Expand description
Game-mode handlers, level catalogue, and the click-validation / hint logic.
Game mode runs alongside the existing solver/explore UI. A player makes
deductions themselves; the server accepts a click only if the signed
literal is currently forced by the planner state (so guessing is impossible
— wrong clicks bounce and bump failures). The hint system has three
tiers: a 3-colour heatmap classifying currently-deducible literals by
smallest-MUS size, a per-cell “Why?” that surfaces the smallest MUS, and a
“give up” that reveals the solution.
Structs§
- Click
Query - Heatmap
Tiers - Classification of currently-deducible literals into three tiers based on the size of the smallest MUS that deduces them: tier 1 = smallest-MUS-size globally, tier 2 = second-smallest, tier 3 = everything else still deducible.
- Level
Info - Start
Params
Enums§
Statics§
Functions§
- apply_
click - Validate a click and, if valid, advance the planner. Pure logic; no HTTP.
- compute_
heatmap_ tiers - find_
level - game_
click - game_
give_ up - game_
hint_ heatmap - game_
hint_ why - game_
play - game_
quit - game_
select - game_
start - is_won
- True if the puzzle is fully determined under current known literals (no more provable literals remain).
- level_
temp_ dir_ for_ test