Create minimal_global.R
Browse files- minimal_global.R +186 -0
minimal_global.R
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| 1 |
+
# Minimal Global Functions for Puzzle8 Game
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| 2 |
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# Simple, fast, and focused on core gameplay
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| 3 |
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| 4 |
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# Constants
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| 5 |
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SOLVED_STATE <- c(1, 2, 3, 4, 5, 6, 7, 8, 0)
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| 6 |
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| 7 |
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# Utility functions
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| 8 |
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pos_to_coords <- function(pos) {
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| 9 |
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list(row = (pos - 1) %/% 3 + 1, col = (pos - 1) %% 3 + 1)
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| 10 |
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}
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| 11 |
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| 12 |
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coords_to_pos <- function(row, col) {
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| 13 |
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(row - 1) * 3 + col
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| 14 |
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}
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| 15 |
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| 16 |
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is_valid_position <- function(row, col) {
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| 17 |
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row >= 1 && row <= 3 && col >= 1 && col <= 3
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| 18 |
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}
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| 19 |
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| 20 |
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# Create a solvable puzzle using simple shuffling
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| 21 |
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create_solvable_puzzle <- function(moves = 100) {
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| 22 |
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puzzle <- SOLVED_STATE
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| 23 |
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blank_pos <- 9
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| 24 |
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| 25 |
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# Simple shuffling with valid moves
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| 26 |
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for(i in 1:moves) {
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| 27 |
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coords <- pos_to_coords(blank_pos)
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| 28 |
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valid_moves <- c()
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| 29 |
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| 30 |
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# Check all four directions
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| 31 |
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directions <- list(
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| 32 |
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list(row = -1, col = 0), # Up
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| 33 |
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list(row = 1, col = 0), # Down
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| 34 |
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list(row = 0, col = -1), # Left
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| 35 |
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list(row = 0, col = 1) # Right
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| 36 |
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)
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| 37 |
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| 38 |
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for(dir in directions) {
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| 39 |
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new_row <- coords$row + dir$row
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| 40 |
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new_col <- coords$col + dir$col
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| 41 |
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| 42 |
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if(is_valid_position(new_row, new_col)) {
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| 43 |
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valid_moves <- c(valid_moves, coords_to_pos(new_row, new_col))
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| 44 |
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}
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| 45 |
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}
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| 46 |
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| 47 |
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if(length(valid_moves) > 0) {
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| 48 |
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move_pos <- sample(valid_moves, 1)
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| 49 |
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| 50 |
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# Swap tiles
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| 51 |
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temp <- puzzle[blank_pos]
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| 52 |
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puzzle[blank_pos] <- puzzle[move_pos]
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| 53 |
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puzzle[move_pos] <- temp
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| 54 |
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| 55 |
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blank_pos <- move_pos
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| 56 |
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}
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| 57 |
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}
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| 58 |
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| 59 |
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# Ensure puzzle is not already solved
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| 60 |
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if(identical(puzzle, SOLVED_STATE)) {
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| 61 |
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return(create_solvable_puzzle(moves + 20))
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| 62 |
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}
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| 63 |
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| 64 |
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return(puzzle)
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| 65 |
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}
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| 66 |
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| 67 |
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# Check if puzzle is solved
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| 68 |
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is_solved <- function(puzzle) {
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| 69 |
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identical(puzzle, SOLVED_STATE)
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| 70 |
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}
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| 71 |
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| 72 |
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# Get blank position
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| 73 |
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get_blank_position <- function(puzzle) {
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| 74 |
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which(puzzle == 0)[1]
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| 75 |
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}
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| 76 |
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| 77 |
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# Get valid moves for current blank position
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| 78 |
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get_valid_moves <- function(blank_pos) {
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| 79 |
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coords <- pos_to_coords(blank_pos)
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| 80 |
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valid_moves <- c()
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| 81 |
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| 82 |
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directions <- list(
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| 83 |
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list(row = -1, col = 0), # Up
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| 84 |
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list(row = 1, col = 0), # Down
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| 85 |
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list(row = 0, col = -1), # Left
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| 86 |
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list(row = 0, col = 1) # Right
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| 87 |
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)
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| 88 |
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| 89 |
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for(dir in directions) {
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| 90 |
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new_row <- coords$row + dir$row
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| 91 |
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new_col <- coords$col + dir$col
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| 92 |
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| 93 |
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if(is_valid_position(new_row, new_col)) {
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| 94 |
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valid_moves <- c(valid_moves, coords_to_pos(new_row, new_col))
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| 95 |
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}
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| 96 |
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}
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| 97 |
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| 98 |
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return(valid_moves)
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| 99 |
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}
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| 100 |
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| 101 |
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# Move tile with validation - core game mechanic
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| 102 |
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move_tile <- function(puzzle, tile_position) {
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| 103 |
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blank_pos <- get_blank_position(puzzle)
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| 104 |
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valid_moves <- get_valid_moves(blank_pos)
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| 105 |
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| 106 |
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if(tile_position %in% valid_moves) {
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| 107 |
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# Create new puzzle state
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| 108 |
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new_puzzle <- puzzle
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| 109 |
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new_puzzle[blank_pos] <- puzzle[tile_position]
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| 110 |
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new_puzzle[tile_position] <- 0
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| 111 |
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| 112 |
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return(list(puzzle = new_puzzle, moved = TRUE))
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| 113 |
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}
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| 114 |
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| 115 |
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return(list(puzzle = puzzle, moved = FALSE))
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| 116 |
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}
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| 117 |
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| 118 |
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# Check if puzzle is solvable using inversion count
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| 119 |
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is_solvable <- function(puzzle) {
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| 120 |
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# Count inversions (excluding blank tile)
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| 121 |
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tiles <- puzzle[puzzle != 0]
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| 122 |
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inversions <- 0
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| 123 |
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| 124 |
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for(i in 1:(length(tiles) - 1)) {
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| 125 |
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for(j in (i + 1):length(tiles)) {
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| 126 |
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if(tiles[i] > tiles[j]) {
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| 127 |
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inversions <- inversions + 1
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| 128 |
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}
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| 129 |
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}
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| 130 |
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}
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| 131 |
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| 132 |
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# For 3x3 puzzle, solvable if inversions are even
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| 133 |
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return(inversions %% 2 == 0)
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| 134 |
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}
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| 135 |
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| 136 |
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# Validate puzzle state
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| 137 |
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validate_puzzle <- function(puzzle) {
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| 138 |
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# Check length
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| 139 |
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if(length(puzzle) != 9) {
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| 140 |
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return(FALSE)
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| 141 |
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}
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| 142 |
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| 143 |
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# Check if all numbers 0-8 are present exactly once
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| 144 |
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expected_tiles <- 0:8
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| 145 |
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if(!setequal(puzzle, expected_tiles)) {
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| 146 |
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return(FALSE)
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| 147 |
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}
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| 148 |
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| 149 |
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# Check if solvable
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| 150 |
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if(!is_solvable(puzzle)) {
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| 151 |
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return(FALSE)
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| 152 |
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}
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| 153 |
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| 154 |
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return(TRUE)
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| 155 |
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}
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| 156 |
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| 157 |
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# Generate test puzzles for development
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| 158 |
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generate_test_puzzles <- function(n = 5) {
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| 159 |
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puzzles <- list()
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| 160 |
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| 161 |
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for(i in 1:n) {
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| 162 |
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repeat {
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| 163 |
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puzzle <- create_solvable_puzzle()
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| 164 |
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if(validate_puzzle(puzzle) && !is_solved(puzzle)) {
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| 165 |
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puzzles[[i]] <- puzzle
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| 166 |
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break
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| 167 |
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}
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| 168 |
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}
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| 169 |
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}
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| 170 |
+
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| 171 |
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return(puzzles)
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| 172 |
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}
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| 173 |
+
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| 174 |
+
# Simple puzzle statistics
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| 175 |
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get_puzzle_stats <- function(puzzle) {
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| 176 |
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blank_pos <- get_blank_position(puzzle)
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| 177 |
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valid_moves <- get_valid_moves(blank_pos)
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| 178 |
+
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| 179 |
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return(list(
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| 180 |
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blank_position = blank_pos,
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| 181 |
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valid_moves = valid_moves,
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| 182 |
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num_valid_moves = length(valid_moves),
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| 183 |
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is_solved = is_solved(puzzle),
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| 184 |
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is_valid = validate_puzzle(puzzle)
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| 185 |
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))
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| 186 |
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}
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