Update app.R
Browse files
app.R
CHANGED
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@@ -1,58 +1,539 @@
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library(shiny)
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library(
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),
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),
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server <- function(input, output, session) {
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}
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library(shiny)
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library(shinydashboard)
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max_hint <- 3
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size <- 200
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# Fungsi untuk membuat puzzle awal yang dapat diselesaikan
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create_solvable_puzzle <- function() {
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# Puzzle solved
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solved <- c(1, 2, 3, 4, 5, 6, 7, 8, 0)
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# Acak puzzle dengan langkah-langkah valid
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puzzle <- solved
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moves <- 0
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blank_pos <- 9
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while(moves < 100) {
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# Tentukan kemungkinan gerakan
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possible_moves <- c()
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if(blank_pos %% 3 != 1) possible_moves <- c(possible_moves, blank_pos - 1) # Kiri
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if(blank_pos %% 3 != 0) possible_moves <- c(possible_moves, blank_pos + 1) # Kanan
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if(blank_pos > 3) possible_moves <- c(possible_moves, blank_pos - 3) # Atas
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if(blank_pos < 7) possible_moves <- c(possible_moves, blank_pos + 3) # Bawah
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# Pilih gerakan acak
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move <- sample(possible_moves, 1)
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# Tukar posisi
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temp <- puzzle[blank_pos]
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puzzle[blank_pos] <- puzzle[move]
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puzzle[move] <- temp
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blank_pos <- move
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moves <- moves + 1
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}
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return(puzzle)
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}
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# Fungsi untuk mengecek apakah puzzle sudah selesai
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is_solved <- function(puzzle) {
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target <- c(1, 2, 3, 4, 5, 6, 7, 8, 0)
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return(identical(puzzle, target))
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}
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# Fungsi untuk mendapatkan posisi kotak kosong
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get_blank_position <- function(puzzle) {
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return(which(puzzle == 0))
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}
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# Fungsi untuk memindahkan kotak - dimodifikasi untuk return status pergerakan
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move_tile <- function(puzzle, tile_position) {
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blank_pos <- get_blank_position(puzzle)
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# Cek apakah gerakan valid
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valid_moves <- c()
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if(blank_pos %% 3 != 1) valid_moves <- c(valid_moves, blank_pos - 1) # Kiri
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if(blank_pos %% 3 != 0) valid_moves <- c(valid_moves, blank_pos + 1) # Kanan
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if(blank_pos > 3) valid_moves <- c(valid_moves, blank_pos - 3) # Atas
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if(blank_pos < 7) valid_moves <- c(valid_moves, blank_pos + 3) # Bawah
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# Jika gerakan valid, lakukan pertukaran
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if(tile_position %in% valid_moves) {
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# Lakukan pertukaran
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temp <- puzzle[blank_pos]
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puzzle[blank_pos] <- puzzle[tile_position]
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puzzle[tile_position] <- temp
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return(list(puzzle = puzzle, moved = TRUE)) # Return dengan status moved TRUE
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}
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# Jika tidak valid, return puzzle tanpa perubahan dan status moved FALSE
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return(list(puzzle = puzzle, moved = FALSE))
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}
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# Fungsi untuk menghitung jarak Manhattan antara dua posisi
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manhattan_distance <- function(pos1, pos2) {
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row1 <- (pos1 - 1) %/% 3 + 1
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col1 <- (pos1 - 1) %% 3 + 1
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row2 <- (pos2 - 1) %/% 3 + 1
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col2 <- (pos2 - 1) %% 3 + 1
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return(abs(row1 - row2) + abs(col1 - col2))
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}
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# Fungsi untuk menghitung heuristik (jumlah jarak Manhattan semua kotak ke posisi target)
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calculate_heuristic <- function(puzzle) {
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target_positions <- c(1, 2, 3, 4, 5, 6, 7, 8, 9) # posisi target untuk angka 1-8, 0 di posisi 9
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heuristic <- 0
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for(i in 1:8) {
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current_pos <- which(puzzle == i)
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target_pos <- i
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heuristic <- heuristic + manhattan_distance(current_pos, target_pos)
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}
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return(heuristic)
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}
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# Fungsi A* untuk mencari solusi optimal
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solve_puzzle <- function(initial_puzzle) {
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# Queue untuk menyimpan state yang akan dieksplorasi
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# Setiap elemen: list(puzzle = ..., cost = ..., path = ...)
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queue <- list(list(puzzle = initial_puzzle, cost = 0, path = c()))
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# Set untuk menyimpan state yang sudah dikunjungi
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visited <- list()
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# Target state
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target <- c(1, 2, 3, 4, 5, 6, 7, 8, 0)
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while(length(queue) > 0) {
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# Temukan state dengan cost terkecil
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costs <- sapply(queue, function(x) x$cost)
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min_index <- which.min(costs)[1]
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current <- queue[[min_index]]
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# Hapus dari queue
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queue <- queue[-min_index]
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# Cek apakah sudah mencapai target
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if(identical(current$puzzle, target)) {
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return(current$path)
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}
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# Buat key untuk state ini
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state_key <- paste(current$puzzle, collapse = ",")
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# Jika sudah dikunjungi, lewati
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if(state_key %in% visited) {
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next
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}
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# Tandai sebagai sudah dikunjungi
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visited <- c(visited, state_key)
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# Dapatkan posisi blank
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blank_pos <- get_blank_position(current$puzzle)
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# Dapatkan semua gerakan valid
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valid_moves <- c()
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if(blank_pos %% 3 != 1) valid_moves <- c(valid_moves, blank_pos - 1) # Kiri
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| 141 |
+
if(blank_pos %% 3 != 0) valid_moves <- c(valid_moves, blank_pos + 1) # Kanan
|
| 142 |
+
if(blank_pos > 3) valid_moves <- c(valid_moves, blank_pos - 3) # Atas
|
| 143 |
+
if(blank_pos < 7) valid_moves <- c(valid_moves, blank_pos + 3) # Bawah
|
| 144 |
+
|
| 145 |
+
# Untuk setiap gerakan valid
|
| 146 |
+
for(move in valid_moves) {
|
| 147 |
+
# Buat salinan puzzle dan coba gerakan
|
| 148 |
+
new_puzzle <- current$puzzle
|
| 149 |
+
temp <- new_puzzle[blank_pos]
|
| 150 |
+
new_puzzle[blank_pos] <- new_puzzle[move]
|
| 151 |
+
new_puzzle[move] <- temp
|
| 152 |
+
|
| 153 |
+
# Buat key untuk state baru
|
| 154 |
+
new_state_key <- paste(new_puzzle, collapse = ",")
|
| 155 |
+
|
| 156 |
+
# Jika belum dikunjungi
|
| 157 |
+
if(!(new_state_key %in% visited)) {
|
| 158 |
+
# Hitung heuristik
|
| 159 |
+
heuristic <- calculate_heuristic(new_puzzle)
|
| 160 |
+
# Hitung cost (langkah + heuristik)
|
| 161 |
+
new_cost <- length(current$path) + 1 + heuristic
|
| 162 |
+
|
| 163 |
+
# Tambahkan ke queue
|
| 164 |
+
new_path <- c(current$path, move)
|
| 165 |
+
queue <- c(queue, list(list(puzzle = new_puzzle, cost = new_cost, path = new_path)))
|
| 166 |
+
}
|
| 167 |
+
}
|
| 168 |
+
}
|
| 169 |
+
|
| 170 |
+
# Jika tidak ditemukan solusi
|
| 171 |
+
return(NULL)
|
| 172 |
+
}
|
| 173 |
+
|
| 174 |
+
# Fungsi untuk mendapatkan hint berdasarkan solusi yang disimpan
|
| 175 |
+
get_hint_from_solution <- function(puzzle, solution, current_step) {
|
| 176 |
+
# Jika solusi tidak tersedia atau sudah selesai
|
| 177 |
+
if(is.null(solution) || current_step >= length(solution)) {
|
| 178 |
+
return(NULL)
|
| 179 |
+
}
|
| 180 |
+
|
| 181 |
+
# Kembalikan langkah berikutnya dalam solusi
|
| 182 |
+
return(solution[current_step + 1])
|
| 183 |
+
}
|
| 184 |
+
|
| 185 |
+
|
| 186 |
+
# Fungsi BFS untuk mencari solusi optimal
|
| 187 |
+
solve_puzzle_bfs <- function(initial_puzzle) {
|
| 188 |
+
# Jika sudah solved, return 0
|
| 189 |
+
if(is_solved(initial_puzzle)) {
|
| 190 |
+
return(0)
|
| 191 |
+
}
|
| 192 |
+
|
| 193 |
+
# Queue untuk menyimpan state yang akan dieksplorasi
|
| 194 |
+
# Setiap elemen: list(puzzle = ..., depth = ...)
|
| 195 |
+
queue <- list(list(puzzle = initial_puzzle, depth = 0))
|
| 196 |
+
|
| 197 |
+
# Set untuk menyimpan state yang sudah dikunjungi
|
| 198 |
+
visited <- c()
|
| 199 |
+
visited[[paste(initial_puzzle, collapse = ",")]] <- TRUE
|
| 200 |
+
|
| 201 |
+
while(length(queue) > 0) {
|
| 202 |
+
# Ambil elemen pertama dari queue
|
| 203 |
+
current <- queue[[1]]
|
| 204 |
+
queue <- queue[-1]
|
| 205 |
+
|
| 206 |
+
# Dapatkan posisi blank
|
| 207 |
+
blank_pos <- get_blank_position(current$puzzle)
|
| 208 |
+
|
| 209 |
+
# Dapatkan semua gerakan valid
|
| 210 |
+
valid_moves <- c()
|
| 211 |
+
if(blank_pos %% 3 != 1) valid_moves <- c(valid_moves, blank_pos - 1) # Kiri
|
| 212 |
+
if(blank_pos %% 3 != 0) valid_moves <- c(valid_moves, blank_pos + 1) # Kanan
|
| 213 |
+
if(blank_pos > 3) valid_moves <- c(valid_moves, blank_pos - 3) # Atas
|
| 214 |
+
if(blank_pos < 7) valid_moves <- c(valid_moves, blank_pos + 3) # Bawah
|
| 215 |
+
|
| 216 |
+
# Untuk setiap gerakan valid
|
| 217 |
+
for(move in valid_moves) {
|
| 218 |
+
# Buat salinan puzzle dan coba gerakan
|
| 219 |
+
new_puzzle <- current$puzzle
|
| 220 |
+
temp <- new_puzzle[blank_pos]
|
| 221 |
+
new_puzzle[blank_pos] <- new_puzzle[move]
|
| 222 |
+
new_puzzle[move] <- temp
|
| 223 |
+
|
| 224 |
+
# Cek apakah sudah mencapai target
|
| 225 |
+
if(is_solved(new_puzzle)) {
|
| 226 |
+
return(current$depth + 1)
|
| 227 |
+
}
|
| 228 |
+
|
| 229 |
+
# Buat key untuk state baru
|
| 230 |
+
state_key <- paste(new_puzzle, collapse = ",")
|
| 231 |
+
|
| 232 |
+
# Jika belum dikunjungi
|
| 233 |
+
if(is.null(visited[[state_key]])) {
|
| 234 |
+
# Tandai sebagai sudah dikunjungi
|
| 235 |
+
visited[[state_key]] <- TRUE
|
| 236 |
+
|
| 237 |
+
# Tambahkan ke queue
|
| 238 |
+
queue <- c(queue, list(list(puzzle = new_puzzle, depth = current$depth + 1)))
|
| 239 |
+
}
|
| 240 |
+
}
|
| 241 |
+
}
|
| 242 |
+
|
| 243 |
+
# Jika tidak ditemukan solusi (seharusnya tidak terjadi untuk puzzle yang solvable)
|
| 244 |
+
return(-1)
|
| 245 |
+
}
|
| 246 |
+
|
| 247 |
+
|
| 248 |
+
# UI
|
| 249 |
+
ui <- fluidPage(
|
| 250 |
+
titlePanel(h1("Puzzle8", style='font-weight: bold;')),
|
| 251 |
+
|
| 252 |
+
fluidRow(
|
| 253 |
+
column(5,
|
| 254 |
+
wellPanel(
|
| 255 |
+
tags$table(
|
| 256 |
+
style = "margin: 0 auto; border-collapse: separate; border-spacing: 25px 0; text-align: center;",
|
| 257 |
+
tags$tr(
|
| 258 |
+
tags$td("Langkah"),
|
| 259 |
+
tags$td(""),
|
| 260 |
+
tags$td("Hint Digunakan"),
|
| 261 |
+
),
|
| 262 |
+
tags$tr(
|
| 263 |
+
tags$td(textOutput("move_count")),
|
| 264 |
+
tags$td(""),
|
| 265 |
+
tags$td(textOutput("hint_count"))
|
| 266 |
+
)
|
| 267 |
+
),
|
| 268 |
+
# Grid 3x3 menggunakan table untuk memastikan layout yang benar
|
| 269 |
+
tags$table(
|
| 270 |
+
style = "margin: 0 auto; border-collapse: separate; border-spacing: 5px;",
|
| 271 |
+
tags$tr(
|
| 272 |
+
tags$td(uiOutput("tile_1")),
|
| 273 |
+
tags$td(uiOutput("tile_2")),
|
| 274 |
+
tags$td(uiOutput("tile_3"))
|
| 275 |
+
),
|
| 276 |
+
tags$tr(
|
| 277 |
+
tags$td(uiOutput("tile_4")),
|
| 278 |
+
tags$td(uiOutput("tile_5")),
|
| 279 |
+
tags$td(uiOutput("tile_6"))
|
| 280 |
+
),
|
| 281 |
+
tags$tr(
|
| 282 |
+
tags$td(uiOutput("tile_7")),
|
| 283 |
+
tags$td(uiOutput("tile_8")),
|
| 284 |
+
tags$td(uiOutput("tile_9"))
|
| 285 |
+
),
|
| 286 |
+
tags$tr(
|
| 287 |
+
tags$td(""),
|
| 288 |
+
tags$td(""),
|
| 289 |
+
tags$td(""),
|
| 290 |
+
),
|
| 291 |
+
tags$tr(
|
| 292 |
+
tags$td(actionButton("new_game", "New Game", class = "btn-success btn-block")),
|
| 293 |
+
tags$td(actionButton("reset_game", "Reset", class = "btn-warning btn-block")),
|
| 294 |
+
tags$td(actionButton("hint_button", "Hint", class = "btn-info btn-block"))
|
| 295 |
+
)
|
| 296 |
+
),
|
| 297 |
+
br(),
|
| 298 |
+
uiOutput('game_state'),
|
| 299 |
+
uiOutput("final_moves_count"),
|
| 300 |
+
br(),
|
| 301 |
+
uiOutput('hint_message')
|
| 302 |
+
)
|
| 303 |
),
|
| 304 |
+
column(7,
|
| 305 |
+
wellPanel(
|
| 306 |
+
h3("Cara Bermain"),
|
| 307 |
+
p("Tujuan: Susun angka 1-8 secara berurutan dengan kotak kosong di pojok kanan bawah."),
|
| 308 |
+
tags$ul(
|
| 309 |
+
tags$li("Hanya angka yang bersebelahan langsung dengan kotak kosong yang dapat dipindahkan"),
|
| 310 |
+
tags$li("Anda bisa memindahkan angka ke atas, bawah, kiri, atau kanan ke kotak kosong"),
|
| 311 |
+
tags$li("Klik pada angka yang ingin Anda pindahkan (harus bersebelahan dengan kotak kosong)")
|
| 312 |
+
),
|
| 313 |
+
br(),
|
| 314 |
+
h4("Petunjuk:"),
|
| 315 |
+
p("Klik kotak angka yang bersebelahan dengan kotak kosong untuk memindahkannya."),
|
| 316 |
+
p("Susun angka 1-8 secara berurutan dengan kotak kosong di pojok kanan bawah.")
|
| 317 |
+
)
|
| 318 |
+
)
|
| 319 |
),
|
| 320 |
+
br()
|
| 321 |
)
|
| 322 |
|
| 323 |
+
# Server
|
| 324 |
server <- function(input, output, session) {
|
| 325 |
+
# Inisialisasi state permainan
|
| 326 |
+
game_state <- reactiveValues(
|
| 327 |
+
puzzle = create_solvable_puzzle(),
|
| 328 |
+
initial_puzzle = NULL,
|
| 329 |
+
moves = 0,
|
| 330 |
+
game_won = FALSE,
|
| 331 |
+
hints_used = 0,
|
| 332 |
+
hint_position = NULL,
|
| 333 |
+
solution = NULL,
|
| 334 |
+
solution_step = 0
|
| 335 |
+
)
|
| 336 |
+
|
| 337 |
+
# Simpan puzzle awal saat aplikasi dimulai
|
| 338 |
+
observe({
|
| 339 |
+
if(is.null(game_state$initial_puzzle)) {
|
| 340 |
+
game_state$initial_puzzle <- game_state$puzzle
|
| 341 |
+
# Hitung ulang langkah optimal (seharusnya sama dengan yang disimpan)
|
| 342 |
+
game_state$optimal_steps <- solve_puzzle_bfs(game_state$initial_puzzle)
|
| 343 |
+
}
|
| 344 |
+
})
|
| 345 |
+
|
| 346 |
+
# Observer untuk menghitung solusi setiap kali puzzle berubah
|
| 347 |
+
observe({
|
| 348 |
+
# Hanya hitung solusi jika game belum selesai
|
| 349 |
+
if(!game_state$game_won) {
|
| 350 |
+
# Hitung solusi menggunakan A* algorithm
|
| 351 |
+
solution <- solve_puzzle(game_state$puzzle)
|
| 352 |
+
game_state$solution <- solution
|
| 353 |
+
game_state$solution_step <- 0 # Reset langkah solusi
|
| 354 |
+
}
|
| 355 |
+
})
|
| 356 |
+
|
| 357 |
+
# Tangani klik pada kotak puzzle (melalui observer global)
|
| 358 |
+
observe({
|
| 359 |
+
# Cek semua kemungkinan input tile
|
| 360 |
+
for(i in 1:9) {
|
| 361 |
+
local({
|
| 362 |
+
tile_id <- i
|
| 363 |
+
input_name <- paste0("tile_", tile_id)
|
| 364 |
+
|
| 365 |
+
observeEvent(input[[input_name]], {
|
| 366 |
+
if(!game_state$game_won) {
|
| 367 |
+
# Panggil move_tile dan dapatkan hasil dengan status pergerakan
|
| 368 |
+
result <- move_tile(game_state$puzzle, tile_id)
|
| 369 |
+
|
| 370 |
+
# Hanya update puzzle dan increment moves jika pergerakan valid
|
| 371 |
+
if(result$moved) {
|
| 372 |
+
game_state$puzzle <- result$puzzle
|
| 373 |
+
game_state$moves <- game_state$moves + 1
|
| 374 |
+
game_state$hint_position <- NULL # Reset hint saat pemain bergerak
|
| 375 |
+
game_state$solution_step <- game_state$solution_step + 1 # Increment langkah solusi
|
| 376 |
+
|
| 377 |
+
# Cek apakah puzzle sudah selesai
|
| 378 |
+
if(is_solved(game_state$puzzle)) {
|
| 379 |
+
game_state$game_won <- TRUE
|
| 380 |
+
}
|
| 381 |
+
}
|
| 382 |
+
}
|
| 383 |
+
})
|
| 384 |
+
})
|
| 385 |
+
}
|
| 386 |
+
})
|
| 387 |
+
|
| 388 |
+
# Tombol permainan baru
|
| 389 |
+
observeEvent(input$new_game, {
|
| 390 |
+
message("New Game created")
|
| 391 |
+
new_puzzle <- create_solvable_puzzle()
|
| 392 |
+
game_state$puzzle <- new_puzzle
|
| 393 |
+
game_state$initial_puzzle <- new_puzzle # Update initial puzzle
|
| 394 |
+
game_state$moves <- 0
|
| 395 |
+
game_state$game_won <- FALSE
|
| 396 |
+
game_state$hints_used <- 0
|
| 397 |
+
game_state$hint_position <- NULL
|
| 398 |
+
game_state$solution <- NULL
|
| 399 |
+
game_state$solution_step <- 0
|
| 400 |
+
# Hitung ulang langkah optimal (seharusnya sama dengan yang disimpan)
|
| 401 |
+
game_state$optimal_steps <- solve_puzzle_bfs(game_state$initial_puzzle)
|
| 402 |
+
})
|
| 403 |
+
|
| 404 |
+
# Tombol reset
|
| 405 |
+
observeEvent(input$reset_game, {
|
| 406 |
+
message("Game reset")
|
| 407 |
+
if(!is.null(game_state$initial_puzzle)) {
|
| 408 |
+
game_state$puzzle <- game_state$initial_puzzle
|
| 409 |
+
game_state$moves <- 0
|
| 410 |
+
game_state$game_won <- FALSE
|
| 411 |
+
game_state$hint_position <- NULL
|
| 412 |
+
game_state$solution_step <- 0
|
| 413 |
+
# Hitung ulang langkah optimal (seharusnya sama dengan yang disimpan)
|
| 414 |
+
game_state$optimal_steps <- solve_puzzle_bfs(game_state$initial_puzzle)
|
| 415 |
+
}
|
| 416 |
+
})
|
| 417 |
+
|
| 418 |
+
# Tombol hint
|
| 419 |
+
observeEvent(input$hint_button, {
|
| 420 |
+
if(!game_state$game_won & game_state$hints_used <= max_hint) {
|
| 421 |
+
# Dapatkan hint dari solusi yang disimpan
|
| 422 |
+
hint_pos <- get_hint_from_solution(game_state$puzzle, game_state$solution, game_state$solution_step)
|
| 423 |
+
|
| 424 |
+
if(!is.null(hint_pos)) {
|
| 425 |
+
game_state$hint_position <- hint_pos
|
| 426 |
+
game_state$hints_used <- game_state$hints_used + 1
|
| 427 |
}
|
| 428 |
+
}
|
| 429 |
+
})
|
| 430 |
+
|
| 431 |
+
# Render setiap tile secara individual
|
| 432 |
+
for(i in 1:9) {
|
| 433 |
+
local({
|
| 434 |
+
tile_index <- i
|
| 435 |
+
|
| 436 |
+
output[[paste0("tile_", tile_index)]] <- renderUI({
|
| 437 |
+
value <- game_state$puzzle[tile_index]
|
| 438 |
+
|
| 439 |
+
# Tentukan style berdasarkan apakah ini adalah hint
|
| 440 |
+
is_hint <- !is.null(game_state$hint_position) && game_state$hint_position == tile_index
|
| 441 |
+
hint_style <- if(is_hint) "box-shadow: 0 0 10px 3px orange; border: 3px solid orange;" else ""
|
| 442 |
+
size <- 200
|
| 443 |
+
|
| 444 |
+
if(value == 0) {
|
| 445 |
+
# Kotak kosong
|
| 446 |
+
div(
|
| 447 |
+
style = paste0("width: ", size, "px; height: ", size, "px; border: 2px solid #333;
|
| 448 |
+
background-color: #f0f0f0; display: flex; align-items: center;
|
| 449 |
+
justify-content: center; font-size: 24px; font-weight: bold;", hint_style),
|
| 450 |
+
""
|
| 451 |
+
)
|
| 452 |
+
} else {
|
| 453 |
+
# Kotak dengan angka
|
| 454 |
+
actionButton(
|
| 455 |
+
paste0("tile_", tile_index),
|
| 456 |
+
label = as.character(value),
|
| 457 |
+
style = paste0("width: ", size, "px; height: ", size, "px; border: 2px solid #333;
|
| 458 |
+
background-color: #4CAF50; color: white; font-size: 24px;
|
| 459 |
+
font-weight: bold;", hint_style)
|
| 460 |
+
)
|
| 461 |
+
}
|
| 462 |
+
})
|
| 463 |
+
})
|
| 464 |
+
}
|
| 465 |
+
|
| 466 |
+
# Status permainan
|
| 467 |
+
output$game_status <- renderText({
|
| 468 |
+
blank_pos <- get_blank_position(game_state$puzzle)
|
| 469 |
+
return(blank_pos)
|
| 470 |
+
})
|
| 471 |
+
# Jumlah langkah
|
| 472 |
+
output$move_count <- renderText({
|
| 473 |
+
if(!is.null(game_state$optimal_steps) && game_state$optimal_steps >= 0) {
|
| 474 |
+
optimal <- game_state$optimal_steps
|
| 475 |
+
} else {
|
| 476 |
+
optimal <- "Menghitung..."
|
| 477 |
+
}
|
| 478 |
+
paste0(game_state$moves, " / ", optimal)
|
| 479 |
+
})
|
| 480 |
+
|
| 481 |
+
output$final_moves_count <- renderUI({
|
| 482 |
+
if(game_state$game_won) {
|
| 483 |
+
div(
|
| 484 |
+
style = "text-align: center; font-size: 16px;",
|
| 485 |
+
paste("Selesai dalam", game_state$moves, "langkah!")
|
| 486 |
+
)
|
| 487 |
+
}
|
| 488 |
+
})
|
| 489 |
|
| 490 |
+
# Jumlah hint yang digunakan
|
| 491 |
+
output$hint_count <- renderText({
|
| 492 |
+
paste(game_state$hints_used, "/ ", max_hint)
|
| 493 |
+
})
|
| 494 |
+
|
| 495 |
+
# Langkah optimal
|
| 496 |
+
output$optimal_steps <- renderText({
|
| 497 |
+
if(!is.null(game_state$optimal_steps) && game_state$optimal_steps >= 0) {
|
| 498 |
+
game_state$optimal_steps
|
| 499 |
+
} else {
|
| 500 |
+
"Menghitung..."
|
| 501 |
+
}
|
| 502 |
+
})
|
| 503 |
+
|
| 504 |
+
# Pesan hint
|
| 505 |
+
output$hint_message <- renderUI({
|
| 506 |
+
if(!is.null(game_state$hint_position) & game_state$hints_used < max_hint & !game_state$game_won) {
|
| 507 |
+
div(
|
| 508 |
+
style = "text-align: center; color: orange; font-size: 16px; font-weight: bold;",
|
| 509 |
+
icon("lightbulb"),
|
| 510 |
+
paste("Hint: Klik angka", game_state$puzzle[game_state$hint_position])
|
| 511 |
+
)
|
| 512 |
+
} else if(game_state$hints_used >= max_hint & !game_state$game_won) {
|
| 513 |
+
div(
|
| 514 |
+
style = "text-align: center; color: red; font-size: 16px; font-weight: bold;",
|
| 515 |
+
paste0("Anda telah menggunakan semua hint (", game_state$hints_used, " / ", max_hint, ")")
|
| 516 |
+
)
|
| 517 |
+
}
|
| 518 |
+
})
|
| 519 |
+
|
| 520 |
+
# Status kemenangan
|
| 521 |
+
output$game_won <- reactive({
|
| 522 |
+
return(game_state$game_won)
|
| 523 |
+
})
|
| 524 |
+
|
| 525 |
+
# Untuk conditionalPanel
|
| 526 |
+
output$game_state <- renderUI({
|
| 527 |
+
req(game_state$game_won)
|
| 528 |
+
if(game_state$game_won){
|
| 529 |
+
div(
|
| 530 |
+
style = "text-align: center; color: green; font-size: 20px; font-weight: bold;",
|
| 531 |
+
icon("trophy"),
|
| 532 |
+
"Selamat! Anda Menyelesaikan Puzzle!"
|
| 533 |
+
)
|
| 534 |
+
}
|
| 535 |
+
})
|
| 536 |
}
|
| 537 |
|
| 538 |
+
# Jalankan aplikasi
|
| 539 |
+
shinyApp(ui = ui, server = server)
|