Net-Game/Assets/Scripts/Solver.cs
2025-03-28 08:33:16 -04:00

96 lines
3.1 KiB
C#

using UnityEngine;
public class Solver : MonoBehaviour
{
public static bool CheckSolved(Tile[,] tiles, int width, int height)
{
bool solved = true;
for (int x = 0; x < width; x++)
for (int y = 0; y < height; y++)
tiles[x, y].SetConnectionState(IsTileCorrectlyConnected(tiles, x, y, width, height));
foreach (var tile in tiles)
if (!IsTileCorrectlyConnected(tiles, tile.X, tile.Y, width, height))
solved = false;
return solved;
}
private static bool IsTileCorrectlyConnected(Tile[,] tiles, int x, int y, int width, int height)
{
Tile tile = tiles[x, y];
bool up = tile.HasConnection(0);
bool right = tile.HasConnection(1);
bool down = tile.HasConnection(2);
bool left = tile.HasConnection(3);
bool connected = true;
if (y < height - 1)
connected &= up == tiles[x, y + 1].HasConnection(2);
else if (up) connected = false;
if (x < width - 1)
connected &= right == tiles[x + 1, y].HasConnection(3);
else if (right) connected = false;
if (y > 0)
connected &= down == tiles[x, y - 1].HasConnection(0);
else if (down) connected = false;
if (x > 0)
connected &= left == tiles[x - 1, y].HasConnection(1);
else if (left) connected = false;
return connected;
}
public static bool AutoSolve(Tile[,] tiles, int width, int height)
{
bool changed;
int[,] possible = new int[width, height];
// Initialize the possible rotation states of all tiles (4-bit binary)
for (int x = 0; x < width; x++)
for (int y = 0; y < height; y++)
possible[x, y] = 0b1111;
int limit = width * height * 10; // Prevent infinite loops
do
{
changed = false;
for (int x = 0; x < width; x++)
for (int y = 0; y < height; y++)
{
int newMask = 0;
for (int rot = 0; rot < 4; rot++)
{
tiles[x, y].RotationState = rot;
if (IsTileCorrectlyConnected(tiles, x, y, width, height))
newMask |= (1 << rot);
}
if (newMask != possible[x, y])
{
possible[x, y] = newMask;
changed = true;
}
if (newMask == 0)
return false; // No valid direction
// If there is only one possible direction, lock it in
if ((newMask & (newMask - 1)) == 0)
{
int fixedRot = System.Convert.ToString(newMask, 2).LastIndexOf('1');
tiles[x, y].RotationState = fixedRot;
tiles[x, y].transform.rotation = Quaternion.Euler(0, 0, -90 * fixedRot);
}
}
} while (changed && --limit > 0);
return CheckSolved(tiles, width, height);
}
}