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OptimizedSolverState.scala
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package dev.vale.solver
import dev.vale.{Err, Ok, Result, vassert, vcurious, vfail, vimpl, vwat}
import dev.vale.Err
import scala.collection.mutable
import scala.collection.mutable.ArrayBuffer
object OptimizedSolverState {
def apply[Rule, Rune, Conclusion](): OptimizedSolverState[Rule, Rune, Conclusion] = {
OptimizedSolverState[Rule, Rune, Conclusion](
mutable.ArrayBuffer[Step[Rule, Rune, Conclusion]](),
mutable.HashMap[Rune, Int](),
mutable.HashMap[Int, Rune](),
mutable.ArrayBuffer[Rule](),
// mutable.ArrayBuffer[Array[Int]](),
mutable.ArrayBuffer[Int](),
mutable.ArrayBuffer[Array[Int]](),
mutable.ArrayBuffer[mutable.ArrayBuffer[Int]](),
mutable.ArrayBuffer[mutable.ArrayBuffer[Int]](),
mutable.ArrayBuffer[Int](),
mutable.ArrayBuffer[Boolean](),
mutable.ArrayBuffer[Int](),
mutable.ArrayBuffer[Array[Int]](),
mutable.ArrayBuffer[Int](),
0.to(5).map(_ => 0).toArray,
0.to(5).map(_ => mutable.ArrayBuffer[Int]()).toArray,
mutable.ArrayBuffer[Option[Conclusion]]())
}
}
case class OptimizedSolverState[Rule, Rune, Conclusion](
private val steps: mutable.ArrayBuffer[Step[Rule, Rune, Conclusion]],
private val userRuneToCanonicalRune: mutable.HashMap[Rune, Int],
private val canonicalRuneToUserRune: mutable.HashMap[Int, Rune],
private val rules: mutable.ArrayBuffer[Rule],
// For each rule, what are all the runes involved in it
// private val ruleToRunes: mutable.ArrayBuffer[Array[Int]],
// For example, if rule 7 says:
// 1 = Ref(2, 3, 4, 5)
// then 2, 3, 4, 5 together could solve the rule, or 1 could solve the rule.
// In other words, the two sets of runes that could solve the rule are:
// - [1]
// - [2, 3, 4, 5]
// Here we have two "puzzles". The runes in a puzzle are called "pieces".
// Puzzles are identified up-front by Astronomer.
// This tracks, for each puzzle, what rule does it refer to
private val puzzleToRule: mutable.ArrayBuffer[Int],
// This tracks, for each puzzle, what rules does it have
private val puzzleToRunes: mutable.ArrayBuffer[Array[Int]],
// For every rule, this is which puzzles can solve it.
private val ruleToPuzzles: mutable.ArrayBuffer[mutable.ArrayBuffer[Int]],
// For every rune, this is which puzzles it participates in.
private val runeToPuzzles: mutable.ArrayBuffer[mutable.ArrayBuffer[Int]],
// Rules that we don't need to execute (e.g. Equals rules)
private val noopRules: mutable.ArrayBuffer[Int],
// For each rule, whether it's been actually executed or not
private val puzzleToExecuted: mutable.ArrayBuffer[Boolean],
// Together, these basically form a Array[mutable.ArrayBuffer[Int]]
private val puzzleToNumUnknownRunes: mutable.ArrayBuffer[Int],
private val puzzleToUnknownRunes: mutable.ArrayBuffer[Array[Int]],
// This is the puzzle's index in the below numUnknownsToPuzzle map.
private val puzzleToIndexInNumUnknowns: mutable.ArrayBuffer[Int],
// Together, these basically form a mutable.ArrayBuffer[mutable.ArrayBuffer[Int]]
// which will have five elements: 0, 1, 2, 3, 4
// At slot 4 is all the puzzles that have 4 unknowns left
// At slot 3 is all the puzzles that have 3 unknowns left
// At slot 2 is all the puzzles that have 2 unknowns left
// At slot 1 is all the puzzles that have 1 unknowns left
// At slot 0 is all the puzzles that have 0 unknowns left
// We will:
// - Move a puzzle from one set to the next set if we solve one of its runes
// - Solve any puzzle that has 0 unknowns left
private val numUnknownsToNumPuzzles: Array[Int],
private val numUnknownsToPuzzles: Array[mutable.ArrayBuffer[Int]],
// For each rune, whether it's solved already
private val runeToConclusion: mutable.ArrayBuffer[Option[Conclusion]]
) extends ISolverState[Rule, Rune, Conclusion] {
class OptimizedStepState(
ruleToPuzzles: Rule => Array[Array[Rune]],
complex: Boolean,
rules: Vector[(Int, Rule)]
) extends IStepState[Rule, Rune, Conclusion] {
private var alive = true
private var tentativeStep: Step[Rule, Rune, Conclusion] = Step(complex, rules, Vector(), Map())
def close(): Step[Rule, Rune, Conclusion] = {
vassert(alive)
alive = false
tentativeStep
}
override def getConclusion(requestedUserRune: Rune): Option[Conclusion] = {
vassert(alive)
OptimizedSolverState.this.getConclusion(requestedUserRune)
}
override def addRule(rule: Rule): Unit = {
vassert(alive)
val ruleIndex = OptimizedSolverState.this.addRule(rule)
tentativeStep = tentativeStep.copy(addedRules = tentativeStep.addedRules :+ rule)
ruleToPuzzles(rule).foreach(puzzleUserRunes => {
val puzzleCanonicalRunes = puzzleUserRunes.map(OptimizedSolverState.this.getCanonicalRune)
OptimizedSolverState.this.addPuzzle(ruleIndex, puzzleCanonicalRunes)
})
}
override def getUnsolvedRules(): Vector[Rule] = {
vassert(alive)
OptimizedSolverState.this.getUnsolvedRules()
}
override def concludeRune[ErrType](newlySolvedUserRune: Rune, conclusion: Conclusion): Unit = {
vassert(alive)
// val newlySolvedCanonicalRune = OptimizedSolverState.this.userRuneToCanonicalRune(newlySolvedUserRune)
tentativeStep = tentativeStep.copy(conclusions = tentativeStep.conclusions + (newlySolvedUserRune -> conclusion))
// Ok(true)
}
}
override def equals(obj: Any): Boolean = vcurious(); override def hashCode(): Int = vfail() // is mutable, should never be hashed
override def deepClone(): OptimizedSolverState[Rule, Rune, Conclusion] = {
OptimizedSolverState[Rule, Rune, Conclusion](
steps.clone(),
userRuneToCanonicalRune.clone(),
canonicalRuneToUserRune.clone(),
rules.clone(),
// ruleToRunes.map(_.clone()).clone(),
puzzleToRule.clone(),
puzzleToRunes.map(_.clone()).clone(),
ruleToPuzzles.map(_.clone()).clone(),
runeToPuzzles.map(_.clone()).clone(),
noopRules.clone(),
puzzleToExecuted.clone(),
puzzleToNumUnknownRunes.clone(),
puzzleToUnknownRunes.map(_.clone()).clone(),
puzzleToIndexInNumUnknowns.clone(),
numUnknownsToNumPuzzles.clone(),
numUnknownsToPuzzles.map(_.clone()).clone(),
runeToConclusion.clone())
}
override def getAllRunes(): Set[Int] = {
canonicalRuneToUserRune.keySet.toSet
}
override def complexStep[ErrType](
ruleToPuzzles: Rule => Array[Array[Rune]],
step: IStepState[Rule, Rune, Conclusion] => Result[Unit, ISolverError[Rune, Conclusion, ErrType]]):
Result[Step[Rule, Rune, Conclusion], ISolverError[Rune, Conclusion, ErrType]] = {
val stepState = new OptimizedStepState(ruleToPuzzles, true, Vector())
step(stepState) match {
case Ok(()) => {
val step = stepState.close()
steps += step
Ok(step)
}
case Err(e) => {
stepState.close()
Err(e)
}
}
}
override def getSteps(): Vector[Step[Rule, Rune, Conclusion]] = steps.toVector
override def simpleStep[ErrType](
ruleToPuzzles: Rule => Array[Array[Rune]],
ruleIndex: Int, rule: Rule, step: IStepState[Rule, Rune, Conclusion] => Result[Unit, ISolverError[Rune, Conclusion, ErrType]]):
Result[Step[Rule, Rune, Conclusion], ISolverError[Rune, Conclusion, ErrType]] = {
val stepState = new OptimizedStepState(ruleToPuzzles, false, Vector((ruleIndex, rule)))
step(stepState) match {
case Ok(()) => {
val step = stepState.close()
steps += step
Ok(step)
}
case Err(e) => {
stepState.close()
Err(e)
}
}
}
override def initialStep[ErrType](
ruleToPuzzles: Rule => Array[Array[Rune]],
step: IStepState[Rule, Rune, Conclusion] => Result[Unit, ISolverError[Rune, Conclusion, ErrType]]):
Result[Step[Rule, Rune, Conclusion], ISolverError[Rune, Conclusion, ErrType]] = {
val stepState = new OptimizedStepState(ruleToPuzzles, false, Vector())
step(stepState) match {
case Ok(()) => {
val step = stepState.close()
steps += step
Ok(step)
}
case Err(e) => {
stepState.close()
Err(e)
}
}
}
override def getCanonicalRune(rune: Rune): Int = {
userRuneToCanonicalRune.get(rune) match {
case Some(s) => s
case None => {
vwat()
// val canonicalRune = userRuneToCanonicalRune.size
// userRuneToCanonicalRune += (rune -> canonicalRune)
// canonicalRuneToUserRune += (canonicalRune -> rune)
// vassert(canonicalRune == runeToPuzzles.size)
// runeToPuzzles += mutable.ArrayBuffer()
// runeToConclusion += None
// sanityCheck()
// canonicalRune
}
}
}
override def getRule(ruleIndex: Int): Rule = {
rules(ruleIndex)
}
override def addRule(rule: Rule): Int = {
// vassert(runes sameElements runes.distinct)
val ruleIndex = rules.size
rules += rule
// assert(ruleIndex == ruleToRunes.size)
// ruleToRunes += runes
assert(ruleIndex == ruleToPuzzles.size)
ruleToPuzzles += mutable.ArrayBuffer()
ruleIndex
}
private def hasNextSolvable(): Boolean = {
numUnknownsToNumPuzzles(0) > 0
}
override def getUserRune(rune: Int): Rune = {
canonicalRuneToUserRune(rune)
}
override def getNextSolvable(): Option[Int] = {
if (numUnknownsToNumPuzzles(0) == 0) {
return None
}
val numSolvableRules = numUnknownsToNumPuzzles(0)
val solvingPuzzle = numUnknownsToPuzzles(0)(numSolvableRules - 1)
// vassert(solvingPuzzle >= 0)
// vassert(puzzleToIndexInNumUnknowns(solvingPuzzle) == numSolvableRules - 1)
val solvingRule = puzzleToRule(solvingPuzzle)
// val ruleRunes = ruleToRunes(solvingRule)
// ruleToPuzzles(solvingRule).foreach(rulePuzzle => {
// vassert(!puzzleToExecuted(rulePuzzle))
// })
Some(solvingRule)
}
override def getConclusion(rune: Rune): Option[Conclusion] = {
runeToConclusion(getCanonicalRune(rune))
}
override def addRune(rune: Rune): Int = {
// vassert(!userRuneToCanonicalRune.contains(rune))
val newCanonicalRune = userRuneToCanonicalRune.size
userRuneToCanonicalRune += (rune -> newCanonicalRune)
canonicalRuneToUserRune += (newCanonicalRune -> rune)
// vassert(newCanonicalRune == runeToPuzzles.size)
runeToPuzzles += mutable.ArrayBuffer()
runeToConclusion += None
newCanonicalRune
}
override def getConclusions(): Stream[(Int, Conclusion)] = vimpl()
override def getAllRules(): Vector[Rule] = vimpl()
override def addPuzzle(ruleIndex: Int, runes: Array[Int]): Unit = {
// vassert(runes sameElements runes.distinct)
val puzzleIndex = puzzleToRule.size
assert(puzzleIndex == puzzleToRunes.size)
ruleToPuzzles(ruleIndex) += puzzleIndex
puzzleToRule += ruleIndex
puzzleToRunes += runes
runes.foreach(rune => {
runeToPuzzles(rune) += puzzleIndex
// vassert(ruleToRunes(ruleIndex).contains(rune))
})
assert(puzzleIndex == puzzleToExecuted.size)
puzzleToExecuted += false
val unknownRunes = runes.filter(runeToConclusion(_).isEmpty)
assert(puzzleIndex == puzzleToUnknownRunes.size)
puzzleToUnknownRunes += unknownRunes
val numUnknowns = unknownRunes.length
assert(puzzleIndex == puzzleToNumUnknownRunes.size)
puzzleToNumUnknownRunes += numUnknowns
// vassert(numUnknowns < numUnknownsToNumPuzzles.length)
val indexInNumUnknownsBucket = numUnknownsToNumPuzzles(numUnknowns)
numUnknownsToNumPuzzles(numUnknowns) += 1
// Every entry in this table should have enough room for all rules to be in there at the same time
numUnknownsToPuzzles.zipWithIndex.foreach({ case (puzzles, numUnknowns) =>
puzzles += -1
// vassert(puzzles.length == puzzleToRule.length)
})
// And now put our new puzzle into a -1 slot.
// vassert(numUnknownsToPuzzles(numUnknowns)(indexInNumUnknownsBucket) == -1)
numUnknownsToPuzzles(numUnknowns)(indexInNumUnknownsBucket) = puzzleIndex
// println(f"addPuzzle ${puzzleIndex} Moving ${puzzleIndex} to numUnknownsToPuzzles(${numUnknowns})(${indexInNumUnknownsBucket})")
// vassert(puzzleIndex == puzzleToIndexInNumUnknowns.size)
puzzleToIndexInNumUnknowns += indexInNumUnknownsBucket
puzzleIndex
}
override def markRulesSolved[ErrType](ruleIndices: Array[Int], newConclusions: Map[Int, Conclusion]):
Result[Int, ISolverError[Rune, Conclusion, ErrType]] = {
// Check to make sure there are no mismatches with previous conclusions
newConclusions.foreach({ case (newlySolvedCanonicalRune, newConclusion) =>
runeToConclusion(newlySolvedCanonicalRune) match {
case None =>
case Some(existingConclusion) => {
if (existingConclusion != newConclusion) {
return Err(
SolverConflict(
canonicalRuneToUserRune(newlySolvedCanonicalRune),
existingConclusion,
newConclusion))
}
}
}
})
val numNewConclusions =
newConclusions.map({ case (newlySolvedCanonicalRune, newConclusion) =>
runeToConclusion(newlySolvedCanonicalRune) match {
case None => {
concludeRune(newlySolvedCanonicalRune, newConclusion)
1
}
case Some(existingConclusion) => {
0
}
}
}).sum
ruleIndices.foreach(ruleIndex => {
removeRule(ruleIndex)
})
Ok(numNewConclusions)
}
override def userifyConclusions(): Stream[(Rune, Conclusion)] = {
userRuneToCanonicalRune.toStream.flatMap({ case (userRune, canonicalRune) =>
runeToConclusion(canonicalRune).map(userRune -> _)
})
}
override def getUnsolvedRules(): Vector[Rule] = {
puzzleToExecuted
.zipWithIndex
.filter(_._1 == false)
.map(_._2)
.map(puzzleToRule)
.distinct
.map(rules)
.toVector
}
// Returns whether it's a new conclusion
override def concludeRune[ErrType](newlySolvedRune: Int, conclusion: Conclusion):
Result[Boolean, ISolverError[Rune, Conclusion, ErrType]] = {
// val newlySolvedRune = userRuneToCanonicalRune(newlySolvedUserRune)
runeToConclusion(newlySolvedRune) match {
case Some(previousConclusion) => {
if (previousConclusion == conclusion) {
return Ok(false)
} else {
return Err(SolverConflict(canonicalRuneToUserRune(newlySolvedRune), previousConclusion, conclusion))
}
}
case None =>
}
runeToConclusion(newlySolvedRune) = Some(conclusion)
val puzzlesWithNewlySolvedRune = runeToPuzzles(newlySolvedRune)
puzzlesWithNewlySolvedRune
// If it's been executed, then it's already removed itself from a lot of the tables
.filter(puzzle => !puzzleToExecuted(puzzle))
.foreach(puzzle => {
val puzzleRunes = puzzleToRunes(puzzle)
// vassert(puzzleRunes.contains(newlySolvedRune))
val oldNumUnknownRunes = puzzleToNumUnknownRunes(puzzle)
// vassert(oldNumUnknownRunes != -1)
val newNumUnknownRunes = oldNumUnknownRunes - 1
// == newNumUnknownRunes because we already registered it as a conclusion
// vassert(puzzleRunes.count(runeToConclusion(_).isEmpty) == newNumUnknownRunes)
puzzleToNumUnknownRunes(puzzle) = newNumUnknownRunes
val puzzleUnknownRunes = puzzleToUnknownRunes(puzzle)
// Should be O(5), no rule has more than 5 unknowns
val indexOfNewlySolvedRune = puzzleUnknownRunes.indexOf(newlySolvedRune)
// vassert(indexOfNewlySolvedRune >= 0)
// Swap the last thing into this one's place
puzzleUnknownRunes(indexOfNewlySolvedRune) = puzzleUnknownRunes(newNumUnknownRunes)
// This is unnecessary, but might make debugging easier
puzzleUnknownRunes(newNumUnknownRunes) = -1
// vassert(
// puzzleUnknownRunes.slice(0, newNumUnknownRunes).distinct.sorted sameElements
// puzzleRunes.filter(runeToConclusion(_).isEmpty).distinct.sorted)
val oldNumUnknownsBucket = numUnknownsToPuzzles(oldNumUnknownRunes)
val oldNumUnknownsBucketOldSize = numUnknownsToNumPuzzles(oldNumUnknownRunes)
// vassert(oldNumUnknownsBucketOldSize == oldNumUnknownsBucket.count(_ >= 0))
val oldNumUnknownsBucketNewSize = oldNumUnknownsBucketOldSize - 1
numUnknownsToNumPuzzles(oldNumUnknownRunes) = oldNumUnknownsBucketNewSize
val indexOfPuzzleInOldNumUnknownsBucket = puzzleToIndexInNumUnknowns(puzzle)
// vassert(indexOfPuzzleInOldNumUnknownsBucket == oldNumUnknownsBucket.indexOf(puzzle))
// Swap the last thing into this one's place
val newPuzzleForThisSpotInOldNumUnknownsBucket = oldNumUnknownsBucket(oldNumUnknownsBucketNewSize)
// vassert(puzzleToIndexInNumUnknowns(newPuzzleForThisSpotInOldNumUnknownsBucket) == oldNumUnknownsBucketNewSize)
oldNumUnknownsBucket(indexOfPuzzleInOldNumUnknownsBucket) = newPuzzleForThisSpotInOldNumUnknownsBucket
// println(f"B Moving ${newPuzzleForThisSpotInOldNumUnknownsBucket} to numUnknownsToPuzzles(${oldNumUnknownRunes})(${indexOfPuzzleInOldNumUnknownsBucket})")
puzzleToIndexInNumUnknowns(newPuzzleForThisSpotInOldNumUnknownsBucket) = indexOfPuzzleInOldNumUnknownsBucket
// This is unnecessary, but might make debugging easier
oldNumUnknownsBucket(oldNumUnknownsBucketNewSize) = -1
// println(s"B clearing numUnknownsToPuzzles(${oldNumUnknownRunes})(${oldNumUnknownsBucketNewSize})")
val newNumUnknownsBucketOldSize = numUnknownsToNumPuzzles(newNumUnknownRunes)
val newNumUnknownsBucketNewSize = newNumUnknownsBucketOldSize + 1
numUnknownsToNumPuzzles(newNumUnknownRunes) = newNumUnknownsBucketNewSize
val newNumUnknownsBucket = numUnknownsToPuzzles(newNumUnknownRunes)
// vassert(newNumUnknownsBucket(newNumUnknownsBucketOldSize) == -1)
val indexOfPuzzleInNewNumUnknownsBucket = newNumUnknownsBucketOldSize
newNumUnknownsBucket(indexOfPuzzleInNewNumUnknownsBucket) = puzzle
// println(f"C Moving ${puzzle} to numUnknownsToPuzzles(${newNumUnknownRunes})(${indexOfPuzzleInNewNumUnknownsBucket})")
puzzleToIndexInNumUnknowns(puzzle) = indexOfPuzzleInNewNumUnknownsBucket
})
Ok(true)
}
private def removeRule(ruleIndex: Int) = {
// Here we used to check that the rule's runes were solved, but we don't do that anymore
// because some rules leave their runes as mysteries, see SAIRFU.
//val ruleRunes = ruleToRunes(ruleIndex)
//ruleRunes.foreach(canonicalRune => {
// vassert(getConclusion(canonicalRune).nonEmpty, "Didn't conclude a rune!")
//})
ruleToPuzzles(ruleIndex).foreach(rulePuzzle => {
puzzleToExecuted(rulePuzzle) = true
})
val puzzlesForRule = ruleToPuzzles(ruleIndex)
puzzlesForRule.foreach(puzzle => {
removePuzzle(puzzle)
})
}
private def removePuzzle(puzzle: Int) = {
// Here we used to check that the rule's runes were solved, but we don't do that anymore
// because some rules leave their runes as mysteries, see SAIRFU.
//val numUnknowns = puzzleToNumUnknownRunes(puzzle)
//vassert(numUnknowns == 0)
val numUnknowns = puzzleToNumUnknownRunes(puzzle)
// vassert(numUnknowns != -1)
// println(s"removePuzzle(${puzzle}) numUnknowns: ${numUnknowns}")
puzzleToNumUnknownRunes(puzzle) = -1
val indexInNumUnknowns = puzzleToIndexInNumUnknowns(puzzle)
val oldNumPuzzlesInNumUnknownsBucket = numUnknownsToNumPuzzles(numUnknowns)
val lastSlotInNumUnknownsBucket = oldNumPuzzlesInNumUnknownsBucket - 1
// println(s"removePuzzle lastSlotInNumUnknownsBucket: ${lastSlotInNumUnknownsBucket}")
// println(s"removePuzzle numUnknownsToPuzzles(${numUnknowns}): [${numUnknownsToPuzzles(numUnknowns)}]")
// Swap the last one into this spot
val newPuzzleForThisSpot = numUnknownsToPuzzles(numUnknowns)(lastSlotInNumUnknownsBucket)
numUnknownsToPuzzles(numUnknowns)(indexInNumUnknowns) = newPuzzleForThisSpot
// println(f"removePuzzle removing ${puzzle} Moving ${newPuzzleForThisSpot} to numUnknownsToPuzzles(${numUnknowns})(${indexInNumUnknowns})")
// We just moved something in the numUnknownsToPuzzle, so we have to update that thing's knowledge of
// where it is in the list.
puzzleToIndexInNumUnknowns(newPuzzleForThisSpot) = indexInNumUnknowns
// Mark our position as -1
puzzleToIndexInNumUnknowns(puzzle) = -1
val unknownRules = puzzleToUnknownRunes(puzzle)
unknownRules.indices.foreach(i => unknownRules(i) = -1)
// Clear the last slot to -1
numUnknownsToPuzzles(numUnknowns)(lastSlotInNumUnknownsBucket) = -1
// println(s"removePuzzle clearing numUnknownsToPuzzles(${numUnknowns})(${lastSlotInNumUnknownsBucket})")
// puzzleToRunes.foreach(rune => {
// runeToPuzzles
// })
// Reduce the number of puzzles in that bucket by 1
val newNumPuzzlesInNumUnknownsBucket = oldNumPuzzlesInNumUnknownsBucket - 1
numUnknownsToNumPuzzles(numUnknowns) = newNumPuzzlesInNumUnknownsBucket
}
override def sanityCheck() = {
puzzleToRunes.foreach(runes => vassert(runes.distinct sameElements runes))
runeToPuzzles.foreach(puzzles => vassert(puzzles.distinct sameElements puzzles))
// ruleToRunes.foreach(runes => vassert(runes.distinct sameElements runes))
ruleToPuzzles.foreach(puzzles => vassert(puzzles.distinct sameElements puzzles))
ruleToPuzzles.zipWithIndex.map({ case (puzzleIndices, ruleIndex) =>
vassert(puzzleIndices.distinct == puzzleIndices)
puzzleIndices.map(puzzleIndex => {
assert(puzzleToRule(puzzleIndex) == ruleIndex)
puzzleToRunes(puzzleIndex).map(rune => {
assert(runeToPuzzles(rune).contains(puzzleIndex))
// assert(ruleToRunes(ruleIndex).contains(rune))
})
})
})
puzzleToExecuted.zipWithIndex.foreach({ case (executed, puzzle) =>
if (executed) {
vassert(puzzleToIndexInNumUnknowns(puzzle) == -1)
vassert(puzzleToNumUnknownRunes(puzzle) == -1)
// Here we used to check that the puzzle's runes were solved, but we don't do that anymore
// because some rules leave their runes as mysteries, see SAIRFU.
//puzzleToRunes(puzzle).foreach(rune => vassert(runeToConclusion(rune).nonEmpty))
//puzzleToUnknownRunes(puzzle).foreach(unknownRune => vassert(unknownRune == -1))
numUnknownsToPuzzles.foreach(_.foreach(p => vassert(p != puzzle)))
} else {
// An un-executed puzzle might have all known runes. It just means that it hasn't been
// executed yet, it'll probably be executed very soon.
vassert(puzzleToIndexInNumUnknowns(puzzle) != -1)
vassert(puzzleToNumUnknownRunes(puzzle) != -1)
// Make sure it only appears in one place in numUnknownsToPuzzles
val appearances = numUnknownsToPuzzles.flatMap(_.map(p => if (p == puzzle) 1 else 0)).sum
vassert(appearances == 1)
}
})
puzzleToNumUnknownRunes.zipWithIndex.foreach({ case (numUnknownRunes, puzzle) =>
if (numUnknownRunes == -1) {
// If numUnknownRunes is -1, then it's been marked solved, and it should appear nowhere.
vassert(puzzleToUnknownRunes(puzzle).forall(_ == -1))
vassert(!numUnknownsToPuzzles.exists(_.contains(puzzle)))
vassert(puzzleToIndexInNumUnknowns(puzzle) == -1)
} else {
vassert(puzzleToUnknownRunes(puzzle).count(_ != -1) == numUnknownRunes)
vassert(numUnknownsToPuzzles(numUnknownRunes).count(_ == puzzle) == 1)
vassert(puzzleToIndexInNumUnknowns(puzzle) == numUnknownsToPuzzles(numUnknownRunes).indexOf(puzzle))
}
vassert((numUnknownRunes == -1) == puzzleToExecuted(puzzle))
})
puzzleToUnknownRunes.zipWithIndex.foreach({ case (unknownRunesWithNegs, puzzle) =>
val unknownRunes = unknownRunesWithNegs.filter(_ != -1)
val numUnknownRunes = unknownRunes.length
if (puzzleToExecuted(puzzle)) {
vassert(puzzleToNumUnknownRunes(puzzle) == -1)
} else {
if (numUnknownRunes == 0) {
vassert(
puzzleToNumUnknownRunes(puzzle) == 0 ||
puzzleToNumUnknownRunes(puzzle) == -1)
} else {
vassert(puzzleToNumUnknownRunes(puzzle) == numUnknownRunes)
}
}
unknownRunes.foreach(rune => vassert(runeToConclusion(rune).isEmpty))
})
numUnknownsToNumPuzzles.zipWithIndex.foreach({ case (numPuzzles, numUnknowns) =>
vassert(puzzleToNumUnknownRunes.count(_ == numUnknowns) == numPuzzles)
})
numUnknownsToPuzzles.zipWithIndex.foreach({ case (puzzlesWithNegs, numUnknowns) =>
val puzzles = puzzlesWithNegs.filter(_ != -1)
puzzles.foreach(puzzle => {
vassert(puzzleToNumUnknownRunes(puzzle) == numUnknowns)
})
})
}
}