Files
shikaku/ios/Shikaku/Core/PuzzleGenerator.swift
2026-05-01 09:21:43 -04:00

233 lines
7.5 KiB
Swift

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
}
}