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2022-04-30 23:21:22 +02:00

638 lines
23 KiB
C

#include "game_tools.h"
#include <assert.h>
#include <stdlib.h>
#include "game_aux.h"
#include "game_ext.h"
#include "game_private.h"
#define NB_CHAR_HEADER_WITHTOUT_DIMENSIONS 4
#define JWRAPPING (j + game_nb_cols(g) + gap_position * dir[index_dir + 1]) % game_nb_cols(g)
#define IWRAPPING (i + game_nb_rows(g) + gap_position * dir[index_dir]) % game_nb_rows(g)
#define JNORMAL j + gap_position* dir[index_dir + 1]
#define INORMAL i + gap_position* dir[index_dir]
game game_load(char* filename) {
checkPointer((void*)filename, "NULL pointer filename on game_load\n");
// ouvrons le fichier
FILE* f = fopen(filename, "r");
checkPointer((void*)f, "Couldn't open file\n");
// récuperer les valeurs dont on a beson pour créer le jeu initail
uint nb_rows, nb_cols;
int wrapping;
test_output(fscanf(f, "%u %u %d\n", &nb_rows, &nb_cols, &wrapping), 3, "Error in scan of file");
// créer le jeu initail
game g1 = game_new_empty_ext(nb_rows, nb_cols, wrapping);
checkPointer((void*)g1, "Couldn't create game\n");
// récuperer les coups à jouer
for (uint i = 0; i < nb_rows; i++) {
for (uint j = 0; j < nb_cols; j++) {
test_output(feof(f), 0, "Malformed file : Reached end of file\n");
// obtenir les squares pour les jouer dans g1
char play = fgetc(f);
if (play == '\n')
play = fgetc(f);
if (play == '*')
game_set_square(g1, i, j, S_LIGHTBULB);
else if (play == '-')
game_set_square(g1, i, j, S_MARK);
else if (play == 'w')
game_set_square(g1, i, j, S_BLACKU);
else if (play == '0')
game_set_square(g1, i, j, S_BLACK0);
else if (play == '1')
game_set_square(g1, i, j, S_BLACK1);
else if (play == '2')
game_set_square(g1, i, j, S_BLACK2);
else if (play == '3')
game_set_square(g1, i, j, S_BLACK3);
else if (play == '4')
game_set_square(g1, i, j, S_BLACK4);
else if (play != 'b') {
fprintf(stderr, "Malformed file : Unrecognized character %c.\n", play);
exit(EXIT_FAILURE);
}
}
}
fclose(f);
game_update_flags(g1);
return g1;
}
/**
* @brief Get the char from state object
*
* @param g game to get the square from
* @param i the i coordinate
* @param j the j coordinate
* @return char of the corresponding square
*/
char get_char_from_state(cgame g, uint i, uint j) {
// char tab[index] => index in enum square
char tab[] = {'b', '*', '-', '?', '?', '?', '?', '?', '0', '1', '2', '3', '4', 'w'};
return tab[(int)game_get_state(g, i, j)];
}
void game_save(cgame g, char* filename) {
checkPointer((void*)filename, "NULL pointer filename on game_save\n");
checkPointer((void*)g, "NULL pointer game g on game_save\n");
// try create or open file named filename
FILE* f = fopen(filename, "w");
checkPointer((void*)f, "Couldn't open file in game_save\n");
// try to print the first line (game_nb_rows(g) / 10 + 1 = nb char of a number)
test_output(fprintf(f, "%d %d %d\n", game_nb_rows(g), game_nb_cols(g), game_is_wrapping(g)),
NB_CHAR_HEADER_WITHTOUT_DIMENSIONS + get_nb_char_from_int(game_nb_rows(g)) + get_nb_char_from_int(game_nb_cols(g)),
"Couldn't print in file.\n");
// for each case of the game get the char of the given case and try to print it on the file
for (uint i = 0; i < game_nb_rows(g); i++) {
for (uint j = 0; j < game_nb_cols(g); j++) {
test_output(fprintf(f, "%c", get_char_from_state(g, i, j)), 1, "Couldn't print in file.\n");
}
// print a \n at the end of each row
test_output(fprintf(f, "\n"), 1, "Couldn't print in file.\n");
}
fclose(f);
}
/**
* @brief Change the array diagToTest who must containt coordinate i,j of a case else -1 if the cases are not on the same row / column take the cross point of
* the two points
* // clang off
* 0 1 2
* 0 a - b
* 1 x 2 y
* 2 c z d
* // clang on
* in this case the diagToTest must containt (zi,zj,xi,xj,yi,yj,?,?) (order doesn't matter) coordinates [2,1,0,1,1,0,-1,-1] and the function change this
* coordinate of the points in the array to the cross points of these points in this case the array should look like this : [2,0,2,2,?,?,?,?]
* ([ci,cj,di,dj,?,?,?,?]) and return the number of changed elements on diagToTest
* @param diagToTest the tab to test and change
* @param size the size of diagToTest
* @return uint the number of element on the changed diagToTest
*/
uint coordinateCrossPointMaker(int* diagToTest, uint size) {
int tab[size];
uint cpt = 0;
for (uint i = 0; i < size; i += 2) {
for (uint j = i + 2; j < size; j += 2) {
if (diagToTest[i] != -1 && diagToTest[j] != -1 && diagToTest[i] != diagToTest[j] && diagToTest[i + 1] != -1 && diagToTest[j + 1] != -1 &&
diagToTest[i + 1] != diagToTest[j + 1]) {
tab[cpt++] = diagToTest[i];
tab[cpt++] = diagToTest[j + 1];
}
}
}
for (uint i = 0; i < cpt; i++) {
diagToTest[i] = tab[i];
}
return cpt;
}
/**
* @brief try to add a s square on blank cases in the directions of the array dir (who must have be fill with coef (-1 ; 0 ; 1) of directions like this :
* [i,j,i,j,i,j,i,j]) to the i,j case in a 1 to max_gap distance from the i,j case if force is set to true place the square on lighted blank too (if there is an
* error undo all moves and return 0)
*
* @param g the game to change
* @param i the i coordinate of the case to add around
* @param j the j coordinate of the case to add around
* @param s the square to add around the i j case
* @param max_gap the max distance to add the s square around the i j case
* @param dir the array containing coef of directions
* @param force true => place the s square on lighted blank too else only on blank
* @return uint - the number of placed square (if there is an error undo all moves and return 0)
*/
uint addAround(game g, uint i, uint j, square s, uint max_gap, int* dir, bool force) {
uint move_played = 0;
for (uint gap_position = 1; gap_position <= max_gap; gap_position++) {
for (uint index_dir = 0; index_dir < 8; index_dir += 2) {
if (/* test if both dir are not 0*/ (dir[index_dir] != 0 || 0 != dir[index_dir + 1]) &&
/* normal check*/ ((JNORMAL < game_nb_cols(g) && INORMAL < game_nb_rows(g)) ||
/*wrapping check*/ (game_is_wrapping(g) &&
/*not the same case*/ !(IWRAPPING == i && JWRAPPING == j)))) {
if (game_is_black(g, IWRAPPING, JWRAPPING)) {
dir[index_dir] = 0;
dir[index_dir + 1] = 0;
} else {
square state = game_get_state(g, IWRAPPING, JWRAPPING);
square sqr = game_get_square(g, IWRAPPING, JWRAPPING);
if ((force && state == S_BLANK) || sqr == S_BLANK) {
game_play_move(g, IWRAPPING, JWRAPPING, s);
move_played++;
if (game_has_error_general(g)) {
for (; move_played != 0; move_played--) {
game_undo(g);
}
return move_played;
}
}
}
}
}
}
return move_played;
}
/**
* @brief look the cases around the i j case of the game g from 1 case distance to max_gap distance and fill not_empty, lightbulb, mark, blank_not_lighted
* variables with the number of occurence found. dirDiagoToEdit is an optional param who contain the coordinates of the blank squares
*
* @param g the game
* @param i the i coordinate of the case to check around
* @param j the j coordinate of the case to check around
* @param max_gap the max distance to check around the i j coordinate
* @param not_empty the variable to edit with the number of not empty case around i j
* @param lightbulb the variable to edit with the number of lightbulb around i j
* @param mark the variable to edit with the number of mark around i j
* @param blank_not_lighted the variable to edit with the number of blank_not_lighted around i j
* @param dirDiagoToEdit (optional) must be allocated with the maximum possible coordinate (4*2*gap_distance) will be edit with the coordinate of all blank
* squares around i j
*/
void checkAround(cgame g, uint i, uint j, uint max_gap, int* not_empty, int* lightbulb, int* mark, int* blank_not_lighted, int* dirDiagoToEdit) {
int dir[] = {1, 0, -1, 0, 0, 1, 0, -1};
for (uint gap_position = 1; gap_position <= max_gap; gap_position++) {
for (uint index_dir = 0; index_dir < sizeof(dir) / sizeof(dir[0]); index_dir += 2) {
if (/* test if both dir are not 0*/ dir[index_dir] != dir[index_dir + 1] &&
/* normal check*/ ((JNORMAL < game_nb_cols(g) && INORMAL < game_nb_rows(g)) ||
/*wrapping check*/ (game_is_wrapping(g) &&
/*not the same case*/ !(IWRAPPING == i && JWRAPPING == j)))) {
if (game_is_black(g, IWRAPPING, JWRAPPING)) {
dir[index_dir] = 0;
dir[index_dir + 1] = 0;
(*not_empty)++;
} else if (game_is_lighted(g, IWRAPPING, JWRAPPING) || !game_is_blank(g, IWRAPPING, JWRAPPING)) {
(*not_empty)++;
if (game_is_marked(g, IWRAPPING, JWRAPPING))
(*mark)++;
if (game_is_lightbulb(g, IWRAPPING, JWRAPPING))
(*lightbulb)++;
} else {
if (dirDiagoToEdit != NULL) {
dirDiagoToEdit[index_dir] = IWRAPPING;
dirDiagoToEdit[index_dir + 1] = JWRAPPING;
}
(*blank_not_lighted)++;
}
} else {
(*not_empty)++;
}
}
}
}
/**
* @brief analyze the game and play moves that are logical / mandatory. It stops only when it don't play any move and return the number of move played / special
* number
*
* @param g the game to analyze
* @return -1 if game_is_over ; -2 if the game has no sol ; else the number of move played
*/
int game_analyze(game g, bool nb_sol, int* move_play_to_return) {
uint total_move_played = 0, move_played;
do {
move_played = 0;
for (uint i = 0; i < game_nb_rows(g); i++) {
for (uint j = 0; j < game_nb_cols(g); j++) {
int dirLine[] = {1, 0, -1, 0, 0, 1, 0, -1};
int dirDiago[8] = {-1, -1, -1, -1, -1, -1, -1, -1};
uint tmp = 0;
/**
* @brief if the case is a blank (not lighted) test if there is only one blank square (itself) in all the directions if yes set a lightbulb (if
* the lightbulb create an error the game is unsolvable => undo all moves and return -2)
*
*/
if (game_get_square(g, i, j) == S_BLANK) {
int lb = 0, not_empty = 0, mark = 0, blank = 0;
checkAround(g, i, j, max(game_nb_cols(g), game_nb_rows(g)), &not_empty, &lb, &mark, &blank, NULL);
if (blank == 0) {
game_play_move(g, i, j, S_LIGHTBULB);
move_played++;
if (game_is_over(g)) {
if (nb_sol)
(*move_play_to_return) += total_move_played + move_played;
return -1;
}
if (game_has_error_general(g)) {
total_move_played += move_played;
for (; total_move_played != 0; total_move_played--) {
game_undo(g);
}
return -2;
}
}
/**
* @brief if the square is a wall between 1 and 4 test if there is the number of lightbulb already placed => place marks on all the blanks
* (if there is an error the game is unsolvable) square around the wall, else test if there is the number of blank (not lighted) needed by
* the wall around it => set lightbulb around the wall (if there is an error the game is unsolvable)
*
*/
} else if (game_get_state(g, i, j) >= S_BLACK1 && game_get_state(g, i, j) < S_BLACKU) {
int lb = 0, not_empty = 0, mark = 0, blank = 0;
checkAround(g, i, j, 1, &not_empty, &lb, &mark, &blank, dirDiago);
if (lb == game_get_black_number(g, i, j)) {
move_played += addAround(g, i, j, S_MARK, 1, dirLine, true);
} else if (not_empty - lb == abs(game_get_black_number(g, i, j) - 4)) {
tmp = addAround(g, i, j, S_LIGHTBULB, 1, dirLine, false);
if (tmp == 0) {
total_move_played += move_played;
for (; total_move_played != 0; total_move_played--) {
game_undo(g);
}
return -2;
}
move_played += tmp;
if (game_is_over(g)) {
if (nb_sol)
(*move_play_to_return) += total_move_played + move_played;
return -1;
}
}
/**
* @brief if this statement is true that means a single lightbulb (set on diagonals of the wall) can obfuscate two blanks around the wall
* and produce an error so we can place mark on these cases
*/
else if (blank == game_get_black_number(g, i, j) - lb + 1) {
uint cpt = coordinateCrossPointMaker(dirDiago, 8);
for (uint cpt_index = 0; cpt_index < cpt; cpt_index += 2) {
if (game_get_square(g, dirDiago[cpt_index], dirDiago[cpt_index + 1]) == S_BLANK) {
game_play_move(g, dirDiago[cpt_index], dirDiago[cpt_index + 1], S_MARK);
move_played++;
}
}
}
} // we can set marks all around a wall0 because it must not have lightbulb right next to it
else if (game_get_state(g, i, j) == S_BLACK0) {
move_played += addAround(g, i, j, S_MARK, 1, dirLine, true);
if (game_is_over(g)) {
if (nb_sol)
(*move_play_to_return) += total_move_played + move_played;
return -1;
}
} /**
* @brief if the mark is not lighted and there is only one blank in all the directions we can place a lightbulb (if there is an error the game
* is unsolvable)
*
*/
else if (game_get_state(g, i, j) == S_MARK && !game_is_lighted(g, i, j)) {
int lb = 0, not_empty = 0, mark = 0, blank = 0;
checkAround(g, i, j, max(game_nb_cols(g), game_nb_rows(g)), &not_empty, &lb, &mark, &blank, NULL);
if (blank == 1)
tmp = addAround(g, i, j, S_LIGHTBULB, max(game_nb_cols(g), game_nb_rows(g)), dirLine, false);
if (blank == 0 || (blank == 1 && tmp == 0)) {
total_move_played += move_played;
for (; total_move_played != 0; total_move_played--) {
game_undo(g);
}
return -2;
}
move_played += tmp;
if (game_is_over(g)) {
if (nb_sol)
(*move_play_to_return) += total_move_played + move_played;
return -1;
}
}
}
}
total_move_played += move_played;
} while (move_played != 0);
return total_move_played;
}
bool isAlreadyDone(uint i, uint j, uint* tab, uint size_tab) {
for (uint index_tab = 0; index_tab < size_tab; index_tab += 2) {
if (i == tab[index_tab] && j == tab[index_tab + 1])
return true;
}
return false;
}
/**
* @brief the brutforce fonction set a lightbulb on each case (recursive call while deep > 1) if the lightbulb produce an error undo it and go to the next
* coordinate on each new lightbulb who isn't producing error call game_analyze to see if it can help / say if the game is unsolvable (and set a mark on this
* case)
*
* @param g the game to brutforce
* @param deep the deepness of the brutforce
* @param move_played the number of moves played (to undo in case of unsolvable game)
* @return true if the game is solved
* @return false if the game is unsolvable
*/
bool aux_game_solve(game g,
uint deep,
int* move_played,
uint* alreadyDone,
uint size_alreadyDone,
uint max_size_alreadyDone,
bool nb_sol,
uint* cpt,
game** t_games,
uint* max_size) {
for (uint i = 0; i < game_nb_rows(g); i++) {
for (uint j = 0; j < game_nb_cols(g); j++) {
if (!isAlreadyDone(i, j, alreadyDone, size_alreadyDone)) {
if (nb_sol && (*cpt) + 1 == *max_size) {
(*max_size) = (*max_size) * 2;
(*t_games) = realloc((*t_games), sizeof(game) * (*max_size));
}
if (game_get_square(g, i, j) == S_BLANK) {
alreadyDone[size_alreadyDone] = i;
alreadyDone[size_alreadyDone + 1] = j;
size_alreadyDone += 2;
int tmp = 0;
game_play_move(g, i, j, S_LIGHTBULB);
if (!game_has_error(g, i, j) || !game_has_error_general(g)) {
if (game_is_over(g)) {
if (!nb_sol)
return true;
else {
(*t_games)[*cpt] = game_copy(g);
(*cpt)++;
}
} else {
tmp = game_analyze(g, nb_sol, move_played);
if (tmp == -1) {
if (!nb_sol)
return true;
else {
(*t_games)[*cpt] = game_copy(g);
(*cpt)++;
}
} else {
if (tmp == -2) {
game_undo(g);
game_play_move(g, i, j, S_MARK);
(*move_played)++;
} else
(*move_played) += tmp;
if (deep > 1) {
uint alreadyDoneNext[max_size_alreadyDone];
for (uint index_alreadyDone = 0; index_alreadyDone < size_alreadyDone; index_alreadyDone++) {
alreadyDoneNext[index_alreadyDone] = alreadyDone[index_alreadyDone];
}
if (aux_game_solve(g, deep - 1, move_played, alreadyDoneNext, size_alreadyDone, max_size_alreadyDone, nb_sol, cpt, t_games,
max_size)) {
return true;
}
}
}
}
}
if (tmp != -2) {
for (; (*move_played) > 0; (*move_played)--) {
game_undo(g);
}
game_undo(g);
}
}
}
}
}
return false;
}
uint total_number_of_blank_cases(game g) {
uint cpt = 0;
for (uint i = 0; i < game_nb_rows(g); i++) {
for (uint j = 0; j < game_nb_cols(g); j++) {
if (game_get_state(g, i, j) == S_BLANK)
cpt++;
}
}
return cpt;
}
void remove_all_mark_and_flags(game g) {
for (uint i = 0; i < game_nb_rows(g); i++) {
for (uint j = 0; j < game_nb_cols(g); j++) {
if (game_is_marked(g, i, j)) {
game_set_square(g, i, j, S_BLANK);
} else {
game_set_square(g, i, j, game_get_state(g, i, j));
}
}
}
}
bool game_solve(game g) {
// first analyze of the game to reduce the number of brutforce needed
int total_move_played = game_analyze(g, false, NULL);
// give move_played and not total_move_played to keep the first analyze
int move_played = 0;
if (total_move_played == -1)
return true;
// if the game is unsolvalbe at the first analyze it's unsolvable even with brutforce
if (total_move_played == -2)
return false;
uint nb_blank_cases = total_number_of_blank_cases(g);
uint deep = min(game_nb_rows(g), game_nb_cols(g)) > nb_blank_cases ? 1 : min(game_nb_rows(g), game_nb_cols(g));
// else try brutforce with deepness going from ^ to the total number of blank cases on the game
for (; deep < nb_blank_cases; deep++) {
total_move_played += move_played;
uint alreadyDone[nb_blank_cases * 2];
if (aux_game_solve(g, deep, &move_played, alreadyDone, 0, nb_blank_cases * 2, false, NULL, NULL, NULL)) {
return true;
}
}
for (int i = 0; i < total_move_played; i++) {
game_undo(g);
}
return false;
}
uint game_nb_solutions(cgame g) {
game copy_g = game_copy(g);
uint size = 4;
game* t_games = malloc(sizeof(game) * size);
// first analyze of the game to reduce the number of brutforce needed
int total_move_played = game_analyze(copy_g, false, NULL);
// give move_played and not total_move_played to keep the first analyze
int move_played = 0;
uint nb_solutions = 0;
if (total_move_played == -1) {
free(t_games);
game_delete(copy_g);
return 1;
}
// if the game is unsolvalbe at the first analyze it's unsolvable even with brutforce
if (total_move_played == -2) {
free(t_games);
game_delete(copy_g);
return 0;
}
uint nb_blank_cases = total_number_of_blank_cases(copy_g);
uint alreadyDone[nb_blank_cases * 2];
uint deep = min(game_nb_rows(copy_g), game_nb_cols(copy_g)) > nb_blank_cases ? 1 : min(game_nb_rows(copy_g), game_nb_cols(copy_g));
// else try brutforce with deepness going from ^ to the total number of blank cases on the game
for (; deep < nb_blank_cases && nb_solutions == 0; deep++) {
aux_game_solve(copy_g, deep, &move_played, alreadyDone, 0, nb_blank_cases * 2, true, &nb_solutions, &t_games, &size);
}
for (uint i = 0; i < nb_solutions; i++) {
remove_all_mark_and_flags(t_games[i]);
}
uint res = nb_solutions;
for (uint i = 0; i < nb_solutions; i++) {
for (uint j = i + 1; j < nb_solutions; j++) {
if (game_equal(t_games[i], t_games[j])) {
res--;
break;
}
}
game_delete(t_games[i]);
}
free(t_games);
game_delete(copy_g);
return res;
}
static uint nb_neigh_lightbulbs(cgame g, uint i, uint j) {
assert(g);
int nb_rows = game_nb_rows(g);
int nb_cols = game_nb_cols(g);
assert(i < (uint)nb_rows);
assert(j < (uint)nb_cols);
int i_up = i - 1;
int i_down = i + 1;
int j_left = j - 1;
int j_right = j + 1;
if (game_is_wrapping(g)) {
i_up = (i_up + nb_rows) % nb_rows;
i_down = (i_down + nb_rows) % nb_rows;
j_left = (j_left + nb_cols) % nb_cols;
j_right = (j_right + nb_cols) % nb_cols;
}
uint count = 0;
if ((i_up >= 0) && game_is_lightbulb(g, i_up, j))
count++;
if ((i_down < nb_rows) && game_is_lightbulb(g, i_down, j))
count++;
if ((j_left >= 0) && game_is_lightbulb(g, i, j_left))
count++;
if ((j_right < nb_cols) && game_is_lightbulb(g, i, j_right))
count++;
return count;
}
/* ************************************************************************** */
static uint nb_unlit_squares(cgame g) {
int nb = 0;
for (uint i = 0; i < game_nb_rows(g); i++)
for (uint j = 0; j < game_nb_cols(g); j++)
if (!game_is_lighted(g, i, j) && game_is_blank(g, i, j))
nb++;
return nb;
}
/* ************************************************************************** */
/**
* Create a random game with a given size and number of walls
*
* @param nb_rows the number of rows of the game
* @param nb_cols the number of columns of the game
* @param wrapping wrapping option
* @param nb_walls the number of walls to add
* @param with_solution if true, the game contains the solution, otherwise only walls
*
* @return the generated random game
*/
game game_random(uint nb_rows, uint nb_cols, bool wrapping, uint nb_walls, bool with_solution) {
assert(nb_walls <= nb_rows * nb_cols);
// step 0: create an empty game
game g = game_new_empty_ext(nb_rows, nb_cols, wrapping);
// step 1: add random black walls
uint k = 0;
while (k < nb_walls) {
uint i = rand() % nb_rows;
uint j = rand() % nb_cols;
if (!game_is_black(g, i, j)) {
game_set_square(g, i, j, S_BLACKU);
k++;
}
}
game_update_flags(g);
// step 2: add lightbulbs until every squares are lighted
uint nb_unlit = nb_unlit_squares(g);
while (nb_unlit != 0) {
uint random_unlit_num = rand() % nb_unlit;
uint num = 0;
for (uint i = 0; i < game_nb_rows(g); i++)
for (uint j = 0; j < game_nb_cols(g); j++) {
if (!game_is_lighted(g, i, j) && game_is_blank(g, i, j)) {
if (num == random_unlit_num) {
game_set_square(g, i, j, S_LIGHTBULB);
game_update_flags(g);
}
num++;
}
}
nb_unlit = nb_unlit_squares(g);
}
// step 3 : set some black wall numbers
for (uint i = 0; i < game_nb_rows(g); i++)
for (uint j = 0; j < game_nb_cols(g); j++) {
if (game_is_black(g, i, j)) {
if (rand() % 2 == 0) {
int nb_lightbulbs = nb_neigh_lightbulbs(g, i, j);
game_set_square(g, i, j, S_BLACK + nb_lightbulbs);
}
}
}
// check
assert(game_is_over(g));
if (!with_solution)
game_restart(g);
return g;
}
/* ************************************************************************** */