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cell.go
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/
cell.go
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package solver
import "github.com/RoaringBitmap/roaring"
// Value is the value type of the solved cell which is simply a byte
type Value byte
// Cell is the struct of cell keeping unique id, row and col ids solved value and current marks/candidates
type Cell struct {
ID int
Row int
Col int
Value Value
Marks *roaring.Bitmap
}
// CellUnits returns the related cells row, col and box
func (c *Cell) CellUnits(b *Board) [][]*Cell {
cells := make([][]*Cell, 0)
cells = append(cells, b.row(c.Row), b.col(c.Col), b.box(c.Row, c.Col))
return cells
}
// ComputeCellMarks computes the candidates/marks of the current cell
func (c *Cell) ComputeCellMarks(b *Board) *roaring.Bitmap {
row := FindMarksOfUnit(b.row(c.Row))
col := FindMarksOfUnit(b.col(c.Col))
box := FindMarksOfUnit(b.box(c.Row, c.Col))
return ParIntersect(row, col, box)
}
// IsValid checks the validity of given v value to put in cell
func (c *Cell) IsValid(b *Board, v Value) bool {
for _, r := range b.row(c.Row) {
if r.Value == v {
return false
}
}
for _, r := range b.col(c.Col) {
if r.Value == v {
return false
}
}
for _, r := range b.box(c.Row, c.Col) {
if r.Value == v {
return false
}
}
return true
}
// IsSolved simply returns whether the cell is already solved or not
func (c *Cell) IsSolved() bool {
return c.Value != EmptyCellValue
}
// MarksLength simply returns the length of the current marks bitmap
func (c *Cell) MarksLength() int {
return len(c.Marks.ToArray())
}