diff options
Diffstat (limited to 'Source')
-rw-r--r-- | Source/Randomizer2.cpp | 644 | ||||
-rw-r--r-- | Source/Randomizer2.h | 19 | ||||
-rw-r--r-- | Source/Randomizer2Core.cpp | 203 | ||||
-rw-r--r-- | Source/Randomizer2Core.h | 17 | ||||
-rw-r--r-- | Source/Source.vcxproj | 4 |
5 files changed, 0 insertions, 887 deletions
diff --git a/Source/Randomizer2.cpp b/Source/Randomizer2.cpp deleted file mode 100644 index 421ce69..0000000 --- a/Source/Randomizer2.cpp +++ /dev/null | |||
@@ -1,644 +0,0 @@ | |||
1 | #include "pch.h" | ||
2 | #include "Randomizer2.h" | ||
3 | #include "PuzzleSerializer.h" | ||
4 | #include "Randomizer2Core.h" | ||
5 | #include "Random.h" | ||
6 | #include "Solver.h" | ||
7 | #include "Windows.h" | ||
8 | |||
9 | Randomizer2::Randomizer2(const PuzzleSerializer& serializer) : _serializer(serializer) { | ||
10 | } | ||
11 | |||
12 | void Randomizer2::Randomize() { | ||
13 | // RandomizeTutorial(); | ||
14 | // RandomizeGlassFactory(); | ||
15 | RandomizeSymmetryIsland(); | ||
16 | // RandomizeKeep(); | ||
17 | } | ||
18 | |||
19 | void Randomizer2::RandomizeTutorial() { | ||
20 | { // Far center | ||
21 | Puzzle p; | ||
22 | p.NewGrid(4, 4); | ||
23 | p.grid[0][8].start = true; | ||
24 | p.grid[8][0].end = Cell::Dir::UP; | ||
25 | |||
26 | for (Pos pos : Randomizer2Core::CutEdges(p, 14)) { | ||
27 | p.grid[pos.x][pos.y].gap = Cell::Gap::FULL; | ||
28 | } | ||
29 | _serializer.WritePuzzle(p, 0x293); | ||
30 | } | ||
31 | |||
32 | { // Center left | ||
33 | Puzzle p; | ||
34 | p.NewGrid(6, 6); | ||
35 | |||
36 | int x = Random::RandInt(0, (p.width-1)/2)*2; | ||
37 | int y = Random::RandInt(0, (p.height-1)/2)*2; | ||
38 | int rng = Random::RandInt(1, 4); | ||
39 | if (rng == 1) p.grid[x][0].end = Cell::Dir::UP; | ||
40 | else if (rng == 2) p.grid[x][p.height-1].end = Cell::Dir::DOWN; | ||
41 | else if (rng == 3) p.grid[0][y].end = Cell::Dir::LEFT; | ||
42 | else if (rng == 4) p.grid[p.width-1][y].end = Cell::Dir::RIGHT; | ||
43 | |||
44 | // [4/6/8][4/6/8] | ||
45 | p.grid[Random::RandInt(0, 2)*2 + 4][Random::RandInt(0, 2)*2 + 4].start = true; | ||
46 | |||
47 | for (Pos pos : Randomizer2Core::CutEdges(p, 35)) { | ||
48 | p.grid[pos.x][pos.y].gap = Cell::Gap::FULL; | ||
49 | } | ||
50 | |||
51 | _serializer.WritePuzzle(p, 0x295); | ||
52 | } | ||
53 | |||
54 | { // Far left | ||
55 | Puzzle p; | ||
56 | p.NewGrid(10, 10); | ||
57 | |||
58 | p.grid[0][20].start = true; | ||
59 | p.grid[20][0].end = Cell::Dir::RIGHT; | ||
60 | |||
61 | for (Pos pos : Randomizer2Core::CutEdges(p, 96)) { | ||
62 | p.grid[pos.x][pos.y].gap = Cell::Gap::FULL; | ||
63 | } | ||
64 | _serializer.WritePuzzle(p, 0x2C2); | ||
65 | } | ||
66 | |||
67 | { // Back left | ||
68 | Puzzle p; | ||
69 | p.NewGrid(6, 6); | ||
70 | |||
71 | p.grid[0][12].start = true; | ||
72 | p.grid[12][0].end = Cell::Dir::RIGHT; | ||
73 | p.grid[12][12].end = Cell::Dir::RIGHT; | ||
74 | |||
75 | for (Pos pos : Randomizer2Core::CutEdges(p, 27)) { | ||
76 | p.grid[pos.x][pos.y].gap = Cell::Gap::BREAK; | ||
77 | } | ||
78 | _serializer.WritePuzzle(p, 0xA3B5); | ||
79 | } | ||
80 | |||
81 | { // Back right | ||
82 | Puzzle p; | ||
83 | p.NewGrid(6, 6); | ||
84 | |||
85 | p.grid[0][12].start = true; | ||
86 | p.grid[12][12].start = true; | ||
87 | p.grid[6][0].end = Cell::Dir::UP; | ||
88 | |||
89 | // @Cleanup | ||
90 | std::vector<Pos> cuts; | ||
91 | bool toTheRight; | ||
92 | // Start by generating a cut line, to ensure one of the two startpoints is inaccessible | ||
93 | int x, y; | ||
94 | switch (Random::RandInt(1, 4)) { | ||
95 | case 1: | ||
96 | x = 1; y = 1; | ||
97 | toTheRight = true; | ||
98 | cuts.emplace_back(0, 1); | ||
99 | break; | ||
100 | case 2: | ||
101 | x = 1; y = 1; | ||
102 | toTheRight = true; | ||
103 | cuts.emplace_back(1, 0); | ||
104 | break; | ||
105 | case 3: | ||
106 | x = 11; y = 1; | ||
107 | toTheRight = false; | ||
108 | cuts.emplace_back(12, 1); | ||
109 | break; | ||
110 | case 4: | ||
111 | x = 11; y = 1; | ||
112 | toTheRight = false; | ||
113 | cuts.emplace_back(11, 0); | ||
114 | break; | ||
115 | } | ||
116 | while (y < p.height) { // The final cut will push y below the bottom of the puzzle, which means we're done. | ||
117 | switch (Random::RandInt(1, 4)) { | ||
118 | case 1: // Go right | ||
119 | if (x < p.width-2) { | ||
120 | cuts.emplace_back(x+1, y); | ||
121 | x += 2; | ||
122 | } | ||
123 | break; | ||
124 | case 2: // Go left | ||
125 | if (x > 1) { | ||
126 | cuts.emplace_back(x-1, y); | ||
127 | x -= 2; | ||
128 | } | ||
129 | break; | ||
130 | case 3: | ||
131 | case 4: // Go down (biased x2) | ||
132 | cuts.emplace_back(x, y+1); | ||
133 | y += 2; | ||
134 | break; | ||
135 | } | ||
136 | } | ||
137 | |||
138 | for (Pos pos : cuts) { | ||
139 | p.grid[pos.x][pos.y].gap = Cell::Gap::BREAK; | ||
140 | } | ||
141 | |||
142 | for (Pos pos : Randomizer2Core::CutEdges(p, 30 - cuts.size())) { | ||
143 | p.grid[pos.x][pos.y].gap = Cell::Gap::BREAK; | ||
144 | } | ||
145 | _serializer.WritePuzzle(p, 0xA3B2); | ||
146 | } | ||
147 | } | ||
148 | |||
149 | void Randomizer2::RandomizeGlassFactory() { | ||
150 | { // Back wall 1 | ||
151 | Puzzle p; | ||
152 | p.NewGrid(3, 3); | ||
153 | p.symmetry = Puzzle::Symmetry::X; | ||
154 | p.grid[0][6].start = true; | ||
155 | p.grid[6][6].start = true; | ||
156 | p.grid[2][0].end = Cell::Dir::UP; | ||
157 | p.grid[4][0].end = Cell::Dir::UP; | ||
158 | |||
159 | std::vector<Pos> cutEdges = Randomizer2Core::CutSymmetricalEdgePairs(p, 2); | ||
160 | for (Pos pos : cutEdges) { | ||
161 | Pos sym = p.GetSymmetricalPos(pos.x, pos.y); | ||
162 | p.grid[pos.x][pos.y].gap = Cell::Gap::BREAK; | ||
163 | p.grid[sym.x][sym.y].gap = Cell::Gap::BREAK; | ||
164 | } | ||
165 | _serializer.WritePuzzle(p, 0x86); | ||
166 | } | ||
167 | { // Back wall 2 | ||
168 | Puzzle p; | ||
169 | p.NewGrid(4, 4); | ||
170 | p.symmetry = Puzzle::Symmetry::X; | ||
171 | p.grid[0][8].start = true; | ||
172 | p.grid[8][8].start = true; | ||
173 | p.grid[2][0].end = Cell::Dir::UP; | ||
174 | p.grid[6][0].end = Cell::Dir::UP; | ||
175 | std::vector<Pos> cutEdges = Randomizer2Core::CutSymmetricalEdgePairs(p, 4); | ||
176 | for (int i=0; i<cutEdges.size(); i++) { | ||
177 | Pos pos = cutEdges[i]; | ||
178 | if (i%2 == 0) { | ||
179 | p.grid[pos.x][pos.y].gap = Cell::Gap::BREAK; | ||
180 | } else { | ||
181 | Pos sym = p.GetSymmetricalPos(pos.x, pos.y); | ||
182 | p.grid[sym.x][sym.y].gap = Cell::Gap::BREAK; | ||
183 | } | ||
184 | } | ||
185 | |||
186 | _serializer.WritePuzzle(p, 0x87); | ||
187 | } | ||
188 | { // Back wall 3 | ||
189 | Puzzle p; | ||
190 | p.NewGrid(5, 6); | ||
191 | p.symmetry = Puzzle::Symmetry::X; | ||
192 | p.grid[2][10].start = true; | ||
193 | p.grid[8][10].start = true; | ||
194 | p.grid[4][0].end = Cell::Dir::UP; | ||
195 | p.grid[6][0].end = Cell::Dir::UP; | ||
196 | std::vector<Pos> cutEdges = Randomizer2Core::CutSymmetricalEdgePairs(p, 10); | ||
197 | for (int i=0; i<cutEdges.size(); i++) { | ||
198 | Pos pos = cutEdges[i]; | ||
199 | if (i%2 == 0) { | ||
200 | p.grid[pos.x][pos.y].gap = Cell::Gap::BREAK; | ||
201 | } else { | ||
202 | Pos sym = p.GetSymmetricalPos(pos.x, pos.y); | ||
203 | p.grid[sym.x][sym.y].gap = Cell::Gap::BREAK; | ||
204 | } | ||
205 | } | ||
206 | |||
207 | _serializer.WritePuzzle(p, 0x59); | ||
208 | } | ||
209 | { // Back wall 4 | ||
210 | Puzzle p; | ||
211 | p.NewGrid(5, 8); | ||
212 | p.symmetry = Puzzle::Symmetry::X; | ||
213 | p.grid[2][16].start = true; | ||
214 | p.grid[8][16].start = true; | ||
215 | p.grid[4][0].end = Cell::Dir::UP; | ||
216 | p.grid[6][0].end = Cell::Dir::UP; | ||
217 | std::vector<Pos> cutEdges = Randomizer2Core::CutSymmetricalEdgePairs(p, 15); | ||
218 | for (int i=0; i<cutEdges.size(); i++) { | ||
219 | Pos pos = cutEdges[i]; | ||
220 | if (i%2 == 0) { | ||
221 | p.grid[pos.x][pos.y].gap = Cell::Gap::BREAK; | ||
222 | } else { | ||
223 | Pos sym = p.GetSymmetricalPos(pos.x, pos.y); | ||
224 | p.grid[sym.x][sym.y].gap = Cell::Gap::BREAK; | ||
225 | } | ||
226 | } | ||
227 | |||
228 | _serializer.WritePuzzle(p, 0x62); | ||
229 | } | ||
230 | // TODO: Positioning is off, slightly -- which means you can start from the bottom left, if you peek around. | ||
231 | { // Back wall 5 | ||
232 | Puzzle p; | ||
233 | p.NewGrid(11, 8); | ||
234 | p.symmetry = Puzzle::Symmetry::X; | ||
235 | p.grid[0][16].start = true; | ||
236 | p.grid[10][16].start = true; | ||
237 | p.grid[12][16].start = true; | ||
238 | p.grid[22][16].start = true; | ||
239 | p.grid[2][0].end = Cell::Dir::UP; | ||
240 | p.grid[8][0].end = Cell::Dir::UP; | ||
241 | p.grid[14][0].end = Cell::Dir::UP; | ||
242 | p.grid[20][0].end = Cell::Dir::UP; | ||
243 | |||
244 | Puzzle q; | ||
245 | q.NewGrid(5, 8); | ||
246 | q.symmetry = Puzzle::Symmetry::X; | ||
247 | |||
248 | for (Pos pos : Randomizer2Core::CutSymmetricalEdgePairs(q, 16)) { | ||
249 | p.grid[pos.x][pos.y].gap = Cell::Gap::BREAK; | ||
250 | } | ||
251 | for (Pos pos : Randomizer2Core::CutSymmetricalEdgePairs(q, 16)) { | ||
252 | p.grid[pos.x + 12][pos.y].gap = Cell::Gap::BREAK; | ||
253 | } | ||
254 | |||
255 | for (int y=0; y<p.height; y+=2) { | ||
256 | p.grid[5][y].gap = Cell::Gap::BREAK; | ||
257 | } | ||
258 | |||
259 | _serializer.WritePuzzle(p, 0x5C); | ||
260 | } | ||
261 | |||
262 | { // Rotational 1 | ||
263 | Puzzle p; | ||
264 | p.NewGrid(3, 3); | ||
265 | p.symmetry = Puzzle::Symmetry::XY; | ||
266 | p.grid[6][0].start = true; | ||
267 | p.grid[0][6].start = true; | ||
268 | p.grid[4][0].end = Cell::Dir::UP; | ||
269 | p.grid[2][6].end = Cell::Dir::DOWN; | ||
270 | |||
271 | p.grid[5][0].gap = Cell::Gap::BREAK; | ||
272 | p.grid[1][6].gap = Cell::Gap::BREAK; | ||
273 | |||
274 | for (Pos pos : Randomizer2Core::CutSymmetricalEdgePairs(p, 1)) { | ||
275 | p.grid[pos.x][pos.y].gap = Cell::Gap::BREAK; | ||
276 | Pos sym = p.GetSymmetricalPos(pos.x, pos.y); | ||
277 | p.grid[sym.x][sym.y].gap = Cell::Gap::BREAK; | ||
278 | } | ||
279 | _serializer.WritePuzzle(p, 0x8D); | ||
280 | } | ||
281 | { // Rotational 2 | ||
282 | Puzzle p; | ||
283 | p.NewGrid(3, 3); | ||
284 | p.symmetry = Puzzle::Symmetry::XY; | ||
285 | p.grid[6][0].start = true; | ||
286 | p.grid[0][6].start = true; | ||
287 | p.grid[4][0].end = Cell::Dir::UP; | ||
288 | p.grid[2][6].end = Cell::Dir::DOWN; | ||
289 | |||
290 | p.grid[5][0].gap = Cell::Gap::BREAK; | ||
291 | p.grid[1][6].gap = Cell::Gap::BREAK; | ||
292 | |||
293 | std::vector<Pos> cutEdges = Randomizer2Core::CutSymmetricalEdgePairs(p, 3); | ||
294 | for (int i=0; i<cutEdges.size(); i++) { | ||
295 | Pos pos = cutEdges[i]; | ||
296 | if (i%2 == 0) { | ||
297 | p.grid[pos.x][pos.y].gap = Cell::Gap::BREAK; | ||
298 | } else { | ||
299 | Pos sym = p.GetSymmetricalPos(pos.x, pos.y); | ||
300 | p.grid[sym.x][sym.y].gap = Cell::Gap::BREAK; | ||
301 | } | ||
302 | } | ||
303 | |||
304 | p.grid[1][6].gap = Cell::Gap::NONE; | ||
305 | |||
306 | _serializer.WritePuzzle(p, 0x81); | ||
307 | } | ||
308 | { // Rotational 3 | ||
309 | Puzzle p; | ||
310 | p.NewGrid(4, 4); | ||
311 | p.symmetry = Puzzle::Symmetry::XY; | ||
312 | p.grid[8][0].start = true; | ||
313 | p.grid[0][8].start = true; | ||
314 | p.grid[0][0].end = Cell::Dir::LEFT; | ||
315 | p.grid[8][8].end = Cell::Dir::RIGHT; | ||
316 | |||
317 | std::vector<Pos> cutEdges = Randomizer2Core::CutSymmetricalEdgePairs(p, 7); | ||
318 | for (int i=0; i<cutEdges.size(); i++) { | ||
319 | Pos pos = cutEdges[i]; | ||
320 | if (i%2 == 0) { | ||
321 | p.grid[pos.x][pos.y].gap = Cell::Gap::BREAK; | ||
322 | } else { | ||
323 | Pos sym = p.GetSymmetricalPos(pos.x, pos.y); | ||
324 | p.grid[sym.x][sym.y].gap = Cell::Gap::BREAK; | ||
325 | } | ||
326 | } | ||
327 | |||
328 | _serializer.WritePuzzle(p, 0x83); | ||
329 | } | ||
330 | { // Melting | ||
331 | Puzzle p; | ||
332 | p.NewGrid(6, 6); | ||
333 | p.symmetry = Puzzle::Symmetry::XY; | ||
334 | p.grid[12][0].start = true; | ||
335 | p.grid[0][12].start = true; | ||
336 | p.grid[0][0].end = Cell::Dir::LEFT; | ||
337 | p.grid[12][12].end = Cell::Dir::RIGHT; | ||
338 | Puzzle q = p; | ||
339 | |||
340 | std::vector<Pos> cutEdges = Randomizer2Core::CutSymmetricalEdgePairs(p, 15); | ||
341 | for (int i=0; i<cutEdges.size(); i++) { | ||
342 | Pos pos = cutEdges[i]; | ||
343 | Pos sym = p.GetSymmetricalPos(pos.x, pos.y); | ||
344 | |||
345 | if (i%2 == 0) { | ||
346 | p.grid[pos.x][pos.y].gap = Cell::Gap::BREAK; | ||
347 | } else { | ||
348 | p.grid[sym.x][sym.y].gap = Cell::Gap::BREAK; | ||
349 | } | ||
350 | |||
351 | if (pos.x < sym.x) { | ||
352 | q.grid[pos.x][pos.y].gap = Cell::Gap::BREAK; | ||
353 | } else { | ||
354 | q.grid[sym.x][sym.y].gap = Cell::Gap::BREAK; | ||
355 | } | ||
356 | } | ||
357 | |||
358 | _serializer.WritePuzzle(p, 0x84); // Melting 1 | ||
359 | _serializer.WritePuzzle(q, 0x82); // Melting 2 | ||
360 | _serializer.WritePuzzle(q, 0x343A); // Melting 3 | ||
361 | } | ||
362 | } | ||
363 | |||
364 | void Randomizer2::RandomizeSymmetryIsland() { | ||
365 | { // Entry door | ||
366 | Puzzle p; | ||
367 | p.NewGrid(4, 3); | ||
368 | p.grid[0][6].start = true; | ||
369 | p.grid[8][0].end = Cell::Dir::RIGHT; | ||
370 | p.grid[4][3].gap = Cell::Gap::FULL; | ||
371 | |||
372 | std::vector<Pos> corners; | ||
373 | std::vector<Pos> cells; | ||
374 | std::vector<Pos> edges; | ||
375 | for (int x=0; x<p.width; x++) { | ||
376 | for (int y=0; y<p.height; y++) { | ||
377 | if (x%2 == 0 && y%2 == 0) corners.emplace_back(Pos{x, y}); | ||
378 | else if (x%2 == 1 && y%2 == 1) cells.emplace_back(Pos{x, y}); | ||
379 | else edges.emplace_back(Pos{x, y}); | ||
380 | } | ||
381 | } | ||
382 | |||
383 | for (int j=0;; j++) { | ||
384 | std::vector<Pos> dots = Random::SelectFromSet(edges, 4); | ||
385 | for (Pos pos : dots) p.grid[pos.x][pos.y].dot = Cell::Dot::BLACK; | ||
386 | |||
387 | auto solutions = Solver::Solve(p); | ||
388 | if (solutions.size() > 0 && solutions.size() < 10) break; | ||
389 | |||
390 | for (Pos pos : dots) p.grid[pos.x][pos.y].dot = Cell::Dot::NONE; | ||
391 | } | ||
392 | |||
393 | _serializer.WritePuzzle(p, 0xB0); | ||
394 | } | ||
395 | |||
396 | { // Dots 1 | ||
397 | Puzzle p; | ||
398 | p.NewGrid(3, 3); | ||
399 | p.symmetry = Puzzle::Symmetry::Y; | ||
400 | p.grid[0][2].start = true; | ||
401 | p.grid[0][4].start = true; | ||
402 | p.grid[6][2].end = Cell::Dir::RIGHT; | ||
403 | p.grid[6][4].end = Cell::Dir::RIGHT; | ||
404 | |||
405 | std::vector<Pos> corners; | ||
406 | std::vector<Pos> cells; | ||
407 | std::vector<Pos> edges; | ||
408 | for (int x=0; x<p.width; x++) { | ||
409 | for (int y=0; y<p.height/2; y++) { | ||
410 | if (x%2 == 0 && y%2 == 0) corners.emplace_back(Pos{x, y}); | ||
411 | else if (x%2 == 1 && y%2 == 1) cells.emplace_back(Pos{x, y}); | ||
412 | else edges.emplace_back(Pos{x, y}); | ||
413 | } | ||
414 | } | ||
415 | edges.insert(edges.end(), corners.begin(), corners.end()); | ||
416 | |||
417 | std::vector<Pos> dots; | ||
418 | for (int j=0;; j++) { | ||
419 | dots = Random::SelectFromSet(edges, 3); | ||
420 | for (Pos pos : dots) p.grid[pos.x][pos.y].dot = Cell::Dot::BLACK; | ||
421 | |||
422 | auto solutions = Solver::Solve(p); | ||
423 | if (solutions.size() == 2) break; | ||
424 | |||
425 | for (Pos pos : dots) p.grid[pos.x][pos.y].dot = Cell::Dot::NONE; | ||
426 | } | ||
427 | |||
428 | for (Pos pos : dots) { | ||
429 | Pos sym = p.GetSymmetricalPos(pos.x, pos.y); | ||
430 | p.grid[sym.x][sym.y].dot = Cell::Dot::BLACK; | ||
431 | } | ||
432 | |||
433 | _serializer.WritePuzzle(p, 0x22); | ||
434 | } | ||
435 | { // Dots 2 | ||
436 | Puzzle p; | ||
437 | p.NewGrid(3, 3); | ||
438 | p.symmetry = Puzzle::Symmetry::Y; | ||
439 | p.grid[0][2].start = true; | ||
440 | p.grid[0][4].start = true; | ||
441 | p.grid[6][2].end = Cell::Dir::RIGHT; | ||
442 | p.grid[6][4].end = Cell::Dir::RIGHT; | ||
443 | |||
444 | std::vector<Pos> corners; | ||
445 | std::vector<Pos> cells; | ||
446 | std::vector<Pos> edges; | ||
447 | for (int x=0; x<p.width; x++) { | ||
448 | for (int y=0; y<p.height/2; y++) { | ||
449 | if (x%2 == 0 && y%2 == 0) corners.emplace_back(Pos{x, y}); | ||
450 | else if (x%2 == 1 && y%2 == 1) cells.emplace_back(Pos{x, y}); | ||
451 | else edges.emplace_back(Pos{x, y}); | ||
452 | } | ||
453 | } | ||
454 | edges.insert(edges.end(), corners.begin(), corners.end()); | ||
455 | |||
456 | std::vector<Pos> dots; | ||
457 | for (int j=0;; j++) { | ||
458 | dots = Random::SelectFromSet(edges, 3); | ||
459 | for (Pos pos : dots) p.grid[pos.x][pos.y].dot = Cell::Dot::BLACK; | ||
460 | |||
461 | auto solutions = Solver::Solve(p); | ||
462 | if (solutions.size() == 2) break; | ||
463 | |||
464 | for (Pos pos : dots) p.grid[pos.x][pos.y].dot = Cell::Dot::NONE; | ||
465 | } | ||
466 | |||
467 | Pos pos = dots[1]; | ||
468 | Pos sym = p.GetSymmetricalPos(pos.x, pos.y); | ||
469 | p.grid[pos.x][pos.y].dot = Cell::Dot::NONE; | ||
470 | p.grid[sym.x][sym.y].dot = Cell::Dot::BLACK; | ||
471 | |||
472 | _serializer.WritePuzzle(p, 0x23); | ||
473 | } | ||
474 | } | ||
475 | |||
476 | void Randomizer2::RandomizeKeep() { | ||
477 | { // Hedges 1 | ||
478 | Puzzle p; | ||
479 | p.NewGrid(4, 4); | ||
480 | |||
481 | p.grid[2][1].gap = Cell::Gap::FULL; | ||
482 | p.grid[4][1].gap = Cell::Gap::FULL; | ||
483 | p.grid[6][1].gap = Cell::Gap::FULL; | ||
484 | p.grid[3][2].gap = Cell::Gap::FULL; | ||
485 | p.grid[5][2].gap = Cell::Gap::FULL; | ||
486 | p.grid[8][3].gap = Cell::Gap::FULL; | ||
487 | p.grid[2][5].gap = Cell::Gap::FULL; | ||
488 | p.grid[6][5].gap = Cell::Gap::FULL; | ||
489 | p.grid[7][6].gap = Cell::Gap::FULL; | ||
490 | p.grid[2][7].gap = Cell::Gap::FULL; | ||
491 | p.grid[4][7].gap = Cell::Gap::FULL; | ||
492 | |||
493 | p.grid[4][8].start = true; | ||
494 | p.grid[6][0].end = Cell::Dir::UP; | ||
495 | |||
496 | std::vector<Pos> cutEdges = Randomizer2Core::CutInsideEdges(p, 5); | ||
497 | Puzzle copy = p; | ||
498 | std::vector<int> gates = {0x00344, 0x00488, 0x00489, 0x00495, 0x00496}; | ||
499 | for (int i=0; i<cutEdges.size(); i++) { | ||
500 | Pos pos = cutEdges[i]; | ||
501 | copy.grid[pos.x][pos.y].gap = Cell::Gap::BREAK; | ||
502 | SetGate(gates[i], pos.x, pos.y); | ||
503 | } | ||
504 | auto solution = GetUniqueSolution(copy); | ||
505 | p.sequence = solution.sequence; | ||
506 | _serializer.WritePuzzle(p, 0x139); | ||
507 | } | ||
508 | |||
509 | { // Hedges 2 | ||
510 | Puzzle p; | ||
511 | p.NewGrid(4, 4); | ||
512 | |||
513 | p.grid[2][1].gap = Cell::Gap::FULL; | ||
514 | p.grid[1][2].gap = Cell::Gap::FULL; | ||
515 | p.grid[5][2].gap = Cell::Gap::FULL; | ||
516 | p.grid[7][4].gap = Cell::Gap::FULL; | ||
517 | p.grid[4][5].gap = Cell::Gap::FULL; | ||
518 | p.grid[6][5].gap = Cell::Gap::FULL; | ||
519 | p.grid[1][6].gap = Cell::Gap::FULL; | ||
520 | p.grid[2][7].gap = Cell::Gap::FULL; | ||
521 | p.grid[5][8].gap = Cell::Gap::FULL; | ||
522 | |||
523 | p.grid[0][8].start = true; | ||
524 | p.grid[8][0].end = Cell::Dir::RIGHT; | ||
525 | |||
526 | std::vector<Pos> cutEdges = Randomizer2Core::CutInsideEdges(p, 7); | ||
527 | for (Pos pos : cutEdges) { | ||
528 | p.grid[pos.x][pos.y].gap = Cell::Gap::FULL; | ||
529 | } | ||
530 | auto solution = GetUniqueSolution(p); | ||
531 | |||
532 | Puzzle q; | ||
533 | q.NewGrid(4, 4); | ||
534 | q.grid[0][8].start = true; | ||
535 | q.grid[8][0].end = Cell::Dir::RIGHT; | ||
536 | q.sequence = solution.sequence; | ||
537 | for (Pos pos : cutEdges) { | ||
538 | q.grid[pos.x][pos.y].gap = Cell::Gap::FULL; | ||
539 | } | ||
540 | // Cut to 6 of 9 additional edges | ||
541 | for (Pos pos : Randomizer2Core::CutInsideEdges(q, 6)) { | ||
542 | q.grid[pos.x][pos.y].gap = Cell::Gap::FULL; | ||
543 | } | ||
544 | _serializer.WritePuzzle(q, 0x19DC); | ||
545 | } | ||
546 | |||
547 | { // Hedges 3 [WIP] | ||
548 | Puzzle p; | ||
549 | p.NewGrid(4, 4); | ||
550 | |||
551 | p.grid[2][1].gap = Cell::Gap::FULL; | ||
552 | p.grid[5][2].gap = Cell::Gap::FULL; | ||
553 | p.grid[7][2].gap = Cell::Gap::FULL; | ||
554 | p.grid[4][3].gap = Cell::Gap::FULL; | ||
555 | p.grid[1][4].gap = Cell::Gap::FULL; | ||
556 | p.grid[6][5].gap = Cell::Gap::FULL; | ||
557 | p.grid[1][6].gap = Cell::Gap::FULL; | ||
558 | p.grid[3][6].gap = Cell::Gap::FULL; | ||
559 | p.grid[6][7].gap = Cell::Gap::FULL; | ||
560 | |||
561 | p.grid[0][8].start = true; | ||
562 | p.grid[8][2].end = Cell::Dir::RIGHT; | ||
563 | |||
564 | std::vector<Pos> cutEdges = Randomizer2Core::CutInsideEdges(p, 7); | ||
565 | for (Pos pos : cutEdges) { | ||
566 | p.grid[pos.x][pos.y].gap = Cell::Gap::BREAK; | ||
567 | } | ||
568 | |||
569 | std::vector<int> pebbleMarkers = {0x034a9, 0x034b1, 0x034be, 0x034c4}; | ||
570 | |||
571 | // _serializer.WritePuzzle(p, 0x19E7); | ||
572 | } | ||
573 | |||
574 | { // Hedges 4 | ||
575 | Puzzle p; | ||
576 | p.NewGrid(4, 4); | ||
577 | |||
578 | p.grid[3][0].gap = Cell::Gap::FULL; | ||
579 | p.grid[4][1].gap = Cell::Gap::FULL; | ||
580 | p.grid[8][1].gap = Cell::Gap::FULL; | ||
581 | p.grid[1][2].gap = Cell::Gap::FULL; | ||
582 | p.grid[4][3].gap = Cell::Gap::FULL; | ||
583 | p.grid[8][3].gap = Cell::Gap::FULL; | ||
584 | p.grid[1][4].gap = Cell::Gap::FULL; | ||
585 | p.grid[5][4].gap = Cell::Gap::FULL; | ||
586 | p.grid[2][5].gap = Cell::Gap::FULL; | ||
587 | p.grid[6][5].gap = Cell::Gap::FULL; | ||
588 | p.grid[3][6].gap = Cell::Gap::FULL; | ||
589 | p.grid[0][7].gap = Cell::Gap::FULL; | ||
590 | p.grid[8][7].gap = Cell::Gap::FULL; | ||
591 | p.grid[5][8].gap = Cell::Gap::FULL; | ||
592 | |||
593 | p.grid[0][8].start = true; | ||
594 | p.grid[4][0].end = Cell::Dir::UP; | ||
595 | |||
596 | std::vector<Pos> cutEdges = Randomizer2Core::CutInsideEdges(p, 2); | ||
597 | for (Pos pos : cutEdges) { | ||
598 | p.grid[pos.x][pos.y].gap = Cell::Gap::FULL; | ||
599 | } | ||
600 | auto solution = GetUniqueSolution(p); | ||
601 | |||
602 | Puzzle q; | ||
603 | q.NewGrid(4, 4); | ||
604 | q.grid[0][8].start = true; | ||
605 | q.grid[4][0].end = Cell::Dir::UP; | ||
606 | q.sequence = solution.sequence; | ||
607 | for (Pos pos : cutEdges) { | ||
608 | q.grid[pos.x][pos.y].gap = Cell::Gap::FULL; | ||
609 | } | ||
610 | for (Pos pos : Randomizer2Core::CutInsideEdges(q, 7)) { | ||
611 | q.grid[pos.x][pos.y].gap = Cell::Gap::FULL; | ||
612 | } | ||
613 | _serializer.WritePuzzle(q, 0x1A0F); | ||
614 | } | ||
615 | } | ||
616 | |||
617 | Puzzle Randomizer2::GetUniqueSolution(Puzzle& p) { | ||
618 | auto solutions = Solver::Solve(p); | ||
619 | assert(solutions.size() == 1); | ||
620 | return solutions[0]; | ||
621 | } | ||
622 | |||
623 | void Randomizer2::SetGate(int panel, int X, int Y) { | ||
624 | float x, y, z, w; | ||
625 | if (X%2 == 0 && Y%2 == 1) { // Horizontal | ||
626 | x = -1.49f * X + 0.22f * Y + 66.58f; | ||
627 | y = 0.275f * X + 1.6f * Y + 108.4f; | ||
628 | z = -.77f; | ||
629 | w = .63f; | ||
630 | } else { // Vertical | ||
631 | assert(X%2 == 1 && Y%2 == 0); | ||
632 | x = -1.6f * X + 0.35f * Y + 66.5f; | ||
633 | y = 0.25f * X + 1.6f * Y + 108.55f; | ||
634 | z = -0.1f; | ||
635 | w = 1.0f; | ||
636 | } | ||
637 | |||
638 | SetPos(panel, x, y, 19.2f); | ||
639 | // _memory->WriteEntityData<float>(panel, ORIENTATION, {0.0f, 0.0f, z, w}); | ||
640 | } | ||
641 | |||
642 | void Randomizer2::SetPos(int panel, float x, float y, float z) { | ||
643 | // _memory->WriteEntityData<float>(panel, POSITION, {x, y, z}); | ||
644 | } \ No newline at end of file | ||
diff --git a/Source/Randomizer2.h b/Source/Randomizer2.h deleted file mode 100644 index a2b5ebd..0000000 --- a/Source/Randomizer2.h +++ /dev/null | |||
@@ -1,19 +0,0 @@ | |||
1 | #pragma once | ||
2 | #include "PuzzleSerializer.h" | ||
3 | |||
4 | class Randomizer2 { | ||
5 | public: | ||
6 | Randomizer2(const PuzzleSerializer& serializer); | ||
7 | void Randomize(); | ||
8 | void RandomizeTutorial(); | ||
9 | void RandomizeGlassFactory(); | ||
10 | void RandomizeSymmetryIsland(); | ||
11 | void RandomizeKeep(); | ||
12 | |||
13 | private: | ||
14 | Puzzle GetUniqueSolution(Puzzle& p); | ||
15 | void SetGate(int panel, int X, int Y); | ||
16 | void SetPos(int panel, float x, float y, float z); | ||
17 | |||
18 | PuzzleSerializer _serializer; | ||
19 | }; | ||
diff --git a/Source/Randomizer2Core.cpp b/Source/Randomizer2Core.cpp deleted file mode 100644 index 867fa5a..0000000 --- a/Source/Randomizer2Core.cpp +++ /dev/null | |||
@@ -1,203 +0,0 @@ | |||
1 | #include "pch.h" | ||
2 | #include "Randomizer2Core.h" | ||
3 | #include "Random.h" | ||
4 | |||
5 | std::vector<Pos> Randomizer2Core::CutEdges(const Puzzle& p, size_t numEdges) { | ||
6 | return CutEdgesInternal(p, 0, p.width, 0, p.height, numEdges); | ||
7 | } | ||
8 | |||
9 | std::vector<Pos> Randomizer2Core::CutInsideEdges(const Puzzle& p, size_t numEdges) { | ||
10 | return CutEdgesInternal(p, 1, p.width-1, 1, p.height-1, numEdges); | ||
11 | } | ||
12 | |||
13 | std::vector<Pos> Randomizer2Core::CutSymmetricalEdgePairs(const Puzzle& p, size_t numEdges) { | ||
14 | Puzzle copy = p; | ||
15 | // Prevent cuts from landing on the midline | ||
16 | if (p.symmetry == Puzzle::Symmetry::X) { | ||
17 | for (int y=0; y<p.height; y++) { | ||
18 | copy.grid[p.width/2][y].gap = Cell::Gap::FULL; | ||
19 | } | ||
20 | return CutEdgesInternal(copy, 0, (p.width-1)/2, 0, p.height, numEdges); | ||
21 | } else if (p.symmetry == Puzzle::Symmetry::Y) { | ||
22 | for (int x=0; x<p.width; x++) { | ||
23 | copy.grid[x][p.height/2].gap = Cell::Gap::FULL; | ||
24 | } | ||
25 | return CutEdgesInternal(copy, 0, p.width, 0, (p.height-1)/2, numEdges); | ||
26 | } else { | ||
27 | assert(p.symmetry == Puzzle::Symmetry::XY); | ||
28 | int midX = p.width/2; | ||
29 | int midY = p.height/2; | ||
30 | if (p.width%4 == 1 && p.height%4 == 1) { // For double-even grids, cut around the center | ||
31 | copy.grid[midX-1][midY].gap = Cell::Gap::FULL; | ||
32 | copy.grid[midX][midY-1].gap = Cell::Gap::FULL; | ||
33 | copy.grid[midX][midY+1].gap = Cell::Gap::FULL; | ||
34 | copy.grid[midX+1][midY].gap = Cell::Gap::FULL; | ||
35 | } else if (p.width%4 == 1 && p.height%4 == 3) { // For half-even grids, there's only one line to cut | ||
36 | copy.grid[midX][midY].gap = Cell::Gap::FULL; | ||
37 | } else if (p.width%4 == 3 && p.height%4 == 1) { // For half-even grids, there's only one line to cut | ||
38 | copy.grid[midX][midY].gap = Cell::Gap::FULL; | ||
39 | } | ||
40 | return CutEdgesInternal(copy, 0, p.width, 0, p.height, numEdges); | ||
41 | } | ||
42 | } | ||
43 | |||
44 | std::vector<Pos> Randomizer2Core::CutEdgesInternal(const Puzzle& p, int xMin, int xMax, int yMin, int yMax, size_t numEdges) { | ||
45 | std::vector<Pos> edges; | ||
46 | for (int x=xMin; x<xMax; x++) { | ||
47 | for (int y=yMin; y<yMax; y++) { | ||
48 | if (x%2 == y%2) continue; | ||
49 | if (p.grid[x][y].gap != Cell::Gap::NONE) continue; | ||
50 | if (p.grid[x][y].start) continue; | ||
51 | if (p.grid[x][y].end != Cell::Dir::NONE) continue; | ||
52 | |||
53 | if (p.symmetry == Puzzle::Symmetry::XY) { | ||
54 | assert(p.width == p.height); // TODO: This solution only supports square rotational symmetry. | ||
55 | if (x > y) continue; // Only allow cuts bottom-left of the diagonal | ||
56 | } | ||
57 | |||
58 | // If the puzzle already has a sequence, don't cut along it. | ||
59 | bool inSequence = false; | ||
60 | for (Pos pos : p.sequence) inSequence |= (pos.x == x && pos.y == y); | ||
61 | if (inSequence) continue; | ||
62 | edges.emplace_back(x, y); | ||
63 | } | ||
64 | } | ||
65 | assert(numEdges <= edges.size()); | ||
66 | |||
67 | auto [colorGrid, numColors] = CreateColorGrid(p); | ||
68 | assert(numEdges <= numColors); | ||
69 | |||
70 | // @Hack... sort of. I couldn't think of a better way to do this. | ||
71 | if (p.symmetry == Puzzle::Symmetry::XY) { | ||
72 | // Recolor the diagonal so that opposite cells share a color. This is because we're only cutting along half their edges, | ||
73 | // so they are in fact two sides of the same cell. | ||
74 | for (int x=1; x<p.width/2; x+=2) { | ||
75 | assert(p.width == p.height); // TODO: This solution only supports square rotational symmetry. | ||
76 | colorGrid[x][x] = colorGrid[p.width-x-1][p.width-x-1]; | ||
77 | } | ||
78 | } | ||
79 | |||
80 | std::vector<Pos> cutEdges; | ||
81 | for (int i=0; i<numEdges; i++) { | ||
82 | while (edges.size() > 0) { | ||
83 | int edge = Random::RandInt(0, static_cast<int>(edges.size() - 1)); | ||
84 | Pos pos = edges[edge]; | ||
85 | edges.erase(edges.begin() + edge); | ||
86 | |||
87 | int color1 = 0; | ||
88 | int color2 = 0; | ||
89 | if (pos.x%2 == 0 && pos.y%2 == 1) { // Vertical | ||
90 | if (pos.x > 0) color1 = colorGrid[pos.x-1][pos.y]; | ||
91 | else color1 = 1; | ||
92 | |||
93 | if (pos.x < p.width - 1) color2 = colorGrid[pos.x+1][pos.y]; | ||
94 | else color2 = 1; | ||
95 | } else { // Horizontal | ||
96 | assert(pos.x%2 == 1 && pos.y%2 == 0); | ||
97 | if (pos.y > 0) color1 = colorGrid[pos.x][pos.y-1]; | ||
98 | else color1 = 1; | ||
99 | |||
100 | if (pos.y < p.height - 1) color2 = colorGrid[pos.x][pos.y+1]; | ||
101 | else color2 = 1; | ||
102 | } | ||
103 | // Enforce color1 < color2 | ||
104 | if (color1 > color2) std::swap(color1, color2); | ||
105 | |||
106 | // Colors mismatch, valid cut | ||
107 | if (color1 != color2) { | ||
108 | // @Performance... have a lookup table instead? | ||
109 | for (int x=0; x<p.width; x++) { | ||
110 | for (int y=0; y<p.height; y++) { | ||
111 | if (colorGrid[x][y] == color2) colorGrid[x][y] = color1; | ||
112 | } | ||
113 | } | ||
114 | cutEdges.emplace_back(pos); | ||
115 | break; | ||
116 | } | ||
117 | } | ||
118 | } | ||
119 | assert(cutEdges.size() == numEdges); | ||
120 | return cutEdges; | ||
121 | } | ||
122 | |||
123 | #ifndef NDEBUG | ||
124 | #include <Windows.h> | ||
125 | #endif | ||
126 | |||
127 | void Randomizer2Core::DebugColorGrid(const std::vector<std::vector<int>>& colorGrid) { | ||
128 | #ifndef NDEBUG | ||
129 | static std::string colors = "0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZ"; | ||
130 | for (int y=0; y<colorGrid[0].size(); y++) { | ||
131 | std::string row; | ||
132 | for (int x=0; x<colorGrid.size(); x++) { | ||
133 | row += colors[colorGrid[x][y]]; | ||
134 | } | ||
135 | row += "\n"; | ||
136 | OutputDebugStringA(row.c_str()); | ||
137 | } | ||
138 | OutputDebugStringA("\n"); | ||
139 | #endif | ||
140 | } | ||
141 | |||
142 | void Randomizer2Core::FloodFill(const Puzzle& p, std::vector<std::vector<int>>& colorGrid, int color, int x, int y) { | ||
143 | if (!p.SafeCell(x, y)) return; | ||
144 | if (colorGrid[x][y] != 0) return; // Already processed. | ||
145 | colorGrid[x][y] = color; | ||
146 | |||
147 | FloodFill(p, colorGrid, color, x, y+1); | ||
148 | FloodFill(p, colorGrid, color, x, y-1); | ||
149 | FloodFill(p, colorGrid, color, x+1, y); | ||
150 | FloodFill(p, colorGrid, color, x-1, y); | ||
151 | } | ||
152 | |||
153 | void Randomizer2Core::FloodFillOutside(const Puzzle& p, std::vector<std::vector<int>>& colorGrid, int x, int y) { | ||
154 | if (!p.SafeCell(x, y)) return; | ||
155 | if (colorGrid[x][y] != 0) return; // Already processed. | ||
156 | if (x%2 != y%2 && p.grid[x][y].gap == Cell::Gap::NONE) return; // Only flood-fill through gaps | ||
157 | colorGrid[x][y] = 1; // Outside color | ||
158 | |||
159 | FloodFillOutside(p, colorGrid, x, y+1); | ||
160 | FloodFillOutside(p, colorGrid, x, y-1); | ||
161 | FloodFillOutside(p, colorGrid, x+1, y); | ||
162 | FloodFillOutside(p, colorGrid, x-1, y); | ||
163 | } | ||
164 | |||
165 | // Color key: | ||
166 | // 0 (default): Uncolored | ||
167 | // 1: Outside color and separator color | ||
168 | // 2+: Flood-filled region color | ||
169 | std::tuple<std::vector<std::vector<int>>, int> Randomizer2Core::CreateColorGrid(const Puzzle& p) { | ||
170 | std::vector<std::vector<int>> colorGrid; | ||
171 | colorGrid.resize(p.width); | ||
172 | |||
173 | for (int x=0; x<p.width; x++) { | ||
174 | colorGrid[x].resize(p.height); | ||
175 | for (int y=0; y<p.height; y++) { | ||
176 | if (x%2 == 1 && y%2 == 1) continue; | ||
177 | // Mark all unbroken edges and intersections as 'do not color' | ||
178 | if (p.grid[x][y].gap == Cell::Gap::NONE) colorGrid[x][y] = 1; | ||
179 | } | ||
180 | } | ||
181 | |||
182 | // @Future: Skip this loop if pillar = true; | ||
183 | for (int y=0; y<p.height; y++) { | ||
184 | FloodFillOutside(p, colorGrid, 0, y); | ||
185 | FloodFillOutside(p, colorGrid, p.width - 1, y); | ||
186 | } | ||
187 | |||
188 | for (int x=0; x<p.width; x++) { | ||
189 | FloodFillOutside(p, colorGrid, x, 0); | ||
190 | FloodFillOutside(p, colorGrid, x, p.height - 1); | ||
191 | } | ||
192 | |||
193 | int color = 1; | ||
194 | for (int x=0; x<p.width; x++) { | ||
195 | for (int y=0; y<p.height; y++) { | ||
196 | if (colorGrid[x][y] != 0) continue; // No dead colors | ||
197 | color++; | ||
198 | FloodFill(p, colorGrid, color, x, y); | ||
199 | } | ||
200 | } | ||
201 | |||
202 | return {colorGrid, color}; | ||
203 | } \ No newline at end of file | ||
diff --git a/Source/Randomizer2Core.h b/Source/Randomizer2Core.h deleted file mode 100644 index df98de8..0000000 --- a/Source/Randomizer2Core.h +++ /dev/null | |||
@@ -1,17 +0,0 @@ | |||
1 | #pragma once | ||
2 | |||
3 | class Randomizer2Core { | ||
4 | public: | ||
5 | // CAUTION: These do not actually cut edges, they just returns a list of suggested cuts. | ||
6 | static std::vector<Pos> CutEdges(const Puzzle& p, size_t numEdges); | ||
7 | static std::vector<Pos> CutInsideEdges(const Puzzle& p, size_t numEdges); | ||
8 | static std::vector<Pos> CutSymmetricalEdgePairs(const Puzzle& p, size_t numEdges); | ||
9 | |||
10 | private: | ||
11 | static std::vector<Pos> CutEdgesInternal(const Puzzle& p, int xMin, int xMax, int yMin, int yMax, size_t numEdges); | ||
12 | static void DebugColorGrid(const std::vector<std::vector<int>>& colorGrid); | ||
13 | static void FloodFill(const Puzzle& p, std::vector<std::vector<int>>& colorGrid, int color, int x, int y); | ||
14 | static void FloodFillOutside(const Puzzle& p, std::vector<std::vector<int>>& colorGrid, int x, int y); | ||
15 | static std::tuple<std::vector<std::vector<int>>, int> CreateColorGrid(const Puzzle& p); | ||
16 | }; | ||
17 | |||
diff --git a/Source/Source.vcxproj b/Source/Source.vcxproj index 1cfb484..8d6104c 100644 --- a/Source/Source.vcxproj +++ b/Source/Source.vcxproj | |||
@@ -172,8 +172,6 @@ | |||
172 | <ClInclude Include="PuzzleSerializer.h" /> | 172 | <ClInclude Include="PuzzleSerializer.h" /> |
173 | <ClInclude Include="Random.h" /> | 173 | <ClInclude Include="Random.h" /> |
174 | <ClInclude Include="Randomizer.h" /> | 174 | <ClInclude Include="Randomizer.h" /> |
175 | <ClInclude Include="Randomizer2.h" /> | ||
176 | <ClInclude Include="Randomizer2Core.h" /> | ||
177 | <ClInclude Include="Solver.h" /> | 175 | <ClInclude Include="Solver.h" /> |
178 | <ClInclude Include="Validator.h" /> | 176 | <ClInclude Include="Validator.h" /> |
179 | </ItemGroup> | 177 | </ItemGroup> |
@@ -190,8 +188,6 @@ | |||
190 | <ClCompile Include="PuzzleSerializer.cpp" /> | 188 | <ClCompile Include="PuzzleSerializer.cpp" /> |
191 | <ClCompile Include="Random.cpp" /> | 189 | <ClCompile Include="Random.cpp" /> |
192 | <ClCompile Include="Randomizer.cpp" /> | 190 | <ClCompile Include="Randomizer.cpp" /> |
193 | <ClCompile Include="Randomizer2.cpp" /> | ||
194 | <ClCompile Include="Randomizer2Core.cpp" /> | ||
195 | <ClCompile Include="Solver.cpp" /> | 191 | <ClCompile Include="Solver.cpp" /> |
196 | <ClCompile Include="Validator.cpp" /> | 192 | <ClCompile Include="Validator.cpp" /> |
197 | </ItemGroup> | 193 | </ItemGroup> |