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shenzhen-solitaire/shenzhen_solitaire/solver/solver.py
Lukas Wölfer ca44b8977d Linting
2020-02-12 23:45:51 +01:00

130 lines
3.7 KiB
Python

"""Contains solver for solitaire"""
import typing
from typing import Iterator, List, Optional
import time
from dataclasses import dataclass
from ..board import Board
from . import board_actions
from .board_actions import DragonKillAction, GoalAction, HuaKillAction, MoveAction
from .board_possibilities import possible_actions
@dataclass
class ActionStackFrame:
iterator: Iterator[board_actions.Action]
last_action: Optional[board_actions.Action]
state: int
def next(self) -> Optional[board_actions.Action]:
"""Get next iteration of top action iterator"""
try:
self.last_action = next(self.iterator)
except StopIteration:
return None
return self.last_action
class ActionStack:
"""Stack of chosen actions on the board"""
def __init__(self) -> None:
self.frames: List[ActionStackFrame] = []
def push(self, board: Board) -> None:
"""Append another board state to stack"""
self.frames.append(
ActionStackFrame(
iterator=iter(possible_actions(board)),
last_action=None,
state=board.state_identifier,
)
)
@property
def top(self) -> ActionStackFrame:
"""Get next iteration of top action iterator"""
return self.frames[-1]
def pop(self) -> None:
"""Pop one action from stack"""
self.frames.pop()
def __len__(self) -> int:
return len(self.frames)
def solve(
board: Board, *, timeout: Optional[float] = None, verbose: bool = False
) -> Iterator[List[board_actions.Action]]:
"""Solve a solitaire puzzle"""
state_set = {board.state_identifier}
stack = ActionStack()
stack.push(board)
def _limit_stack_size(stack_size: int) -> None:
if len(stack) == stack_size:
stack.pop()
assert stack.top.last_action is not None
stack.top.last_action.undo(board)
assert board.state_identifier in state_set
def _backtrack_action() -> None:
stack.pop()
assert stack.top.last_action is not None
stack.top.last_action.undo(board)
assert board.state_identifier in state_set
def _skip_loop_move(action: board_actions.Action) -> bool:
if not isinstance(action, MoveAction):
return False
for frame in stack.frames[-2::-1]:
if not isinstance(frame.last_action, MoveAction):
continue
if frame.last_action.cards == action.cards:
return True
return False
iter_start = time.time()
count = 0
while len(stack) > 0:
count += 1
if count > 5000:
count = 0
if verbose:
print(f"{time.time() - iter_start} {len(stack)} {board.goal}")
if timeout is not None and time.time() - iter_start > timeout:
return
# _limit_stack_size(80)
assert board.state_identifier == stack.top.state
action = stack.top.next()
if action is None:
_backtrack_action()
continue
if _skip_loop_move(action):
continue
action.apply(board)
if board.solved():
assert all(x.last_action is not None for x in stack.frames)
yield [
typing.cast(board_actions.Action, x.last_action) for x in stack.frames
]
iter_start = time.time()
action.undo(board)
assert board.state_identifier in state_set
continue
if board.state_identifier in state_set:
action.undo(board)
assert board.state_identifier in state_set
continue
state_set.add(board.state_identifier)
stack.push(board)