSolution => {continue}, // Still looking to see if solution is unique
|
|
||||||
GenerateStatus::NoSolution => {panic!("current_status should not be NO_SOLUTION at this point")},
|
|
||||||
GenerateStatus::Unfinished => {continue} // Still looking for a solution
|
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
// We've tried all the possibilities for this guess
|
let status = evaluate_grid_with_solve_controller(&grid, &solve_controller);
|
||||||
match current_status {
|
match status {
|
||||||
GenerateStatus::NotUniqueSolution => return current_status,
|
SolveStatus::Complete(uniqueness) => {
|
||||||
GenerateStatus::Unfinished => return GenerateStatus::NoSolution, // nothing panned out; last guess is a bust
|
let uniqueness = uniqueness.unwrap();
|
||||||
GenerateStatus::UniqueSolution => return current_status, // Hey! Looks good!
|
match uniqueness {
|
||||||
GenerateStatus::NoSolution => {panic!("current_status should not be NO_SOLUTION at this point")}
|
Uniqueness::Unique => {
|
||||||
}
|
eprintln!("Wow! A puzzle with only 8 guesses have been found");
|
||||||
|
return grid;
|
||||||
|
}
|
||||||
|
Uniqueness::NotUnique => {break grid;} // What we expect
|
||||||
|
}
|
||||||
|
}
|
||||||
|
SolveStatus::Unfinished => {panic!("evaluate_grid_with_solve_controller should never return UNFINISHED if we are making guesses")}
|
||||||
|
SolveStatus::Invalid => {continue;} // unlucky; try again
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
// Alright, we now have a grid that we can start adding more guesses onto until we find a unique solution
|
||||||
|
grid =
|
||||||
|
'outer: loop {
|
||||||
|
let cell = grid.get_random_empty_cell(rng).unwrap(); // We unwrap because if somehow we're filled each cell without finding a solution, that's reason for a panic
|
||||||
|
let cell = &*cell;
|
||||||
|
let mut cell_possibilities = cell.get_value_possibilities().expect("An empty cell has no possibilities");
|
||||||
|
|
||||||
|
// Let's scramble the order
|
||||||
|
cell_possibilities.shuffle(rng);
|
||||||
|
|
||||||
|
for (_index, digit) in cell_possibilities.iter().enumerate() {
|
||||||
|
|
||||||
|
let mut grid_clone = grid.clone();
|
||||||
|
let cell = &*grid_clone.get(cell.x, cell.y).unwrap();
|
||||||
|
|
||||||
|
cell.set(*digit);
|
||||||
|
|
||||||
|
let status = evaluate_grid_with_solve_controller(&mut grid_clone, &solve_controller);
|
||||||
|
match status {
|
||||||
|
SolveStatus::Complete(uniqueness) => {
|
||||||
|
let uniqueness = uniqueness.unwrap();
|
||||||
|
match uniqueness {
|
||||||
|
Uniqueness::Unique => {break 'outer grid_clone;} // We're done!
|
||||||
|
Uniqueness::NotUnique => {// We need more guesses
|
||||||
|
grid = grid_clone;
|
||||||
|
continue 'outer;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
SolveStatus::Unfinished => panic!("evaluate_grid_with_solve_controller should never return UNFINISHED if making guesses"),
|
||||||
|
SolveStatus::Invalid => continue // Try another guess
|
||||||
|
}
|
||||||
|
|
||||||
|
};
|
||||||
|
|
||||||
|
// If we reach this point in the loop, then none of the possibilities for cell provided any solution
|
||||||
|
// Which means something serious happened before in the solving process - reason for panic
|
||||||
|
eprint!("No valid hints were found for puzzle\n{} at cell ({}, {})", grid, cell.x, cell.y);
|
||||||
|
panic!("Unable to continue as puzzle is invalid");
|
||||||
|
|
||||||
|
};
|
||||||
|
|
||||||
|
crate::solver::solve_grid(&mut grid);
|
||||||
|
|
||||||
|
return grid;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
#[cfg(test)]
|
#[cfg(test)]
|
||||||
mod tests {
|
mod tests {
|
||||||
use crate::grid::*;
|
use crate::grid::*;
|
||||||
use crate::generator::{solve_grid, GenerateStatus};
|
use crate::solver::{solve_grid_with_solve_controller, SolveController, Uniqueness, SolveStatus};
|
||||||
|
use crate::generator::generate_grid;
|
||||||
|
use rand_chacha::ChaCha8Rng;
|
||||||
|
use rand_chacha::rand_core::SeedableRng;
|
||||||
|
|
||||||
#[test]
|
#[test]
|
||||||
fn test_unique_detection() {
|
fn test_unique_detection() {
|
||||||
// A puzzle was generated that didn't actually have a unique solution; this is to make sure that the
|
// A puzzle was generated that didn't actually have a unique solution; this is to make sure that the
|
||||||
// modified solving code can actually detect this case
|
// modified solving code can actually detect this case
|
||||||
let grid = Grid::new();
|
let mut grid = Grid::new();
|
||||||
|
|
||||||
grid.get(0, 0).unwrap().set(9);
|
grid.get(0, 0).unwrap().set(9);
|
||||||
grid.get(0, 7).unwrap().set(4);
|
grid.get(0, 7).unwrap().set(4);
|
||||||
|
@ -372,9 +290,51 @@ mod tests {
|
||||||
|
|
||||||
grid.get(8, 2).unwrap().set(6);
|
grid.get(8, 2).unwrap().set(6);
|
||||||
|
|
||||||
let status = solve_grid(&grid);
|
let status = solve_grid_with_solve_controller(&mut grid, &SolveController{
|
||||||
|
determine_uniqueness: true,
|
||||||
|
search_singles: true,
|
||||||
|
search_hidden_singles: true,
|
||||||
|
find_possibility_groups: true,
|
||||||
|
search_useful_constraint: true,
|
||||||
|
make_guesses: true
|
||||||
|
});
|
||||||
|
|
||||||
assert_eq!(status, GenerateStatus::NotUniqueSolution);
|
assert_eq!(status, SolveStatus::Complete(Some(Uniqueness::NotUnique)));
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
// There was a bug where even though mutate_grid was set to false, the end result was still solved
|
||||||
|
#[test]
|
||||||
|
fn ensure_grid_not_complete(){
|
||||||
|
let solve_controller = SolveController{
|
||||||
|
determine_uniqueness: true,
|
||||||
|
search_singles: true,
|
||||||
|
search_hidden_singles: true,
|
||||||
|
find_possibility_groups: true,
|
||||||
|
search_useful_constraint: true,
|
||||||
|
make_guesses: true
|
||||||
|
};
|
||||||
|
|
||||||
|
// Note that the puzzle itself doesn't matter
|
||||||
|
let (grid, _num_hints) = generate_grid(&mut ChaCha8Rng::seed_from_u64(123), &solve_controller);
|
||||||
|
|
||||||
|
let mut observed_empty_cell = false;
|
||||||
|
'outer : for x in 0..9 {
|
||||||
|
for y in 0..9 {
|
||||||
|
let cell = grid.get(x, y).unwrap();
|
||||||
|
let value = cell.get_value_copy();
|
||||||
|
|
||||||
|
match value {
|
||||||
|
CellValue::Fixed(_) => {}
|
||||||
|
CellValue::Unknown(_) => {
|
||||||
|
observed_empty_cell = true;
|
||||||
|
break 'outer;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
assert!(observed_empty_cell);
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
1104
src/solver.rs
1104
src/solver.rs
File diff suppressed because it is too large
Load diff
Loading…
Reference in a new issue