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565 строки
21 KiB
Ruby
565 строки
21 KiB
Ruby
#!/usr/bin/env ruby
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#
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# The Computer Language Shootout
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# http://shootout.alioth.debian.org
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# contributed by Kevin Barnes (Ruby novice)
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# PROGRAM: the main body is at the bottom.
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# 1) read about the problem here: http://www-128.ibm.com/developerworks/java/library/j-javaopt/
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# 2) see how I represent a board as a bitmask by reading the blank_board comments
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# 3) read as your mental paths take you
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def print *args
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end
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# class to represent all information about a particular rotation of a particular piece
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class Rotation
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# an array (by location) containing a bit mask for how the piece maps at the given location.
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# if the rotation is invalid at that location the mask will contain false
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attr_reader :start_masks
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# maps a direction to a relative location. these differ depending on whether it is an even or
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# odd row being mapped from
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@@rotation_even_adder = { :west => -1, :east => 1, :nw => -7, :ne => -6, :sw => 5, :se => 6 }
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@@rotation_odd_adder = { :west => -1, :east => 1, :nw => -6, :ne => -5, :sw => 6, :se => 7 }
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def initialize( directions )
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@even_offsets, @odd_offsets = normalize_offsets( get_values( directions ))
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@even_mask = mask_for_offsets( @even_offsets)
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@odd_mask = mask_for_offsets( @odd_offsets)
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@start_masks = Array.new(60)
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# create the rotational masks by placing the base mask at the location and seeing if
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# 1) it overlaps the boundries and 2) it produces a prunable board. if either of these
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# is true the piece cannot be placed
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0.upto(59) do | offset |
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mask = is_even(offset) ? (@even_mask << offset) : (@odd_mask << offset)
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if (blank_board & mask == 0 && !prunable(blank_board | mask, 0, true)) then
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imask = compute_required( mask, offset)
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@start_masks[offset] = [ mask, imask, imask | mask ]
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else
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@start_masks[offset] = false
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end
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end
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end
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def compute_required( mask, offset )
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board = blank_board
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0.upto(offset) { | i | board |= 1 << i }
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board |= mask
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return 0 if (!prunable(board | mask, offset))
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board = flood_fill(board,58)
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count = 0
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imask = 0
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0.upto(59) do | i |
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if (board[i] == 0) then
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imask |= (1 << i)
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count += 1
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end
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end
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(count > 0 && count < 5) ? imask : 0
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end
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def flood_fill( board, location)
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return board if (board[location] == 1)
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board |= 1 << location
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row, col = location.divmod(6)
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board = flood_fill( board, location - 1) if (col > 0)
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board = flood_fill( board, location + 1) if (col < 4)
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if (row % 2 == 0) then
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board = flood_fill( board, location - 7) if (col > 0 && row > 0)
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board = flood_fill( board, location - 6) if (row > 0)
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board = flood_fill( board, location + 6) if (row < 9)
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board = flood_fill( board, location + 5) if (col > 0 && row < 9)
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else
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board = flood_fill( board, location - 5) if (col < 4 && row > 0)
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board = flood_fill( board, location - 6) if (row > 0)
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board = flood_fill( board, location + 6) if (row < 9)
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board = flood_fill( board, location + 7) if (col < 4 && row < 9)
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end
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board
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end
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# given a location, produces a list of relative locations covered by the piece at this rotation
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def offsets( location)
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if is_even( location) then
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@even_offsets.collect { | value | value + location }
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else
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@odd_offsets.collect { | value | value + location }
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end
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end
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# returns a set of offsets relative to the top-left most piece of the rotation (by even or odd rows)
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# this is hard to explain. imagine we have this partial board:
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# 0 0 0 0 0 x [positions 0-5]
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# 0 0 1 1 0 x [positions 6-11]
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# 0 0 1 0 0 x [positions 12-17]
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# 0 1 0 0 0 x [positions 18-23]
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# 0 1 0 0 0 x [positions 24-29]
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# 0 0 0 0 0 x [positions 30-35]
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# ...
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# The top-left of the piece is at position 8, the
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# board would be passed as a set of positions (values array) containing [8,9,14,19,25] not necessarily in that
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# sorted order. Since that array starts on an odd row, the offsets for an odd row are: [0,1,6,11,17] obtained
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# by subtracting 8 from everything. Now imagine the piece shifted up and to the right so it's on an even row:
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# 0 0 0 1 1 x [positions 0-5]
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# 0 0 1 0 0 x [positions 6-11]
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# 0 0 1 0 0 x [positions 12-17]
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# 0 1 0 0 0 x [positions 18-23]
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# 0 0 0 0 0 x [positions 24-29]
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# 0 0 0 0 0 x [positions 30-35]
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# ...
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# Now the positions are [3,4,8,14,19] which after subtracting the lowest value (3) gives [0,1,5,11,16] thus, the
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# offsets for this particular piece are (in even, odd order) [0,1,5,11,16],[0,1,6,11,17] which is what
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# this function would return
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def normalize_offsets( values)
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min = values.min
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even_min = is_even(min)
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other_min = even_min ? min + 6 : min + 7
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other_values = values.collect do | value |
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if is_even(value) then
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value + 6 - other_min
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else
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value + 7 - other_min
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end
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end
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values.collect! { | value | value - min }
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if even_min then
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[values, other_values]
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else
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[other_values, values]
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end
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end
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# produce a bitmask representation of an array of offset locations
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def mask_for_offsets( offsets )
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mask = 0
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offsets.each { | value | mask = mask + ( 1 << value ) }
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mask
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end
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# finds a "safe" position that a position as described by a list of directions can be placed
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# without falling off any edge of the board. the values returned a location to place the first piece
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# at so it will fit after making the described moves
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def start_adjust( directions )
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south = east = 0;
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directions.each do | direction |
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east += 1 if ( direction == :sw || direction == :nw || direction == :west )
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south += 1 if ( direction == :nw || direction == :ne )
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end
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south * 6 + east
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end
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# given a set of directions places the piece (as defined by a set of directions) on the board at
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# a location that will not take it off the edge
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def get_values ( directions )
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start = start_adjust(directions)
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values = [ start ]
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directions.each do | direction |
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if (start % 12 >= 6) then
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start += @@rotation_odd_adder[direction]
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else
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start += @@rotation_even_adder[direction]
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end
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values += [ start ]
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end
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# some moves take you back to an existing location, we'll strip duplicates
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values.uniq
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end
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end
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# describes a piece and caches information about its rotations to as to be efficient for iteration
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# ATTRIBUTES:
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# rotations -- all the rotations of the piece
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# type -- a numeic "name" of the piece
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# masks -- an array by location of all legal rotational masks (a n inner array) for that location
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# placed -- the mask that this piece was last placed at (not a location, but the actual mask used)
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class Piece
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attr_reader :rotations, :type, :masks
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attr_accessor :placed
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# transform hashes that change one direction into another when you either flip or rotate a set of directions
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@@flip_converter = { :west => :west, :east => :east, :nw => :sw, :ne => :se, :sw => :nw, :se => :ne }
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@@rotate_converter = { :west => :nw, :east => :se, :nw => :ne, :ne => :east, :sw => :west, :se => :sw }
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def initialize( directions, type )
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@type = type
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@rotations = Array.new();
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@map = {}
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generate_rotations( directions )
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directions.collect! { | value | @@flip_converter[value] }
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generate_rotations( directions )
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# creates the masks AND a map that returns [location, rotation] for any given mask
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# this is used when a board is found and we want to draw it, otherwise the map is unused
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@masks = Array.new();
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0.upto(59) do | i |
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even = true
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@masks[i] = @rotations.collect do | rotation |
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mask = rotation.start_masks[i]
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@map[mask[0]] = [ i, rotation ] if (mask)
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mask || nil
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end
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@masks[i].compact!
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end
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end
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# rotates a set of directions through all six angles and adds a Rotation to the list for each one
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def generate_rotations( directions )
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6.times do
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rotations.push( Rotation.new(directions))
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directions.collect! { | value | @@rotate_converter[value] }
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end
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end
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# given a board string, adds this piece to the board at whatever location/rotation
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# important: the outbound board string is 5 wide, the normal location notation is six wide (padded)
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def fill_string( board_string)
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location, rotation = @map[@placed]
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rotation.offsets(location).each do | offset |
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row, col = offset.divmod(6)
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board_string[ row*5 + col, 1 ] = @type.to_s
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end
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end
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end
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# a blank bit board having this form:
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#
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# 0 0 0 0 0 1
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# 0 0 0 0 0 1
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# 0 0 0 0 0 1
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# 0 0 0 0 0 1
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# 0 0 0 0 0 1
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# 0 0 0 0 0 1
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# 0 0 0 0 0 1
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# 0 0 0 0 0 1
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# 0 0 0 0 0 1
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# 0 0 0 0 0 1
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# 1 1 1 1 1 1
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#
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# where left lest significant bit is the top left and the most significant is the lower right
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# the actual board only consists of the 0 places, the 1 places are blockers to keep things from running
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# off the edges or bottom
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def blank_board
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0b111111100000100000100000100000100000100000100000100000100000100000
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end
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def full_board
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0b111111111111111111111111111111111111111111111111111111111111111111
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end
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# determines if a location (bit position) is in an even row
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def is_even( location)
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(location % 12) < 6
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end
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# support function that create three utility maps:
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# $converter -- for each row an array that maps a five bit row (via array mapping)
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# to the a a five bit representation of the bits below it
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# $bit_count -- maps a five bit row (via array mapping) to the number of 1s in the row
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# @@new_regions -- maps a five bit row (via array mapping) to an array of "region" arrays
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# a region array has three values the first is a mask of bits in the region,
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# the second is the count of those bits and the third is identical to the first
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# examples:
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# 0b10010 => [ 0b01100, 2, 0b01100 ], [ 0b00001, 1, 0b00001]
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# 0b01010 => [ 0b10000, 1, 0b10000 ], [ 0b00100, 1, 0b00100 ], [ 0b00001, 1, 0b00001]
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# 0b10001 => [ 0b01110, 3, 0b01110 ]
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def create_collector_support
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odd_map = [0b11, 0b110, 0b1100, 0b11000, 0b10000]
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even_map = [0b1, 0b11, 0b110, 0b1100, 0b11000]
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all_odds = Array.new(0b100000)
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all_evens = Array.new(0b100000)
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bit_counts = Array.new(0b100000)
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new_regions = Array.new(0b100000)
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0.upto(0b11111) do | i |
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bit_count = odd = even = 0
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0.upto(4) do | bit |
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if (i[bit] == 1) then
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bit_count += 1
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odd |= odd_map[bit]
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even |= even_map[bit]
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end
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end
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all_odds[i] = odd
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all_evens[i] = even
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bit_counts[i] = bit_count
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new_regions[i] = create_regions( i)
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end
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$converter = []
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10.times { | row | $converter.push((row % 2 == 0) ? all_evens : all_odds) }
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$bit_counts = bit_counts
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$regions = new_regions.collect { | set | set.collect { | value | [ value, bit_counts[value], value] } }
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end
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# determines if a board is punable, meaning that there is no possibility that it
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# can be filled up with pieces. A board is prunable if there is a grouping of unfilled spaces
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# that are not a multiple of five. The following board is an example of a prunable board:
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# 0 0 1 0 0
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# 0 1 0 0 0
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# 1 1 0 0 0
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# 0 1 0 0 0
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# 0 0 0 0 0
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# ...
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#
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# This board is prunable because the top left corner is only 3 bits in area, no piece will ever fit it
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# parameters:
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# board -- an initial bit board (6 bit padded rows, see blank_board for format)
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# location -- starting location, everything above and to the left is already full
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# slotting -- set to true only when testing initial pieces, when filling normally
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# additional assumptions are possible
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#
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# Algorithm:
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# The algorithm starts at the top row (as determined by location) and iterates a row at a time
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# maintainng counts of active open areas (kept in the collector array) each collector contains
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# three values at the start of an iteration:
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# 0: mask of bits that would be adjacent to the collector in this row
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# 1: the number of bits collected so far
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# 2: a scratch space starting as zero, but used during the computation to represent
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# the empty bits in the new row that are adjacent (position 0)
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# The exact procedure is described in-code
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def prunable( board, location, slotting = false)
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collectors = []
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# loop across the rows
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(location / 6).to_i.upto(9) do | row_on |
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# obtain a set of regions representing the bits of the curent row.
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regions = $regions[(board >> (row_on * 6)) & 0b11111]
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converter = $converter[row_on]
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# track the number of collectors at the start of the cycle so that
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# we don't compute against newly created collectors, only existing collectors
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initial_collector_count = collectors.length
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# loop against the regions. For each region of the row
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# we will see if it connects to one or more existing collectors.
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# if it connects to 1 collector, the bits from the region are added to the
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# bits of the collector and the mask is placed in collector[2]
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# If the region overlaps more than one collector then all the collectors
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# it overlaps with are merged into the first one (the others are set to nil in the array)
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# if NO collectors are found then the region is copied as a new collector
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regions.each do | region |
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collector_found = nil
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region_mask = region[2]
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initial_collector_count.times do | collector_num |
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collector = collectors[collector_num]
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if (collector) then
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collector_mask = collector[0]
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if (collector_mask & region_mask != 0) then
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if (collector_found) then
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collector_found[0] |= collector_mask
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collector_found[1] += collector[1]
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collector_found[2] |= collector[2]
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collectors[collector_num] = nil
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else
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collector_found = collector
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collector[1] += region[1]
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collector[2] |= region_mask
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end
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end
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end
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end
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if (collector_found == nil) then
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collectors.push(Array.new(region))
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end
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end
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# check the existing collectors, if any collector overlapped no bits in the region its [2] value will
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# be zero. The size of any such reaason is tested if it is not a muliple of five true is returned since
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# the board is prunable. if it is a multiple of five it is removed.
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# Collector that are still active have a new adjacent value [0] set based n the matched bits
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# and have [2] cleared out for the next cycle.
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collectors.length.times do | collector_num |
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collector = collectors[collector_num]
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if (collector) then
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if (collector[2] == 0) then
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return true if (collector[1] % 5 != 0)
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collectors[collector_num] = nil
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else
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# if a collector matches all bits in the row then we can return unprunable early for the
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# follwing reasons:
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# 1) there can be no more unavailable bits bince we fill from the top left downward
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# 2) all previous regions have been closed or joined so only this region can fail
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# 3) this region must be good since there can never be only 1 region that is nuot
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# a multiple of five
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# this rule only applies when filling normally, so we ignore the rule if we are "slotting"
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# in pieces to see what configurations work for them (the only other time this algorithm is used).
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return false if (collector[2] == 0b11111 && !slotting)
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collector[0] = converter[collector[2]]
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collector[2] = 0
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end
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end
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end
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# get rid of all the empty converters for the next round
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collectors.compact!
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end
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return false if (collectors.length <= 1) # 1 collector or less and the region is fine
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collectors.any? { | collector | (collector[1] % 5) != 0 } # more than 1 and we test them all for bad size
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end
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# creates a region given a row mask. see prunable for what a "region" is
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def create_regions( value )
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regions = []
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cur_region = 0
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5.times do | bit |
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if (value[bit] == 0) then
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cur_region |= 1 << bit
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else
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if (cur_region != 0 ) then
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regions.push( cur_region)
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cur_region = 0;
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end
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end
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end
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regions.push(cur_region) if (cur_region != 0)
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regions
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end
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# find up to the counted number of solutions (or all solutions) and prints the final result
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def find_all
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find_top( 1)
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find_top( 0)
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print_results
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end
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# show the board
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def print_results
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print "#{@boards_found} solutions found\n\n"
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print_full_board( @min_board)
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print "\n"
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print_full_board( @max_board)
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print "\n"
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end
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# finds solutions. This special version of the main function is only used for the top level
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# the reason for it is basically to force a particular ordering on how the rotations are tested for
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# the first piece. It is called twice, first looking for placements of the odd rotations and then
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# looking for placements of the even locations.
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#
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# WHY?
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# Since any found solution has an inverse we want to maximize finding solutions that are not already found
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# as an inverse. The inverse will ALWAYS be 3 one of the piece configurations that is exactly 3 rotations away
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# (an odd number). Checking even vs odd then produces a higher probability of finding more pieces earlier
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# in the cycle. We still need to keep checking all the permutations, but our probability of finding one will
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# diminsh over time. Since we are TOLD how many to search for this lets us exit before checking all pieces
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# this bennifit is very great when seeking small numbers of solutions and is 0 when looking for more than the
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# maximum number
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def find_top( rotation_skip)
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board = blank_board
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(@pieces.length-1).times do
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piece = @pieces.shift
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piece.masks[0].each do | mask, imask, cmask |
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if ((rotation_skip += 1) % 2 == 0) then
|
|
piece.placed = mask
|
|
find( 1, 1, board | mask)
|
|
end
|
|
end
|
|
@pieces.push(piece)
|
|
end
|
|
piece = @pieces.shift
|
|
@pieces.push(piece)
|
|
end
|
|
|
|
# the normail find routine, iterates through the available pieces, checks all rotations at the current location
|
|
# and adds any boards found. depth is acheived via recursion. the overall approach is described
|
|
# here: http://www-128.ibm.com/developerworks/java/library/j-javaopt/
|
|
# parameters:
|
|
# start_location -- where to start looking for place for the next piece at
|
|
# placed -- number of pieces placed
|
|
# board -- current state of the board
|
|
#
|
|
# see in-code comments
|
|
def find( start_location, placed, board)
|
|
# find the next location to place a piece by looking for an empty bit
|
|
while board[start_location] == 1
|
|
start_location += 1
|
|
end
|
|
|
|
@pieces.length.times do
|
|
piece = @pieces.shift
|
|
piece.masks[start_location].each do | mask, imask, cmask |
|
|
if ( board & cmask == imask) then
|
|
piece.placed = mask
|
|
if (placed == 9) then
|
|
add_board
|
|
else
|
|
find( start_location + 1, placed + 1, board | mask)
|
|
end
|
|
end
|
|
end
|
|
@pieces.push(piece)
|
|
end
|
|
end
|
|
|
|
# print the board
|
|
def print_full_board( board_string)
|
|
10.times do | row |
|
|
print " " if (row % 2 == 1)
|
|
5.times do | col |
|
|
print "#{board_string[row*5 + col,1]} "
|
|
end
|
|
print "\n"
|
|
end
|
|
end
|
|
|
|
# when a board is found we "draw it" into a string and then flip that string, adding both to
|
|
# the list (hash) of solutions if they are unique.
|
|
def add_board
|
|
board_string = "99999999999999999999999999999999999999999999999999"
|
|
@all_pieces.each { | piece | piece.fill_string( board_string ) }
|
|
save( board_string)
|
|
save( board_string.reverse)
|
|
end
|
|
|
|
# adds a board string to the list (if new) and updates the current best/worst board
|
|
def save( board_string)
|
|
if (@all_boards[board_string] == nil) then
|
|
@min_board = board_string if (board_string < @min_board)
|
|
@max_board = board_string if (board_string > @max_board)
|
|
@all_boards.store(board_string,true)
|
|
@boards_found += 1
|
|
|
|
# the exit motif is a time saver. Ideally the function should return, but those tests
|
|
# take noticable time (performance).
|
|
if (@boards_found == @stop_count) then
|
|
print_results
|
|
exit(0)
|
|
end
|
|
end
|
|
end
|
|
|
|
|
|
##
|
|
## MAIN BODY :)
|
|
##
|
|
create_collector_support
|
|
@pieces = [
|
|
Piece.new( [ :nw, :ne, :east, :east ], 2),
|
|
Piece.new( [ :ne, :se, :east, :ne ], 7),
|
|
Piece.new( [ :ne, :east, :ne, :nw ], 1),
|
|
Piece.new( [ :east, :sw, :sw, :se ], 6),
|
|
Piece.new( [ :east, :ne, :se, :ne ], 5),
|
|
Piece.new( [ :east, :east, :east, :se ], 0),
|
|
Piece.new( [ :ne, :nw, :se, :east, :se ], 4),
|
|
Piece.new( [ :se, :se, :se, :west ], 9),
|
|
Piece.new( [ :se, :se, :east, :se ], 8),
|
|
Piece.new( [ :east, :east, :sw, :se ], 3)
|
|
];
|
|
|
|
@all_pieces = Array.new( @pieces)
|
|
|
|
@min_board = "99999999999999999999999999999999999999999999999999"
|
|
@max_board = "00000000000000000000000000000000000000000000000000"
|
|
@stop_count = ARGV[0].to_i || 2089
|
|
@all_boards = {}
|
|
@boards_found = 0
|
|
|
|
find_all ######## DO IT!!!
|
|
|