:roclet: improve algorithm, add an intermediate phase to clean up residual cell from previous layer, before grabing the free ones
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159
packages/compute/getBestTunnel.ts
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159
packages/compute/getBestTunnel.ts
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import {
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copyGrid,
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getColor,
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isEmpty,
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isInside,
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setColorEmpty,
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} from "@snk/types/grid";
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import { around4 } from "@snk/types/point";
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import { sortPush } from "./utils/sortPush";
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import {
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createSnakeFromCells,
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getHeadX,
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getHeadY,
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nextSnake,
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snakeEquals,
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snakeWillSelfCollide,
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} from "@snk/types/snake";
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import type { Snake } from "@snk/types/snake";
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import type { Color, Grid } from "@snk/types/grid";
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import type { Point } from "@snk/types/point";
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type M = {
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snake: Snake;
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grid: Grid;
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parent: M | null;
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w: number;
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h: number;
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f: number;
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};
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const unwrap = (m: M | null): Snake[] =>
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m ? [m.snake, ...unwrap(m.parent)] : [];
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/**
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* returns the path to reach the outside which contains the least color cell
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*/
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const getSnakeEscapePath = (grid0: Grid, snake0: Snake, color: Color) => {
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const openList: M[] = [
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{ snake: snake0, grid: grid0, w: 0, h: 0, f: 0, parent: null },
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];
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const closeList: Snake[] = [];
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while (openList.length) {
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const o = openList.shift()!;
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for (const a of around4) {
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if (!snakeWillSelfCollide(o.snake, a.x, a.y)) {
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const y = getHeadY(o.snake) + a.y;
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const x = getHeadX(o.snake) + a.x;
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if (!isInside(grid0, x, y)) {
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// unwrap and return
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const points: Point[] = [];
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points.push({ x, y });
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let e: M["parent"] = o;
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while (e) {
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points.unshift({
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y: getHeadY(e.snake),
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x: getHeadX(e.snake),
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});
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e = e.parent;
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}
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return points;
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}
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const u = getColor(grid0, x, y);
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if (isEmpty(u) || u <= color) {
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const snake = nextSnake(o.snake, a.x, a.y);
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if (!closeList.some((s0) => snakeEquals(s0, snake))) {
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let grid = o.grid;
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if (!isEmpty(u)) {
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grid = copyGrid(grid);
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setColorEmpty(grid, x, y);
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}
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const h = Math.abs(grid.height / 2 - y);
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const w = o.w + (u === color ? 1 : 0);
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const f = w * 1000 - h;
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sortPush(
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openList,
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{ snake, grid, parent: o, h, w, f },
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(a, b) => a.f - b.f
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);
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closeList.push(snake);
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}
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}
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}
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}
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}
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return null;
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};
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/**
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* compute the best tunnel to get to the cell and back to the outside ( best = less usage of <color> )
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*/
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export const getBestTunnel = (
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grid: Grid,
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x: number,
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y: number,
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color: Color,
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snakeN: number
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) => {
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const c = { x, y };
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const snake = createSnakeFromCells(Array.from({ length: snakeN }, () => c));
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const one = getSnakeEscapePath(grid, snake, color);
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if (!one) return null;
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// get the position of the snake if it was going to leave the x,y cell
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const snakeICells = one.slice(0, snakeN);
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while (snakeICells.length < snakeN)
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snakeICells.push(snakeICells[snakeICells.length - 1]);
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const snakeI = createSnakeFromCells(snakeICells);
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// remove from the grid the colors that one eat
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const gridI = copyGrid(grid);
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for (const { x, y } of one) setColorEmpty(gridI, x, y);
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const two = getSnakeEscapePath(gridI, snakeI, color);
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if (!two) return null;
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one.reverse();
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one.pop();
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trimTunnelStart(grid, one);
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trimTunnelEnd(grid, two);
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one.push(...two);
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return one;
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};
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/**
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* remove empty cell from start
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*/
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export const trimTunnelStart = (grid: Grid, tunnel: Point[]) => {
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while (tunnel.length) {
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const { x, y } = tunnel[0];
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if (!isInside(grid, x, y) || isEmpty(getColor(grid, x, y))) tunnel.shift();
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else break;
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}
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};
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/**
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* remove empty cell from end
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*/
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export const trimTunnelEnd = (grid: Grid, tunnel: Point[]) => {
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while (tunnel.length) {
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const { x, y } = tunnel[tunnel.length - 1];
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if (!isInside(grid, x, y) || isEmpty(getColor(grid, x, y))) tunnel.pop();
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else break;
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}
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};
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