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| // Pathmoor core: pure puzzle logic (no DOM), shared by the game and the tests. (c) 2026 CyberMax. All rights reserved. | |
| // A board is an n×n grid of path stones. Each stone is a 4-bit mask of its openings: N=1, E=2, S=4, W=8. | |
| // The solution is a random spanning tree grown from the lantern stone, so every stone joins the lantern by exactly one | |
| // route. The board is shuffled by turning stones; the player turns them back. Solved = every stone lit by the lantern | |
| // and no opening points at the edge or at a closed side (any arrangement that does that counts, not only ours). | |
| import { rng } from './cmx.js'; | |
| export const N = 1, E = 2, S = 4, W = 8; | |
| const DIRS = [[N, 0, -1, S], [E, 1, 0, W], [S, 0, 1, N], [W, -1, 0, E]]; | |
| /** Turn a stone a quarter clockwise, k times. */ | |
| export function turn(m, k = 1) { | |
| let r = m; | |
| for (let i = 0; i < ((k % 4) + 4) % 4; i++) r = ((r << 1) | (r >> 3)) & 15; | |
| return r; | |
| } | |
| export const bits = (m) => (m & 1) + ((m >> 1) & 1) + ((m >> 2) & 1) + ((m >> 3) & 1); | |
| /** Fewest clockwise turns that take stone `from` to `to` (Infinity if impossible). */ | |
| export function turnsTo(from, to) { | |
| for (let k = 0; k < 4; k++) if (turn(from, k) === to) return k; | |
| return Infinity; | |
| } | |
| /** | |
| * Build a puzzle from a seed string. Returns { n, src, sol, start } where sol and start are arrays of n*n masks. | |
| * Grown with a randomised Prim tree; boards with too many straight runs or too few branches are re-rolled so every | |
| * board has real choices. The shuffle turns each stone 0-3 times and is never already solved. | |
| */ | |
| export function generate(seed, n = 6) { | |
| const rand = rng(`pathmoor:${n}:${seed}`); | |
| for (let attempt = 0; attempt < 40; attempt++) { | |
| const sol = new Array(n * n).fill(0); | |
| const c = Math.floor((n - 1) / 2); | |
| const src = (c + Math.floor(rand() * 2)) * n + c + Math.floor(rand() * 2); // one of the 4 middle stones | |
| const inTree = new Array(n * n).fill(false); | |
| inTree[src] = true; | |
| let frontier = []; | |
| const addEdges = (i) => { | |
| const x = i % n, y = (i / n) | 0; | |
| for (const [b, dx, dy, back] of DIRS) { | |
| const nx = x + dx, ny = y + dy; | |
| if (nx >= 0 && ny >= 0 && nx < n && ny < n && !inTree[ny * n + nx]) frontier.push([i, ny * n + nx, b, back]); | |
| } | |
| }; | |
| addEdges(src); | |
| let count = 1; | |
| while (count < n * n) { | |
| frontier = frontier.filter(([, j]) => !inTree[j]); | |
| const [i, j, b, back] = frontier[Math.floor(rand() * frontier.length)]; | |
| if (inTree[j]) continue; | |
| sol[i] |= b; sol[j] |= back; inTree[j] = true; count++; | |
| addEdges(j); | |
| } | |
| const straights = sol.filter((m) => m === (N | S) || m === (E | W)).length; | |
| const branches = sol.filter((m) => bits(m) >= 3).length; | |
| if (straights > n * n * 0.34 || branches < Math.max(3, Math.floor(n * n / 9))) continue; | |
| const start = sol.map((m) => turn(m, Math.floor(rand() * 4))); | |
| if (isSolved(n, src, start)) continue; | |
| return { n, src, sol, start }; | |
| } | |
| // extremely unlikely fallback: keep the last rules but accept the board | |
| const b = generate(`${seed}~`, n); | |
| return b; | |
| } | |
| /** Stones reachable from the lantern through matching openings. Returns a Uint8Array (1 = lit). */ | |
| export function lit(n, src, cur) { | |
| const on = new Uint8Array(n * n); | |
| const q = [src]; | |
| on[src] = 1; | |
| while (q.length) { | |
| const i = q.pop(); | |
| const x = i % n, y = (i / n) | 0; | |
| for (const [b, dx, dy, back] of DIRS) { | |
| if (!(cur[i] & b)) continue; | |
| const nx = x + dx, ny = y + dy; | |
| if (nx < 0 || ny < 0 || nx >= n || ny >= n) continue; | |
| const j = ny * n + nx; | |
| if (!on[j] && (cur[j] & back)) { on[j] = 1; q.push(j); } | |
| } | |
| } | |
| return on; | |
| } | |
| /** Openings that lead nowhere (edge, or a neighbour without the matching opening). */ | |
| export function looseEnds(n, cur) { | |
| let loose = 0; | |
| for (let i = 0; i < n * n; i++) { | |
| const x = i % n, y = (i / n) | 0; | |
| for (const [b, dx, dy, back] of DIRS) { | |
| if (!(cur[i] & b)) continue; | |
| const nx = x + dx, ny = y + dy; | |
| if (nx < 0 || ny < 0 || nx >= n || ny >= n || !(cur[ny * n + nx] & back)) loose++; | |
| } | |
| } | |
| return loose; | |
| } | |
| export function isSolved(n, src, cur) { | |
| if (looseEnds(n, cur)) return false; | |
| const on = lit(n, src, cur); | |
| for (let i = 0; i < on.length; i++) if (!on[i]) return false; | |
| return true; | |
| } | |
| /** Par = the fewest taps that solve the board from its shuffle (each tap turns one stone a quarter clockwise). */ | |
| export function par(board) { | |
| return board.start.reduce((s, m, i) => s + turnsTo(m, board.sol[i]), 0); | |
| } | |
| /** | |
| * Share grid (no spoilers): one square per stone. 🟩 stone ended in par turns or fewer, 🟨 a few extra turns, | |
| * 🟧 many extra turns, ⬜ stone you never needed to touch. | |
| */ | |
| export function shareGrid(board, taps) { | |
| const rows = []; | |
| for (let y = 0; y < board.n; y++) { | |
| let r = ''; | |
| for (let x = 0; x < board.n; x++) { | |
| const i = y * board.n + x; | |
| const need = turnsTo(board.start[i], board.sol[i]); | |
| const used = taps[i] || 0; | |
| r += need === 0 && used === 0 ? '⬜' : used <= Math.max(need, 1) ? '🟩' : used <= need + 4 ? '🟨' : '🟧'; | |
| } | |
| rows.push(r); | |
| } | |
| return rows.join('\n'); | |
| } | |
| export function fmtTime(ms) { | |
| const s = Math.max(0, Math.round(ms / 1000)); | |
| return `${Math.floor(s / 60)}:${String(s % 60).padStart(2, '0')}`; | |
| } | |
| /** Packs: the free daily is 6×6; the Fun Pass adds numbered packs. */ | |
| export const PACKS = [ | |
| { id: 'daily', name: 'Daily', n: 6, free: true }, | |
| { id: 'sprout', name: 'Sprout 5×5', n: 5, levels: 30, freeLevels: 3 }, | |
| { id: 'moorland', name: 'Moorland 7×7', n: 7, levels: 100 }, | |
| { id: 'highland', name: 'Highland 8×8', n: 8, levels: 100 }, | |
| { id: 'summit', name: 'Summit 10×10', n: 10, levels: 50 }, | |
| ]; | |