Exemple #1
0
 private Sudoku(Sudoku sudoku)
 {
     this.BlockSize = sudoku.BlockSize;
     this.BoardSize = sudoku.BoardSize;
     this.possibleValues = sudoku.possibleValues;
     this.blockIndex = sudoku.blockIndex;
     this.inBlockIndex = sudoku.inBlockIndex;
     this.rows = sudoku.rows.Select(row => row.ToArray()).ToArray();
     this.columns = sudoku.columns.Select(column => column.ToArray()).ToArray();
     this.blocks = sudoku.blocks.Select(block => block.ToArray()).ToArray();
     this.rowValues = sudoku.rowValues.Select(values => new HashSet<byte>(values)).ToArray();
     this.columnValues = sudoku.rowValues.Select(values => new HashSet<byte>(values)).ToArray();
     this.blockValues = sudoku.rowValues.Select(values => new HashSet<byte>(values)).ToArray();
 }
Exemple #2
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 public Sudoku Generate(int blockSize, Level level)
 {
     for (var count = 0; count < MaxTries; count++)
     {
         var sudoku = new Sudoku(blockSize);
         if (GenerateSolution(sudoku))
         {
             if (CreateBoard(sudoku, level))
             {
                 return sudoku;
             }
         }
     }
     return null;
 }
Exemple #3
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 public bool SolveSolution(Sudoku sudoku)
 {
     var range = Enumerable.Range(0, sudoku.BoardSize);
     var solutions =
         range
         .SelectMany(x => range.Select(y => new Tuple<int, int>(x, y)))
         .Where(item => sudoku.GetValue(item.Item1, item.Item2) == 0)
         .OrderBy(item => sudoku.GetPossibleValues(item.Item1, item.Item2).Count)
         .ToList();
     var index = 0;
     var possibleValuesCache = new Dictionary<int, IList<byte>>();
     int count = 0;
     while (index >= 0 && index < solutions.Count)
     {
         count++;
         if (count > 10338434) break;
         var x = solutions[index].Item1;
         var y = solutions[index].Item2;
         if (!possibleValuesCache.ContainsKey(index))
         {
             possibleValuesCache[index] = sudoku.GetPossibleValues(x, y);
         }
         var possibleValues = possibleValuesCache[index];
         if (possibleValues.Count == 0)
         {
             sudoku.SetValue(x, y, 0);
             possibleValuesCache.Remove(index);
             index--;
         }
         else
         {
             var value = possibleValues[random.Next(0, possibleValues.Count)];
             possibleValues.Remove(value);
             sudoku.SetValue(x, y, value);
             index++;
         }
     }
     return index >= solutions.Count;
 }
Exemple #4
0
        /// <summary>
        /// Empties cells from the solved sudoku board to create playable game board. 
        /// The result has a number of empty cells dependant on the level and only one correct solution.
        /// </summary>
        private bool CreateBoard(Sudoku sudoku, Level level)
        {
            // All indexes
            var cells = Enumerable.Range(0, sudoku.BoardSize).SelectMany(x => Enumerable.Range(0, sudoku.BoardSize).Select(y => new Tuple<int, int>(x, y))).ToList();
            // List of already veryfied, cleared cell indexes
            var clearedCells = new List<Tuple<int, int>>();
            // Number/index of the cell under try
            var cellNumber = 0;
            // How many cleared cells are required for the given level
            var clearedCellsRange = LevelToClearCells[level];

            // As long as there are more cells to try and the number of cleared cells is not higher then required maximum.
            while (cells.Count > 0 && clearedCells.Count < clearedCellsRange.Item2)
            {
                // Cell index to try
                var cell = GetNextCell(cells, level, cellNumber++);
                var currentValue = sudoku.GetValue(cell.Item1, cell.Item2);
                // Make sure that any value different from the current one disables the solution.
                // Otherwise more than 1 solution would be possible after clearing this cell.
                var valuesToCheck = sudoku.GetPossibleValues(cell.Item1, cell.Item2).ToList();
                valuesToCheck.Remove(currentValue);
                var correct = true;
                foreach (var valueToCheck in valuesToCheck)
                {
                    sudoku.SetValue(cell.Item1, cell.Item2, valueToCheck);
                    if (SolveSolution(sudoku))
                    {
                        // Other solution possible - this cell cannot be cleared.
                        correct = false;
                        break;
                    }
                }
                // If no other solution is possible we can clear this cell.
                if (correct)
                {
                    clearedCells.Add(new Tuple<int, int>(cell.Item1, cell.Item2));
                }
                // Make sure the cleared cells are really clear.
                foreach (var clearedCell in clearedCells)
                {
                    sudoku.SetValue(clearedCell.Item1, clearedCell.Item2, 0);
                }

                if (!correct)
                {
                    // Other solution possible - this cell cannot be cleared.
                    // Set it to its original value.
                    sudoku.SetValue(cell.Item1, cell.Item2, currentValue);
                }
            }
            return clearedCells.Count >= clearedCellsRange.Item1;
        }
Exemple #5
0
 private bool GenerateSolution(Sudoku sudoku)
 {
     return GenerateRandomValues(sudoku) && SolveSolution(sudoku);
 }
Exemple #6
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 private bool GenerateRandomValues(Sudoku sudoku)
 {
     var indexes = Enumerable.Range(0, sudoku.BoardSize * sudoku.BoardSize).ToList();
     for (int i = 0; i < RandomCells; i++)
     {
         var index = indexes[this.random.Next(indexes.Count)];
         indexes.Remove(index);
         var x = index / sudoku.BoardSize;
         var y = index % sudoku.BoardSize;
         var possibleValues = sudoku.GetPossibleValues(x, y);
         if (possibleValues.Count == 0)
         {
             return false;
         }
         sudoku.SetValue(x, y, possibleValues[random.Next(possibleValues.Count)]);
     }
     return true;
 }