/// <summary> /// </summary> /// <returns>Returns a fully solved PuzzleGrid</returns> public PuzzleGrid InitGrid() { //Randomly fill in the first row and column of puzzlegrid PuzzleGrid tempGrid = new PuzzleGrid { }; //temporary grid to assign values into int row = 0; //variable for navigating 'rows' int col = 0; //variable for navigating 'columns' int newVal; //value to place into grid //bool solved; List <int> valueSet = new List <int>(Enumerable.Range(-9, 9)); //range of numbers that can be added to the grid List <int> valueSet2 = new List <int>(); //placeholder values in column 0 Random rnd = new Random(); //random variable for choosing random number int randIndex = 0; //index in valueSet/valueSet2 that is accessed randIndex = rnd.Next(0, 8); //get a random number and place in grid(0,0) newVal = valueSet[randIndex]; tempGrid.InitSetCell(row, col, newVal); valueSet.Remove(newVal); //remove placed value from options for (row = 1; row < 9; row++) { //fills in column 0 with remaining possible values, storing in place- //holder as it goes so as to preserve when placing in row 0 later randIndex = rnd.Next(0, valueSet.Count); newVal = valueSet[randIndex]; valueSet2.Add(newVal); valueSet.Remove(newVal); tempGrid.InitSetCell(row, col, newVal); } row = 0; //reset row to 0 for (col = 1; col < 3; col++) { //fills in col 1,2 of row 0, checking that don't duplicate the //values in rows 1,2 of col 0 randIndex = rnd.Next(0, valueSet2.Count); newVal = valueSet2[randIndex]; while ((newVal == tempGrid.Grid[1, 0] || (newVal == tempGrid.Grid[2, 0]))) { randIndex = rnd.Next(0, valueSet2.Count); newVal = valueSet2[randIndex]; } valueSet2.Remove(newVal); tempGrid.InitSetCell(row, col, newVal); } for (col = 3; col < 9; col++) { //fill in remainder of row 0 with remaining possible values randIndex = rnd.Next(0, valueSet2.Count); newVal = valueSet2[randIndex]; valueSet2.Remove(newVal); tempGrid.InitSetCell(row, col, newVal); } do { puzzleSolver = new PuzzleSolver(); puzzleSolver.SolveGrid((PuzzleGrid)tempGrid.Clone(), false); //Solve to fill remainder of grid SolutionGrid = puzzleSolver.SolutionGrid; } while (SolutionGrid == null || SolutionGrid.IsBlank()); PermaGrid = Blanker(SolutionGrid); //call Blanker to carry out the return(PermaGrid); //blanking of fileds,then return the grid to user to solve }
// Call SolveGrid to solve puzzlegrid //Store solved gamegrid as the correct solution in solutiongrid /// <summary> /// Removes x fields from solvedGrid, depending on difficulty level /// </summary> /// <param name="solvedGrid">The grid that needs to be blanked</param> /// <returns></returns> 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 = 2; break; case Difficulty.Medium: //medium difficulty desiredBlanks = 50; break; case Difficulty.Hard: //hard difficulty desiredBlanks = 60; 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); }
// Call SolveGrid to solve puzzlegrid //Store solved gamegrid as the correct solution in solutiongrid /// <summary> /// Removes x fields from solvedGrid, depending on difficulty level /// </summary> /// <param name="solvedGrid">The grid that needs to be blanked</param> /// <returns></returns> 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 = 2; break; case Difficulty.Medium: //medium difficulty desiredBlanks = 50; break; case Difficulty.Hard: //hard difficulty desiredBlanks = 60; 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; }
/// <summary> /// </summary> /// <returns>Returns a fully solved PuzzleGrid</returns> public PuzzleGrid InitGrid() { //Randomly fill in the first row and column of puzzlegrid PuzzleGrid tempGrid = new PuzzleGrid { }; //temporary grid to assign values into int row = 0; //variable for navigating 'rows' int col = 0; //variable for navigating 'columns' int newVal; //value to place into grid //bool solved; List<int> valueSet = new List<int>(Enumerable.Range(-9, 9)); //range of numbers that can be added to the grid List<int> valueSet2 = new List<int>(); //placeholder values in column 0 Random rnd = new Random(); //random variable for choosing random number int randIndex = 0; //index in valueSet/valueSet2 that is accessed randIndex = rnd.Next(0, 8); //get a random number and place in grid(0,0) newVal = valueSet[randIndex]; tempGrid.InitSetCell(row, col, newVal); valueSet.Remove(newVal); //remove placed value from options for (row = 1; row < 9; row++) { //fills in column 0 with remaining possible values, storing in place- //holder as it goes so as to preserve when placing in row 0 later randIndex = rnd.Next(0, valueSet.Count); newVal = valueSet[randIndex]; valueSet2.Add(newVal); valueSet.Remove(newVal); tempGrid.InitSetCell(row, col, newVal); } row = 0; //reset row to 0 for (col = 1; col < 3; col++) { //fills in col 1,2 of row 0, checking that don't duplicate the //values in rows 1,2 of col 0 randIndex = rnd.Next(0, valueSet2.Count); newVal = valueSet2[randIndex]; while ((newVal == tempGrid.Grid[1, 0] || (newVal == tempGrid.Grid[2, 0]))) { randIndex = rnd.Next(0, valueSet2.Count); newVal = valueSet2[randIndex]; } valueSet2.Remove(newVal); tempGrid.InitSetCell(row, col, newVal); } for (col = 3; col < 9; col++) { //fill in remainder of row 0 with remaining possible values randIndex = rnd.Next(0, valueSet2.Count); newVal = valueSet2[randIndex]; valueSet2.Remove(newVal); tempGrid.InitSetCell(row, col, newVal); } do { puzzleSolver = new PuzzleSolver(); puzzleSolver.SolveGrid((PuzzleGrid)tempGrid.Clone(), false); //Solve to fill remainder of grid SolutionGrid = puzzleSolver.SolutionGrid; } while (SolutionGrid == null || SolutionGrid.IsBlank()); PermaGrid = Blanker(SolutionGrid); //call Blanker to carry out the return PermaGrid; //blanking of fileds,then return the grid to user to solve }