radomirregular region

This commit is contained in:
2026-05-15 21:53:08 +08:00
parent 0e87d5546d
commit e54b9a0b7a
3 changed files with 330 additions and 37 deletions

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@@ -4,14 +4,25 @@ import {
GameBoard, GameBoard,
Difficulty, Difficulty,
GameMode, GameMode,
STANDARD_REGION_MAP, RegionMap,
generatePuzzle, generatePuzzleForMode,
getRegionId, getRegionId,
getRegionNeighbors, getRegionNeighbors,
getRegionMapByMode,
} from './sudokuEngine'; } from './sudokuEngine';
type HighlightType = 'none' | 'row' | 'col' | 'box' | 'sameNumber'; type HighlightType = 'none' | 'row' | 'col' | 'box' | 'sameNumber';
type SudokuRound = {
board: GameBoard;
regionMap: RegionMap;
};
const createSudokuRound = (difficulty: Difficulty, mode: GameMode): SudokuRound => {
const { puzzle, regionMap } = generatePuzzleForMode(difficulty, mode);
return {
board: puzzle,
regionMap,
};
};
const SudokuGame: React.FC = () => { const SudokuGame: React.FC = () => {
// 游戏难度 // 游戏难度
@@ -20,10 +31,15 @@ const SudokuGame: React.FC = () => {
// 游戏模式:标准或不规则 // 游戏模式:标准或不规则
const [gameMode, setGameMode] = useState<GameMode>('standard'); const [gameMode, setGameMode] = useState<GameMode>('standard');
// 使用 useMemo 确保 regionMap 随 gameMode 变化 const [round, setRound] = useState<SudokuRound>(() => createSudokuRound('hard', 'standard'));
const regionMap = useMemo(() => getRegionMapByMode(gameMode), [gameMode]); const { board, regionMap } = round;
const [board, setBoard] = useState<GameBoard>(() => generatePuzzle('hard', STANDARD_REGION_MAP)); const setBoard = (nextBoard: GameBoard) => {
setRound((currentRound) => ({
...currentRound,
board: nextBoard,
}));
};
const [fixedCells, setFixedCells] = useState<boolean[][]>(() => const [fixedCells, setFixedCells] = useState<boolean[][]>(() =>
board.map(row => row.map(cell => cell !== 0)) board.map(row => row.map(cell => cell !== 0))
@@ -181,10 +197,9 @@ const SudokuGame: React.FC = () => {
}; };
const createNewGame = (level: Difficulty, mode: GameMode = gameMode) => { const createNewGame = (level: Difficulty, mode: GameMode = gameMode) => {
const nextRegionMap = getRegionMapByMode(mode); const nextRound = createSudokuRound(level, mode);
const newPuzzle = generatePuzzle(level, nextRegionMap); setRound(nextRound);
setBoard(newPuzzle); setFixedCells(nextRound.board.map(row => row.map(cell => cell !== 0)));
setFixedCells(newPuzzle.map(row => row.map(cell => cell !== 0)));
setSelectedCell(null); setSelectedCell(null);
setIsGameComplete(false); setIsGameComplete(false);
setShowCompleteDialog(false); setShowCompleteDialog(false);
@@ -306,7 +321,7 @@ const SudokuGame: React.FC = () => {
} }
} }
return highlighted; return highlighted;
}, [board, selectedCell, config]); }, [board, selectedCell, config, regionMap]);
// 计算剩余未填写的数字数量 // 计算剩余未填写的数字数量
const remainingCount = useMemo(() => { const remainingCount = useMemo(() => {

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@@ -1,7 +1,9 @@
import { import {
createEmptyBoard, createEmptyBoard,
generateFullBoard, generateFullBoard,
generateIrregularRegionMap,
generatePuzzle, generatePuzzle,
generatePuzzleForMode,
getRegionId, getRegionId,
getRegionNeighbors, getRegionNeighbors,
IRREGULAR_REGION_MAP, IRREGULAR_REGION_MAP,
@@ -35,6 +37,17 @@ describe('sudokuEngine', () => {
expect(isValidRegionMap(IRREGULAR_REGION_MAP)).toBe(true); expect(isValidRegionMap(IRREGULAR_REGION_MAP)).toBe(true);
}); });
test('generateIrregularRegionMap creates a non-standard connected region map', () => {
const regionMap = generateIrregularRegionMap();
const differentCells = regionMap.reduce(
(count, row, rowIndex) => count + row.filter((regionId, colIndex) => regionId !== STANDARD_REGION_MAP[rowIndex][colIndex]).length,
0
);
expect(isValidRegionMap(regionMap)).toBe(true);
expect(differentCells).toBeGreaterThan(0);
});
test('isPlacementValid uses irregular regions instead of 3x3 boxes', () => { test('isPlacementValid uses irregular regions instead of 3x3 boxes', () => {
const board = createEmptyBoard(); const board = createEmptyBoard();
board[0][0] = 5; board[0][0] = 5;
@@ -56,6 +69,17 @@ describe('sudokuEngine', () => {
expect(puzzle.flat().some((cell) => cell === 0)).toBe(true); expect(puzzle.flat().some((cell) => cell === 0)).toBe(true);
}); });
test('generatePuzzleForMode pairs irregular puzzles with their generated region map', () => {
const { puzzle, regionMap } = generatePuzzleForMode('medium', 'irregular');
const fullBoard = generateFullBoard(regionMap);
expect(isValidRegionMap(regionMap)).toBe(true);
expect(puzzle).toHaveLength(9);
expect(puzzle.every((row) => row.length === 9)).toBe(true);
expect(puzzle.flat().some((cell) => cell === 0)).toBe(true);
expectSolvedBoard(fullBoard, regionMap);
});
test('generateFullBoard creates a solved irregular board', () => { test('generateFullBoard creates a solved irregular board', () => {
const board = generateFullBoard(IRREGULAR_REGION_MAP); const board = generateFullBoard(IRREGULAR_REGION_MAP);

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@@ -2,10 +2,35 @@ export type GameBoard = number[][];
export type Difficulty = 'easy' | 'medium' | 'hard'; export type Difficulty = 'easy' | 'medium' | 'hard';
export type GameMode = 'standard' | 'irregular'; export type GameMode = 'standard' | 'irregular';
export type RegionMap = number[][]; export type RegionMap = number[][];
export type GeneratedPuzzle = {
puzzle: GameBoard;
regionMap: RegionMap;
};
type SolvedSudoku = {
fullBoard: GameBoard;
regionMap: RegionMap;
};
type CellPosition = [number, number];
const DIGITS = [1, 2, 3, 4, 5, 6, 7, 8, 9];
const DIRECTIONS: CellPosition[] = [
[-1, 0],
[1, 0],
[0, -1],
[0, 1],
];
const MIN_IRREGULAR_CELL_DIFFERENCE = 16;
const MAX_IRREGULAR_RESTARTS = 24;
const MAX_IRREGULAR_GREEDY_STEPS = 28;
const generatedFullBoards = new WeakMap<RegionMap, GameBoard>();
export const createEmptyBoard = (): GameBoard => Array.from({ length: 9 }, () => Array(9).fill(0)); export const createEmptyBoard = (): GameBoard => Array.from({ length: 9 }, () => Array(9).fill(0));
const shuffleArray = (arr: number[]) => { const shuffleArray = <T>(arr: T[]): T[] => {
const result = [...arr]; const result = [...arr];
for (let i = result.length - 1; i > 0; i--) { for (let i = result.length - 1; i > 0; i--) {
const j = Math.floor(Math.random() * (i + 1)); const j = Math.floor(Math.random() * (i + 1));
@@ -14,6 +39,10 @@ const shuffleArray = (arr: number[]) => {
return result; return result;
}; };
const cloneBoard = (board: GameBoard): GameBoard => board.map((row) => [...row]);
const cloneRegionMap = (regionMap: RegionMap): RegionMap => regionMap.map((row) => [...row]);
export const STANDARD_REGION_MAP: RegionMap = Array.from({ length: 9 }, (_, row) => export const STANDARD_REGION_MAP: RegionMap = Array.from({ length: 9 }, (_, row) =>
Array.from({ length: 9 }, (_, col) => Math.floor(row / 3) * 3 + Math.floor(col / 3)) Array.from({ length: 9 }, (_, col) => Math.floor(row / 3) * 3 + Math.floor(col / 3))
); );
@@ -44,6 +73,8 @@ const IRREGULAR_FULL_BOARD: GameBoard = [
export const getRegionId = (regionMap: RegionMap, row: number, col: number): number => regionMap[row][col]; export const getRegionId = (regionMap: RegionMap, row: number, col: number): number => regionMap[row][col];
const isInBounds = (row: number, col: number): boolean => row >= 0 && row < 9 && col >= 0 && col < 9;
export const isValidRegionMap = (regionMap: RegionMap): boolean => { export const isValidRegionMap = (regionMap: RegionMap): boolean => {
if (regionMap.length !== 9 || regionMap.some((row) => row.length !== 9)) { if (regionMap.length !== 9 || regionMap.some((row) => row.length !== 9)) {
return false; return false;
@@ -69,19 +100,14 @@ const isConnectedRegion = (cells: Array<[number, number]>): boolean => {
const cellSet = new Set(cells.map(([row, col]) => `${row}-${col}`)); const cellSet = new Set(cells.map(([row, col]) => `${row}-${col}`));
const seen = new Set<string>(); const seen = new Set<string>();
const queue: Array<[number, number]> = [cells[0]]; const queue: CellPosition[] = [cells[0]];
seen.add(`${cells[0][0]}-${cells[0][1]}`); seen.add(`${cells[0][0]}-${cells[0][1]}`);
for (let index = 0; index < queue.length; index++) { for (let index = 0; index < queue.length; index++) {
const [row, col] = queue[index]; const [row, col] = queue[index];
const neighbors: Array<[number, number]> = [ for (const [rowOffset, colOffset] of DIRECTIONS) {
[row - 1, col], const nextRow = row + rowOffset;
[row + 1, col], const nextCol = col + colOffset;
[row, col - 1],
[row, col + 1],
];
for (const [nextRow, nextCol] of neighbors) {
const key = `${nextRow}-${nextCol}`; const key = `${nextRow}-${nextCol}`;
if (cellSet.has(key) && !seen.has(key)) { if (cellSet.has(key) && !seen.has(key)) {
seen.add(key); seen.add(key);
@@ -98,12 +124,203 @@ const isSameRegionMap = (left: RegionMap, right: RegionMap): boolean =>
left.every((row, rowIndex) => row.length === right[rowIndex].length && row.every((cell, colIndex) => cell === right[rowIndex][colIndex])); left.every((row, rowIndex) => row.length === right[rowIndex].length && row.every((cell, colIndex) => cell === right[rowIndex][colIndex]));
const randomizeDigits = (board: GameBoard): GameBoard => { const randomizeDigits = (board: GameBoard): GameBoard => {
const shuffledDigits = shuffleArray([1, 2, 3, 4, 5, 6, 7, 8, 9]); const shuffledDigits = shuffleArray(DIGITS);
const digitMap = new Map(shuffledDigits.map((digit, index) => [index + 1, digit])); const digitMap = new Map(shuffledDigits.map((digit, index) => [index + 1, digit]));
return board.map((row) => row.map((cell) => digitMap.get(cell) ?? cell)); return board.map((row) => row.map((cell) => digitMap.get(cell) ?? cell));
}; };
const generateRandomStandardFullBoard = (): GameBoard => {
const pattern = (row: number, col: number) => ((row * 3 + Math.floor(row / 3) + col) % 9) + 1;
const rows = shuffleArray([0, 1, 2]).flatMap((band) => shuffleArray([0, 1, 2]).map((row) => band * 3 + row));
const cols = shuffleArray([0, 1, 2]).flatMap((stack) => shuffleArray([0, 1, 2]).map((col) => stack * 3 + col));
const shuffledDigits = shuffleArray(DIGITS);
return rows.map((row) => cols.map((col) => shuffledDigits[pattern(row, col) - 1]));
};
const countDifferentCells = (left: RegionMap, right: RegionMap): number => {
let count = 0;
for (let row = 0; row < 9; row++) {
for (let col = 0; col < 9; col++) {
if (left[row][col] !== right[row][col]) {
count++;
}
}
}
return count;
};
const getTouchingRegionPairs = (regionMap: RegionMap): Array<[number, number]> => {
const pairs = new Set<string>();
for (let row = 0; row < 9; row++) {
for (let col = 0; col < 9; col++) {
for (const [rowOffset, colOffset] of DIRECTIONS) {
const nextRow = row + rowOffset;
const nextCol = col + colOffset;
if (!isInBounds(nextRow, nextCol)) continue;
const currentRegion = regionMap[row][col];
const nextRegion = regionMap[nextRow][nextCol];
if (currentRegion === nextRegion) continue;
const [low, high] = currentRegion < nextRegion ? [currentRegion, nextRegion] : [nextRegion, currentRegion];
pairs.add(`${low}-${high}`);
}
}
}
return Array.from(pairs, (pair) => pair.split('-').map(Number) as [number, number]);
};
const getBoundaryCells = (regionMap: RegionMap, regionId: number, neighborRegionId: number): CellPosition[] => {
const cells: CellPosition[] = [];
for (let row = 0; row < 9; row++) {
for (let col = 0; col < 9; col++) {
if (regionMap[row][col] !== regionId) continue;
const touchesNeighbor = DIRECTIONS.some(([rowOffset, colOffset]) => {
const nextRow = row + rowOffset;
const nextCol = col + colOffset;
return isInBounds(nextRow, nextCol) && regionMap[nextRow][nextCol] === neighborRegionId;
});
if (touchesNeighbor) {
cells.push([row, col]);
}
}
}
return cells;
};
const swapRegionCells = (
regionMap: RegionMap,
firstCell: CellPosition,
secondCell: CellPosition,
firstRegionId: number,
secondRegionId: number
): RegionMap => {
const nextRegionMap = cloneRegionMap(regionMap);
const [firstRow, firstCol] = firstCell;
const [secondRow, secondCol] = secondCell;
nextRegionMap[firstRow][firstCol] = secondRegionId;
nextRegionMap[secondRow][secondCol] = firstRegionId;
return nextRegionMap;
};
const findBetterCompatibleRegionMap = (
regionMap: RegionMap,
fullBoard: GameBoard,
currentDifference: number
): RegionMap | null => {
let bestDifference = currentDifference;
let bestRegionMaps: RegionMap[] = [];
for (const [firstRegionId, secondRegionId] of shuffleArray(getTouchingRegionPairs(regionMap))) {
const firstBoundaryCells = shuffleArray(getBoundaryCells(regionMap, firstRegionId, secondRegionId));
const secondBoundaryCells = getBoundaryCells(regionMap, secondRegionId, firstRegionId);
for (const firstCell of firstBoundaryCells) {
const [firstRow, firstCol] = firstCell;
const matchingSecondCells = secondBoundaryCells.filter(([secondRow, secondCol]) => fullBoard[secondRow][secondCol] === fullBoard[firstRow][firstCol]);
for (const secondCell of shuffleArray(matchingSecondCells)) {
const candidateRegionMap = swapRegionCells(regionMap, firstCell, secondCell, firstRegionId, secondRegionId);
const candidateDifference = countDifferentCells(candidateRegionMap, STANDARD_REGION_MAP);
if (candidateDifference <= bestDifference || !isValidRegionMap(candidateRegionMap)) {
continue;
}
if (candidateDifference > bestDifference) {
bestDifference = candidateDifference;
bestRegionMaps = [];
}
bestRegionMaps.push(candidateRegionMap);
}
}
}
if (bestRegionMaps.length === 0) {
return null;
}
return shuffleArray(bestRegionMaps)[0];
};
const isSolvedBoardForRegionMap = (board: GameBoard, regionMap: RegionMap): boolean => {
const expected = DIGITS.join(',');
const toKey = (values: number[]) => [...values].sort((a, b) => a - b).join(',');
for (let index = 0; index < 9; index++) {
if (toKey(board[index]) !== expected) return false;
if (toKey(board.map((row) => row[index])) !== expected) return false;
const regionValues: number[] = [];
for (let row = 0; row < 9; row++) {
for (let col = 0; col < 9; col++) {
if (regionMap[row][col] === index) {
regionValues.push(board[row][col]);
}
}
}
if (toKey(regionValues) !== expected) return false;
}
return true;
};
const rememberSolvedSudoku = (solvedSudoku: SolvedSudoku): SolvedSudoku => {
generatedFullBoards.set(solvedSudoku.regionMap, cloneBoard(solvedSudoku.fullBoard));
return solvedSudoku;
};
const generateSolvedIrregularSudoku = (): SolvedSudoku => {
let bestSolvedSudoku: SolvedSudoku | null = null;
let bestDifference = -1;
for (let restart = 0; restart < MAX_IRREGULAR_RESTARTS; restart++) {
const fullBoard = generateRandomStandardFullBoard();
let regionMap = cloneRegionMap(STANDARD_REGION_MAP);
let difference = 0;
for (let step = 0; step < MAX_IRREGULAR_GREEDY_STEPS; step++) {
const nextRegionMap = findBetterCompatibleRegionMap(regionMap, fullBoard, difference);
if (!nextRegionMap) break;
regionMap = nextRegionMap;
difference = countDifferentCells(regionMap, STANDARD_REGION_MAP);
}
if (isValidRegionMap(regionMap) && isSolvedBoardForRegionMap(fullBoard, regionMap) && difference > bestDifference) {
bestSolvedSudoku = { fullBoard, regionMap };
bestDifference = difference;
}
if (bestSolvedSudoku && bestDifference >= MIN_IRREGULAR_CELL_DIFFERENCE) {
return rememberSolvedSudoku(bestSolvedSudoku);
}
}
if (bestSolvedSudoku && bestDifference > 0) {
return rememberSolvedSudoku(bestSolvedSudoku);
}
return rememberSolvedSudoku({
fullBoard: randomizeDigits(IRREGULAR_FULL_BOARD),
regionMap: cloneRegionMap(IRREGULAR_REGION_MAP),
});
};
export const generateIrregularRegionMap = (): RegionMap => generateSolvedIrregularSudoku().regionMap;
export const isPlacementValid = ( export const isPlacementValid = (
board: GameBoard, board: GameBoard,
row: number, row: number,
@@ -132,26 +349,40 @@ export const isPlacementValid = (
}; };
const fillBoard = (board: GameBoard, regionMap: RegionMap): boolean => { const fillBoard = (board: GameBoard, regionMap: RegionMap): boolean => {
let bestCell: { row: number; col: number; candidates: number[] } | null = null;
for (let row = 0; row < 9; row++) { for (let row = 0; row < 9; row++) {
for (let col = 0; col < 9; col++) { for (let col = 0; col < 9; col++) {
if (board[row][col] !== 0) continue; if (board[row][col] !== 0) continue;
const numbers = shuffleArray([1, 2, 3, 4, 5, 6, 7, 8, 9]); const candidates = DIGITS.filter((num) => isPlacementValid(board, row, col, num, regionMap));
for (const num of numbers) { if (!bestCell || candidates.length < bestCell.candidates.length) {
if (isPlacementValid(board, row, col, num, regionMap)) { bestCell = { row, col, candidates };
board[row][col] = num; }
if (candidates.length <= 1) {
break;
}
}
if (bestCell && bestCell.candidates.length <= 1) {
break;
}
}
if (!bestCell) {
return true;
}
for (const num of shuffleArray(bestCell.candidates)) {
board[bestCell.row][bestCell.col] = num;
if (fillBoard(board, regionMap)) { if (fillBoard(board, regionMap)) {
return true; return true;
} }
board[row][col] = 0; board[bestCell.row][bestCell.col] = 0;
}
} }
return false; return false;
}
}
return true;
}; };
export const generateFullBoard = (regionMap: RegionMap): GameBoard => { export const generateFullBoard = (regionMap: RegionMap): GameBoard => {
@@ -159,6 +390,11 @@ export const generateFullBoard = (regionMap: RegionMap): GameBoard => {
throw new Error('Invalid sudoku region map'); throw new Error('Invalid sudoku region map');
} }
const generatedFullBoard = generatedFullBoards.get(regionMap);
if (generatedFullBoard) {
return cloneBoard(generatedFullBoard);
}
if (isSameRegionMap(regionMap, IRREGULAR_REGION_MAP)) { if (isSameRegionMap(regionMap, IRREGULAR_REGION_MAP)) {
return randomizeDigits(IRREGULAR_FULL_BOARD); return randomizeDigits(IRREGULAR_FULL_BOARD);
} }
@@ -183,8 +419,7 @@ const getRemovalCount = (difficulty: Difficulty) => {
} }
}; };
export const generatePuzzle = (difficulty: Difficulty, regionMap: RegionMap): GameBoard => { const createPuzzleFromFullBoard = (difficulty: Difficulty, fullBoard: GameBoard): GameBoard => {
const fullBoard = generateFullBoard(regionMap);
const puzzle = fullBoard.map((row) => [...row]); const puzzle = fullBoard.map((row) => [...row]);
const positions = Array.from({ length: 81 }, (_, idx) => idx); const positions = Array.from({ length: 81 }, (_, idx) => idx);
const toRemove = shuffleArray(positions).slice(0, getRemovalCount(difficulty)); const toRemove = shuffleArray(positions).slice(0, getRemovalCount(difficulty));
@@ -198,6 +433,25 @@ export const generatePuzzle = (difficulty: Difficulty, regionMap: RegionMap): Ga
return puzzle; return puzzle;
}; };
export const generatePuzzle = (difficulty: Difficulty, regionMap: RegionMap): GameBoard =>
createPuzzleFromFullBoard(difficulty, generateFullBoard(regionMap));
export const generatePuzzleForMode = (difficulty: Difficulty, mode: GameMode): GeneratedPuzzle => {
if (mode === 'standard') {
const regionMap = cloneRegionMap(STANDARD_REGION_MAP);
return {
puzzle: createPuzzleFromFullBoard(difficulty, generateRandomStandardFullBoard()),
regionMap,
};
}
const { fullBoard, regionMap } = generateSolvedIrregularSudoku();
return {
puzzle: createPuzzleFromFullBoard(difficulty, fullBoard),
regionMap,
};
};
export const getRegionNeighbors = (regionMap: RegionMap, row: number, col: number) => { export const getRegionNeighbors = (regionMap: RegionMap, row: number, col: number) => {
const regionId = getRegionId(regionMap, row, col); const regionId = getRegionId(regionMap, row, col);
@@ -210,4 +464,4 @@ export const getRegionNeighbors = (regionMap: RegionMap, row: number, col: numbe
}; };
export const getRegionMapByMode = (mode: GameMode): RegionMap => export const getRegionMapByMode = (mode: GameMode): RegionMap =>
mode === 'irregular' ? IRREGULAR_REGION_MAP : STANDARD_REGION_MAP; mode === 'irregular' ? generateIrregularRegionMap() : cloneRegionMap(STANDARD_REGION_MAP);