use crate::board::Point;
use crate::solver::Operation::{Chord, Flag, Reveal};
use crate::solver::{Action, Logic, Move, Reason, Solver};
use crate::{CellState, CellType, GameState, GameStatus};
use std::cmp::Ordering;
use std::collections::HashSet;
use std::fmt::{Display, Formatter};
use std::hash::{Hash, Hasher};
use std::ops::Sub;
#[derive(Copy, Clone, Debug)]
pub struct MiaSolver;
impl MiaSolver {
const BRUTE_FORCE_LIMIT: usize = 30;
}
impl Display for MiaSolver {
fn fmt(&self, f: &mut Formatter<'_>) -> std::fmt::Result {
write!(f, "{:?}", self)
}
}
impl Solver for MiaSolver {
fn solve(&self, state: &GameState) -> Option<Move> {
let size = state.board.size();
if state.status != GameStatus::Playing { return None };
for point in size.points() {
let CellType::Safe(number) = state.board[point].cell_type else { continue };
let mut marked_mines = HashSet::new();
let mut empty_spaces = HashSet::new();
for point in size.neighbours(point) {
match state.board[point].cell_state {
CellState::Flagged => {
marked_mines.insert(point);
empty_spaces.insert(point);
}
CellState::Unknown => {
empty_spaces.insert(point);
}
_ => {}
}
}
if number as usize == marked_mines.len() && empty_spaces.len() > marked_mines.len() {
return Some(Move::single(Action::new(point, Chord), Some(Reason::new(MiaLogic::Chord, marked_mines))))
} else if number as usize == empty_spaces.len() {
let clicks: HashSet<_> = size.neighbours(point)
.filter(|e| state.board[*e].cell_state == CellState::Unknown)
.map(|e| Action::new(e, Flag))
.collect();
if !clicks.is_empty() {
return Some(Move::multi(clicks, Some(Reason::new(MiaLogic::FlagChord, empty_spaces))));
}
} else if (number as usize) < marked_mines.len() {
let clicks: HashSet<_> = size.neighbours(point)
.filter(|e| state.board[*e].cell_state == CellState::Flagged)
.map(|e| Action::new(e, Flag))
.collect();
return Some(Move::multi(clicks, Some(Reason::new(MiaLogic::FlagChord, empty_spaces))));
}
}
#[derive(Clone, Debug, Eq, PartialEq)]
struct Flag {
number: i8,
points: HashSet<Point>
}
impl Flag {
pub const fn new(number: i8, points: HashSet<Point>) -> Self {
Self { number, points }
}
pub fn contains(&self, other: &Self) -> bool {
self.number >= other.number
&& self.points.is_superset(&other.points)
}
}
impl PartialOrd for Flag {
fn partial_cmp(&self, other: &Self) -> Option<Ordering> {
if self == other {
return Some(Ordering::Equal)
}
if self.contains(other) {
return Some(Ordering::Greater)
}
if other.contains(self) {
return Some(Ordering::Less)
}
None
}
}
impl Sub for &Flag {
type Output = Flag;
fn sub(self, rhs: Self) -> Self::Output {
let mut points = self.points.clone();
for point in &rhs.points {
points.remove(point);
}
Flag::new(self.number - rhs.number, points)
}
}
impl Hash for Flag {
fn hash<H: Hasher>(&self, state: &mut H) {
self.number.hash(state);
for point in &self.points {
point.hash(state)
}
}
}
#[cfg(feature = "linked-hash-set")]
let mut flags = hashlink::LinkedHashSet::new();
#[cfg(not(feature = "linked-hash-set"))]
let mut flags = HashSet::new();
for point in size.points() {
let CellType::Safe(mut required) = state.board[point].cell_type else {
continue
};
for point in size.neighbours(point) {
if state.board[point].cell_state == CellState::Flagged {
required = required.saturating_sub(1)
}
}
if required == 0 {
continue
}
let neighbours: HashSet<_> = size.neighbours(point)
.filter(|e| state.board[*e].cell_state == CellState::Unknown)
.collect();
if neighbours.is_empty() {
continue
}
flags.insert(Flag::new(required as i8, neighbours));
}
let mut changed = true;
while changed {
let mut to_add = HashSet::new();
for flag in &flags {
{
let contained_flags: Vec<_> = flags.iter()
.filter(|e| flag >= e)
.collect();
for contained in contained_flags {
let remaining = flag - contained;
if remaining.points.is_empty() {
continue
}
if remaining.number == 0 {
return Some(Move::multi(
remaining.points
.into_iter()
.map(|e| Action::new(e, Reveal))
.collect(),
Some(Reason::new(MiaLogic::RegionDeductionReveal, contained.points.clone()))
))
} else if remaining.number > 0 && remaining.number as usize == remaining.points.len() {
return Some(Move::multi(
remaining.points
.into_iter()
.map(|e| Action::new(e, Flag))
.collect(),
Some(Reason::new(MiaLogic::RegionDeductionFlag, contained.points.clone()))
))
}
to_add.insert(remaining);
}
}
{
let touching_flags = flags.iter()
.filter(|e| e.points.iter()
.any(|e| flag.points.contains(e)));
for touching in touching_flags {
let remaining = flag - touching;
if remaining.points.is_empty() {
continue
}
if remaining.number > 0 && remaining.number as usize == remaining.points.len() {
return Some(Move::multi(
remaining.points
.into_iter()
.map(|e| Action::new(e, Flag))
.collect(),
Some(Reason::new(MiaLogic::RegionDeductionFlag, touching.points.clone()))
))
}
}
}
}
changed = to_add.into_iter()
.map(|e| flags.insert(e))
.reduce(|a, b| a || b)
.unwrap_or(false);
}
if state.remaining_mines == 0 {
let clicks: HashSet<_> = size.points()
.filter(|e| state.board[*e].cell_state == CellState::Unknown)
.map(|e| Action::new(e, Reveal))
.collect();
if !clicks.is_empty() {
return Some(Move::multi(clicks, Some(Reason::new(MiaLogic::RegionDeductionFlag, HashSet::new()))))
}
}
let mut empties = HashSet::new();
let mut adjacents = HashSet::new();
for point in size.points() {
if state.board[point].cell_state == CellState::Unknown {
for neighbour in size.neighbours(point) {
if matches!(state.board[neighbour].cell_type, CellType::Safe(number) if number > 0) {
empties.insert(point);
adjacents.insert(neighbour);
}
}
}
}
if empties.len() < Self::BRUTE_FORCE_LIMIT && !adjacents.is_empty() {
let states: Vec<GameState> = brute_force(&adjacents.into_iter().collect(), 0, state)
.collect();
if !states.is_empty() {
let mut clicks = HashSet::new();
for point in empties.iter().copied() {
if states.iter().all(|e| e.board[point].cell_state != CellState::Flagged) {
clicks.insert(Action::new(point, Reveal));
}
if states.iter().all(|e| e.board[point].cell_state == CellState::Flagged) {
clicks.insert(Action::new(point, Flag));
}
}
if !clicks.is_empty() {
return Some(Move::multi(clicks, Some(Reason::new(MiaLogic::BruteForce, empties))))
}
if states.iter().all(|e| e.remaining_mines == 0) {
for point in size.points() {
if state.board[point].cell_state == CellState::Unknown
&& states.iter().all(|e| e.board[point].cell_state != CellState::Flagged) {
clicks.insert(Action::new(point, Reveal));
}
}
}
if !clicks.is_empty() {
return Some(Move::multi(clicks, Some(Reason::new(MiaLogic::BruteForceExhaustion, empties))))
}
}
}
None
}
}
fn brute_force(points: &Vec<Point>, index: usize, state: &GameState) -> Box<dyn Iterator<Item = GameState>> {
let size = state.board.size();
let mut empties = vec![];
let current = points[index];
let mut flags = 0;
let CellType::Safe(number) = state.board[current].cell_type else {
unreachable!()
};
for point in size.neighbours(current) {
match state.board[point].cell_state {
CellState::Unknown => empties.push(point),
CellState::Flagged => flags += 1,
_ => {}
}
}
let mines_to_flag = number as isize - flags;
if mines_to_flag > state.remaining_mines || mines_to_flag as usize > empties.len() {
return Box::new(std::iter::empty())
}
if mines_to_flag == 0 || empties.is_empty() {
if index + 1 == points.len() {
return Box::new(std::iter::once(state.clone()));
}
return brute_force(points, index + 1, state);
};
let mut stream: Vec<Box<dyn Iterator<Item = GameState>>> = vec![];
for flag_combinations in get_flag_combinations(&empties, mines_to_flag) {
let mut state_copy = state.clone();
for point in &empties {
if flag_combinations.contains(point) {
simulate_right_click(&mut state_copy, *point)
} else {
simulate_reveal(&mut state_copy, *point)
}
}
if index + 1 == points.len() {
stream.push(Box::new(std::iter::once(state_copy)))
} else {
stream.push(Box::new(brute_force(points, index + 1, &state_copy)))
}
}
Box::new(stream.into_iter()
.flatten())
}
fn get_flag_combinations(empties: &Vec<Point>, mines_to_flag: isize) -> Vec<HashSet<Point>> {
if empties.len() < mines_to_flag as usize {
return Vec::new()
}
recursive_get_flag_combinations(HashSet::new(), empties, 0, mines_to_flag)
.collect()
}
fn recursive_get_flag_combinations(selected: HashSet<Point>, empties: &Vec<Point>, start: usize, mines_to_flag: isize) -> Box<dyn Iterator<Item = HashSet<Point>>> {
if mines_to_flag < 1 {
return Box::new(std::iter::empty())
}
let mut stream: Vec<Box<dyn Iterator<Item = HashSet<Point>>>> = vec![];
for i in start..empties.len() {
let mut selected = selected.clone();
selected.insert(empties[i]);
if mines_to_flag == 1 {
stream.push(Box::new(std::iter::once(selected)))
} else {
stream.push(recursive_get_flag_combinations(selected, empties, start + 1, mines_to_flag - 1));
}
}
Box::new(stream.into_iter()
.flatten())
}
fn simulate_right_click(state: &mut GameState, point: Point) {
let cell = &mut state.board[point];
match cell.cell_state {
CellState::Unknown => {
cell.cell_state = CellState::Flagged;
state.remaining_mines -= 1;
}
CellState::Flagged => {
cell.cell_state = CellState::Unknown;
state.remaining_mines += 1;
}
CellState::Revealed => unreachable!()
}
}
fn simulate_reveal(state: &mut GameState, point: Point) {
state.board[point].cell_state = CellState::Revealed;
}
#[derive(Copy, Clone, Debug)]
pub enum MiaLogic {
Chord,
FlagChord,
RegionDeductionReveal,
RegionDeductionFlag,
ZeroMinesRemaining,
BruteForce,
BruteForceExhaustion,
}
impl Display for MiaLogic {
fn fmt(&self, f: &mut Formatter<'_>) -> std::fmt::Result {
match self {
MiaLogic::Chord => write!(f, "the amount of flags around the cell matches its number"),
MiaLogic::FlagChord => write!(f, "the amount of flaggable cells around the cell matches its number"),
MiaLogic::RegionDeductionReveal => write!(f, "the surrounding cells force the cells to be safe"),
MiaLogic::RegionDeductionFlag => write!(f, "the surrounding cells force the cells to be a mine"),
MiaLogic::ZeroMinesRemaining => write!(f, "0 mines remaining, all unknown cells must be safe"),
MiaLogic::BruteForce => write!(f, "in every possible mine configuration the cells are safe/mines"),
MiaLogic::BruteForceExhaustion => write!(f, "in every possible mine configuration every mine is determined, all unused cells must be safe")
}
}
}
impl Logic for MiaLogic {
}