File size: 14,953 Bytes
67acd34
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
#!/usr/bin/env python3
"""
Simple script to verify if a puzzle ASCII state is solved.

Supports: bridges, undead, galaxies, pattern, loopy

Usage:
    # From stdin
    python verifier.py bridges < ascii_state.txt
    python verifier.py undead < ascii_state.txt
    
    # From command line argument
    python verifier.py bridges "3|.|2\n..."
    python verifier.py undead "G: 3 V: 1 Z: 6\n\n   2 3 1 1  \n..."
    python verifier.py galaxies "+-+-+\n|o o|\n+-+-+\n|o o|\n+-+-+\n"
    python verifier.py loopy " x x x - x \nx x0x |3| x\n..."
    
    # With escape sequences
    echo "3|.|2\n..." | python verifier.py bridges
    echo "G: 3 V: 1 Z: 6\n\n..." | python verifier.py undead
    echo "+-+-+\n|o o|\n..." | python verifier.py galaxies
"""

import sys
import argparse
import warnings
from rlp.puzzle import Puzzle
from rlp.ascii_parser import parse_ascii_bridges, check_bridges_structural_validity, parse_ascii_undead, check_undead_structural_validity, parse_ascii_galaxies, check_galaxies_structural_validity, parse_ascii_pattern, parse_ascii_loopy


def verify_ascii_state(puzzle, ascii_text: str, problem_ascii: str = None) -> str:
    """
    Verify if an ASCII puzzle state is solved.
    
    Args:
        puzzle: Puzzle instance (must be initialized with new_game())
        ascii_text: ASCII representation of puzzle state
        problem_ascii: Optional ASCII representation of the original problem state.
                      When provided, checks that pre-filled cells haven't been modified.
                      For bridges: checks islands haven't moved/changed.
                      For galaxies: checks dots haven't moved/removed.
        
    Returns:
        str: "SOLVED" if the state is solved, "NOT SOLVED" otherwise
        
    Raises:
        Exception: If verification fails
    """
    puzzle_type = puzzle.puzzle_name
    
    try:
        if puzzle_type == "bridges":
            # Warn if problem_ascii not provided
            if problem_ascii is None:
                warnings.warn(
                    "verify_ascii_state called for bridges without problem_ascii. "
                    "Startboard modification check will be skipped.",
                    UserWarning
                )
            
            # First check structural validity (includes island modification check if problem_ascii provided)
            if not check_bridges_structural_validity(str(ascii_text), problem_ascii=problem_ascii):
                # Structurally invalid (broken lines, modified clues, etc.)
                return "NOT SOLVED"
            
            # Parse ASCII with Python parser
            state_dict = parse_ascii_bridges(str(ascii_text))
            
            # Load state dict
            loaded_state_ptr = puzzle.load_state_dict(state_dict)
            
            # Get free_game function
            me = puzzle.fe.contents.me.contents
            game = me.ourgame.contents
            free_game_func = game.free_game
            
            try:
                # Check if solved (completed flag)
                is_solved = loaded_state_ptr.contents.completed
                
                if is_solved:
                    return "SOLVED"
                else:
                    return "NOT SOLVED"
            finally:
                # Free the loaded state
                if loaded_state_ptr:
                    free_game_func(loaded_state_ptr)
        elif puzzle_type == "undead":
            # First check structural validity
            if not check_undead_structural_validity(str(ascii_text)):
                # Structurally invalid (missing header, no grid, invalid format, etc.)
                return "NOT SOLVED"
            
            # Use new pipeline: parse → load → check
            # Parse ASCII with Python parser
            state_dict = parse_ascii_undead(str(ascii_text))
            
            # Load state dict
            loaded_state_ptr = puzzle.load_state_dict(state_dict)
            
            # Get free_game function
            me = puzzle.fe.contents.me.contents
            game = me.ourgame.contents
            free_game_func = game.free_game
            
            try:
                # Check if solved (undead only has 'solved' field, not 'completed')
                is_solved = loaded_state_ptr.contents.solved
                
                if is_solved:
                    return "SOLVED"
                else:
                    return "NOT SOLVED"
            finally:
                # Free the loaded state
                if loaded_state_ptr:
                    free_game_func(loaded_state_ptr)
        elif puzzle_type == "galaxies":
            # Warn if problem_ascii not provided
            if problem_ascii is None:
                warnings.warn(
                    "verify_ascii_state called for galaxies without problem_ascii. "
                    "Startboard modification check will be skipped.",
                    UserWarning
                )
            
            # First check structural validity (includes dot modification check if problem_ascii provided)
            if not check_galaxies_structural_validity(str(ascii_text), problem_ascii=problem_ascii):
                # Structurally invalid (invalid dimensions, dots modified, etc.)
                return "NOT SOLVED"
            
            # Use new pipeline: parse → load → check
            # Parse ASCII with Python parser
            state_dict = parse_ascii_galaxies(str(ascii_text))
            
            # Load state dict
            loaded_state_ptr = puzzle.load_state_dict(state_dict)
            
            # Get free_game function
            me = puzzle.fe.contents.me.contents
            game = me.ourgame.contents
            free_game_func = game.free_game
            
            try:
                # Check if solved (galaxies uses 'completed' field)
                is_solved = loaded_state_ptr.contents.completed
                
                if is_solved:
                    return "SOLVED"
                else:
                    return "NOT SOLVED"
            finally:
                # Free the loaded state
                if loaded_state_ptr:
                    free_game_func(loaded_state_ptr)
        elif puzzle_type == "pattern":
            # Use new pipeline: parse → load → check
            # Parse ASCII with Python parser
            state_dict = parse_ascii_pattern(str(ascii_text))
            
            # Load state dict
            loaded_state_ptr = puzzle.load_state_dict(state_dict)
            
            # Get free_game function
            me = puzzle.fe.contents.me.contents
            game = me.ourgame.contents
            free_game_func = game.free_game
            
            try:
                # Check if solved (pattern uses 'completed' field)
                is_solved = loaded_state_ptr.contents.completed
                
                if is_solved:
                    return "SOLVED"
                else:
                    return "NOT SOLVED"
            finally:
                # Free the loaded state
                if loaded_state_ptr:
                    free_game_func(loaded_state_ptr)
        elif puzzle_type == "loopy":
            # Use new pipeline: parse → load → check
            
            # IMPORTANT: Early dimension check to prevent segfaults
            # Creating temp puzzle instances for each unique dimension causes segfaults
            # after ~20 instances. Validate dimensions BEFORE calling parse_ascii_loopy
            # to avoid creating temp puzzles for invalid/malformed ASCII.
            expected_dimensions = {(5, 5), (7, 7), (10, 10)}  # easy, medium, hard
            
            # Pre-check dimensions without creating any puzzle instances
            try:
                ascii_str = str(ascii_text)
                if ascii_str.endswith('\n'):
                    lines = ascii_str[:-1].split('\n')
                else:
                    lines = ascii_str.split('\n')
                
                content_lines = [line for line in lines if line.strip() or len(line) > 0]
                H = len(content_lines) if len(content_lines) > 0 else len(lines)
                max_W_content = max((len(line) for line in lines), default=0)
                
                if max_W_content == 0:
                    return "NOT SOLVED"
                
                W = max_W_content + 1
                if (H - 1) % 2 != 0:
                    H += 1
                
                # Check valid dimension format
                if (W - 2) % 2 != 0 or (H - 1) % 2 != 0:
                    return "NOT SOLVED"
                
                w = (W - 2) // 2
                h = (H - 1) // 2
                
                if w < 1 or h < 1:
                    return "NOT SOLVED"
                
                # Reject unexpected dimensions to prevent temp puzzle creation
                if (w, h) not in expected_dimensions:
                    return "NOT SOLVED"
            except Exception:
                return "NOT SOLVED"
            
            try:
                # Parse ASCII with Python parser, passing existing puzzle instance to avoid creating temp ones
                state_dict = parse_ascii_loopy(str(ascii_text), grid_type=0, puzzle_instance=puzzle)
            except ValueError as e:
                # Check if this is a dimension validation error (model mistake in response format)
                error_msg = str(e)
                if any(keyword in error_msg for keyword in [
                    "Invalid canvas width",
                    "Invalid canvas height", 
                    "Invalid dimensions",
                    "Dimension mismatch"
                ]):
                    # Model made a mistake in the response format - treat as NOT SOLVED
                    return "NOT SOLVED"
                else:
                    # Other ValueError - might indicate a bug, re-raise
                    raise
            
            # Load state dict
            loaded_state_ptr = puzzle.load_state_dict(state_dict)
            
            # Get free_game function
            me = puzzle.fe.contents.me.contents
            game = me.ourgame.contents
            free_game_func = game.free_game
            
            try:
                # Check if solved (loopy uses 'solved' field)
                is_solved = loaded_state_ptr.contents.solved
                
                if is_solved:
                    return "SOLVED"
                else:
                    return "NOT SOLVED"
            finally:
                # Free the loaded state
                if loaded_state_ptr:
                    free_game_func(loaded_state_ptr)
        else:
            # For other puzzles, fall back to old method
            is_solved = puzzle.check_ascii_solved(str(ascii_text))
            
            if is_solved:
                return "SOLVED"
            else:
                return "NOT SOLVED"
    except ValueError as e:
        # Check if this is a dimension validation error from parsing (model mistake)
        error_msg = str(e)
        if any(keyword in error_msg for keyword in [
            "Invalid canvas width",
            "Invalid canvas height",
            "Invalid dimensions", 
            "Dimension mismatch",
            "Invalid grid width",
            "Invalid grid height"
        ]):
            # Model made a mistake in the response format - treat as NOT SOLVED
            return "NOT SOLVED"
        else:
            # Other ValueError - might indicate a bug, re-raise
            raise
    except Exception as e:
        # Other unexpected errors - re-raise with context
        raise Exception(f"Failed to check puzzle state: {e}") from e


def main():
    """Read ASCII state and check if solved."""
    parser = argparse.ArgumentParser(
        description='Verify if a puzzle ASCII state is solved',
        formatter_class=argparse.RawDescriptionHelpFormatter,
        epilog="""
Examples:
  python verifier.py bridges "3|.|2\\n..."
  python verifier.py undead "G: 3 V: 1 Z: 6\\n\\n   2 3 1 1  \\n..."
  python verifier.py galaxies "+-+-+\\n|o o|\\n..."
  echo "..." | python verifier.py bridges
        """
    )
    parser.add_argument(
        'puzzle_type',
        choices=['bridges', 'undead', 'galaxies', 'pattern', 'loopy'],
        help='Type of puzzle to verify'
    )
    parser.add_argument(
        'ascii_text',
        nargs='?',
        help='ASCII representation of puzzle state (if not provided, read from stdin)'
    )
    parser.add_argument(
        '--arg',
        default=None,
        help='Puzzle initialization argument (e.g., "5x5deL" for bridges, "4x4" for undead)'
    )
    parser.add_argument(
        '--problem',
        default=None,
        help='Original problem ASCII state (for checking startboard modifications)'
    )
    
    args = parser.parse_args()
    
    # Read ASCII input
    if args.ascii_text:
        # ASCII state provided as command line argument
        ascii_text = args.ascii_text
        # Convert escape sequences like \n to actual newlines
        # This handles cases where user passes "text\nmore" from command line
        ascii_text = ascii_text.encode().decode('unicode_escape')
    else:
        # Read from stdin
        ascii_text = sys.stdin.read()
    
    if not ascii_text.strip():
        print("Error: No ASCII state provided", file=sys.stderr)
        sys.exit(1)
    
    # Determine puzzle initialization argument if not provided
    if args.arg is None:
        if args.puzzle_type == "bridges":
            args.arg = '5x5deL'  # Default for bridges
        elif args.puzzle_type == "undead":
            args.arg = '4x4'  # Default for undead
        elif args.puzzle_type == "galaxies":
            args.arg = '4x4'  # Default for galaxies
        elif args.puzzle_type == "pattern":
            args.arg = '5x5'  # Default for pattern
        elif args.puzzle_type == "loopy":
            args.arg = '5x5t0'  # Default for loopy (5x5 square grid)
    
    # Create puzzle instance
    puzzle = Puzzle(args.puzzle_type, arg=args.arg, headless=True)
    puzzle.new_game()  # Initialize the game structure
    
    try:
        # Process problem ASCII if provided
        problem_ascii = None
        if args.problem:
            problem_ascii = args.problem.encode().decode('unicode_escape')
        
        # Verify the ASCII state
        result = verify_ascii_state(puzzle, ascii_text, problem_ascii=problem_ascii)
        print(result)
        sys.exit(0 if result == "SOLVED" else 1)
    except Exception as e:
        print(f"Error: {e}", file=sys.stderr)
        import traceback
        traceback.print_exc()
        sys.exit(1)
    finally:
        # Clean up puzzle instance
        import gc
        gc.collect()
        del puzzle
        gc.collect()


if __name__ == "__main__":
    main()