1use crate::board::Point;
2use crate::solver::Operation::{Chord, Flag, Reveal};
3use crate::solver::{Action, Actionable, GameResult, Logic, Move, Reason, Solver};
4use crate::{CellState, CellType, GameState, GameStatus, Minsweeper};
5use std::cmp::Ordering;
6use std::collections::HashSet;
7use std::fmt::{Display, Formatter};
8use std::hash::{Hash, Hasher};
9use std::ops::Sub;
10use enumset::{EnumSet, EnumSetType};
11
12#[derive(Copy, Clone, Debug, Ord, PartialOrd, Eq, PartialEq, Hash)]
13pub enum Level {
14 Beginner,
15 Intermediate,
16 Expert
17}
18
19impl Level {
20 fn logics(self) -> EnumSet<MiaLogic> {
21 match self {
22 Level::Beginner => MiaLogic::Chord | MiaLogic::FlagChord,
23 Level::Intermediate => MiaLogic::RegionDeductionReveal | MiaLogic::RegionDeductionFlag
24 | MiaLogic::ZeroMinesRemaining,
25 Level::Expert => MiaLogic::BruteForce | MiaLogic::BruteForceExhaustion,
26 }
27 }
28}
29
30#[derive(Copy, Clone, Debug)]
31pub struct MiaSolver {
32 skill_level: Level,
33 required_level: Option<Level>,
34}
35
36impl MiaSolver {
37 const BRUTE_FORCE_LIMIT: usize = 30;
38
39 pub const fn skill(level: Level) -> Self {
40 Self {
41 skill_level: level,
42 required_level: None,
43 }
44 }
45
46 pub const fn only(level: Level) -> Self {
47 Self {
48 skill_level: level,
49 required_level: Some(level),
50 }
51 }
52}
53
54impl Default for MiaSolver {
55 fn default() -> Self {
56 Self::skill(Level::Expert)
57 }
58}
59
60impl Display for MiaSolver {
61 fn fmt(&self, f: &mut Formatter<'_>) -> std::fmt::Result {
62 write!(f, "{:?}", self)
63 }
64}
65
66impl MiaSolver {
67 fn internal_solve(&self, state: &GameState) -> Option<(Move, MiaLogic)> {
68
69 let size = state.board.size();
70
71 if state.status != GameStatus::Playing { return None };
72
73 for point in size.points() {
74 let CellType::Safe(number) = state.board[point].cell_type else { continue };
75
76 let mut marked_mines = HashSet::new();
77 let mut empty_spaces = HashSet::new();
78
79 for point in size.neighbours(point) {
80 match state.board[point].cell_state {
81 CellState::Flagged => {
82 marked_mines.insert(point);
83 empty_spaces.insert(point);
84 }
85 CellState::Unknown => {
86 empty_spaces.insert(point);
87 }
88 _ => {}
89 }
90 }
91
92 if number as usize == marked_mines.len() && empty_spaces.len() > marked_mines.len() {
93 return Some((Move::single(Action::new(point, Chord), Some(Reason::new(MiaLogic::Chord, marked_mines))), MiaLogic::Chord))
94 } else if number as usize == empty_spaces.len() {
95 let clicks: HashSet<_> = size.neighbours(point)
96 .filter(|e| state.board[*e].cell_state == CellState::Unknown)
97 .map(|e| Action::new(e, Flag))
98 .collect();
99
100 if !clicks.is_empty() {
101 return Some((Move::multi(clicks, Some(Reason::new(MiaLogic::FlagChord, empty_spaces))), MiaLogic::FlagChord));
102 }
103 } else if (number as usize) < marked_mines.len() {
104 let clicks: HashSet<_> = size.neighbours(point)
105 .filter(|e| state.board[*e].cell_state == CellState::Flagged)
106 .map(|e| Action::new(e, Flag))
107 .collect();
108
109 return Some((Move::multi(clicks, Some(Reason::new(MiaLogic::FlagChord, empty_spaces))), MiaLogic::FlagChord));
110 }
111 }
112
113 if self.skill_level < Level::Intermediate {
114 return None
115 }
116
117 #[derive(Clone, Debug, Eq, PartialEq)]
121 struct Flag {
122 number: i8,
123 points: HashSet<Point>
124 }
125
126 impl Flag {
127 pub const fn new(number: i8, points: HashSet<Point>) -> Self {
128 Self { number, points }
129 }
130
131 pub fn contains(&self, other: &Self) -> bool {
132 self.number >= other.number
133 && self.points.is_superset(&other.points)
134 }
135 }
136
137 impl PartialOrd for Flag {
138 fn partial_cmp(&self, other: &Self) -> Option<Ordering> {
139 if self == other {
140 return Some(Ordering::Equal)
141 }
142
143 if self.contains(other) {
144 return Some(Ordering::Greater)
145 }
146
147 if other.contains(self) {
148 return Some(Ordering::Less)
149 }
150
151 None
152 }
153 }
154
155 impl Sub for &Flag {
156 type Output = Flag;
157
158 fn sub(self, rhs: Self) -> Self::Output {
159 let mut points = self.points.clone();
164
165 for point in &rhs.points {
166 points.remove(point);
167 }
168
169 Flag::new(self.number - rhs.number, points)
170 }
171 }
172
173 impl Hash for Flag {
174 fn hash<H: Hasher>(&self, state: &mut H) {
175 self.number.hash(state);
176 for point in &self.points {
177 point.hash(state)
178 }
179 }
180 }
181
182 #[cfg(feature = "linked-hash-set")]
183 let mut flags = hashlink::LinkedHashSet::new();
184 #[cfg(not(feature = "linked-hash-set"))]
185 let mut flags = HashSet::new();
186
187 for point in size.points() {
188 let CellType::Safe(mut required) = state.board[point].cell_type else {
189 continue
190 };
191
192 for point in size.neighbours(point) {
193 if state.board[point].cell_state == CellState::Flagged {
194 required = required.saturating_sub(1)
195 }
196 }
197
198 if required == 0 {
199 continue
200 }
201
202 let neighbours: HashSet<_> = size.neighbours(point)
203 .filter(|e| state.board[*e].cell_state == CellState::Unknown)
204 .collect();
205
206 if neighbours.is_empty() {
207 continue
208 }
209
210 flags.insert(Flag::new(required as i8, neighbours));
211 }
212
213 let mut changed = true;
214 while changed {
215
216 let mut to_add = HashSet::new();
217 for flag in &flags {
218 {
220 let contained_flags: Vec<_> = flags.iter()
221 .filter(|e| flag >= e)
222 .collect();
223
224 for contained in contained_flags {
225 let remaining = flag - contained;
226
227 if remaining.points.is_empty() {
228 continue
229 }
230
231 if remaining.number == 0 {
232 return Some((Move::multi(
233 remaining.points
234 .into_iter()
235 .map(|e| Action::new(e, Reveal))
236 .collect(),
237 Some(Reason::new(MiaLogic::RegionDeductionReveal, contained.points.clone()))
238 ), MiaLogic::RegionDeductionReveal))
239 } else if remaining.number > 0 && remaining.number as usize == remaining.points.len() {
240 return Some((Move::multi(
241 remaining.points
242 .into_iter()
243 .map(|e| Action::new(e, Flag))
244 .collect(),
245 Some(Reason::new(MiaLogic::RegionDeductionFlag, contained.points.clone()))
246 ), MiaLogic::RegionDeductionFlag))
247
248 }
249
250 to_add.insert(remaining);
251 }
252 }
253
254 {
256 let touching_flags = flags.iter()
257 .filter(|e| e.points.iter()
258 .any(|e| flag.points.contains(e)));
259
260 for touching in touching_flags {
261 let remaining = flag - touching;
262
263 if remaining.points.is_empty() {
264 continue
265 }
266
267 if remaining.number > 0 && remaining.number as usize == remaining.points.len() {
268 return Some((Move::multi(
269 remaining.points
270 .into_iter()
271 .map(|e| Action::new(e, Flag))
272 .collect(),
273 Some(Reason::new(MiaLogic::RegionDeductionFlag, touching.points.clone()))
274 ), MiaLogic::RegionDeductionFlag))
275 }
276 }
277 }
278 }
279
280 changed = to_add.into_iter()
281 .map(|e| flags.insert(e))
282 .reduce(|a, b| a || b)
283 .unwrap_or(false);
284 }
285
286 if state.remaining_mines == 0 {
287 let clicks: HashSet<_> = size.points()
288 .filter(|e| state.board[*e].cell_state == CellState::Unknown)
289 .map(|e| Action::new(e, Reveal))
290 .collect();
291
292 if !clicks.is_empty() {
293 return Some((Move::multi(clicks, Some(Reason::new(MiaLogic::ZeroMinesRemaining, HashSet::new()))), MiaLogic::ZeroMinesRemaining))
294 }
295 }
296
297 if self.skill_level < Level::Expert {
298 return None
299 }
300
301 let mut empties = HashSet::new();
302 let mut adjacents = HashSet::new();
303
304 for point in size.points() {
305 if state.board[point].cell_state == CellState::Unknown {
306 for neighbour in size.neighbours(point) {
307 if matches!(state.board[neighbour].cell_type, CellType::Safe(number) if number > 0) {
308 empties.insert(point);
309 adjacents.insert(neighbour);
310 }
311 }
312 }
313 }
314
315 if empties.len() < Self::BRUTE_FORCE_LIMIT && !adjacents.is_empty() {
316 let states: Vec<GameState> = brute_force(&adjacents.into_iter().collect(), 0, state)
317 .collect();
318
319 if !states.is_empty() {
320 let mut clicks = HashSet::new();
321
322 for point in empties.iter().copied() {
323 if states.iter().all(|e| e.board[point].cell_state != CellState::Flagged) {
324 clicks.insert(Action::new(point, Reveal));
325 }
326 if states.iter().all(|e| e.board[point].cell_state == CellState::Flagged) {
327 clicks.insert(Action::new(point, Flag));
328 }
329 }
330
331 if !clicks.is_empty() {
332 return Some((Move::multi(clicks, Some(Reason::new(MiaLogic::BruteForce, empties))), MiaLogic::BruteForce))
333 }
334
335 if states.iter().all(|e| e.remaining_mines == 0) {
336 for point in size.points() {
337 if state.board[point].cell_state == CellState::Unknown
338 && states.iter().all(|e| e.board[point].cell_state != CellState::Flagged) {
339 clicks.insert(Action::new(point, Reveal));
340 }
341 }
342 }
343
344 if !clicks.is_empty() {
345 return Some((Move::multi(clicks, Some(Reason::new(MiaLogic::BruteForceExhaustion, empties))), MiaLogic::BruteForceExhaustion))
346 }
347
348 }
349
350 }
351
352 None
353 }
354}
355
356impl Solver for MiaSolver {
357
358 fn solve(&self, state: &GameState) -> Option<Move> {
359 self.internal_solve(state)
360 .map(|(e, _)| e)
361 }
362
363 fn solve_game(&self, minsweeper: &mut dyn Minsweeper) -> GameResult {
364
365 let mut requirement_met = self.required_level.is_some();
366 let required_logic = self.required_level
367 .map(Level::logics)
368 .unwrap_or_default();
369 let mut state = minsweeper.gamestate();
370
371 while state.status == GameStatus::Playing {
372 let Some((Move { actions, ..}, logic)) = self.internal_solve(state) else { break };
373
374 if !requirement_met && required_logic.contains(logic) {
375 requirement_met = true;
376 }
377
378 for action in actions {
379 state = minsweeper.action(action).into()
380 }
381 }
382
383 match state.status {
384 GameStatus::Won if requirement_met => GameResult::Won,
385 GameStatus::Lost => GameResult::Lost,
386 GameStatus::Playing => GameResult::Resigned,
387 _ => GameResult::Resigned
388 }
389
390 }
391}
392
393fn brute_force(points: &Vec<Point>, index: usize, state: &GameState) -> Box<dyn Iterator<Item = GameState>> {
394 let size = state.board.size();
395 let mut empties = vec![];
396 let current = points[index];
397
398 let mut flags = 0;
399
400 let CellType::Safe(number) = state.board[current].cell_type else {
401 unreachable!()
402 };
403
404 for point in size.neighbours(current) {
405 match state.board[point].cell_state {
406 CellState::Unknown => empties.push(point),
407 CellState::Flagged => flags += 1,
408 _ => {}
409 }
410 }
411
412 let mines_to_flag = number as isize - flags;
413
414 if mines_to_flag > state.remaining_mines || mines_to_flag as usize > empties.len() {
415 return Box::new(std::iter::empty())
416 }
417
418 if mines_to_flag == 0 || empties.is_empty() {
419 if index + 1 == points.len() {
420 return Box::new(std::iter::once(state.clone()));
421 }
422 return brute_force(points, index + 1, state);
423 };
424
425 let mut stream: Vec<Box<dyn Iterator<Item = GameState>>> = vec![];
426
427 for flag_combinations in get_flag_combinations(&empties, mines_to_flag) {
428 let mut state_copy = state.clone();
429
430 for point in &empties {
431 if flag_combinations.contains(point) {
432 simulate_right_click(&mut state_copy, *point)
433 } else {
434 simulate_reveal(&mut state_copy, *point)
435 }
436 }
437
438 if index + 1 == points.len() {
439 stream.push(Box::new(std::iter::once(state_copy)))
440 } else {
441 stream.push(Box::new(brute_force(points, index + 1, &state_copy)))
442 }
443 }
444
445 Box::new(stream.into_iter()
446 .flatten())
447}
448
449fn get_flag_combinations(empties: &Vec<Point>, mines_to_flag: isize) -> Vec<HashSet<Point>> {
450 if empties.len() < mines_to_flag as usize {
451 return Vec::new()
452 }
453
454 recursive_get_flag_combinations(HashSet::new(), empties, 0, mines_to_flag)
455 .collect()
456}
457
458fn recursive_get_flag_combinations(selected: HashSet<Point>, empties: &Vec<Point>, start: usize, mines_to_flag: isize) -> Box<dyn Iterator<Item = HashSet<Point>>> {
459 if mines_to_flag < 1 {
460 return Box::new(std::iter::empty())
461 }
462
463 let mut stream: Vec<Box<dyn Iterator<Item = HashSet<Point>>>> = vec![];
464
465 for i in start..empties.len() {
466 let mut selected = selected.clone();
467 selected.insert(empties[i]);
468 if mines_to_flag == 1 {
469 stream.push(Box::new(std::iter::once(selected)))
470 } else {
471 stream.push(recursive_get_flag_combinations(selected, empties, start + 1, mines_to_flag - 1));
472 }
473 }
474
475 Box::new(stream.into_iter()
476 .flatten())
477}
478
479fn simulate_right_click(state: &mut GameState, point: Point) {
480 let cell = &mut state.board[point];
481 match cell.cell_state {
482 CellState::Unknown => {
483 cell.cell_state = CellState::Flagged;
484 state.remaining_mines -= 1;
485 }
486 CellState::Flagged => {
487 cell.cell_state = CellState::Unknown;
488 state.remaining_mines += 1;
489 }
490 CellState::Revealed => unreachable!()
491 }
492}
493
494fn simulate_reveal(state: &mut GameState, point: Point) {
495 state.board[point].cell_state = CellState::Revealed;
498}
499
500
501#[derive(EnumSetType, Debug)]
502pub enum MiaLogic {
503 Chord,
504 FlagChord,
505 RegionDeductionReveal,
506 RegionDeductionFlag,
507 ZeroMinesRemaining,
508 BruteForce,
509 BruteForceExhaustion,
510}
511
512impl Display for MiaLogic {
513 fn fmt(&self, f: &mut Formatter<'_>) -> std::fmt::Result {
514 match self {
515 MiaLogic::Chord => write!(f, "the amount of flags around the cell matches its number"),
516 MiaLogic::FlagChord => write!(f, "the amount of flaggable cells around the cell matches its number"),
517 MiaLogic::RegionDeductionReveal => write!(f, "the surrounding cells force the cells to be safe"),
518 MiaLogic::RegionDeductionFlag => write!(f, "the surrounding cells force the cells to be a mine"),
519 MiaLogic::ZeroMinesRemaining => write!(f, "0 mines remaining, all unknown cells must be safe"),
520 MiaLogic::BruteForce => write!(f, "in every possible mine configuration the cells are safe/mines"),
521 MiaLogic::BruteForceExhaustion => write!(f, "in every possible mine configuration every mine is determined, all unused cells must be safe")
522 }
523 }
524}
525
526impl Logic for MiaLogic {
527
528}