minsweeper-rs 2.0.2

Rust implementation of minsweeper
Documentation
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use crate::board::Point;
use crate::solver::Operation::{Chord, Flag, Reveal};
use crate::solver::{Action, Actionable, GameResult, Logic, Move, Reason, Solver};
use crate::{CellState, CellType, GameState, GameStatus, Minsweeper};
use std::cmp::Ordering;
use std::collections::HashSet;
use std::fmt::{Display, Formatter};
use std::hash::{Hash, Hasher};
use std::ops::Sub;
use enumset::{EnumSet, EnumSetType};

#[derive(Copy, Clone, Debug, Ord, PartialOrd, Eq, PartialEq, Hash)]
pub enum Level {
    Beginner,
    Intermediate,
    Expert
}

impl Level {
    fn logics(self) -> EnumSet<MiaLogic> {
        match self {
            Level::Beginner => MiaLogic::Chord | MiaLogic::FlagChord,
            Level::Intermediate => MiaLogic::RegionDeductionReveal | MiaLogic::RegionDeductionFlag
                    | MiaLogic::ZeroMinesRemaining,
            Level::Expert => MiaLogic::BruteForce | MiaLogic::BruteForceExhaustion,
        }
    }
}

#[derive(Copy, Clone, Debug)]
pub struct MiaSolver {
    skill_level: Level,
    required_level: Option<Level>,
}

impl MiaSolver {
    const BRUTE_FORCE_LIMIT: usize = 30;

    pub const fn skill(level: Level) -> Self {
        Self {
            skill_level: level,
            required_level: None,
        }
    }

    pub const fn only(level: Level) -> Self {
        Self {
            skill_level: level,
            required_level: Some(level),
        }
    }
}

impl Default for MiaSolver {
    fn default() -> Self {
        Self::skill(Level::Expert)
    }
}

impl Display for MiaSolver {
    fn fmt(&self, f: &mut Formatter<'_>) -> std::fmt::Result {
        write!(f, "{:?}", self)
    }
}

impl MiaSolver {
    fn internal_solve(&self, state: &GameState) -> Option<(Move, MiaLogic)> {

        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))), MiaLogic::Chord))
            } 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))), MiaLogic::FlagChord));
                }
            } 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))), MiaLogic::FlagChord));
            }
        }

        if self.skill_level < Level::Intermediate {
            return None
        }

        // hehe logical deduction
        // i hope this isn't too hateful to implement in Rust

        #[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 {
                // if !(self >= rhs) {
                //     panic!("mewo");
                // }

                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 {
                // entirely contained stuffs
                {
                    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()))
                            ), MiaLogic::RegionDeductionReveal))
                        } 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()))
                            ), MiaLogic::RegionDeductionFlag))

                        }

                        to_add.insert(remaining);
                    }
                }

                // not entirely contained stuffs
                {
                    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()))
                            ), MiaLogic::RegionDeductionFlag))
                        }
                    }
                }
            }

            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::ZeroMinesRemaining, HashSet::new()))), MiaLogic::ZeroMinesRemaining))
            }
        }

        if self.skill_level < Level::Expert {
            return None
        }

        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))), MiaLogic::BruteForce))
                }

                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))), MiaLogic::BruteForceExhaustion))
                }

            }

        }

        None
    }
}

impl Solver for MiaSolver {

    fn solve(&self, state: &GameState) -> Option<Move> {
        self.internal_solve(state)
                .map(|(e, _)| e)
    }

    fn solve_game(&self, minsweeper: &mut dyn Minsweeper) -> GameResult {

        let mut requirement_met = self.required_level.is_none();
        let required_logic = self.required_level
                .map(Level::logics)
                .unwrap_or_default();
        let mut state = minsweeper.gamestate();

        while state.status == GameStatus::Playing {
            let Some((Move { actions, ..}, logic)) = self.internal_solve(state) else { break };

            if !requirement_met && required_logic.contains(logic) {
                requirement_met = true;
            }

            for action in actions {
                state = minsweeper.action(action).into()
            }
        }

        match state.status {
            GameStatus::Won if requirement_met => GameResult::Won,
            GameStatus::Lost => GameResult::Lost,
            GameStatus::Playing => GameResult::Resigned,
            _ => GameResult::Resigned
        }

    }
}

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) {
    // it is normally illegal to have a revealed cell still be unknown
    // but such are the circumstances we find ourselves in
    state.board[point].cell_state = CellState::Revealed;
}


#[derive(EnumSetType, 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 {

}