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 paced 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); //Slv 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 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); }
private void EntryCompleteClick(object sender, RoutedEventArgs e) { puzzleSolver = new PuzzleSolver(); var result = puzzleSolver.SolveGrid((PuzzleGrid)puzzleGrid.Clone(), true); if (result == true) { LeavePuzzleEntryState(); } else { MessageBox.Show("That puzzle is not solvable, please modify it so that it is."); } }
/// <summary> /// This method shows the open file dialog box. /// </summary> private void OpenFile() { // Show save file dialog box var result = openGameDialog.ShowDialog(); // Process save file dialog box results if (result == true) { // Save document string fileName = openGameDialog.FileName; PuzzleGrid grid = fileHandler.OpenFile(fileName); puzzleGrid = (PuzzleGrid)grid.Clone(); if (grid == null) { MessageBox.Show("There was a problem opening your file. Please try again."); } else { SetPuzzleGrid(grid); } } }
/// <summary> /// SolveGrid attempts to solve a puzzle by checking through all /// possible values for each cell, discarding values that do not lead /// to a valid solution. On a try, it recursively calls itself to /// maintain previous states of the grid to back track to if the /// current path fails. It creates a local version of the grid to /// facilitate this. It also checks if the puzzle is uniquely solvable. /// </summary> /// <param name="g">Current state of the grid</param> /// <param name="checkUnique">Do we care if it has unique soln?</param> /// <returns></returns> public bool SolveGrid(PuzzleGrid g, bool checkUnique) { PuzzleGrid grid = new PuzzleGrid(); grid = (PuzzleGrid)g.Clone(); //Copy the input grid int i, choice, r, c, numChoices; bool done, got_one, solved, result; got_one = false; recursions++; FillSingleChoices(grid); //First, fill in all single choice values if (IsSolved(grid)) //If it's already solved { if (numSolns > 0) //If another soln already found { stoplooking = true; //Don't look for more result = false; //Return false, no UNIQUE soln } else //If no other soln found yet { numSolns++; final[numSolns] = (PuzzleGrid)g.Clone(); //Save found soln result = true; SolutionGrid = grid; } } else //If not solved yet { if (!FindFewestChoices(grid, out r, out c, out numChoices)) { result = false; //Invalid solution } else //Current grid still valid { i = 1; done = false; got_one = false; while (!done && i <= numChoices) { choice = PickOneTrue(); //Pick a possible value list[choice] = false; //Won't want to use it again grid.UserSetCell(r, c, choice); if (recursions < MaxDepth) { //-----------We must go deeper. SUDCEPTION!-----------// solved = (SolveGrid(grid, checkUnique)); //Recurse } else { solved = false; } if (stoplooking == true) { done = true; got_one = true; } else { got_one = (got_one || solved); if (!checkUnique) //If not looking for unique soln { done = got_one; //Then we have a solution } } i++; } result = got_one; } } return result; }