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Diffstat (limited to 'app/assets/javascripts/validate.js')
| -rw-r--r-- | app/assets/javascripts/validate.js | 391 |
1 files changed, 391 insertions, 0 deletions
| diff --git a/app/assets/javascripts/validate.js b/app/assets/javascripts/validate.js new file mode 100644 index 0000000..d6e6484 --- /dev/null +++ b/app/assets/javascripts/validate.js | |||
| @@ -0,0 +1,391 @@ | |||
| 1 | namespace(function() { | ||
| 2 | |||
| 3 | class RegionData { | ||
| 4 | constructor() { | ||
| 5 | this.invalidElements = [] | ||
| 6 | this.veryInvalidElements = [] | ||
| 7 | this.negations = [] | ||
| 8 | } | ||
| 9 | |||
| 10 | addInvalid(elem) { | ||
| 11 | this.invalidElements.push(elem) | ||
| 12 | } | ||
| 13 | |||
| 14 | addVeryInvalid(elem) { | ||
| 15 | this.veryInvalidElements.push(elem) | ||
| 16 | } | ||
| 17 | |||
| 18 | valid() { | ||
| 19 | return (this.invalidElements.length === 0 && this.veryInvalidElements.length === 0) | ||
| 20 | } | ||
| 21 | } | ||
| 22 | |||
| 23 | // Sanity checks for data which comes from the user. Now that people have learned that /publish is an open endpoint, | ||
| 24 | // we have to make sure they don't submit data which passes validation but is untrustworthy. | ||
| 25 | // These checks should always pass for puzzles created by the built-in editor. | ||
| 26 | window.validateUserData = function(puzzle, path) { | ||
| 27 | if (path == null) throw Error('Path cannot be null') | ||
| 28 | |||
| 29 | var sizeError = puzzle.getSizeError(puzzle.width, puzzle.height) | ||
| 30 | if (sizeError != null) throw Error(sizeError) | ||
| 31 | |||
| 32 | var puzzleHasStart = false | ||
| 33 | var puzzleHasEnd = false | ||
| 34 | |||
| 35 | if (puzzle.grid.length !== puzzle.width) throw Error('Puzzle width does not match grid size') | ||
| 36 | for (var x=0; x<puzzle.width; x++) { | ||
| 37 | if (puzzle.grid[x].length !== puzzle.height) throw Error('Puzzle height does not match grid size') | ||
| 38 | for (var y=0; y<puzzle.height; y++) { | ||
| 39 | var cell = puzzle.grid[x][y] | ||
| 40 | if (cell == null) continue | ||
| 41 | |||
| 42 | if (cell.start === true) { | ||
| 43 | puzzleHasStart = true | ||
| 44 | if (puzzle.symType != SYM_TYPE_NONE) { | ||
| 45 | var symCell = puzzle.getSymmetricalCell(x, y) | ||
| 46 | if (symCell == null || symCell.start !== true) { | ||
| 47 | throw Error('Startpoint at ' + x + ' ' + y + ' does not have a symmetrical startpoint') | ||
| 48 | } | ||
| 49 | } | ||
| 50 | } | ||
| 51 | if (cell.end != null) { | ||
| 52 | puzzleHasEnd = true | ||
| 53 | if (puzzle.symType != SYM_TYPE_NONE) { | ||
| 54 | var symCell = puzzle.getSymmetricalCell(x, y) | ||
| 55 | if (symCell == null || symCell.end == null || symCell.end != puzzle.getSymmetricalDir(cell.end)) { | ||
| 56 | throw Error('Endpoint at ' + x + ' ' + y + ' does not have a symmetrical endpoint') | ||
| 57 | } | ||
| 58 | } | ||
| 59 | } | ||
| 60 | } | ||
| 61 | } | ||
| 62 | if (!puzzleHasStart) throw Error('Puzzle does not have a startpoint') | ||
| 63 | if (!puzzleHasEnd) throw Error('Puzzle does not have an endpoint') | ||
| 64 | } | ||
| 65 | // Determines if the current grid state is solvable. Modifies the puzzle element with: | ||
| 66 | // valid: Whether or not the puzzle is valid | ||
| 67 | // invalidElements: Symbols which are invalid (for the purpose of negating / flashing) | ||
| 68 | // negations: Negation pairs (for the purpose of darkening) | ||
| 69 | window.validate = function(puzzle, quick) { | ||
| 70 | console.log('Validating', puzzle) | ||
| 71 | var puzzleData = new RegionData() // Assumed valid until we find an invalid element | ||
| 72 | |||
| 73 | var needsRegions = false | ||
| 74 | // These two are both used by validateRegion, so they are saved on the puzzle itself. | ||
| 75 | puzzle.hasNegations = false | ||
| 76 | puzzle.hasPolyominos = false | ||
| 77 | |||
| 78 | // Validate gap failures as an early exit. | ||
| 79 | for (var x=0; x<puzzle.width; x++) { | ||
| 80 | for (var y=0; y<puzzle.height; y++) { | ||
| 81 | var cell = puzzle.grid[x][y] | ||
| 82 | if (cell == null) continue | ||
| 83 | if (!needsRegions && cell.type != 'line' && cell.type != 'triangle') needsRegions = true | ||
| 84 | if (cell.type == 'nega') puzzle.hasNegations = true | ||
| 85 | if (cell.type == 'poly' || cell.type == 'ylop') puzzle.hasPolyominos = true | ||
| 86 | if (cell.line > window.LINE_NONE) { | ||
| 87 | if (cell.gap > window.GAP_NONE) { | ||
| 88 | console.log('Solution line goes over a gap at', x, y) | ||
| 89 | puzzleData.invalidElements.push({'x': x, 'y': y}) | ||
| 90 | if (quick) return puzzleData | ||
| 91 | } | ||
| 92 | if ((cell.dot === window.DOT_BLUE && cell.line === window.LINE_YELLOW) || | ||
| 93 | (cell.dot === window.DOT_YELLOW && cell.line === window.LINE_BLUE)) { | ||
| 94 | console.log('Incorrectly covered dot: Dot is', cell.dot, 'but line is', cell.line) | ||
| 95 | puzzleData.invalidElements.push({'x': x, 'y': y}) | ||
| 96 | if (quick) return puzzleData | ||
| 97 | } | ||
| 98 | } | ||
| 99 | } | ||
| 100 | } | ||
| 101 | |||
| 102 | if (needsRegions) { | ||
| 103 | var regions = puzzle.getRegions() | ||
| 104 | } else { | ||
| 105 | var monoRegion = [] | ||
| 106 | for (var x=0; x<puzzle.width; x++) { | ||
| 107 | for (var y=0; y<puzzle.height; y++) { | ||
| 108 | if (x%2 === 1 && y%2 === 1) { | ||
| 109 | monoRegion.push({'x': x, 'y': y}) | ||
| 110 | } else if (puzzle.grid[x][y].line === window.LINE_NONE) { | ||
| 111 | monoRegion.push({'x': x, 'y': y}) | ||
| 112 | } | ||
| 113 | } | ||
| 114 | } | ||
| 115 | var regions = [monoRegion] | ||
| 116 | } | ||
| 117 | console.log('Found', regions.length, 'region(s)') | ||
| 118 | console.debug(regions) | ||
| 119 | |||
| 120 | if (puzzle.settings.CUSTOM_MECHANICS) { | ||
| 121 | for (var region of regions) { | ||
| 122 | regionData = validateRegion(puzzle, region, quick) | ||
| 123 | puzzleData.negations = puzzleData.negations.concat(regionData.negations) | ||
| 124 | puzzleData.invalidElements = puzzleData.invalidElements.concat(regionData.invalidElements) | ||
| 125 | puzzleData.invalidElements = puzzleData.invalidElements.concat(regionData.veryInvalidElements) | ||
| 126 | } | ||
| 127 | // When using custom mechanics, we have to handle negations slightly differently. | ||
| 128 | // Negations need to be applied after all regions are validated, so that we can evaluate negations for | ||
| 129 | // all regions simultaneously. This is because certain custom mechanics are cross-region. | ||
| 130 | |||
| 131 | // ... | ||
| 132 | |||
| 133 | } else { | ||
| 134 | for (var region of regions) { | ||
| 135 | regionData = validateRegion(puzzle, region, quick) | ||
| 136 | console.log('Region valid:', regionData.valid()) | ||
| 137 | puzzleData.negations = puzzleData.negations.concat(regionData.negations) | ||
| 138 | puzzleData.invalidElements = puzzleData.invalidElements.concat(regionData.invalidElements) | ||
| 139 | // Note: Not using veryInvalid because I don't need to do logic on these elements, just flash them. | ||
| 140 | puzzleData.invalidElements = puzzleData.invalidElements.concat(regionData.veryInvalidElements) | ||
| 141 | if (quick && !puzzleData.valid()) break | ||
| 142 | } | ||
| 143 | } | ||
| 144 | console.log('Puzzle has', puzzleData.invalidElements.length, 'invalid elements') | ||
| 145 | return puzzleData | ||
| 146 | } | ||
| 147 | |||
| 148 | // Determines whether or not a particular region is valid or not, including negation symbols. | ||
| 149 | // If quick is true, exits after the first invalid element is found (small performance gain) | ||
| 150 | // This function applies negations to all "very invalid elements", i.e. elements which cannot become | ||
| 151 | // valid by another element being negated. Then, it passes off to regionCheckNegations2, | ||
| 152 | // which attempts to apply any remaining negations to any other invalid elements. | ||
| 153 | window.validateRegion = function(puzzle, region, quick) { | ||
| 154 | if (!puzzle.hasNegations) return regionCheck(puzzle, region, quick) | ||
| 155 | |||
| 156 | // Get a list of negation symbols in the grid, and set them to 'nonce' | ||
| 157 | var negationSymbols = [] | ||
| 158 | for (var pos of region) { | ||
| 159 | var cell = puzzle.grid[pos.x][pos.y] | ||
| 160 | if (cell != null && cell.type === 'nega') { | ||
| 161 | pos.cell = cell | ||
| 162 | negationSymbols.push(pos) | ||
| 163 | puzzle.updateCell2(pos.x, pos.y, 'type', 'nonce') | ||
| 164 | } | ||
| 165 | } | ||
| 166 | console.debug('Found', negationSymbols.length, 'negation symbols') | ||
| 167 | if (negationSymbols.length === 0) { | ||
| 168 | // No negation symbols in this region. Note that there must be negation symbols elsewhere | ||
| 169 | // in the puzzle, since puzzle.hasNegations was true. | ||
| 170 | return regionCheck(puzzle, region, quick) | ||
| 171 | } | ||
| 172 | |||
| 173 | // Get a list of elements that are currently invalid (before any negations are applied) | ||
| 174 | // This cannot be quick, as we need a full list (for the purposes of negation). | ||
| 175 | var regionData = regionCheck(puzzle, region, false) | ||
| 176 | console.debug('Negation-less regioncheck valid:', regionData.valid()) | ||
| 177 | |||
| 178 | // Set 'nonce' back to 'nega' for the negation symbols | ||
| 179 | for (var pos of negationSymbols) { | ||
| 180 | puzzle.updateCell2(pos.x, pos.y, 'type', 'nega') | ||
| 181 | } | ||
| 182 | |||
| 183 | var invalidElements = regionData.invalidElements | ||
| 184 | var veryInvalidElements = regionData.veryInvalidElements | ||
| 185 | |||
| 186 | for (var i=0; i<invalidElements.length; i++) { | ||
| 187 | invalidElements[i].cell = puzzle.getCell(invalidElements[i].x, invalidElements[i].y) | ||
| 188 | } | ||
| 189 | for (var i=0; i<veryInvalidElements.length; i++) { | ||
| 190 | veryInvalidElements[i].cell = puzzle.getCell(veryInvalidElements[i].x, veryInvalidElements[i].y) | ||
| 191 | } | ||
| 192 | |||
| 193 | console.debug('Forcibly negating', veryInvalidElements.length, 'symbols') | ||
| 194 | var baseCombination = [] | ||
| 195 | while (negationSymbols.length > 0 && veryInvalidElements.length > 0) { | ||
| 196 | var source = negationSymbols.pop() | ||
| 197 | var target = veryInvalidElements.pop() | ||
| 198 | puzzle.setCell(source.x, source.y, null) | ||
| 199 | puzzle.setCell(target.x, target.y, null) | ||
| 200 | baseCombination.push({'source':source, 'target':target}) | ||
| 201 | } | ||
| 202 | |||
| 203 | var regionData = regionCheckNegations2(puzzle, region, negationSymbols, invalidElements) | ||
| 204 | |||
| 205 | // Restore required negations | ||
| 206 | for (var combination of baseCombination) { | ||
| 207 | puzzle.setCell(combination.source.x, combination.source.y, combination.source.cell) | ||
| 208 | puzzle.setCell(combination.target.x, combination.target.y, combination.target.cell) | ||
| 209 | regionData.negations.push(combination) | ||
| 210 | } | ||
| 211 | return regionData | ||
| 212 | } | ||
| 213 | |||
| 214 | // Recursively matches negations and invalid elements from the grid. Note that this function | ||
| 215 | // doesn't actually modify the two lists, it just iterates through them with index/index2. | ||
| 216 | function regionCheckNegations2(puzzle, region, negationSymbols, invalidElements, index=0, index2=0) { | ||
| 217 | if (index2 >= negationSymbols.length) { | ||
| 218 | console.debug('0 negation symbols left, returning negation-less regionCheck') | ||
| 219 | return regionCheck(puzzle, region, false) // @Performance: We could pass quick here. | ||
| 220 | } | ||
| 221 | |||
| 222 | if (index >= invalidElements.length) { | ||
| 223 | var i = index2 | ||
| 224 | // pair off all negation symbols, 2 at a time | ||
| 225 | if (puzzle.settings.NEGATIONS_CANCEL_NEGATIONS) { | ||
| 226 | for (; i<negationSymbols.length-1; i+=2) { | ||
| 227 | var source = negationSymbols[i] | ||
| 228 | var target = negationSymbols[i+1] | ||
| 229 | puzzle.setCell(source.x, source.y, null) | ||
| 230 | puzzle.setCell(target.x, target.y, null) | ||
| 231 | } | ||
| 232 | } | ||
| 233 | |||
| 234 | console.debug(negationSymbols.length - i, 'negation symbol(s) left over with nothing to negate') | ||
| 235 | for (; i<negationSymbols.length; i++) { | ||
| 236 | puzzle.updateCell2(negationSymbols[i].x, negationSymbols[i].y, 'type', 'nonce') | ||
| 237 | } | ||
| 238 | // Cannot be quick, as we need the full list of invalid symbols. | ||
| 239 | var regionData = regionCheck(puzzle, region, false) | ||
| 240 | |||
| 241 | i = index2 | ||
| 242 | if (puzzle.settings.NEGATIONS_CANCEL_NEGATIONS) { | ||
| 243 | for (; i<negationSymbols.length-1; i+=2) { | ||
| 244 | var source = negationSymbols[i] | ||
| 245 | var target = negationSymbols[i+1] | ||
| 246 | puzzle.setCell(source.x, source.y, source.cell) | ||
| 247 | puzzle.setCell(target.x, target.y, target.cell) | ||
| 248 | regionData.negations.push({'source':source, 'target':target}) | ||
| 249 | } | ||
| 250 | } | ||
| 251 | for (; i<negationSymbols.length; i++) { | ||
| 252 | puzzle.updateCell2(negationSymbols[i].x, negationSymbols[i].y, 'type', 'nega') | ||
| 253 | regionData.addInvalid(negationSymbols[i]) | ||
| 254 | } | ||
| 255 | return regionData | ||
| 256 | } | ||
| 257 | |||
| 258 | var source = negationSymbols[index2++] | ||
| 259 | puzzle.setCell(source.x, source.y, null) | ||
| 260 | |||
| 261 | var firstRegionData = null | ||
| 262 | for (var i=index; i<invalidElements.length; i++) { | ||
| 263 | var target = invalidElements[i] | ||
| 264 | console.spam('Attempting negation pair', source, target) | ||
| 265 | |||
| 266 | console.group() | ||
| 267 | puzzle.setCell(target.x, target.y, null) | ||
| 268 | var regionData = regionCheckNegations2(puzzle, region, negationSymbols, invalidElements, i + 1, index2) | ||
| 269 | puzzle.setCell(target.x, target.y, target.cell) | ||
| 270 | console.groupEnd() | ||
| 271 | |||
| 272 | if (!firstRegionData) { | ||
| 273 | firstRegionData = regionData | ||
| 274 | firstRegionData.negations.push({'source':source, 'target':target}) | ||
| 275 | } | ||
| 276 | if (regionData.valid()) { | ||
| 277 | regionData.negations.push({'source':source, 'target':target}) | ||
| 278 | break | ||
| 279 | } | ||
| 280 | } | ||
| 281 | |||
| 282 | puzzle.setCell(source.x, source.y, source.cell) | ||
| 283 | // For display purposes only. The first attempt will always pair off the most negation symbols, | ||
| 284 | // so it's the best choice to display (if we're going to fail). | ||
| 285 | return (regionData.valid() ? regionData : firstRegionData) | ||
| 286 | } | ||
| 287 | |||
| 288 | // Checks if a region is valid. This does not handle negations -- we assume that there are none. | ||
| 289 | // Note that this function needs to always ask the puzzle for the current contents of the cell, | ||
| 290 | // since the region is only coordinate locations, and might be modified by regionCheckNegations2 | ||
| 291 | // @Performance: This is a pretty core function to the solve loop. | ||
| 292 | function regionCheck(puzzle, region, quick) { | ||
| 293 | console.log('Validating region of size', region.length, region) | ||
| 294 | var regionData = new RegionData() | ||
| 295 | |||
| 296 | var squares = [] | ||
| 297 | var stars = [] | ||
| 298 | var coloredObjects = {} | ||
| 299 | var squareColor = null | ||
| 300 | |||
| 301 | for (var pos of region) { | ||
| 302 | var cell = puzzle.grid[pos.x][pos.y] | ||
| 303 | if (cell == null) continue | ||
| 304 | |||
| 305 | // Check for uncovered dots | ||
| 306 | if (cell.dot > window.DOT_NONE) { | ||
| 307 | console.log('Dot at', pos.x, pos.y, 'is not covered') | ||
| 308 | regionData.addVeryInvalid(pos) | ||
| 309 | if (quick) return regionData | ||
| 310 | } | ||
| 311 | |||
| 312 | // Check for triangles | ||
| 313 | if (cell.type === 'triangle') { | ||
| 314 | var count = 0 | ||
| 315 | if (puzzle.getLine(pos.x - 1, pos.y) > window.LINE_NONE) count++ | ||
| 316 | if (puzzle.getLine(pos.x + 1, pos.y) > window.LINE_NONE) count++ | ||
| 317 | if (puzzle.getLine(pos.x, pos.y - 1) > window.LINE_NONE) count++ | ||
| 318 | if (puzzle.getLine(pos.x, pos.y + 1) > window.LINE_NONE) count++ | ||
| 319 | if (cell.count !== count) { | ||
| 320 | console.log('Triangle at grid['+pos.x+']['+pos.y+'] has', count, 'borders') | ||
| 321 | regionData.addVeryInvalid(pos) | ||
| 322 | if (quick) return regionData | ||
| 323 | } | ||
| 324 | } | ||
| 325 | |||
| 326 | // Count color-based elements | ||
| 327 | if (cell.color != null) { | ||
| 328 | var count = coloredObjects[cell.color] | ||
| 329 | if (count == null) { | ||
| 330 | count = 0 | ||
| 331 | } | ||
| 332 | coloredObjects[cell.color] = count + 1 | ||
| 333 | |||
| 334 | if (cell.type === 'square') { | ||
| 335 | squares.push(pos) | ||
| 336 | if (squareColor == null) { | ||
| 337 | squareColor = cell.color | ||
| 338 | } else if (squareColor != cell.color) { | ||
| 339 | squareColor = -1 // Signal value which indicates square color collision | ||
| 340 | } | ||
| 341 | } | ||
| 342 | |||
| 343 | if (cell.type === 'star') { | ||
| 344 | pos.color = cell.color | ||
| 345 | stars.push(pos) | ||
| 346 | } | ||
| 347 | } | ||
| 348 | } | ||
| 349 | |||
| 350 | if (squareColor === -1) { | ||
| 351 | regionData.invalidElements = regionData.invalidElements.concat(squares) | ||
| 352 | if (quick) return regionData | ||
| 353 | } | ||
| 354 | |||
| 355 | for (var star of stars) { | ||
| 356 | var count = coloredObjects[star.color] | ||
| 357 | if (count === 1) { | ||
| 358 | console.log('Found a', star.color, 'star in a region with 1', star.color, 'object') | ||
| 359 | regionData.addVeryInvalid(star) | ||
| 360 | if (quick) return regionData | ||
| 361 | } else if (count > 2) { | ||
| 362 | console.log('Found a', star.color, 'star in a region with', count, star.color, 'objects') | ||
| 363 | regionData.addInvalid(star) | ||
| 364 | if (quick) return regionData | ||
| 365 | } | ||
| 366 | } | ||
| 367 | |||
| 368 | if (puzzle.hasPolyominos) { | ||
| 369 | if (!window.polyFit(region, puzzle)) { | ||
| 370 | for (var pos of region) { | ||
| 371 | var cell = puzzle.grid[pos.x][pos.y] | ||
| 372 | if (cell == null) continue | ||
| 373 | if (cell.type === 'poly' || cell.type === 'ylop') { | ||
| 374 | regionData.addInvalid(pos) | ||
| 375 | if (quick) return regionData | ||
| 376 | } | ||
| 377 | } | ||
| 378 | } | ||
| 379 | } | ||
| 380 | |||
| 381 | if (puzzle.settings.CUSTOM_MECHANICS) { | ||
| 382 | window.validateBridges(puzzle, region, regionData) | ||
| 383 | window.validateArrows(puzzle, region, regionData) | ||
| 384 | window.validateSizers(puzzle, region, regionData) | ||
| 385 | } | ||
| 386 | |||
| 387 | console.debug('Region has', regionData.veryInvalidElements.length, 'very invalid elements') | ||
| 388 | console.debug('Region has', regionData.invalidElements.length, 'invalid elements') | ||
| 389 | return regionData | ||
| 390 | } | ||
| 391 | }) | ||
