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Puzzle.mjs
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Puzzle.mjs
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import Place from './Place.mjs';
import { default as GU } from "./GridUtils.mjs";
/**
* x --->
* 0 1 2
* y 0 0,0 1,0 2,0
* | 1 0,1 1,1 2,1
* v 2 0,2 1,2 2,2
*/
export default class Puzzle extends Map {
constructor(tiles) {
super();
this.Tiles = tiles;
this.PuzzleDim = Math.sqrt(tiles.length); // This is not an index!
const puzzleDimIndex = this.PuzzleDim - 1;
this._originalSolution = new Array(this.PuzzleDim * 8).fill(0).map(() => new Array(this.PuzzleDim * 8)); // 8 is a tile with borders removed
this.Solution = new Array(this.PuzzleDim * 8).fill(0).map(() => new Array(this.PuzzleDim * 8)); // 8 is a tile with borders removed
for (let y = 0; y <= puzzleDimIndex; y++) {
for (let x = 0; x <= puzzleDimIndex; x++) {
const p = new Place(x, y);
if (x === 0 || y === 0 || x === puzzleDimIndex || y === puzzleDimIndex) {
// Mark place as edge
p.IsEdge = true;
}
if (x === 0 && y === 0 ||
x === 0 && y === puzzleDimIndex ||
x === puzzleDimIndex && y === 0 ||
x === puzzleDimIndex && y === puzzleDimIndex
) {
// Mark place as corner
p.IsEdge = false;
p.IsCorner = true;
}
this.set(p.Id, p);
}
}
// And now loop through again to assign neighbors
for (let y = 0; y <= puzzleDimIndex; y++) {
for (let x = 0; x <= puzzleDimIndex; x++) {
let assignT = y !== 0;
let assignR = x !== puzzleDimIndex;
let assignB = y !== puzzleDimIndex;
let assignL = x !== 0;
if (assignT) this.get(`x${x}y${y}`).PlaceT = this.get(`x${x}y${y - 1}`);
if (assignR) this.get(`x${x}y${y}`).PlaceR = this.get(`x${x + 1}y${y}`);
if (assignB) this.get(`x${x}y${y}`).PlaceB = this.get(`x${x}y${y + 1}`);
if (assignL) this.get(`x${x}y${y}`).PlaceL = this.get(`x${x - 1}y${y}`);
}
}
}
isValid() {
return [...this.values()].every(place => {
if (!place.Tile) return true;
// for debugging
const tile = place.Tile;
const TileT = place.PlaceT && place.PlaceT.Tile;
const TileR = place.PlaceR && place.PlaceR.Tile;
const TileB = place.PlaceB && place.PlaceB.Tile;
const TileL = place.PlaceL && place.PlaceL.Tile;
if (place.PlaceT && place.PlaceT.Tile) {
if (place.PlaceT.Tile.Edges.B !== place.Tile.Edges.T) return false;
}
if (place.PlaceR && place.PlaceR.Tile) {
if (place.PlaceR.Tile.Edges.L !== place.Tile.Edges.R) return false;
}
if (place.PlaceB && place.PlaceB.Tile) {
if (place.PlaceB.Tile.Edges.T !== place.Tile.Edges.B) return false;
}
if (place.PlaceL && place.PlaceL.Tile) {
if (place.PlaceL.Tile.Edges.R !== place.Tile.Edges.L) return false;
}
return true;
});
}
getUnplacedTileIds() {
const placedTileIds = [...this.values()]
.map(place => place.Tile && place.Tile.Id)
.filter(id => id);
return this.Tiles
.map(tile => tile.Id)
.filter(id => !placedTileIds.includes(id));
}
// optional print and write file
storeSolution(print = true, write = true) {
const puzzleDimIndex = this.PuzzleDim - 1;
for (let py = 0; py <= puzzleDimIndex; py++) {
for (let px = 0; px <= puzzleDimIndex; px++) {
const placeId = `x${px}y${py}`;
const place = this.get(placeId);
const tile = place.Tile;
if (!tile) return console.error('No Solution');
for (let y = 1; y <= 8; y++) {
for (let x = 1; x <= 8; x++) {
this.Solution[8 * py + y - 1][8 * px + x - 1] = tile.Content[y][x];
this._originalSolution[8 * py + y - 1][8 * px + x - 1] = tile.Content[y][x];
}
}
}
}
if (print || write) {
this.printSolution();
}
}
printSolution() {
for (let y = 0; y < this.Solution.length; y++) {
const row = this.Solution[y].join('');
console.log(row);
// if (write) {
// // TODO: write to file
// }
}
}
setSolutionState(state = { Flip: 0, Rotation: 0 }) {
// Reset state to original
for (let i = 0; i < this._originalSolution.length; i++) {
for (let j = 0; j < this._originalSolution.length; j++) {
this.Solution[i][j] = this._originalSolution[i][j];
}
}
this._doRotation(state);
this._doFlips(state);
}
_doFlips(state) {
switch (state.Flip) {
case 1:
this.Solution = GU.FlipH(this.Solution);
break;
case 2:
this.Solution = GU.FlipV(this.Solution);
break;
case 3:
this.Solution = GU.FlipH(this.Solution);
this.Solution = GU.FlipV(this.Solution);
break;
default:
break;
}
}
_doRotation(state) {
for (let x = 0; x < state.Rotation; x++) {
this.Solution = GU.Rotate90CW(this.Solution);
}
}
}