about summary refs log tree commit diff stats
path: root/tools/validator/validator.cpp
Commit message (Expand)AuthorAgeFilesLines
* [Data] Allow WALL solution to the_entry!OPENStar Rauchenberger2025-09-111-1/+2
* [Data] Fixed connection target required door logic bugsStar Rauchenberger2025-09-111-0/+48
* Added door groupsStar Rauchenberger2025-09-071-0/+28
* [Data] Strip unnecessary AP IDsStar Rauchenberger2025-09-041-2/+77
* Added progressive doorsStar Rauchenberger2025-09-011-0/+16
* Handled cyan doorsStar Rauchenberger2025-08-311-0/+9
* Changed how door location names are formattedStar Rauchenberger2025-08-301-210/+284
* Added control_centerStar Rauchenberger2025-08-271-1/+10
* Added daedalusStar Rauchenberger2025-08-241-0/+5
* Added "endings" object typeStar Rauchenberger2025-08-201-0/+15
* Validate that nodes in game files are usedStar Rauchenberger2025-08-181-0/+8
* Validate that node paths aren't used multiple timesStar Rauchenberger2025-08-171-0/+12
* Started writing a data validatorStar Rauchenberger2025-08-161-0/+250
n181'>181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507
namespace(function() {

// A 2x2 grid is internally a 5x5:
// corner, edge, corner, edge, corner
// edge,   cell, edge,   cell, edge
// corner, edge, corner, edge, corner
// edge,   cell, edge,   cell, edge
// corner, edge, corner, edge, corner
//
// Corners and edges will have a value of true if the line passes through them
// Cells will contain an object if there is an element in them
window.Puzzle = class {
  constructor(width, height, pillar=false) {
    if (pillar === true) {
      this.newGrid(2 * width, 2 * height + 1)
    } else {
      this.newGrid(2 * width + 1, 2 * height + 1)
    }
    this.pillar = pillar
    this.settings = {
      // If true, negation symbols are allowed to cancel other negation symbols.
      NEGATIONS_CANCEL_NEGATIONS: true,

      // If true, and the count of polyominos and onimoylops is zero, they cancel regardless of shape.
      SHAPELESS_ZERO_POLY: false,

      // If true, the traced line cannot go through the placement of a polyomino.
      PRECISE_POLYOMINOS: true,

      // If false, incorrect elements will not flash when failing the puzzle.
      FLASH_FOR_ERRORS: true,

      // If true, mid-segment startpoints will constitute solid lines, and form boundaries for the region.
      FAT_STARTPOINTS: false,

      // If true, custom mechanics are displayed (and validated) in this puzzle.
      CUSTOM_MECHANICS: false,
      
      // If true, polyominos may be placed partially off of the grid as an intermediate solution step.
      // OUT_OF_BOUNDS_POLY: false,
    }
  }

  static deserialize(json) {
    var parsed = JSON.parse(json)
    // Claim that it's not a pillar (for consistent grid sizing), then double-check ourselves later.
    var puzzle = new Puzzle((parsed.grid.length - 1)/2, (parsed.grid[0].length - 1)/2)
    puzzle.name = parsed.name
    puzzle.autoSolved = parsed.autoSolved
    puzzle.grid = parsed.grid
    // Legacy: Grid squares used to use 'false' to indicate emptiness.
    // Legacy: Cells may use {} to represent emptiness
    // Now, we use:
    // Cells default to null
    // During onTraceStart, empty cells that are still inbounds are changed to {'type': 'nonce'} for tracing purposes.
    // Lines default to {'type':'line', 'line':0}
    for (var x=0; x<puzzle.width; x++) {
      for (var y=0; y<puzzle.height; y++) {
        var cell = puzzle.grid[x][y]
        if (cell === false || cell == null || cell.type == null) {
          if (x%2 === 1 && y%2 === 1) puzzle.grid[x][y] = null
          else puzzle.grid[x][y] = {'type':'line', 'line':window.LINE_NONE}
        } else {
          if (cell.type === 'poly' || cell.type === 'ylop') {
            if (cell.rot === 'all') {
              // Legacy: Polys and ylops used to have a rot value (before I started using polyshape).
              // rot=all is a holdover that was used to represent rotation polyominos.
              puzzle.grid[x][y].polyshape |= window.ROTATION_BIT
              delete puzzle.grid[x][y].rot
            }
            // Fixup: Sometimes we have a polyshape which is empty. Just ignore these objects.
            if (puzzle.grid[x][y].polyshape & ~window.ROTATION_BIT === 0) puzzle.grid[x][y] = null
          } else if ((x%2 !== 1 || y%2 !== 1) && cell.color != null) {
            // Legacy: Lines used to use 'color' instead of 'line', but that was redundant with actual colors
            cell.line = cell.color
            delete cell.color
          } else if (cell.gap === true) {
            // Legacy: Gaps used to be null/true, are now null/1/2
            puzzle.grid[x][y].gap = window.GAP_BREAK
          }
        }
      }
    }
    // Legacy: Startpoints used to be only parsed.start
    if (parsed.start) {
      parsed.startPoints = [parsed.start]
    }
    // Legacy: Startpoints used to be a separate array, now they are flags
    if (parsed.startPoints) {
      for (var startPoint of parsed.startPoints) {
        puzzle.grid[startPoint.x][startPoint.y].start = true
      }
    }
    // Legacy: Endpoints used to be only parsed.end
    if (parsed.end) {
      parsed.endPoints = [parsed.end]
    }
    // Legacy: Endpoints used to be a separate array, now they are flags
    if (parsed.endPoints) {
      for (var endPoint of parsed.endPoints) {
        puzzle.grid[endPoint.x][endPoint.y].end = endPoint.dir
      }
    }
    // Legacy: Dots and gaps used to be separate arrays
    // Now, they are flags on the individual lines.
    if (parsed.dots) {
      for (var dot of parsed.dots) {
        puzzle.grid[dot.x][dot.y].dot = window.DOT_BLACK
      }
    }
    if (parsed.gaps) {
      for (var gap of parsed.gaps) {
        puzzle.grid[gap.x][gap.y].gap = window.GAP_BREAK
      }
    }
    if (parsed.settings) {
      for (var key of Object.keys(parsed.settings)) {
        puzzle.settings[key] = parsed.settings[key]
      }
    }
    puzzle.pillar = parsed.pillar
    puzzle.symmetry = parsed.symmetry
    puzzle.largezero = puzzle.width * puzzle.height
    return puzzle
  }

  serialize() {
    return JSON.stringify(this)
  }

  clone() {
    return Puzzle.deserialize(this.serialize())
  }

  // This is explicitly *not* just clearing the grid, so that external references
  // to the grid are not also cleared.
  newGrid(width, height) {
    if (width == null) { // Called by someone who just wants to clear the grid.
      width = this.width
      height = this.height
    }
    this.grid = []
    for (var x=0; x<width; x++) {
      this.grid[x] = []
      for (var y=0; y<height; y++) {
        if (x%2 === 1 && y%2 === 1) this.grid[x][y] = null
        else this.grid[x][y] = {'type':'line', 'line':LINE_NONE}
      }
    }
    // Performance: A large value which is === 0 to be used for pillar wrapping.
    // Performance: Getting the size of the grid has a nonzero cost.
    // Definitely getting the length of the first element isn't optimized.
    this.largezero = width * height * 2
    this.width = this.grid.length
    this.height = this.grid[0].length
  }

  // Wrap a value around at the width of the grid. No-op if not in pillar mode.
  _mod(val) {
    if (this.pillar === false) return val
    return (val + this.largezero) % this.width
  }

  // Determine if an x, y pair is a safe reference inside the grid. This should be invoked at the start of every
  // function, but then functions can access the grid directly.
  _safeCell(x, y) {
    if (x < 0 || x >= this.width) return false
    if (y < 0 || y >= this.height) return false
    return true
  }

  getCell(x, y) {
    x = this._mod(x)
    if (!this._safeCell(x, y)) return null
    return this.grid[x][y]
  }

  setCell(x, y, value) {
    x = this._mod(x)
    if (!this._safeCell(x, y)) return
    this.grid[x][y] = value
  }

  getSymmetricalDir(dir) {
    if (this.symmetry != null) {
      if (this.symmetry.x === true) {
        if (dir === 'left') return 'right'
        if (dir === 'right') return 'left'
      }
      if (this.symmetry.y === true) {
        if (dir === 'top') return 'bottom'
        if (dir === 'bottom') return 'top'
      }
    }
    return dir
  }

  // The resulting position is guaranteed to be gridsafe.
  getSymmetricalPos(x, y) {
    if (this.symmetry != null) {
      if (this.pillar === true) {
        x += this.width/2
        if (this.symmetry.x === true) {
          x = this.width - x
        }
      } else {
        if (this.symmetry.x === true) {
          x = (this.width - 1) - x
        }
      }
      if (this.symmetry.y === true) {
        y = (this.height - 1) - y
      }
    }
    return {'x':this._mod(x), 'y':y}
  }

  getSymmetricalCell(x, y) {
    var pos = this.getSymmetricalPos(x, y)
    return this.getCell(pos.x, pos.y)
  }

  matchesSymmetricalPos(x1, y1, x2, y2) {
    return (y1 === y2 && this._mod(x1) === x2)
  }

  // A variant of getCell which specifically returns line values,
  // and treats objects as being out-of-bounds
  getLine(x, y) {
    var cell = this.getCell(x, y)
    if (cell == null) return null
    if (cell.type !== 'line') return null
    return cell.line
  }

  updateCell2(x, y, key, value) {
    x = this._mod(x)
    if (!this._safeCell(x, y)) return
    var cell = this.grid[x][y]
    if (cell == null) return
    cell[key] = value
  }

  getValidEndDirs(x, y) {
    x = this._mod(x)
    if (!this._safeCell(x, y)) return []

    var dirs = []
    var leftCell = this.getCell(x - 1, y)
    if (leftCell == null || leftCell.gap === window.GAP_FULL) dirs.push('left')
    var topCell = this.getCell(x, y - 1)
    if (topCell == null || topCell.gap === window.GAP_FULL) dirs.push('top')
    var rightCell = this.getCell(x + 1, y)
    if (rightCell == null || rightCell.gap === window.GAP_FULL) dirs.push('right')
    var bottomCell = this.getCell(x, y + 1)
    if (bottomCell == null || bottomCell.gap === window.GAP_FULL) dirs.push('bottom')
    return dirs
  }

  // Note: Does not use this.width/this.height, so that it may be used to ask about resizing.
  getSizeError(width, height) {
    if (this.pillar && width < 4) return 'Pillars may not have a width of 1'
    if (width * height < 25) return 'Puzzles may not be smaller than 2x2 or 1x4'
    if (width > 21 || height > 21) return 'Puzzles may not be larger than 10 in either dimension'
    if (this.symmetry != null) {
      if (this.symmetry.x && width <= 2) return 'Symmetrical puzzles must be sufficiently wide for both lines'
      if (this.symmetry.y && height <= 2) return 'Symmetrical puzzles must be sufficiently wide for both lines'
      if (this.pillar && this.symmetry.x && width % 4 !== 0) return 'X + Pillar symmetry must be an even number of rows, to keep both startpoints at the same parity'
    }

    return null
  }


  // Called on a solution. Computes a list of gaps to show as hints which *do not*
  // break the path.
  loadHints() {
    this.hints = []
    for (var x=0; x<this.width; x++) {
      for (var y=0; y<this.height; y++) {
        if (x%2 + y%2 === 1 && this.getLine(x, y) > window.LINE_NONE) {
          this.hints.push({'x':x, 'y':y})
        }
      }
    }
  }

  // Show a hint on the grid.
  // If no hint is provided, will select the best one it can find,
  // prioritizing breaking current lines on the grid.
  // Returns the shown hint.
  showHint(hint) {
    if (hint != null) {
      this.grid[hint.x][hint.y].gap = window.GAP_BREAK
      return
    }

    var goodHints = []
    var badHints = []

    for (var hint of this.hints) {
      if (this.getLine(hint.x, hint.y) > window.LINE_NONE) {
        // Solution will be broken by this hint
        goodHints.push(hint)
      } else {
        badHints.push(hint)
      }
    }
    if (goodHints.length > 0) {
      var hint = goodHints.splice(window.randInt(goodHints.length), 1)[0]
    } else if (badHints.length > 0) {
      var hint = badHints.splice(window.randInt(badHints.length), 1)[0]
    } else {
      return
    }
    this.grid[hint.x][hint.y].gap = window.GAP_BREAK
    this.hints = badHints.concat(goodHints)
    return hint
  }

  clearLines() {
    for (var x=0; x<this.width; x++) {
      for (var y=0; y<this.height; y++) {
        this.updateCell2(x, y, 'line', 0)
        this.updateCell2(x, y, 'dir', null)
      }
    }
  }

  _floodFill(x, y, region, col) {
    var cell = col[y]
    if (cell === MASKED_PROCESSED) return
    if (cell !== MASKED_INB_NONCOUNT) {
      region.push({'x':x, 'y':y})
    }
    col[y] = MASKED_PROCESSED

    if (y < this.height - 1)        this._floodFill(x,        y + 1, region, col)
    if (y > 0)                      this._floodFill(x,        y - 1, region, col)
    if (x < this.width - 1)         this._floodFill(x + 1,        y, region, this.grid[x+1])
    else if (this.pillar !== false) this._floodFill(0,            y, region, this.grid[0])
    if (x > 0)                      this._floodFill(x - 1,        y, region, this.grid[x-1])
    else if (this.pillar !== false) this._floodFill(this.width-1, y, region, this.grid[this.width-1])
  }

  // Re-uses the same grid, but only called on edges which border the outside
  // Called first to mark cells that are connected to the outside, i.e. should not be part of any region.
  _floodFillOutside(x, y, col) {
    var cell = col[y]
    if (cell === MASKED_PROCESSED) return
    if (x%2 !== y%2 && cell !== MASKED_GAP2) return // Only flood-fill through gap-2
    if (x%2 === 0 && y%2 === 0 && cell === MASKED_DOT) return // Don't flood-fill through dots
    col[y] = MASKED_PROCESSED

    if (x%2 === 0 && y%2 === 0) return // Don't flood fill through corners (what? Clarify.)

    if (y < this.height - 1)        this._floodFillOutside(x,        y + 1, col)
    if (y > 0)                      this._floodFillOutside(x,        y - 1, col)
    if (x < this.width - 1)         this._floodFillOutside(x + 1,        y, this.grid[x+1])
    else if (this.pillar !== false) this._floodFillOutside(0,            y, this.grid[0])
    if (x > 0)                      this._floodFillOutside(x - 1,        y, this.grid[x-1])
    else if (this.pillar !== false) this._floodFillOutside(this.width-1, y, this.grid[this.width-1])
  }

  // Returns the original grid (pre-masking). You will need to switch back once you are done flood filling.
  switchToMaskedGrid() {
    // Make a copy of the grid -- we will be overwriting it
    var savedGrid = this.grid
    this.grid = new Array(this.width)
    // Override all elements with empty lines -- this means that flood fill is just
    // looking for lines with line=0.
    for (var x=0; x<this.width; x++) {
      var savedRow = savedGrid[x]
      var row = new Array(this.height)
      var skip = 1
      if (x%2 === 1) { // Cells are always part of the region
        for (var y=1; y<this.height; y+=2) row[y] = MASKED_INB_COUNT
        skip = 2 // Skip these cells during iteration
      }
      for (var y=0; y<this.height; y+=skip) {
        var cell = savedRow[y]
        if (cell.line > window.LINE_NONE) {
          row[y] = MASKED_PROCESSED // Traced lines should not be a part of the region
        } else if (cell.gap === window.GAP_FULL) {
          row[y] = MASKED_GAP2
        } else if (cell.dot > window.DOT_NONE) {
          row[y] = MASKED_DOT
        } else {
          row[y] = MASKED_INB_COUNT
        }
      }
      this.grid[x] = row
    }

    // Starting at a mid-segment startpoint
    if (this.startPoint != null && this.startPoint.x%2 !== this.startPoint.y%2) {
      if (this.settings.FAT_STARTPOINTS) {
        // This segment is not in any region (acts as a barrier)
        this.grid[this.startPoint.x][this.startPoint.y] = MASKED_OOB
      } else {
        // This segment is part of this region (acts as an empty cell)
        this.grid[this.startPoint.x][this.startPoint.y] = MASKED_INB_NONCOUNT
      }
    }

    // Ending at a mid-segment endpoint
    if (this.endPoint != null && this.endPoint.x%2 !== this.endPoint.y%2) {
      // This segment is part of this region (acts as an empty cell)
      this.grid[this.endPoint.x][this.endPoint.y] = MASKED_INB_NONCOUNT
    }

    // Mark all outside cells as 'not in any region' (aka null)

    // Top and bottom edges
    for (var x=1; x<this.width; x+=2) {
      this._floodFillOutside(x, 0, this.grid[x])
      this._floodFillOutside(x, this.height - 1, this.grid[x])
    }

    // Left and right edges (only applies to non-pillars)
    if (this.pillar === false) {
      for (var y=1; y<this.height; y+=2) {
        this._floodFillOutside(0, y, this.grid[0])
        this._floodFillOutside(this.width - 1, y, this.grid[this.width-1])
      }
    }

    return savedGrid
  }

  getRegions() {
    var regions = []
    var savedGrid = this.switchToMaskedGrid()

    for (var x=0; x<this.width; x++) {
      for (var y=0; y<this.height; y++) {
        if (this.grid[x][y] == MASKED_PROCESSED) continue

        // If this cell is empty (aka hasn't already been used by a region), then create a new one
        // This will also mark all lines inside the new region as used.
        var region = []
        this._floodFill(x, y, region, this.grid[x])
        regions.push(region)
      }
    }
    this.grid = savedGrid
    return regions
  }

  getRegion(x, y) {
    x = this._mod(x)
    if (!this._safeCell(x, y)) return

    var savedGrid = this.switchToMaskedGrid()
    if (this.grid[x][y] == MASKED_PROCESSED) {
      this.grid = savedGrid
      return null
    }

    // If the masked grid hasn't been used at this point, then create a new region.
    // This will also mark all lines inside the new region as used.
    var region = []
    this._floodFill(x, y, region, this.grid[x])

    this.grid = savedGrid
    return region
  }

  logGrid() {
    var output = ''
    for (var y=0; y<this.height; y++) {
      var row = []
      for (var x=0; x<this.width; x++) {
        var cell = this.getCell(x, y)
        if (cell == null)                  row[x] = ' '
        else if (cell.type === 'nonce')    row[x] = ' '
        else if (cell.start === true)      row[x] = 'S'
        else if (cell.end != null)         row[x] = 'E'
        else if (cell.type === 'line') {
          if (cell.gap > 0)                row[x] = ' '
          if (cell.dot > 0)                row[x] = 'X'
          if (cell.line === 0)             row[x] = '.'
          if (cell.line === 1)             row[x] = '#'
          if (cell.line === 2)             row[x] = '#'
          if (cell.line === 3)             row[x] = 'o'
        } else                             row[x] = '?'
      }
      output += row.join('') + '\n'
    }
    console.info(output)
  }
}

// The grid contains 5 colors:
// null: Out of bounds or already processed
var MASKED_OOB = null
var MASKED_PROCESSED = null
// 0: In bounds, awaiting processing, but should not be part of the final region.
var MASKED_INB_NONCOUNT = 0
// 1: In bounds, awaiting processing
var MASKED_INB_COUNT = 1
// 2: Gap-2. After _floodFillOutside, this means "treat normally" (it will be null if oob)
var MASKED_GAP2 = 2
// 3: Dot (of any kind), otherwise identical to 1. Should not be flood-filled through (why the f do we need this)
var MASKED_DOT = 3

})