feat: puzzle solver algorithm

This commit is contained in:
Krzysztof kuhy Rudnicki 2026-03-16 19:49:52 +01:00
parent 8998883a6c
commit e51c12dd8e
8 changed files with 954 additions and 6 deletions

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puzzle_solver/README.md Normal file
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## Sliding-Square Puzzle Solver
Parses a screenshot of a sliding-square puzzle and solves it via BFS.
### Setup
```bash
cd puzzle_solver
python -m venv .venv && source .venv/bin/activate
pip install opencv-python-headless numpy
```
### Usage
```bash
# From workspace root, with venv active:
# Step 1 Parse screenshot to editable JSON
python -m puzzle_solver parse screenshot.png -o puzzle.json
# Step 2 Review & fix any "unknown" squares in puzzle.json
# (set "type" to: normal / portal / teleporter / key / lock)
# Step 3 Solve
python -m puzzle_solver solve puzzle.json
# One-shot (no manual review)
python -m puzzle_solver run screenshot.png
# Debug overlay (visualise detected squares on image)
python -m puzzle_solver debug screenshot.png -o debug.png
```
### Game mechanics
| Square | JSON type | Description |
| ------------------- | ------------ | ------------------------------------------------- |
| Empty outline | `normal` | Regular landing square |
| Solid fill | `player` | Starting position |
| Ring inside | `goal` | Target destination |
| Inner square offset | `portal` | Pass through from the side marked by `"side"` |
| Antenna line(s) | `teleporter` | Warp to paired teleporter (`"group"` id) |
| Key symbol | `key` | Removes matching lock (`"lock_id"`) |
| Lock symbol | `lock` | Solid until matching key collected, then vanishes |
### Movement
You slide in a cardinal direction (up/down/left/right) until you hit
another square. If you slide off the grid without hitting anything, you
die.
### Algorithm
BFS over state = `(position, set_of_active_locks)`. Explores all
reachable states and returns the shortest move sequence to the goal.

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"""Sliding-square puzzle solver package."""

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"""Allow ``python -m puzzle_solver …`` invocation."""
from puzzle_solver.main import main
main()

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puzzle_solver/main.py Normal file
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"""CLI for the sliding-square puzzle solver.
Usage
-----
# 1) Parse a screenshot → JSON (review & hand-edit if needed)
python puzzle_solver/main.py parse screenshot.png -o puzzle.json
# 2) Solve from JSON
python puzzle_solver/main.py solve puzzle.json
# 3) One-shot: parse + solve (skip manual review)
python puzzle_solver/main.py run screenshot.png
# 4) Draw debug overlay showing detected squares
python puzzle_solver/main.py debug screenshot.png -o debug.png
"""
from __future__ import annotations
import argparse
import json
from pathlib import Path
import sys
from puzzle_solver.parse_image import draw_debug, parse_image, save_puzzle
from puzzle_solver.solver import Puzzle, print_puzzle, print_solution, solve
def cmd_parse(args: argparse.Namespace) -> None:
"""Parse a screenshot into editable puzzle JSON."""
puzzle = parse_image(args.image, threshold=args.threshold)
out = args.output or args.image.rsplit(".", 1)[0] + "_puzzle.json"
save_puzzle(puzzle, out)
if puzzle.get("notes"):
for _n in puzzle["notes"]:
pass
def cmd_solve(args: argparse.Namespace) -> None:
"""Solve a puzzle from a JSON file."""
with Path(args.puzzle).open() as f:
data = json.load(f)
puzzle = Puzzle.from_json(data)
print_puzzle(puzzle)
moves = solve(puzzle)
if moves is None:
sys.exit(1)
print_solution(puzzle, moves)
def cmd_run(args: argparse.Namespace) -> None:
"""Parse a screenshot and solve in one shot."""
data = parse_image(args.image, threshold=args.threshold)
if data.get("notes"):
for _n in data["notes"]:
pass
puzzle = Puzzle.from_json(data)
print_puzzle(puzzle)
moves = solve(puzzle)
if moves is None:
out = args.image.rsplit(".", 1)[0] + "_puzzle.json"
save_puzzle(data, out)
sys.exit(1)
print_solution(puzzle, moves)
def cmd_debug(args: argparse.Namespace) -> None:
"""Draw a debug overlay showing detected square types."""
data = parse_image(args.image, threshold=args.threshold)
out = args.output or args.image.rsplit(".", 1)[0] + "_debug.png"
draw_debug(args.image, data, out)
from collections import Counter
counts = Counter(sq["type"] for sq in data["squares"])
for _t, _n in counts.most_common():
pass
def main() -> None:
"""Entry point for the puzzle solver CLI."""
ap = argparse.ArgumentParser(description="Sliding-square puzzle solver")
sub = ap.add_subparsers(dest="command", required=True)
p_parse = sub.add_parser("parse", help="Parse screenshot → puzzle JSON")
p_parse.add_argument("image")
p_parse.add_argument("-o", "--output", help="Output JSON path")
p_parse.add_argument("-t", "--threshold", type=int, default=55)
p_solve = sub.add_parser("solve", help="Solve puzzle from JSON")
p_solve.add_argument("puzzle", help="Puzzle JSON file")
p_run = sub.add_parser("run", help="Parse + solve in one shot")
p_run.add_argument("image")
p_run.add_argument("-t", "--threshold", type=int, default=55)
p_debug = sub.add_parser("debug", help="Draw debug overlay on image")
p_debug.add_argument("image")
p_debug.add_argument("-o", "--output", help="Output image path")
p_debug.add_argument("-t", "--threshold", type=int, default=55)
args = ap.parse_args()
{"parse": cmd_parse, "solve": cmd_solve, "run": cmd_run, "debug": cmd_debug}[
args.command
](args)
if __name__ == "__main__":
main()

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"""Parse a puzzle screenshot into a solvable JSON representation.
Pipeline
--------
1. Threshold + contour detection find square bounding boxes
2. Cluster centres into a regular grid (row, col) for each square
3. Analyse each square's interior → classify type
4. Pair teleporters and key/lock assign group IDs
5. Export JSON (editable by hand before solving)
"""
from __future__ import annotations
import json
from pathlib import Path
import cv2
import numpy as np
_MIN_SQUARE_AREA = 80
_MAX_SQUARE_AREA = 12000
_MIN_ASPECT_RATIO = 0.45
_PLAYER_FILL_THRESHOLD = 0.40
_NORMAL_FILL_CEILING = 0.12
_MIN_INTERIOR_SIZE = 6
_RING_CIRCULARITY = 0.65
_RING_AREA_RATIO = 0.08
# ── Public API ───────────────────────────────────────────────────────
def parse_image(image_path: str, *, threshold: int = 55) -> dict:
"""Parse a screenshot and return a puzzle dict (ready for solver or JSON)."""
img = cv2.imread(image_path)
if img is None:
msg = f"Cannot load image: {image_path}"
raise FileNotFoundError(msg)
gray = cv2.cvtColor(img, cv2.COLOR_BGR2GRAY)
raw = _detect_square_candidates(gray, threshold)
squares = _merge_overlapping(raw)
grid_map = _snap_to_grid(squares)
classified = _classify_all(gray, grid_map)
_assign_teleporter_and_kl_groups(classified)
return _build_output(classified)
def save_puzzle(puzzle: dict, path: str) -> None:
"""Write puzzle dict to a JSON file."""
with Path(path).open("w") as f:
json.dump(puzzle, f, indent=2)
# ── Square detection ─────────────────────────────────────────────────
def _detect_square_candidates(
gray: np.ndarray, thresh: int
) -> list[tuple[int, int, int, int]]:
_, binary = cv2.threshold(gray, thresh, 255, cv2.THRESH_BINARY)
kernel = np.ones((3, 3), np.uint8)
binary = cv2.morphologyEx(binary, cv2.MORPH_CLOSE, kernel)
contours, _ = cv2.findContours(binary, cv2.RETR_EXTERNAL, cv2.CHAIN_APPROX_SIMPLE)
candidates: list[tuple[int, int, int, int]] = []
for cnt in contours:
x, y, w, h = cv2.boundingRect(cnt)
area = w * h
if area < _MIN_SQUARE_AREA or area > _MAX_SQUARE_AREA:
continue
aspect = min(w, h) / max(w, h)
if aspect < _MIN_ASPECT_RATIO:
continue
candidates.append((x, y, w, h))
return candidates
def _merge_overlapping(
candidates: list[tuple[int, int, int, int]],
) -> list[tuple[int, int, int, int]]:
"""Merge bounding boxes whose centres are very close."""
if not candidates:
return []
cands = sorted(candidates, key=lambda c: c[2] * c[3], reverse=True)
used = [False] * len(cands)
merged: list[tuple[int, int, int, int]] = []
for i, (x1, y1, w1, h1) in enumerate(cands):
if used[i]:
continue
cx1, cy1 = x1 + w1 // 2, y1 + h1 // 2
group = [(x1, y1, w1, h1)]
used[i] = True
for j in range(i + 1, len(cands)):
if used[j]:
continue
x2, y2, w2, h2 = cands[j]
cx2, cy2 = x2 + w2 // 2, y2 + h2 // 2
if (
abs(cx1 - cx2) < max(w1, w2) * 0.55
and abs(cy1 - cy2) < max(h1, h2) * 0.55
):
group.append(cands[j])
used[j] = True
gx = min(g[0] for g in group)
gy = min(g[1] for g in group)
gx2 = max(g[0] + g[2] for g in group)
gy2 = max(g[1] + g[3] for g in group)
merged.append((gx, gy, gx2 - gx, gy2 - gy))
return merged
# ── Grid snapping ────────────────────────────────────────────────────
def _cluster_values(vals: list[int], min_gap: int) -> list[int]:
if not vals:
return []
vals = sorted(vals)
clusters: list[list[int]] = [[vals[0]]]
for v in vals[1:]:
if v - clusters[-1][-1] < min_gap:
clusters[-1].append(v)
else:
clusters.append([v])
return [int(np.mean(c)) for c in clusters]
def _snap_to_grid(
squares: list[tuple[int, int, int, int]],
) -> dict[tuple[int, int], tuple[int, int, int, int]]:
centres = [(x + w // 2, y + h // 2) for x, y, w, h in squares]
xs = [c[0] for c in centres]
ys = [c[1] for c in centres]
def _median_gap(vals: list[int]) -> int:
s = sorted(set(vals))
gaps = [s[i + 1] - s[i] for i in range(len(s) - 1)]
return int(np.median(gaps)) if gaps else 30
x_gap = max(8, int(_median_gap(xs) * 0.4))
y_gap = max(8, int(_median_gap(ys) * 0.4))
x_clusters = _cluster_values(xs, x_gap)
y_clusters = _cluster_values(ys, y_gap)
grid: dict[tuple[int, int], tuple[int, int, int, int]] = {}
for sq, (cx, cy) in zip(squares, centres, strict=False):
col = min(range(len(x_clusters)), key=lambda i: abs(x_clusters[i] - cx))
row = min(range(len(y_clusters)), key=lambda i: abs(y_clusters[i] - cy))
grid[(row, col)] = sq
return grid
# ── Classification ───────────────────────────────────────────────────
def _classify_all(
gray: np.ndarray,
grid_map: dict[tuple[int, int], tuple[int, int, int, int]],
) -> dict[tuple[int, int], dict]:
classified: dict[tuple[int, int], dict] = {}
for (row, col), (x, y, w, h) in grid_map.items():
sq_type, extra = _classify_one(gray, (x, y, w, h))
classified[(row, col)] = {
"pos": [row, col],
"type": sq_type,
"pixel_center": [x + w // 2, y + h // 2],
"pixel_bbox": [x, y, w, h],
**extra,
}
return classified
Bbox = tuple[int, int, int, int]
def _classify_by_fill(
fill: float,
gray: np.ndarray,
bbox: Bbox,
interior: np.ndarray,
) -> tuple[str, dict] | None:
"""Try to classify based on fill ratio and feature detectors."""
if fill > _PLAYER_FILL_THRESHOLD:
return "player", {}
if fill < _NORMAL_FILL_CEILING:
return "normal", {}
antenna = _detect_antenna(gray, bbox)
if antenna:
return "teleporter", {"antenna_sides": antenna}
if _is_ring_pattern(interior):
return "goal", {}
return _classify_interior_feature(fill, interior)
def _classify_interior_feature(
fill: float,
interior: np.ndarray,
) -> tuple[str, dict] | None:
"""Classify portal, key/lock, or return None for unknown."""
side = _detect_portal_side(interior)
if side:
return "portal", {"side": side}
if _has_interior_feature(interior):
return "key_or_lock", {"fill_ratio": round(fill, 3)}
return None
def _classify_one(
gray: np.ndarray,
bbox: Bbox,
) -> tuple[str, dict]:
x, y, w, h = bbox
border = max(3, min(w, h) // 5)
ix1, iy1 = x + border, y + border
ix2, iy2 = x + w - border, y + h - border
if ix2 <= ix1 or iy2 <= iy1:
return "normal", {}
interior = gray[iy1:iy2, ix1:ix2]
fill = float(np.mean(interior) / 255.0)
result = _classify_by_fill(fill, gray, bbox, interior)
if result is not None:
return result
return "unknown", {"fill_ratio": round(fill, 3)}
# ── Feature detectors ────────────────────────────────────────────────
def _detect_antenna(
gray: np.ndarray,
bbox: Bbox,
margin: int = 8,
thr: float = 0.08,
) -> list[str] | None:
"""Check for bright pixels in a narrow strip outside each edge."""
x, y, w, h = bbox
ih, iw = gray.shape
sides: list[str] = []
qw, qh = w // 4, h // 4 # quarter-width / height
# up
if y > margin:
s = gray[y - margin : y - 1, x + qw : x + w - qw]
if s.size and float(np.mean(s) / 255) > thr:
sides.append("up")
# down
if y + h + margin < ih:
s = gray[y + h + 1 : y + h + margin, x + qw : x + w - qw]
if s.size and float(np.mean(s) / 255) > thr:
sides.append("down")
# left
if x > margin:
s = gray[y + qh : y + h - qh, x - margin : x - 1]
if s.size and float(np.mean(s) / 255) > thr:
sides.append("left")
# right
if x + w + margin < iw:
s = gray[y + qh : y + h - qh, x + w + 1 : x + w + margin]
if s.size and float(np.mean(s) / 255) > thr:
sides.append("right")
return sides or None
def _is_ring_pattern(interior: np.ndarray) -> bool:
h, w = interior.shape
if h < _MIN_INTERIOR_SIZE or w < _MIN_INTERIOR_SIZE:
return False
_, bw = cv2.threshold(interior, 40, 255, cv2.THRESH_BINARY)
contours, _ = cv2.findContours(bw, cv2.RETR_LIST, cv2.CHAIN_APPROX_SIMPLE)
for cnt in contours:
area = cv2.contourArea(cnt)
peri = cv2.arcLength(cnt, closed=True)
if peri == 0:
continue
circ = 4 * np.pi * area / (peri * peri)
if circ > _RING_CIRCULARITY and area > (h * w) * _RING_AREA_RATIO:
return True
return False
def _detect_portal_side(interior: np.ndarray) -> str | None:
h, w = interior.shape
if h < _MIN_INTERIOR_SIZE or w < _MIN_INTERIOR_SIZE:
return None
thirds_w, thirds_h = w // 3, h // 3
regions = {
"left": float(np.mean(interior[:, :thirds_w])),
"right": float(np.mean(interior[:, w - thirds_w :])),
"up": float(np.mean(interior[:thirds_h, :])),
"down": float(np.mean(interior[h - thirds_h :, :])),
}
best = max(regions, key=lambda k: regions[k])
opposites = {"left": "right", "right": "left", "up": "down", "down": "up"}
opp = regions[opposites[best]]
if regions[best] > max(opp * 2.5, 8):
return best
return None
def _has_interior_feature(interior: np.ndarray) -> bool:
_, bw = cv2.threshold(interior, 40, 255, cv2.THRESH_BINARY)
total_white = int(np.sum(bw > 0))
return total_white > interior.size * 0.06
# ── Teleporter / key-lock grouping ───────────────────────────────────
def _assign_teleporter_and_kl_groups(classified: dict[tuple[int, int], dict]) -> None:
# ── Teleporters ──
tele = [(p, d) for p, d in classified.items() if d["type"] == "teleporter"]
gid = 1
used: set[tuple[int, int]] = set()
for i, (p1, d1) in enumerate(tele):
if p1 in used:
continue
s1 = set(d1.get("antenna_sides", []))
for p2, d2 in tele[i + 1 :]:
if p2 in used:
continue
s2 = set(d2.get("antenna_sides", []))
if s1 == s2:
d1["group"] = gid
d2["group"] = gid
used |= {p1, p2}
gid += 1
break
# pair any remaining teleporters sequentially
unpaired = [
p
for p, d in classified.items()
if d["type"] == "teleporter" and "group" not in d
]
for i in range(0, len(unpaired) - 1, 2):
classified[unpaired[i]]["group"] = gid
classified[unpaired[i + 1]]["group"] = gid
gid += 1
# ── Key / lock ──
kl = [p for p, d in classified.items() if d["type"] == "key_or_lock"]
lid = 1
for i in range(0, len(kl) - 1, 2):
classified[kl[i]]["type"] = "key"
classified[kl[i]]["lock_id"] = lid
classified[kl[i + 1]]["type"] = "lock"
classified[kl[i + 1]]["lock_id"] = lid
lid += 1
# odd one out → mark unknown
if len(kl) % 2:
classified[kl[-1]]["type"] = "unknown"
# ── Output builder ───────────────────────────────────────────────────
def _build_output(classified: dict[tuple[int, int], dict]) -> dict:
squares: list[dict] = []
notes: list[str] = []
for pos in sorted(classified):
d = classified[pos]
sq: dict = {"pos": d["pos"], "type": d["type"]}
if "side" in d:
sq["side"] = d["side"]
if "group" in d:
sq["group"] = d["group"]
if "lock_id" in d:
sq["lock_id"] = d["lock_id"]
# keep pixel info for debugging (prefixed with _)
sq["_pixel_center"] = d["pixel_center"]
sq["_pixel_bbox"] = d["pixel_bbox"]
if d["type"] == "unknown":
notes.append(
f"grid {d['pos']} pixel {d['pixel_center']}: "
f"classified 'unknown' (fill={d.get('fill_ratio', '?')}) "
"- edit type manually"
)
squares.append(sq)
return {"squares": squares, "notes": notes}
# ── Debug visualisation ──────────────────────────────────────────────
TYPE_COLOURS = {
"normal": (200, 200, 200),
"player": (0, 255, 0),
"goal": (0, 200, 255),
"portal": (255, 100, 0),
"teleporter": (255, 0, 255),
"key": (0, 255, 255),
"lock": (0, 0, 255),
"key_or_lock": (100, 100, 255),
"unknown": (0, 0, 200),
}
def draw_debug(image_path: str, puzzle: dict, output_path: str) -> None:
"""Draw classified squares on the image and save for visual verification."""
img = cv2.imread(image_path)
if img is None:
return
for sq in puzzle["squares"]:
x, y, w, h = sq["_pixel_bbox"]
colour = TYPE_COLOURS.get(sq["type"], (128, 128, 128))
cv2.rectangle(img, (x, y), (x + w, y + h), colour, 2)
label = sq["type"][0].upper()
if sq["type"] == "portal":
arrows = {"left": "<", "right": ">", "up": "^", "down": "v"}
label = arrows.get(sq.get("side", ""), "O")
cv2.putText(
img, label, (x + 2, y + h - 4), cv2.FONT_HERSHEY_SIMPLEX, 0.4, colour, 1
)
cv2.imwrite(output_path, img)

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"""BFS puzzle solver for sliding-square puzzles.
The player slides in one of 4 directions until hitting a square (or dies
if no square is reached). Special square types modify traversal:
- PORTAL: pass-through when approached from the marked side
- TELEPORTER: warp to paired teleporter on landing
- KEY: removes the matching LOCK square from the board
- LOCK: solid until its KEY is collected, then disappears
"""
from __future__ import annotations
from collections import deque
from dataclasses import dataclass
from enum import Enum
import json
from pathlib import Path
from typing import Any
# ── Direction helpers ────────────────────────────────────────────────
UP = (-1, 0)
DOWN = (1, 0)
LEFT = (0, -1)
RIGHT = (0, 1)
DIRECTIONS: dict[str, tuple[int, int]] = {
"up": UP,
"down": DOWN,
"left": LEFT,
"right": RIGHT,
}
# When moving in a direction, which side of the target square do we approach?
DIR_TO_APPROACH_SIDE: dict[tuple[int, int], str] = {
RIGHT: "left",
LEFT: "right",
DOWN: "up",
UP: "down",
}
# ── Data model ───────────────────────────────────────────────────────
class SquareType(Enum):
"""Types of squares in the puzzle grid."""
NORMAL = "normal"
PLAYER = "player"
GOAL = "goal"
PORTAL = "portal"
TELEPORTER = "teleporter"
KEY = "key"
LOCK = "lock"
@dataclass(frozen=True)
class Square:
"""A single square on the puzzle board."""
pos: tuple[int, int]
square_type: SquareType
portal_side: str | None = None # PORTAL: side with inner square
teleporter_group: int | None = None # TELEPORTER: pair id
lock_id: int | None = None # KEY / LOCK: matching id
@dataclass(frozen=True)
class State:
"""Immutable snapshot of player position and remaining locks."""
pos: tuple[int, int]
active_locks: frozenset[tuple[int, int]]
@dataclass
class _ParseMetadata:
"""Intermediate bookkeeping collected while parsing squares."""
player_start: tuple[int, int]
goal_pos: tuple[int, int]
teleporter_groups: dict[int, list[tuple[int, int]]]
key_map: dict[int, tuple[int, int]]
lock_map: dict[int, tuple[int, int]]
def _parse_square_list(
square_dicts: list[dict[str, Any]],
) -> tuple[dict[tuple[int, int], Square], _ParseMetadata]:
"""Parse the JSON squares list into Square objects and metadata."""
squares: dict[tuple[int, int], Square] = {}
player_start: tuple[int, int] | None = None
goal_pos: tuple[int, int] | None = None
teleporter_groups: dict[int, list[tuple[int, int]]] = {}
key_map: dict[int, tuple[int, int]] = {}
lock_map: dict[int, tuple[int, int]] = {}
for sd in square_dicts:
pos = (int(sd["pos"][0]), int(sd["pos"][1]))
sq_type = SquareType(sd["type"])
sq = Square(
pos=pos,
square_type=sq_type,
portal_side=sd.get("side"),
teleporter_group=sd.get("group"),
lock_id=sd.get("lock_id"),
)
squares[pos] = sq
if sq_type == SquareType.PLAYER:
player_start = pos
elif sq_type == SquareType.GOAL:
goal_pos = pos
elif sq_type == SquareType.TELEPORTER and sq.teleporter_group is not None:
teleporter_groups.setdefault(sq.teleporter_group, []).append(pos)
elif sq_type == SquareType.KEY and sq.lock_id is not None:
key_map[sq.lock_id] = pos
elif sq_type == SquareType.LOCK and sq.lock_id is not None:
lock_map[sq.lock_id] = pos
if player_start is None:
msg = "No player start position found in puzzle data"
raise ValueError(msg)
if goal_pos is None:
msg = "No goal position found in puzzle data"
raise ValueError(msg)
metadata = _ParseMetadata(
player_start, goal_pos, teleporter_groups, key_map, lock_map
)
return squares, metadata
def _pair_teleporters(
groups: dict[int, list[tuple[int, int]]],
) -> dict[tuple[int, int], tuple[int, int]]:
"""Pair up teleporter squares by group id."""
pairs: dict[tuple[int, int], tuple[int, int]] = {}
expected_pair_size = 2
for gid, positions in groups.items():
if len(positions) != expected_pair_size:
msg = f"Teleporter group {gid} has {len(positions)} members (need 2)"
raise ValueError(msg)
pairs[positions[0]] = positions[1]
pairs[positions[1]] = positions[0]
return pairs
def _map_keys_to_locks(
key_map: dict[int, tuple[int, int]],
lock_map: dict[int, tuple[int, int]],
) -> dict[tuple[int, int], tuple[int, int]]:
"""Map each key position to its corresponding lock position."""
key_to_lock: dict[tuple[int, int], tuple[int, int]] = {}
for lid, kpos in key_map.items():
if lid not in lock_map:
msg = f"Key with lock_id={lid} has no matching lock"
raise ValueError(msg)
key_to_lock[kpos] = lock_map[lid]
return key_to_lock
@dataclass
class Puzzle:
"""Full puzzle definition with squares, teleporters, and key-lock pairs."""
squares: dict[tuple[int, int], Square]
player_start: tuple[int, int]
goal_pos: tuple[int, int]
teleporter_pairs: dict[tuple[int, int], tuple[int, int]]
key_to_lock: dict[tuple[int, int], tuple[int, int]]
grid_bounds: tuple[int, int, int, int] # min_r, max_r, min_c, max_c
# ── JSON round-trip ──────────────────────────────────────────────
@classmethod
def from_json(cls, data: dict[str, Any]) -> Puzzle:
"""Build a Puzzle from a parsed JSON dict."""
squares, metadata = _parse_square_list(data["squares"])
teleporter_pairs = _pair_teleporters(metadata.teleporter_groups)
key_to_lock = _map_keys_to_locks(metadata.key_map, metadata.lock_map)
all_pos = list(squares)
rows = [p[0] for p in all_pos]
cols = [p[1] for p in all_pos]
bounds = (min(rows) - 1, max(rows) + 1, min(cols) - 1, max(cols) + 1)
return cls(
squares,
metadata.player_start,
metadata.goal_pos,
teleporter_pairs,
key_to_lock,
bounds,
)
@classmethod
def from_file(cls, path: str) -> Puzzle:
"""Load a Puzzle from a JSON file path."""
with Path(path).open() as f:
return cls.from_json(json.load(f))
# ── Solver ───────────────────────────────────────────────────────────
def solve(puzzle: Puzzle) -> list[str] | None:
"""BFS over (position, active_locks) states. Returns move list or None."""
initial_locks = frozenset(
sq.pos for sq in puzzle.squares.values() if sq.square_type == SquareType.LOCK
)
start = State(puzzle.player_start, initial_locks)
queue: deque[tuple[State, list[str]]] = deque([(start, [])])
visited: set[State] = {start}
while queue:
state, path = queue.popleft()
for dir_name, (dr, dc) in DIRECTIONS.items():
result = _simulate_move(puzzle, state, dr, dc)
if result is None:
continue
new_state, reached_goal = result
if reached_goal:
return [*path, dir_name]
if new_state not in visited:
visited.add(new_state)
queue.append((new_state, [*path, dir_name]))
return None
def _simulate_move(
puzzle: Puzzle,
state: State,
dr: int,
dc: int,
) -> tuple[State, bool] | None:
"""Slide in (dr, dc). Returns (new_state, is_goal) or None on death."""
r, c = state.pos
min_r, max_r, min_c, max_c = puzzle.grid_bounds
approach_side = DIR_TO_APPROACH_SIDE[(dr, dc)]
cr, cc = r + dr, c + dc
while min_r <= cr <= max_r and min_c <= cc <= max_c:
pos = (cr, cc)
if pos in puzzle.squares:
sq = puzzle.squares[pos]
# Vanished lock - slide through
if sq.square_type == SquareType.LOCK and pos not in state.active_locks:
cr += dr
cc += dc
continue
# Portal pass-through when approached from marked side
if sq.square_type == SquareType.PORTAL and sq.portal_side == approach_side:
cr += dr
cc += dc
continue
# ── Landing ──
if sq.square_type == SquareType.GOAL:
return State(pos, state.active_locks), True
if (
sq.square_type == SquareType.TELEPORTER
and pos in puzzle.teleporter_pairs
):
return State(puzzle.teleporter_pairs[pos], state.active_locks), False
if sq.square_type == SquareType.KEY and pos in puzzle.key_to_lock:
lock_pos = puzzle.key_to_lock[pos]
return State(pos, state.active_locks - {lock_pos}), False
# Default: land on square
return State(pos, state.active_locks), False
cr += dr
cc += dc
return None # off-grid → death
# ── Pretty-print ─────────────────────────────────────────────────────
_TYPE_CHAR = {
SquareType.NORMAL: ".",
SquareType.PLAYER: "P",
SquareType.GOAL: "G",
SquareType.PORTAL: "O",
SquareType.TELEPORTER: "T",
SquareType.KEY: "K",
SquareType.LOCK: "L",
}
def print_puzzle(puzzle: Puzzle) -> None:
"""Print an ASCII representation of the puzzle grid."""
min_r, max_r, min_c, max_c = puzzle.grid_bounds
for r in range(min_r + 1, max_r):
row_chars: list[str] = []
for c in range(min_c + 1, max_c):
if (r, c) in puzzle.squares:
sq = puzzle.squares[(r, c)]
ch = _TYPE_CHAR.get(sq.square_type, "?")
if sq.square_type == SquareType.PORTAL and sq.portal_side:
arrow = {"left": "<", "right": ">", "up": "^", "down": "v"}
ch = arrow.get(sq.portal_side, "O")
row_chars.append(ch)
else:
row_chars.append(" ")
def print_solution(puzzle: Puzzle, moves: list[str]) -> None:
"""Print the solution path step by step."""
state = State(
puzzle.player_start,
frozenset(
sq.pos
for sq in puzzle.squares.values()
if sq.square_type == SquareType.LOCK
),
)
for _i, move in enumerate(moves, 1):
dr, dc = DIRECTIONS[move]
result = _simulate_move(puzzle, state, dr, dc)
if result is None:
return
state, goal = result

View File

@ -91,6 +91,8 @@ PROTECTED_APP_IDS = {
1493710, # Proton Experimental 1493710, # Proton Experimental
1161040, # Proton BattlEye Runtime 1161040, # Proton BattlEye Runtime
1007020, # Proton EasyAntiCheat Runtime 1007020, # Proton EasyAntiCheat Runtime
# Games allowed to be installed anytime
3949040, # RV There Yet?
} }
STEAMAPPS_PATH = Path("~/.local/share/Steam/steamapps").expanduser() STEAMAPPS_PATH = Path("~/.local/share/Steam/steamapps").expanduser()
@ -1088,10 +1090,15 @@ def _try_reassign_shorter_game(
candidates.sort(key=lambda g: g.completionist_hours) candidates.sort(key=lambda g: g.completionist_hours)
if not candidates or candidates[0].app_id == app_id: if not candidates or candidates[0].app_id == app_id:
return False return False
shortest = candidates[0] # Filter out Linux-incompatible games before deciding to reassign.
playable = _pick_playable_candidate(
[c for c in candidates if c.app_id != app_id],
)
if playable is None or playable.completionist_hours >= hours:
return False
_echo( _echo(
f"\n Reassigning: {shortest.name} is shorter" f"\n Reassigning: {playable.name} is shorter"
f" (~{shortest.completionist_hours:.1f}h vs ~{hours:.1f}h)" f" (~{playable.completionist_hours:.1f}h vs ~{hours:.1f}h)"
) )
pick_next_game(all_games, state, config) pick_next_game(all_games, state, config)
return True return True

View File

@ -62,8 +62,8 @@ class ProtonDBRating:
- Its tier is gold but trending to silver or worse. - Its tier is gold but trending to silver or worse.
- No data exists (unknown compatibility). - No data exists (unknown compatibility).
""" """
if not self.tier: if not self.tier or self.tier == "pending":
return True # No data → don't block; user can skip manually. return True # No data / pending → don't block; user can skip manually.
tier_rank = TIER_ORDER.get(self.tier, 99) tier_rank = TIER_ORDER.get(self.tier, 99)
min_rank = TIER_ORDER[MIN_PLAYABLE_TIER] min_rank = TIER_ORDER[MIN_PLAYABLE_TIER]
@ -83,7 +83,10 @@ class ProtonDBRating:
def _load_cache() -> dict[str, Any]: def _load_cache() -> dict[str, Any]:
"""Load the on-disk ProtonDB cache.""" """Load the on-disk ProtonDB cache."""
if PROTONDB_CACHE_FILE.exists(): if PROTONDB_CACHE_FILE.exists():
return json.loads(PROTONDB_CACHE_FILE.read_text(encoding="utf-8")) # type: ignore[no-any-return] data: dict[str, Any] = json.loads(
PROTONDB_CACHE_FILE.read_text(encoding="utf-8"),
)
return data
return {} return {}