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Floris
puzzleplayer
Commits
a7688153
Commit
a7688153
authored
4 months ago
by
bionic85
Browse files
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Plain Diff
het doet ten minste iets
werkt nog niet tho
parent
952c7171
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Changes
2
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2 changed files
PuzzlePlayer/Binary.cs
+102
-24
102 additions, 24 deletions
PuzzlePlayer/Binary.cs
PuzzlePlayer/PuzzleForm.cs
+9
-4
9 additions, 4 deletions
PuzzlePlayer/PuzzleForm.cs
with
111 additions
and
28 deletions
PuzzlePlayer/Binary.cs
+
102
−
24
View file @
a7688153
...
...
@@ -100,8 +100,6 @@ namespace PuzzlePlayer_Namespace
}
}
//check if there aren't any
return
true
;
}
...
...
@@ -109,31 +107,102 @@ namespace PuzzlePlayer_Namespace
public
override
void
Generate
()
{
// start with a clear board
int
[,]
result
=
GetClearBoard
(
BoardState
.
GetLength
(
0
));
int
[,]
startBoard
=
GetClearBoard
(
BoardState
.
GetLength
(
0
));
// generate a board
int
[,]
generatedBoard
=
BackTrackAlgorithm
(
startBoard
);
if
(
setBoardState
(
generatedBoard
))
Debug
.
WriteLine
(
"succesfully generated a board"
);
else
Debug
.
WriteLine
(
"failed to generate a board"
);
}
// keep adding stuff until it works?
while
(!
setBoardState
(
result
))
// generates a random board with a backtracking algorithm
// After searching online about what the best way is to make a random puzzle generator a lot of people pointed towards a backtracking algorithm
// I found the information about what a backtracking algorithm is here: https://www.geeksforgeeks.org/introduction-to-backtracking-2/
// But i wrote all the code myself
private
static
int
[,]
BackTrackAlgorithm
(
int
[,]
board
)
{
// check if the board is complete. if so then we can return the result
if
(
IsBoardCompletlyFilledIn
(
board
))
return
board
;
// get all the possible choices and per choice do the backtrackAlgorithm
List
<
Move
>
choices
=
GetChoices
(
board
);
// if there aren't any solutions then that could mean that the whole board is filled in, or that we are stuck and need to backtrack
// and because we already did a check if the board is completly filled-in, we know that we need to backtrack
if
(
choices
.
Count
==
0
)
return
null
;
// backtrack
// shuffle the choices in the list around to get different results every time
// First answer from: https://stackoverflow.com/questions/273313/randomize-a-listt
Random
random
=
new
Random
();
int
n
=
choices
.
Count
;
while
(
n
>
1
)
{
//add random things until it works?
throw
new
NotImplementedException
();
n
--;
int
rand
=
random
.
Next
(
n
+
1
);
Move
copy
=
choices
[
rand
];
choices
[
rand
]
=
choices
[
n
];
choices
[
n
]
=
copy
;
}
// do the algorithm for every move
foreach
(
Move
m
in
choices
)
{
int
[,]
newBoard
=
board
;
newBoard
[
m
.
x
,
m
.
y
]
=
m
.
changeTo
;
int
[,]
result
=
BackTrackAlgorithm
(
newBoard
);
// recursion for every move
if
(
result
!=
null
)
return
result
;
}
// if all choices fail then we should also return null
return
null
;
}
//
checks if the move is valid
private
static
bool
IsValidMove
(
Move
m
,
int
[,]
board
)
//
get all the possible choices
private
static
List
<
Move
>
GetChoices
(
int
[,]
board
)
{
int
opposite
;
if
(
m
.
changeTo
==
0
)
opposite
=
1
;
else
opposite
=
0
;
List
<
Move
>
choices
=
new
List
<
Move
>();
return
MiddleCheck
(
m
.
x
,
m
.
y
,
board
,
opposite
)
||
SideCheck
(
m
.
x
,
m
.
y
,
board
,
opposite
)
||
EvenCheck
(
m
.
x
,
m
.
y
,
board
,
opposite
);
// loop for both 1 and 0
for
(
int
checkFor
=
0
;
checkFor
<=
1
;
checkFor
++)
{
// check foreach cell if it doesn't violate the rules
for
(
int
i
=
0
;
i
<
board
.
GetLength
(
0
);
i
++)
for
(
int
j
=
0
;
j
<
board
.
GetLength
(
1
);
j
++)
{
// if the checked space is already filled in than it is not a valid move
if
(
board
[
i
,
j
]
!=
emptySpace
)
continue
;
// if one of the checks succeeds then it is an invalid move
if
(
DoAllChecks
(
i
,
j
,
board
,
checkFor
))
continue
;
// if all checks pass then add the move to the list
choices
.
Add
(
new
Move
(
i
,
j
,
checkFor
));
}
}
return
choices
;
}
private
static
bool
IsBoardCompletlyFilledIn
(
int
[,]
board
)
{
for
(
int
i
=
0
;
i
<
board
.
GetLength
(
0
);
i
++)
for
(
int
j
=
0
;
j
<
board
.
GetLength
(
1
);
j
++)
if
(
board
[
i
,
j
]
==
emptySpace
)
// if the space is equal to an empty space then the board is not filled in
return
false
;
return
true
;
}
// gets a list with all the possible moves
protected
override
List
<
Move
>
GetSolveList
(
int
[,]
boardToSolve
)
...
...
@@ -153,9 +222,6 @@ namespace PuzzlePlayer_Namespace
private
Move
?
CheckMove
(
int
x
,
int
y
,
int
[,]
boardToSolve
)
{
bool
validForZero
=
false
;
bool
validForOne
=
false
;
// empty check
if
(
boardToSolve
[
x
,
y
]
!=
emptySpace
)
return
null
;
...
...
@@ -163,17 +229,29 @@ namespace PuzzlePlayer_Namespace
// loop two times for checking 0 and 1
for
(
int
i
=
0
;
i
<=
1
;
i
++)
{
Move
m
=
new
Move
(
x
,
y
,
i
);
int
opposite
;
if
(
i
==
0
)
opposite
=
1
;
else
opposite
=
0
;
// check if it is a valid move
if
(
IsValidMove
(
m
,
boardToSolve
))
return
m
;
if
(
DoAllChecks
(
x
,
y
,
boardToSolve
,
opposite
))
return
new
Move
(
x
,
y
,
i
)
;
}
// if both 0 and 1 fail, then the move is invalid and null is returned
return
null
;
}
// shorthand for all the checks in one function
private
static
bool
DoAllChecks
(
int
x
,
int
y
,
int
[,]
board
,
int
checkFor
)
{
return
MiddleCheck
(
x
,
y
,
board
,
checkFor
)
||
SideCheck
(
x
,
y
,
board
,
checkFor
)
||
EvenCheck
(
x
,
y
,
board
,
checkFor
);
}
// check if the space is surrounded on both sides by the same number. If it is, the checked space should be the opposite number
private
static
bool
MiddleCheck
(
int
x
,
int
y
,
int
[,]
b
,
int
checkFor
)
{
...
...
This diff is collapsed.
Click to expand it.
PuzzlePlayer/PuzzleForm.cs
+
9
−
4
View file @
a7688153
...
...
@@ -47,6 +47,7 @@ namespace PuzzlePlayer_Namespace
};
// example board: https://imgur.com/spyYaPl
/*
board.boardState[0, 0] = 1;
board.boardState[1, 0] = 1;
board.boardState[6, 0] = 1;
...
...
@@ -62,10 +63,13 @@ namespace PuzzlePlayer_Namespace
board.boardState[1, 7] = 1;
board.boardState[3, 7] = 0;
board.boardState[6, 7] = 1;
*/
}
private
void
CreateUI
()
{
Point
boardP
=
new
Point
(
220
,
30
);
Size
boardS
=
new
Size
(
400
,
400
);
void
CreateButton
(
Button
b
)
{
Controls
.
Add
(
b
);
...
...
@@ -77,7 +81,8 @@ namespace PuzzlePlayer_Namespace
generatebutton
.
Text
=
"Generate"
;
generatebutton
.
MouseClick
+=
(
object
sender
,
MouseEventArgs
mea
)
=>
{
//board = Board.Generate();
board
.
Generate
();
board
.
Draw
(
graphics
,
boardP
,
boardS
);
};
CreateButton
(
hintbutton
);
hintbutton
.
Text
=
"Hint"
;
...
...
@@ -89,8 +94,8 @@ namespace PuzzlePlayer_Namespace
solvebutton
.
Text
=
"Solve"
;
solvebutton
.
MouseClick
+=
(
object
sender
,
MouseEventArgs
mea
)
=>
{
board
.
Solve
();
board
.
Draw
(
graphics
,
new
Point
(
220
,
30
),
new
Size
(
400
,
400
)
);
board
.
Solve
(
false
);
board
.
Draw
(
graphics
,
boardP
,
boardS
);
};
Controls
.
Add
(
informationbox
);
...
...
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Click to expand it.
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