*
* 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 <stdio.h>
typedef unsigned int grid_type; /* change me later if we invent > 16 bits of flags. */
struct solver_state {
- int *dsf, *tmpdsf;
+ int *dsf, *comptspaces;
+ int *tmpdsf, *tmpcompspaces;
int refcount;
};
{
int curr = island_countbridges(is), nspc = is->count - curr, nsurrspc;
int i, poss;
- grid_type v;
struct island *is_orth;
if (nspc < 0) {
int ifree, dx = is->adj.points[i].dx;
if (!is->adj.points[i].off) continue;
- v = GRID(is->state, is->adj.points[i].x, is->adj.points[i].y);
poss = POSSIBLES(is->state, dx,
is->adj.points[i].x, is->adj.points[i].y);
if (poss == 0) continue;
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);
- if (is_s) break;
+ if (is_s) {
+ maxb = is_s->count;
+ break;
+ }
IDX(state, possv, idx) = 0;
idx += w;
}
for (; y < state->h; y++) {
+ maxb = min(maxb, IDX(state, maxv, idx));
is_f = IDX(state, gridi, idx);
if (is_f) {
assert(is_s);
- maxb = IDX(state, maxv, idx);
- np = min(maxb, min(is_s->count, is_f->count));
+ np = min(maxb, is_f->count);
if (s != -1) {
for (i = s; i <= e; i++) {
s = y+1;
bl = 0;
is_s = is_f;
+ maxb = is_s->count;
} else {
e = y;
if (IDX(state,grid,idx) & (G_LINEH|G_NOLINEV)) bl = 1;
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) break;
+ if (is_s) {
+ maxb = is_s->count;
+ break;
+ }
IDX(state, possh, idx) = 0;
idx += 1;
}
for (; x < state->w; x++) {
+ maxb = min(maxb, IDX(state, maxh, idx));
is_f = IDX(state, gridi, idx);
if (is_f) {
assert(is_s);
- maxb = IDX(state, maxh, idx);
- np = min(maxb, min(is_s->count, is_f->count));
+ np = min(maxb, is_f->count);
if (s != -1) {
for (i = s; i <= e; i++) {
s = x+1;
bl = 0;
is_s = is_f;
+ maxb = is_s->count;
} else {
e = x;
if (IDX(state,grid,idx) & (G_LINEV|G_NOLINEH)) bl = 1;
return 0;
}
- is_join = INDEX(state, gridi,
- ISLAND_ORTHX(is, direction),
- ISLAND_ORTHY(is, direction));
- assert(is_join);
+ if (direction >= 0) {
+ is_join = INDEX(state, gridi,
+ ISLAND_ORTHX(is, direction),
+ ISLAND_ORTHY(is, direction));
+ assert(is_join);
- /* if is_join isn't full, return 0. */
- if (island_countbridges(is_join) < is_join->count) {
- debug(("...dest island (%d,%d) not full.\n", is_join->x, is_join->y));
- return 0;
+ /* if is_join isn't full, return 0. */
+ if (island_countbridges(is_join) < is_join->count) {
+ debug(("...dest island (%d,%d) not full.\n",
+ is_join->x, is_join->y));
+ return 0;
+ }
}
/* Check group membership for is->dsf; if it's full return 1. */
if (maxb == 0) {
debug(("...adding NOLINE.\n"));
solve_join(is, i, -1, 0); /* we can't have any bridges here. */
- didsth = 1;
} else {
debug(("...setting maximum\n"));
solve_join(is, i, maxb, 1);
}
+ didsth = 1;
}
map_update_possibles(is->state);
}
+
+ for (i = 0; i < is->adj.npoints; i++) {
+ /*
+ * Now check to see if any currently empty direction must have
+ * at least one bridge in order to avoid forming an isolated
+ * subgraph. This differs from the check above in that it
+ * considers multiple target islands. For example:
+ *
+ * 2 2 4
+ * 1 3 2
+ * 3
+ * 4
+ *
+ * The example on the left can be handled by the above loop:
+ * it will observe that connecting the central 2 twice to the
+ * left would form an isolated subgraph, and hence it will
+ * restrict that 2 to at most one bridge in that direction.
+ * But the example on the right won't be handled by that loop,
+ * because the deduction requires us to imagine connecting the
+ * 3 to _both_ the 1 and 2 at once to form an isolated
+ * subgraph.
+ *
+ * This pass is necessary _as well_ as the above one, because
+ * neither can do the other's job. In the left one,
+ * restricting the direction which _would_ cause trouble can
+ * be done even if it's not yet clear which of the remaining
+ * directions has to have a compensatory bridge; whereas the
+ * pass below that can handle the right-hand example does need
+ * to know what direction to point the necessary bridge in.
+ *
+ * Neither pass can handle the most general case, in which we
+ * observe that an arbitrary subset of an island's neighbours
+ * would form an isolated subgraph with it if it connected
+ * maximally to them, and hence that at least one bridge must
+ * point to some neighbour outside that subset but we don't
+ * know which neighbour. To handle that, we'd have to have a
+ * richer data format for the solver, which could cope with
+ * recording the idea that at least one of two edges must have
+ * a bridge.
+ */
+ int got = 0;
+ int before[4];
+ int j;
+
+ spc = island_adjspace(is, 1, missing, i);
+ if (spc == 0) continue;
+
+ for (j = 0; j < is->adj.npoints; j++)
+ before[j] = GRIDCOUNT(is->state,
+ is->adj.points[j].x,
+ is->adj.points[j].y,
+ is->adj.points[j].dx ? G_LINEH : G_LINEV);
+ if (before[i] != 0) continue; /* this idea is pointless otherwise */
+
+ memcpy(ss->tmpdsf, ss->dsf, wh*sizeof(int));
+
+ for (j = 0; j < is->adj.npoints; j++) {
+ spc = island_adjspace(is, 1, missing, j);
+ if (spc == 0) continue;
+ if (j == i) continue;
+ solve_join(is, j, before[j] + spc, 0);
+ }
+ map_update_possibles(is->state);
+
+ if (solve_island_subgroup(is, -1, n))
+ got = 1;
+
+ for (j = 0; j < is->adj.npoints; j++)
+ solve_join(is, j, before[j], 0);
+ memcpy(ss->dsf, ss->tmpdsf, wh*sizeof(int));
+
+ if (got) {
+ debug(("island at (%d,%d) must connect in direction (%d,%d) to"
+ " avoid full subgroup.\n",
+ is->x, is->y, is->adj.points[i].dx, is->adj.points[i].dy));
+ solve_join(is, i, 1, 0);
+ didsth = 1;
+ }
+
+ map_update_possibles(is->state);
+ }
+
if (didsth) *didsth_r = didsth;
return 1;
}
return 0.0F;
}
-static int game_is_solved(game_state *state)
+static int game_status(game_state *state)
{
- return state->completed;
+ return state->completed ? +1 : 0;
}
static int game_timing_state(game_state *state, game_ui *ui)
game_redraw,
game_anim_length,
game_flash_length,
- game_is_solved,
+ game_status,
TRUE, FALSE, game_print_size, game_print,
FALSE, /* wants_statusbar */
FALSE, game_timing_state,