//	Call SolveGrid to solve puzzlegrid
        //Store solved gamegrid as the correct solution in solutiongrid

        public PuzzleGrid Blanker(PuzzleGrid solvedGrid)
        {                              //enable blanking of squares based on difficulty
            PuzzleGrid tempGrid;
            PuzzleGrid saveCopy;
            //temporary grids to save between tests
            bool unique      = true;             //flag for if blanked form has unique soln
            int  totalBlanks = 0;                //count of current blanks
            int  tries       = 0;                //count of tries to blank appropriately
            int  desiredBlanks;                  //amount of blanks desired via difficulty
            int  symmetry = 0;                   //symmetry type

            tempGrid = (PuzzleGrid)solvedGrid.Clone();
            //cloned input grid (no damage)
            Random rnd = new Random();    //allow for random number generation

            switch (difficulty)           //set desiredBlanks via chosen difficulty
            {
            case Difficulty.Easy:         //easy difficulty
                desiredBlanks = 40;
                break;

            case Difficulty.Medium:         //medium difficulty
                desiredBlanks = 45;
                break;

            case Difficulty.Hard:         //hard difficulty
                desiredBlanks = 50;
                break;

            default:         //easy difficulty
                desiredBlanks = 40;
                break;
            }

            symmetry = rnd.Next(0, 2);                   //Randomly select symmetry
            do
            {                                            //call RandomlyBlank() to blank random squares symmetrically
                saveCopy = (PuzzleGrid)tempGrid.Clone(); // in case undo needed
                tempGrid = RandomlyBlank(tempGrid, symmetry, ref totalBlanks);
                //blanks 1 or 2 squares according to symmetry chosen
                puzzleSolver = new PuzzleSolver();
                unique       = puzzleSolver.SolveGrid((PuzzleGrid)tempGrid.Clone(), true);       // will it solve uniquely?
                if (!unique)
                {
                    tempGrid = (PuzzleGrid)saveCopy.Clone();
                    tries++;
                }
            } while((totalBlanks < desiredBlanks) && (tries < 1000));
            solvedGrid = tempGrid;
            solvedGrid.Finish();
            return(solvedGrid);
        }
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        /// <summary>
        /// Enters the puzzle entry state.
        /// </summary>
        private void LeavePuzzleEntryState()
        {
            // finish puzzle grid
            puzzleGrid.Finish();
            SetPuzzleGrid(puzzleGrid);

            // hide buttons
            SolveNow.Visibility      = Visibility.Visible;
            HintsBox.Visibility      = Visibility.Visible;
            HintsBoxTitle.Visibility = Visibility.Visible;

            // show correct buttons
            EntryComplete.Visibility = Visibility.Hidden;

            inPuzzleEnterMode = false;
        }