working ios game

This commit is contained in:
2026-05-01 09:21:43 -04:00
commit 89b2e779f5
17 changed files with 2892 additions and 0 deletions

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import Foundation
enum PuzzleGenerationError: Error, LocalizedError {
case unsupportedSize(Int)
case failed(size: Int, attempts: Int)
var errorDescription: String? {
switch self {
case .unsupportedSize(let size):
return "Grid size \(size) is not supported."
case .failed(let size, let attempts):
return "Puzzle generation failed for \(size)x\(size) after \(attempts) attempts."
}
}
}
struct SeededRandomNumberGenerator: RandomNumberGenerator {
private var state: UInt64
init(seed: UInt64) {
self.state = seed == 0 ? 0x9E3779B97F4A7C15 : seed
}
mutating func next() -> UInt64 {
state &+= 0x9E3779B97F4A7C15
var z = state
z = (z ^ (z >> 30)) &* 0xBF58476D1CE4E5B9
z = (z ^ (z >> 27)) &* 0x94D049BB133111EB
return z ^ (z >> 31)
}
mutating func randomDouble() -> Double {
let value = next() >> 11
return Double(value) / Double(1 << 53)
}
mutating func weightedLowIndex(count: Int) -> Int {
guard count > 1 else {
return 0
}
// The Python version sampled a beta distribution to favor smaller rectangles.
// This power curve keeps the same bias without pulling in a statistics library.
let fraction = pow(randomDouble(), 2.2)
return min(Int(fraction * Double(count)), count - 1)
}
}
enum ShikakuGenerator {
static let maximumAttempts = 200
private static let maximumRandomSeed: UInt64 = 2_147_483_648
static func generate(size: Int, seed requestedSeed: UInt64? = nil) throws -> ShikakuPuzzle {
guard size > 1 else {
throw PuzzleGenerationError.unsupportedSize(size)
}
let seed = requestedSeed ?? UInt64.random(in: 0...maximumRandomSeed)
var rng = SeededRandomNumberGenerator(seed: seed)
for _ in 0..<maximumAttempts {
if let puzzle = attempt(size: size, seed: seed, rng: &rng) {
return puzzle
}
}
throw PuzzleGenerationError.failed(size: size, attempts: maximumAttempts)
}
private static func attempt(size: Int, seed: UInt64, rng: inout SeededRandomNumberGenerator) -> ShikakuPuzzle? {
var grid = Array(repeating: Array(repeating: -1, count: size), count: size)
var rects: [SolutionRect] = []
var uncovered = (0..<size).flatMap { row in
(0..<size).map { col in GridPoint(row: row, col: col) }
}
uncovered.shuffle(using: &rng)
while !uncovered.isEmpty {
let start = uncovered[0]
if grid[start.row][start.col] != -1 {
uncovered.removeFirst()
continue
}
var candidates: [SolutionRect] = []
for height in 1...(size - start.row) {
for width in 1...(size - start.col) {
if height == 1 && width == 1 {
continue
}
for rowOffset in 0..<height {
for colOffset in 0..<width {
let row0 = start.row - rowOffset
let col0 = start.col - colOffset
let row1 = row0 + height - 1
let col1 = col0 + width - 1
guard row0 >= 0, col0 >= 0, row1 < size, col1 < size else {
continue
}
if rectangleIsUncovered(row0: row0, col0: col0, row1: row1, col1: col1, grid: grid) {
candidates.append(SolutionRect(row: row0, col: col0, height: height, width: width))
}
}
}
}
}
if candidates.isEmpty {
guard absorbIsolatedCell(start, size: size, grid: &grid, rects: &rects, uncovered: &uncovered, rng: &rng) else {
return nil
}
continue
}
let keyedCandidates = candidates.map { rect in
(rect: rect, tieBreak: rng.randomDouble())
}
let sortedCandidates = keyedCandidates
.sorted { lhs, rhs in
if lhs.rect.area == rhs.rect.area {
return lhs.tieBreak < rhs.tieBreak
}
return lhs.rect.area < rhs.rect.area
}
.map(\.rect)
let chosen = sortedCandidates[rng.weightedLowIndex(count: sortedCandidates.count)]
let rectID = rects.count
for cell in chosen.cells {
grid[cell.row][cell.col] = rectID
}
rects.append(chosen)
uncovered.removeAll { grid[$0.row][$0.col] != -1 }
}
guard (0..<size).allSatisfy({ row in (0..<size).allSatisfy { grid[row][$0] != -1 } }) else {
return nil
}
var clues: [GridPoint: Int] = [:]
for rect in rects {
guard let clueCell = rect.cells.randomElement(using: &rng) else {
return nil
}
clues[clueCell] = rect.area
}
return ShikakuPuzzle(size: size, clues: clues, solution: rects, seed: seed)
}
private static func rectangleIsUncovered(
row0: Int,
col0: Int,
row1: Int,
col1: Int,
grid: [[Int]]
) -> Bool {
for row in row0...row1 {
for col in col0...col1 where grid[row][col] != -1 {
return false
}
}
return true
}
private static func absorbIsolatedCell(
_ cell: GridPoint,
size: Int,
grid: inout [[Int]],
rects: inout [SolutionRect],
uncovered: inout [GridPoint],
rng: inout SeededRandomNumberGenerator
) -> Bool {
var neighbors = [
GridPoint(row: cell.row - 1, col: cell.col),
GridPoint(row: cell.row + 1, col: cell.col),
GridPoint(row: cell.row, col: cell.col - 1),
GridPoint(row: cell.row, col: cell.col + 1)
]
neighbors.shuffle(using: &rng)
for neighbor in neighbors {
guard (0..<size).contains(neighbor.row),
(0..<size).contains(neighbor.col),
grid[neighbor.row][neighbor.col] != -1 else {
continue
}
let rectID = grid[neighbor.row][neighbor.col]
let old = rects[rectID]
let oldBounds = old.bounds
let newRow0 = min(oldBounds.startRow, cell.row)
let newCol0 = min(oldBounds.startCol, cell.col)
let newRow1 = max(oldBounds.endRow, cell.row)
let newCol1 = max(oldBounds.endCol, cell.col)
let expandedCells = CellBounds(
startRow: newRow0,
startCol: newCol0,
endRow: newRow1,
endCol: newCol1
).cells
guard expandedCells.allSatisfy({ grid[$0.row][$0.col] == -1 || grid[$0.row][$0.col] == rectID }) else {
continue
}
for expandedCell in expandedCells {
grid[expandedCell.row][expandedCell.col] = rectID
}
rects[rectID] = SolutionRect(
row: newRow0,
col: newCol0,
height: newRow1 - newRow0 + 1,
width: newCol1 - newCol0 + 1
)
uncovered.removeAll { grid[$0.row][$0.col] != -1 }
return true
}
return false
}
}

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import Foundation
enum GameStatus: Equatable {
case playing
case solved
case error
}
@MainActor
final class ShikakuGame: ObservableObject {
static let supportedSizes = [5, 7, 10, 15, 20, 25]
@Published private(set) var puzzle: ShikakuPuzzle
@Published private(set) var playerRects: [PlayerRect] = []
@Published private(set) var errorRectIDs: Set<PlayerRect.ID> = []
@Published private(set) var message = "Ready"
@Published private(set) var status: GameStatus = .playing
private var startDate = Date()
private var solvedElapsed: TimeInterval?
var size: Int {
puzzle.size
}
var currentSeed: UInt64 {
puzzle.seed
}
init(size: Int = 5) {
self.puzzle = Self.makePuzzle(size: size)
self.startDate = Date()
}
func newPuzzle(size requestedSize: Int? = nil, seed requestedSeed: UInt64? = nil) {
let nextSize = requestedSize ?? size
puzzle = Self.makePuzzle(size: nextSize, seed: requestedSeed)
playerRects = []
errorRectIDs = []
message = "Ready"
status = .playing
startDate = Date()
solvedElapsed = nil
}
func clear() {
playerRects = []
errorRectIDs = []
message = "Cleared"
status = .playing
if let solvedElapsed {
startDate = Date().addingTimeInterval(-solvedElapsed)
}
solvedElapsed = nil
}
func placeRect(_ rect: PlayerRect) {
guard rect.area > 1 else {
errorRectIDs = []
status = .playing
message = "Drag over at least 2 cells"
return
}
let newCells = Set(rect.cells)
playerRects.removeAll { !Set($0.cells).isDisjoint(with: newCells) }
playerRects.append(rect)
errorRectIDs = []
status = .playing
runAutoCheck()
}
func removeRect(at cell: GridPoint) {
let oldCount = playerRects.count
playerRects.removeAll { $0.contains(cell) }
if playerRects.count != oldCount {
errorRectIDs = []
status = .playing
message = "Ready"
solvedElapsed = nil
}
}
func checkSolution() {
let result = ShikakuValidation.verify(size: size, playerRects: playerRects, clues: puzzle.clues)
if result.isSolved {
markSolved()
errorRectIDs = []
message = "Solved in \(formattedElapsed())"
} else {
status = .error
errorRectIDs = invalidRectIDs()
message = result.message
}
}
func formattedElapsed(at date: Date = Date()) -> String {
let elapsed = solvedElapsed ?? max(0, date.timeIntervalSince(startDate))
let minutes = Int(elapsed) / 60
let seconds = Int(elapsed) % 60
return String(format: "%d:%02d", minutes, seconds)
}
private func runAutoCheck() {
guard status != .solved else {
return
}
let result = ShikakuValidation.verify(size: size, playerRects: playerRects, clues: puzzle.clues)
if result.isSolved {
markSolved()
message = "Solved in \(formattedElapsed())"
} else {
status = .playing
message = "Ready"
}
}
private func markSolved() {
if solvedElapsed == nil {
solvedElapsed = Date().timeIntervalSince(startDate)
}
status = .solved
}
private func invalidRectIDs() -> Set<PlayerRect.ID> {
Set(playerRects.compactMap { rect in
let clueValues = rect.cells.compactMap { puzzle.clues[$0] }
if clueValues.count != 1 || clueValues.first != rect.area {
return rect.id
}
return nil
})
}
private static func makePuzzle(size: Int, seed requestedSeed: UInt64? = nil) -> ShikakuPuzzle {
do {
return try ShikakuGenerator.generate(size: size, seed: requestedSeed)
} catch {
assertionFailure("Falling back after puzzle generation error: \(error)")
return fallbackPuzzle(size: size)
}
}
private static func fallbackPuzzle(size: Int) -> ShikakuPuzzle {
let rect = SolutionRect(row: 0, col: 0, height: size, width: size)
let clue = GridPoint(row: size / 2, col: size / 2)
return ShikakuPuzzle(size: size, clues: [clue: rect.area], solution: [rect], seed: 0)
}
}

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import Foundation
struct GridPoint: Hashable, Sendable {
let row: Int
let col: Int
}
struct CellBounds: Hashable, Sendable {
let startRow: Int
let startCol: Int
let endRow: Int
let endCol: Int
var height: Int {
endRow - startRow + 1
}
var width: Int {
endCol - startCol + 1
}
var area: Int {
height * width
}
func contains(_ point: GridPoint) -> Bool {
startRow <= point.row && point.row <= endRow && startCol <= point.col && point.col <= endCol
}
var cells: [GridPoint] {
var result: [GridPoint] = []
result.reserveCapacity(area)
for row in startRow...endRow {
for col in startCol...endCol {
result.append(GridPoint(row: row, col: col))
}
}
return result
}
}
struct SolutionRect: Hashable, Sendable {
let row: Int
let col: Int
let height: Int
let width: Int
var area: Int {
height * width
}
var bounds: CellBounds {
CellBounds(startRow: row, startCol: col, endRow: row + height - 1, endCol: col + width - 1)
}
var cells: [GridPoint] {
bounds.cells
}
}
struct PlayerRect: Identifiable, Hashable, Sendable {
let id: UUID
let startRow: Int
let startCol: Int
let endRow: Int
let endCol: Int
init(id: UUID = UUID(), startRow: Int, startCol: Int, endRow: Int, endCol: Int) {
self.id = id
self.startRow = startRow
self.startCol = startCol
self.endRow = endRow
self.endCol = endCol
}
var bounds: CellBounds {
CellBounds(
startRow: min(startRow, endRow),
startCol: min(startCol, endCol),
endRow: max(startRow, endRow),
endCol: max(startCol, endCol)
)
}
var area: Int {
bounds.area
}
var cells: [GridPoint] {
bounds.cells
}
func contains(_ point: GridPoint) -> Bool {
bounds.contains(point)
}
}
struct ShikakuPuzzle: Sendable {
let size: Int
let clues: [GridPoint: Int]
let solution: [SolutionRect]
let seed: UInt64
}
struct ValidationResult: Equatable, Sendable {
let isSolved: Bool
let message: String
}
enum ShikakuValidation {
static func verify(size: Int, playerRects: [PlayerRect], clues: [GridPoint: Int]) -> ValidationResult {
var coverage: [GridPoint: Int] = [:]
for (index, rect) in playerRects.enumerated() {
for cell in rect.cells {
guard (0..<size).contains(cell.row), (0..<size).contains(cell.col) else {
return ValidationResult(isSolved: false, message: "A rectangle extends outside the grid")
}
if coverage[cell] != nil {
return ValidationResult(isSolved: false, message: "Cells overlap between two rectangles")
}
coverage[cell] = index
}
}
let totalCells = size * size
if coverage.count != totalCells {
return ValidationResult(isSolved: false, message: "Not all cells are covered (\(coverage.count)/\(totalCells))")
}
for rect in playerRects {
let clueValues = rect.cells.compactMap { clues[$0] }
if clueValues.isEmpty {
return ValidationResult(isSolved: false, message: "A rectangle contains no clue number")
}
if clueValues.count > 1 {
return ValidationResult(isSolved: false, message: "A rectangle contains more than one clue number")
}
let clueValue = clueValues[0]
if rect.area != clueValue {
return ValidationResult(isSolved: false, message: "A rectangle contains \(clueValue) but has \(rect.area) cells")
}
}
return ValidationResult(isSolved: true, message: "Solved!")
}
}