mirror of
https://github.com/danbulant/hjemmet
synced 2026-05-19 03:58:33 +00:00
164 lines
No EOL
4.7 KiB
JavaScript
164 lines
No EOL
4.7 KiB
JavaScript
// const { performance } = require("perf_hooks");
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const DB = 0, DT = 1, GB = 2, GT = 3, MB = 4, MT = 5, WB = 6, WT = 7;
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const startNow = Date.now();
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const now = () => Date.now() - startNow;
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const log = (...str) => console.log(Math.round(now()).toString().padStart(5, "0"), ...str);
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var int = false;
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class Piece extends Array {
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rotate(num = 1) {
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return ;
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for (let i = 0; i < num; i++) {
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this.push(this.shift());
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}
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}
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}
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const P = (f, s, t, fr) => new Piece(f, s, t, fr);
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const permutator = (inputArr) => {
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let result = [];
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const permute = (arr, m = []) => {
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if (arr.length === 0) {
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result.push(m)
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} else {
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for (let i = 0; i < arr.length; i++) {
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let curr = arr.slice();
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let next = curr.splice(i, 1);
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permute(curr.slice(), m.concat(next))
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}
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}
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}
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permute(inputArr)
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return result;
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}
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const pieces = [
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P(WB, MT, GT, DB),
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P(DB, WT, GT, MB),
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P(GB, MT, DT, WB),
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P(GB, MT, DT, WB),
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P(GB, WT, DT, MB),
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P(DB, WT, GT, WB),
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P(DB, GB, WT, MT),
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P(DB, MT, WT, GB),
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P(GB, MT, DB, MB),
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];
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var total = 0;
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class Game {
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/**
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* @param {Piece[]} pieces
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*/
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constructor(pieces) {
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this.pieces = pieces;
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}
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get(x, y) {
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return this.pieces[x * 3 + y];
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}
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checkPiece(x1, y1, x2, y2) {
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let first = this.get(x1, y1);
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let second = this.get(x2, y2);
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if (x1 === x2 + 1) {
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first = first[3];
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second = second[1];
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} else if (x1 === x2 - 1) {
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first = first[1];
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second = second[3];
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} else if (y1 === y2 + 1) {
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first = first[2];
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second = second[0];
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} else if (y1 === y2 - 1) {
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first = first[0];
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second = second[2];
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} else throw new Error("What the fuck");
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if (first % 2 === 0 && second - first !== 1) return false;
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if (first % 2 !== 0 && first - second !== 1) return false;
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return true;
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}
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check() {
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for (let x = 0; x < 3; x++) {
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for (let y = 0; y < 3; y++) {
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if (x < 2) if (!this.checkPiece(x, y, x + 1, y)) return false;
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if (y < 2) if (!this.checkPiece(x, y, x, y + 1)) return false;
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}
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}
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}
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/**
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* Runs for each possible position (permutation), checks all rotations.
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*/
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solve() {
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if(this.check()) return true;
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for(let a = 0; a < 4; a++) {
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this.pieces[0].rotate();
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for(let b = 0; b < 4; b++) {
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this.pieces[1].rotate();
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for(let c = 0; c < 4; c++) {
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this.pieces[2].rotate();
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for(let d = 0; d < 4; d++) {
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this.pieces[3].rotate();
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for(let e = 0; e < 4; e++) {
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this.pieces[4].rotate();
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for(let f = 0; f < 4; f++) {
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this.pieces[5].rotate();
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for(let g = 0; g < 4; g++) {
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this.pieces[6].rotate();
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for(let h = 0; h < 4; h++) {
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this.pieces[7].rotate();
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for(let i = 0; i < 4; i++) {
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this.pieces[8].rotate();
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total++;
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// if(this.check()) return true;
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if(int) {
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console.log(this.pieces);
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return;
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}
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}
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}
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}
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}
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}
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}
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}
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}
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}
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return false;
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}
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/**
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* Gets all permutations (i.e. possible positions) of the piece array, and calls solve on all of them.
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*/
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static solve() {
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const permutations = permutator(pieces);
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var i = 0;
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for(const permutation of permutations) {
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i++;
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const game = new Game(permutation);
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if(game.solve()) {
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log("Got a HIT");
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log(game, game.pieces);
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return;
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}
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if(i % 10 === 0)
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log(`total ${permutations.length}, checked ${i} int ${int}`);
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if(int) return;
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}
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}
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}
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process.on("SIGINT", () => {
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int = true;
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})
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Game.solve();
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console.log(total); |