Adding generator

This commit is contained in:
Matthias Melcher 2023-01-29 23:04:53 +01:00
parent 10d9010ed9
commit 0c8083a06d
4 changed files with 739 additions and 92 deletions

View File

@ -133,7 +133,7 @@ CREATE_EXAMPLE (resize-example5c "resize-example5c.cxx;resize-arrows.cxx" fltk)
CREATE_EXAMPLE (rotated_text rotated_text.cxx fltk)
CREATE_EXAMPLE (scroll scroll.cxx fltk)
CREATE_EXAMPLE (subwindow subwindow.cxx fltk)
CREATE_EXAMPLE (sudoku "sudoku.cxx;sudoku.plist;sudoku.icns;sudoku.rc" "fltk_images;fltk;${AUDIOLIBS}")
CREATE_EXAMPLE (sudoku "sudoku.cxx;sudoku_generator.cxx;sudoku.plist;sudoku.icns;sudoku.rc" "fltk_images;fltk;${AUDIOLIBS}")
CREATE_EXAMPLE (symbols symbols.cxx fltk)
CREATE_EXAMPLE (tabs tabs.fl fltk)
CREATE_EXAMPLE (table table.cxx fltk)

View File

@ -131,6 +131,7 @@ CPPFILES =\
shape.cxx \
subwindow.cxx \
sudoku.cxx \
sudoku_generator.cxx \
symbols.cxx \
table.cxx \
tabs.cxx \
@ -596,19 +597,19 @@ scroll$(EXEEXT): scroll.o
subwindow$(EXEEXT): subwindow.o
sudoku: sudoku.o
sudoku: sudoku.o sudoku_generator.o
echo Linking $@...
$(CXX) $(ARCHFLAGS) $(CXXFLAGS) $(LDFLAGS) sudoku.o -o $@ $(AUDIOLIBS) $(LINKFLTKIMG) $(LDLIBS)
$(CXX) $(ARCHFLAGS) $(CXXFLAGS) $(LDFLAGS) sudoku.o sudoku_generator.o -o $@ $(AUDIOLIBS) $(LINKFLTKIMG) $(LDLIBS)
$(OSX_ONLY) $(RM) -f -r sudoku.app
$(OSX_ONLY) mkdir -p sudoku.app/Contents/MacOS sudoku.app/Contents/Resources
$(OSX_ONLY) $(INSTALL_BIN) sudoku$(EXEEXT) sudoku.app/Contents/MacOS
$(OSX_ONLY) $(INSTALL_BIN) mac-resources/sudoku.icns sudoku.app/Contents/Resources/
$(OSX_ONLY) $(INSTALL_BIN) mac-resources/sudoku.plist sudoku.app/Contents/Info.plist
sudoku.exe: sudoku.o sudoku.rc
sudoku.exe: sudoku.o sudoku_generator.o sudoku.rc
echo Linking $@...
$(RC) sudoku.rc sudokures.o
$(CXX) $(ARCHFLAGS) $(CXXFLAGS) $(LDFLAGS) sudoku.o sudokures.o -o $@ $(AUDIOLIBS) $(LINKFLTKIMG) $(LDLIBS)
$(CXX) $(ARCHFLAGS) $(CXXFLAGS) $(LDFLAGS) sudoku.o sudoku_generator.o sudokures.o -o $@ $(AUDIOLIBS) $(LINKFLTKIMG) $(LDLIBS)
symbols$(EXEEXT): symbols.o

View File

@ -135,7 +135,7 @@ class SudokuSound {
class SudokuCell : public Fl_Widget {
bool readonly_;
int value_;
int test_value_[9];
int marks_;
public:
@ -144,13 +144,15 @@ class SudokuCell : public Fl_Widget {
int handle(int event) FL_OVERRIDE;
void readonly(bool r) { readonly_ = r; redraw(); }
bool readonly() const { return readonly_; }
void test_value(int v, int n) { test_value_[n] = v; redraw(); }
int test_value(int n) const { return test_value_[n]; }
void value(int v) {
value_ = v;
for (int i = 0; i < 8; i ++) test_value_[i] = 0;
redraw();
}
void mark(int n, bool set);
void toggle_mark(int n);
bool mark(int n);
void clear_marks();
void value(int v) {
value_ = v;
clear_marks();
redraw();
}
int value() const { return value_; }
};
@ -483,7 +485,9 @@ void SudokuSound::play(char note) {
// Create a cell widget
SudokuCell::SudokuCell(int X, int Y, int W, int H)
: Fl_Widget(X, Y, W, H, 0) {
: Fl_Widget(X, Y, W, H, 0),
marks_(0)
{
value(0);
}
@ -491,15 +495,17 @@ SudokuCell::SudokuCell(int X, int Y, int W, int H)
// Draw cell
void
SudokuCell::draw() {
static Fl_Align align[8] = {
static Fl_Align align[10] = {
0,
FL_ALIGN_TOP_LEFT,
FL_ALIGN_TOP,
FL_ALIGN_TOP_RIGHT,
FL_ALIGN_LEFT,
0,
FL_ALIGN_RIGHT,
FL_ALIGN_BOTTOM_RIGHT,
FL_ALIGN_BOTTOM,
FL_ALIGN_BOTTOM_LEFT,
FL_ALIGN_LEFT
FL_ALIGN_BOTTOM,
FL_ALIGN_BOTTOM_RIGHT,
};
@ -527,11 +533,11 @@ SudokuCell::draw() {
fl_draw(s, x(), y(), w(), h(), FL_ALIGN_CENTER);
}
fl_font(FL_HELVETICA_BOLD, h() / 5);
fl_font(FL_HELVETICA_BOLD, h()*2/9);
for (int i = 0; i < 8; i ++) {
if (test_value_[i]) {
s[0] = test_value_[i] + '0';
for (int i = 1; i <= 9; i ++) {
if (mark(i)) {
s[0] = i + '0';
fl_draw(s, x() + 5, y() + 5, w() - 10, h() - 10, align[i]);
}
}
@ -578,27 +584,8 @@ SudokuCell::handle(int event) {
}
if (Fl::event_state() & (FL_SHIFT | FL_CAPS_LOCK)) {
int i;
for (i = 0; i < 8; i ++)
if (test_value_[i] == key) {
test_value_[i] = 0;
break;
}
if (i >= 8) {
for (i = 0; i < 8; i ++)
if (!test_value_[i]) {
test_value_[i] = key;
break;
}
}
if (i >= 8) {
for (i = 0; i < 7; i ++) test_value_[i] = test_value_[i + 1];
test_value_[i] = key;
}
toggle_mark(key);
value_ = 0;
redraw();
} else {
value(key);
@ -622,6 +609,29 @@ SudokuCell::handle(int event) {
return Fl_Widget::handle(event);
}
void SudokuCell::mark(int n, bool set) {
if (n<1 || n>9) return;
if (set) {
marks_ |= (1<<n);
} else {
marks_ &= ~(1<<n);
}
}
void SudokuCell::toggle_mark(int n) {
if (n<1 || n>9) return;
marks_ ^= (1<<n);
}
bool SudokuCell::mark(int n) {
if (n<1 || n>9) return 0;
return (marks_>>n) & 1;
}
void SudokuCell::clear_marks() {
marks_ = 0;
}
// Sudoku class globals...
Fl_Help_Dialog *Sudoku::help_dialog_ = (Fl_Help_Dialog *)0;
@ -641,7 +651,7 @@ Sudoku::Sudoku()
{ "&Check Game", FL_COMMAND | 'c', check_cb, 0, 0 },
{ "&Restart Game", FL_COMMAND | 'r', restart_cb, 0, 0 },
{ "&Solve Game", FL_COMMAND | 's', solve_cb, 0, FL_MENU_DIVIDER },
{ "&Update Helpers", 0, update_helpers_cb, 0, 0 },
{ "&Update Helpers", FL_COMMAND | 'u', update_helpers_cb, 0, 0 },
{ "&Mute Sound", FL_COMMAND | 'm', mute_cb, 0, FL_MENU_TOGGLE | FL_MENU_DIVIDER },
{ "&Quit", FL_COMMAND | 'q', close_cb, 0, 0 },
{ 0 },
@ -885,12 +895,12 @@ Sudoku::update_helpers() {
int j, k, m;
// First we delete any entries that the user may have made
// TODO: set all marks if none were set
// TODO: clear marks if value is used, don't set individual marks
for (j = 0; j < 9; j ++) {
for (k = 0; k < 9; k ++) {
SudokuCell *cell = grid_cells_[j][k];
for (m = 0; m < 8; m ++) {
cell->test_value(0, m);
}
cell->clear_marks();
}
}
@ -925,10 +935,11 @@ Sudoku::update_helpers() {
}
}
// transfer our findings to the markers
for (m = 1, k = 0; m <= 9; m ++) {
for (m = 1; m <= 9; m ++) {
if (!taken[m])
dst_cell->test_value(m, k ++);
dst_cell->mark(m, true);
}
dst_cell->redraw();
}
}
@ -994,47 +1005,63 @@ Sudoku::help_cb(Fl_Widget *, void *) {
// Load the game from saved preferences...
void
Sudoku::load_game() {
#if 0
for (int j = 0; j < 9; j ++) {
Fl_Preferences row(prefs_, Fl_Preferences::Name("Row%d", j));
for (int k = 0; k < 9; k ++) {
Fl_Preferences p(row, Fl_Preferences::Name("Col%d", k));
char name[255];
SudokuCell *cell = grid_cells_[j][k];
p.set("value", grid_values_[j][k]);
p.set("state", cell->value());
p.set("readonly", cell->readonly());
for (int m = 1; m <= 9; m ++) {
if (cell->mark(m))
p.set(Fl_Preferences::Name("m%d", m), 1);
else
p.deleteEntry(Fl_Preferences::Name("m%d", m));
}
}
}
#endif
// Load the current values and state of each grid...
memset(grid_values_, 0, sizeof(grid_values_));
bool solved = true;
bool empty = false;
for (int j = 0; j < 9; j ++)
for (int j = 0; j < 9; j ++) {
Fl_Preferences row(prefs_, Fl_Preferences::Name("Row%d", j));
for (int k = 0; k < 9; k ++) {
char name[255];
int val;
Fl_Preferences p(row, Fl_Preferences::Name("Col%d", k));
int v;
SudokuCell *cell = grid_cells_[j][k];
snprintf(name, sizeof(name), "value%d.%d", j, k);
if (!prefs_.get(name, val, 0)) {
j = 9;
grid_values_[0][0] = 0;
break;
}
p.get("value", v, 0);
grid_values_[j][k] = v;
if (v) empty = false;
grid_values_[j][k] = val;
p.get("state", v, 0);
cell->value(v);
snprintf(name, sizeof(name), "state%d.%d", j, k);
prefs_.get(name, val, 0);
cell->value(val);
snprintf(name, sizeof(name), "readonly%d.%d", j, k);
prefs_.get(name, val, 0);
cell->readonly(val != 0);
if (val) cell->color(FL_GRAY);
else {
p.set("readonly", cell->readonly());
cell->readonly(v != 0);
if (v) {
cell->color(FL_GRAY);
} else {
cell->color(FL_LIGHT3);
solved = false;
}
for (int m = 0; m < 8; m ++) {
snprintf(name, sizeof(name), "test%d%d.%d", m, j, k);
prefs_.get(name, val, 0);
cell->test_value(val, m);
for (int m = 1; m <= 9; m ++) {
p.get(Fl_Preferences::Name("m%d", m), v, 0);
cell->mark(m, v);
}
cell->redraw();
}
}
// If we didn't load any values or the last game was solved, then
// create a new game automatically...
@ -1064,19 +1091,50 @@ void
Sudoku::new_cb(Fl_Widget *widget, void *) {
Sudoku *s = (Sudoku *)(widget->window() ? widget->window() : widget);
if (s->grid_cells_[0][0]->color() != FL_GREEN) {
if (!fl_choice("Are you sure you want to change the difficulty level and "
"discard the current game?", "Keep Current Game", "Start New Game",
NULL)) return;
}
// if (s->grid_cells_[0][0]->color() != FL_GREEN) {
// if (!fl_choice("Are you sure you want to change the difficulty level and "
// "discard the current game?", "Keep Current Game", "Start New Game",
// NULL)) return;
// }
s->new_game(time(NULL));
}
extern int generate_sudoku(int grid_data[81]);
// Create a new game...
void
Sudoku::new_game(time_t seed) {
{
int grid_data[81];
int *g = grid_data;
generate_sudoku(grid_data);
SudokuCell *cell;
for (int j = 0; j < 9; j ++) {
for (int k = 0; k < 9; k ++) {
int v = *g++;
int vv = v; if (vv<0) vv = -vv;
grid_values_[j][k] = vv;
cell = grid_cells_[j][k];
if (v<0) {
cell->value(0);
cell->readonly(0);
cell->color(FL_LIGHT3);
} else {
cell->value(vv);
cell->readonly(1);
cell->color(FL_GRAY);
}
}
}
return;
}
int j, k, m, n, t, count;
@ -1256,25 +1314,23 @@ Sudoku::restart_cb(Fl_Widget *widget, void *) {
void
Sudoku::save_game() {
// Save the current values and state of each grid...
for (int j = 0; j < 9; j ++)
for (int j = 0; j < 9; j ++) {
Fl_Preferences row(prefs_, Fl_Preferences::Name("Row%d", j));
for (int k = 0; k < 9; k ++) {
Fl_Preferences p(row, Fl_Preferences::Name("Col%d", k));
char name[255];
SudokuCell *cell = grid_cells_[j][k];
snprintf(name, sizeof(name), "value%d.%d", j, k);
prefs_.set(name, grid_values_[j][k]);
snprintf(name, sizeof(name), "state%d.%d", j, k);
prefs_.set(name, cell->value());
snprintf(name, sizeof(name), "readonly%d.%d", j, k);
prefs_.set(name, cell->readonly());
for (int m = 0; m < 8; m ++) {
snprintf(name, sizeof(name), "test%d%d.%d", m, j, k);
prefs_.set(name, cell->test_value(m));
p.set("value", grid_values_[j][k]);
p.set("state", cell->value());
p.set("readonly", cell->readonly());
for (int m = 1; m <= 9; m ++) {
if (cell->mark(m))
p.set(Fl_Preferences::Name("m%d", m), 1);
else
p.deleteEntry(Fl_Preferences::Name("m%d", m));
}
}
}
}

590
test/sudoku_generator.cpp Normal file
View File

@ -0,0 +1,590 @@
//
// Sudoku game generator using the Fast Light Tool Kit (FLTK).
//
// Copyright (c) 2018 Vaibhav Thakkar.
// Copyright 2023 by Vaibhav Thakkar and Matthias Melcher.
//
// This library is free software. Distribution and use rights are outlined in
// the file "COPYING" which should have been included with this file. If this
// file is missing or damaged, see the license at:
//
// https://www.fltk.org/COPYING.php
//
// Please see the following page on how to report bugs and issues:
//
// https://www.fltk.org/bugs.php
//
//
// This solver is based on the work of Vaibhav Thakkar
// from https://github.com/vaithak/Sudoku-Generator
// vaithak/Sudoku-Generator is licensed under the MIT License
// Copyright (c) 2018 Vaibhav Thakkar
//
// The solver was modified to fit FLTKs requirements of using minimal C++
// and adapted to the FLTK naming scheme.
//
#include <stdio.h>
#include <stdlib.h>
#include <time.h>
#include <FL/Fl_Int_Vector.H>
#define UNASSIGNED 0
class Sudoku_Generator {
private:
public:
int grid[9][9];
int solnGrid[9][9];
int guessNum[9];
int gridPos[81];
int difficultyLevel;
bool grid_status;
public:
Sudoku_Generator ();
Sudoku_Generator(int[81], bool row_major=true);
void fillEmptyDiagonalBox(int);
void createSeed();
void printGrid();
bool solveGrid();
void countSoln(int &number);
void genPuzzle();
bool gridStatus();
void calculateDifficulty();
int branchDifficultyScore();
};
// Generate a random number between 0 and maxLimit-1
int genRandNum(int maxLimit)
{
return rand()%maxLimit;
}
// We take an integer array of the length n and swap the content around randomly.
// The function was part of the c++11 standard, but was removed in C++17 because
// it was regarded as flawed.
// This implementation is a minimal hack without care about random dstribution.
// For additional randomness, we do that three times.
void random_shuffle(int *data, int n, int (*r)(int))
{
for (int n = 3; n>0; --n) {
for (int i = n-1; i > 0; --i) {
int j = r(i+1);
int tmp = data[i];
data[i] = data[j];
data[j] = tmp;
}
}
}
// Helper functions for solving grid
bool FindUnassignedLocation(int grid[9][9], int &row, int &col)
{
for (row = 0; row < 9; row++)
{
for (col = 0; col < 9; col++)
{
if (grid[row][col] == UNASSIGNED)
return true;
}
}
return false;
}
// Return true if num exists in row of grid.
bool UsedInRow(int grid[9][9], int row, int num)
{
for (int col = 0; col < 9; col++)
{
if (grid[row][col] == num)
return true;
}
return false;
}
// Return true if num exists in col of grid.
bool UsedInCol(int grid[9][9], int col, int num)
{
for (int row = 0; row < 9; row++)
{
if (grid[row][col] == num)
return true;
}
return false;
}
// Return true if num exists in box at row, col of grid.
bool UsedInBox(int grid[9][9], int boxStartRow, int boxStartCol, int num)
{
for (int row = 0; row < 3; row++)
{
for (int col = 0; col < 3; col++)
{
if (grid[row+boxStartRow][col+boxStartCol] == num)
return true;
}
}
return false;
}
// Return true if a number can be used at row, col and does not appear
// yet in the rom, column, or box
bool isSafe(int grid[9][9], int row, int col, int num)
{
return !UsedInRow(grid, row, num) && !UsedInCol(grid, col, num) && !UsedInBox(grid, row - row%3 , col - col%3, num);
}
// Fill the box at idx*3, idx*3 with random values
void Sudoku_Generator::fillEmptyDiagonalBox(int idx)
{
int start = idx*3;
random_shuffle(guessNum, 9, genRandNum);
for (int i = 0; i < 3; ++i)
{
for (int j = 0; j < 3; ++j)
{
this->grid[start+i][start+j] = guessNum[i*3+j];
}
}
}
// Create a soved Sudoku puzzle
void Sudoku_Generator::createSeed()
{
/* Fill diagonal boxes to form:
x | . | .
. | x | .
. | . | x
*/
this->fillEmptyDiagonalBox(0);
this->fillEmptyDiagonalBox(1);
this->fillEmptyDiagonalBox(2);
/* Fill the remaining blocks:
x | x | x
x | x | x
x | x | x
*/
this->solveGrid(); // Not truly random, but still good enough because we generate random diagonals.
// Saving the solution grid
for(int i=0;i<9;i++)
{
for(int j=0;j<9;j++)
{
this->solnGrid[i][j] = this->grid[i][j];
}
}
}
// Initialize the egenrator
Sudoku_Generator::Sudoku_Generator()
{
// initialize difficulty level
this->difficultyLevel = 0;
// Randomly shuffling the array of removing grid positions
for(int i=0;i<81;i++)
{
this->gridPos[i] = i;
}
random_shuffle(gridPos, 81, genRandNum);
// Randomly shuffling the guessing number array
for(int i=0;i<9;i++)
{
this->guessNum[i]=i+1;
}
random_shuffle(guessNum, 9, genRandNum);
// Initialising the grid
for(int i=0;i<9;i++)
{
for(int j=0;j<9;j++)
{
this->grid[i][j]=0;
}
}
grid_status = true;
}
// Custom Initialising with grid passed as argument
Sudoku_Generator::Sudoku_Generator(int grid_data[81], bool row_major)
{
// First pass: Check if all cells are valid
for(int i=0; i<81; ++i)
{
int curr_num = grid_data[i];
if(!((curr_num == UNASSIGNED) || (curr_num > 0 && curr_num < 10)))
{
grid_status=false;
return;
}
if(row_major) grid[i/9][i%9] = curr_num;
else grid[i%9][i/9] = curr_num;
}
// Second pass: Check if all columns are valid
for (int col_num=0; col_num<9; ++col_num)
{
bool nums[10]={false};
for (int row_num=0; row_num<9; ++row_num)
{
int curr_num = grid[row_num][col_num];
if(curr_num!=UNASSIGNED && nums[curr_num]==true)
{
grid_status=false;
return;
}
nums[curr_num] = true;
}
}
// Third pass: Check if all rows are valid
for (int row_num=0; row_num<9; ++row_num)
{
bool nums[10]={false};
for (int col_num=0; col_num<9; ++col_num)
{
int curr_num = grid[row_num][col_num];
if(curr_num!=UNASSIGNED && nums[curr_num]==true)
{
grid_status=false;
return;
}
nums[curr_num] = true;
}
}
// Fourth pass: Check if all blocks are valid
for (int block_num=0; block_num<9; ++block_num)
{
bool nums[10]={false};
for (int cell_num=0; cell_num<9; ++cell_num)
{
int curr_num = grid[((int)(block_num/3))*3 + (cell_num/3)][((int)(block_num%3))*3 + (cell_num%3)];
if(curr_num!=UNASSIGNED && nums[curr_num]==true)
{
grid_status=false;
return;
}
nums[curr_num] = true;
}
}
// Randomly shuffling the guessing number array
for(int i=0;i<9;i++)
{
this->guessNum[i]=i+1;
}
random_shuffle(guessNum, 9, genRandNum);
grid_status = true;
}
// Return status of the custom grid passed.
bool Sudoku_Generator::gridStatus()
{
return grid_status;
}
// Printing the grid
void Sudoku_Generator::printGrid()
{
for(int i=0;i<9;i++)
{
for(int j=0;j<9;j++)
{
if(grid[i][j] == 0)
printf(" .");
else
printf(" %d", grid[i][j]);
if (((j%3) == 2) && (j < 8))
printf(" |");
}
printf("\n");
if (((i%3) == 2) && (i < 8))
printf("-------+-------+-------\n");
}
printf("\nDifficulty of current sudoku(0 being easiest): %d\n", difficultyLevel);
}
// Modified Sudoku solver
bool Sudoku_Generator::solveGrid()
{
int row, col;
// If there is no unassigned location, we are done
if (!FindUnassignedLocation(this->grid, row, col))
return true; // success!
// Consider digits 1 to 9
for (int num = 0; num < 9; num++)
{
// if looks promising
if (isSafe(this->grid, row, col, this->guessNum[num]))
{
// make tentative assignment
this->grid[row][col] = this->guessNum[num];
// return, if success, yay!
if (solveGrid())
return true;
// failure, unmake & try again
this->grid[row][col] = UNASSIGNED;
}
}
return false; // this triggers backtracking
}
// Check if the grid is uniquely solvable
void Sudoku_Generator::countSoln(int &number)
{
int row, col;
if(!FindUnassignedLocation(this->grid, row, col))
{
number++;
return ;
}
for(int i=0;i<9 && number<2;i++)
{
if( isSafe(this->grid, row, col, this->guessNum[i]) )
{
this->grid[row][col] = this->guessNum[i];
countSoln(number);
}
this->grid[row][col] = UNASSIGNED;
}
}
// END: Check if the grid is uniquely solvable
// START: Generate puzzle
void Sudoku_Generator::genPuzzle()
{
for(int i=0;i<81;i++)
{
int x = (this->gridPos[i])/9;
int y = (this->gridPos[i])%9;
int temp = this->grid[x][y];
this->grid[x][y] = UNASSIGNED;
// If now more than 1 solution , replace the removed cell back.
int check=0;
countSoln(check);
if(check!=1)
{
this->grid[x][y] = temp;
}
}
}
// END: Generate puzzle
// START: Calculate branch difficulty score
int Sudoku_Generator::branchDifficultyScore()
{
int emptyPositions = -1;
int tempGrid[9][9];
int sum=0;
for(int i=0;i<9;i++)
{
for(int j=0;j<9;j++)
{
tempGrid[i][j] = this->grid[i][j];
}
}
while(emptyPositions!=0)
{
Fl_Int_Vector empty[81];
int empty_n = 0;
for(int i=0;i<81;i++)
{
if(tempGrid[(int)(i/9)][(int)(i%9)] == 0)
{
// TODO: C++
Fl_Int_Vector temp;
temp.push_back(i);
for(int num=1;num<=9;num++)
{
if(isSafe(tempGrid,i/9,i%9,num))
{
temp.push_back(num);
}
}
empty[empty_n++] = temp;
}
}
if(empty_n == 0)
{
return sum;
}
int minIndex = 0;
int check = empty_n;
for(int i=0;i<check;i++)
{
if(empty[i].size() < empty[minIndex].size())
minIndex = i;
}
int branchFactor=empty[minIndex].size();
int rowIndex = empty[minIndex][0]/9;
int colIndex = empty[minIndex][0]%9;
tempGrid[rowIndex][colIndex] = this->solnGrid[rowIndex][colIndex];
sum = sum + ((branchFactor-2) * (branchFactor-2)) ;
emptyPositions = empty_n - 1;
}
return sum;
}
// END: Finish branch difficulty score
// START: Calculate difficulty level of current grid
void Sudoku_Generator::calculateDifficulty()
{
int B = branchDifficultyScore();
int emptyCells = 0;
for(int i=0;i<9;i++)
{
for(int j=0;j<9;j++)
{
if(this->grid[i][j] == 0)
emptyCells++;
}
}
this->difficultyLevel = B*100 + emptyCells;
}
// END: calculating difficulty level
// START: The main function
int generate_sudoku(int grid_data[81])
{
#if 0
int i, j;
FILE *f = fopen("/Users/matt/dev/su.cxx", "wb");
fprintf(f, "// all horizontal chains\n");
for (i=0; i<9; i++) {
fprintf(f, "{ ");
for (j=0; j<9; j++) {
fprintf(f, "%2d, ", i*9+j);
}
fprintf(f, "},\n");
}
fprintf(f, "// all vertical chains\n");
for (i=0; i<9; i++) {
fprintf(f, "{ ");
for (j=0; j<9; j++) {
fprintf(f, "%2d, ", j*9+i);
}
fprintf(f, "},\n");
}
fprintf(f, "// all squares\n");
for (i=0; i<9; i++) {
fprintf(f, "{ ");
for (j=0; j<9; j++) {
fprintf(f, "%2d, ", ((i%3)*3) + ((i/3)*3*9) + (j%3) + (j/3)*9);
}
fprintf(f, "},\n");
}
fprintf(f, "// every field is part of 3 chains\n");
for (i=0; i<81; i++) {
fprintf(f, "{ ");
int col = i % 9;
int row = i / 9;
fprintf(f, " %2d, %2d, %2d ",
i/9, i%9, (col/3) + (row/3)*3
);
fprintf(f, "},\n");
}
fclose(f);
#endif
// Initialising seed for random number generation
srand((unsigned int)time(NULL));
// Creating an instance of Sudoku
Sudoku_Generator *puzzle = new Sudoku_Generator();
// Creating a seed for puzzle generation
puzzle->createSeed();
// Generating the puzzle
puzzle->genPuzzle();
// Calculating difficulty of puzzle
puzzle->calculateDifficulty();
// testing by printing the grid
puzzle->printGrid();
// // Printing the grid into SVG file
// string rem = "sudokuGen";
// string path = argv[0];
// path = path.substr(0,path.size() - rem.size());
// puzzle->printSVG(path);
// cout<<"The above sudoku puzzle has been stored in puzzles.svg in current folder\n";
// // freeing the memory
puzzle->printGrid();
printf("Difficulty: %d\n", puzzle->difficultyLevel);
for (int d = 0; d<9; d++) {
int x = 0, y = 0;
for (;;) {
x = genRandNum(9);
y = genRandNum(9);
if (puzzle->grid[x][y] == 0) break;
}
puzzle->grid[x][y] = puzzle->solnGrid[x][y];
printf(" %d %d\n", x, y);
puzzle->calculateDifficulty();
printf("Difficulty: %d\n", puzzle->difficultyLevel);
}
int *g = grid_data;
for(int i=0;i<9;i++) {
for(int j=0;j<9;j++) {
if (puzzle->grid[i][j] == UNASSIGNED) {
*g++ = -puzzle->solnGrid[i][j];
} else {
*g++ = puzzle->solnGrid[i][j];
}
}
}
delete puzzle;
return 0;
}
// END: The main function