진행 시간 표시 추가 및 231~250 스테이지 체크포인트 반영
This commit is contained in:
@@ -1,989 +0,0 @@
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// Sokoban map generator (mask-based, reverse search from solved state)
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// - Uses small hand-made masks (Microban/Novoban 스타일) to shape the outer walls.
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// - Places goals/boxes in solved state, then pulls boxes away from goals (reverse of push) to guarantee solvability.
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// - Run: `dotnet run > output.json` (defaults use band config). Optional: `dotnet run <seed> [startId] [endId]`.
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// Legend: '#' wall, '.' floor, '0' void, 'G' goal, '$' box, '@' player.
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using System.Text.Json;
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internal static class Program
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{
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private static readonly LevelBandConfig[] LevelBands =
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{
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new LevelBandConfig
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{
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StartId = 3,
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EndId = 20,
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BoxCountLow = 1,
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BoxCountHigh = 2,
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MinAllowedPushes = 4,
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MinAllowedTurns = 2,
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ShapeMasks = MaskLibrary.Microban.Take(8).ToList()
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},
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new LevelBandConfig
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{
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StartId = 21,
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EndId = 40,
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BoxCountLow = 1,
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BoxCountHigh = 2,
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MinAllowedPushes = 7,
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MinAllowedTurns = 3,
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ShapeMasks = MaskLibrary.Microban.ToList()
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},
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new LevelBandConfig
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{
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StartId = 41,
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EndId = 60,
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BoxCountLow = 2,
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BoxCountHigh = 3,
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MinAllowedPushes = 9,
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MinAllowedTurns = 4,
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ShapeMasks = MaskLibrary.Microban.ToList()
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}
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};
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private static readonly GenerationTuning Tuning = new GenerationTuning
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{
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MaxAttemptsPerLevel = 2000,
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MaxMillisecondsPerLevel = 40_000,
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PushLimitPadding = 2,
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PushLimitScale = 0.35,
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DynamicGrowthWindow = 12,
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DynamicPushIncrement = 2,
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ReverseSearchMaxDepth = 120,
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ReverseSearchBreadth = 800,
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ApplyMaskTransforms = true,
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MaskWallJitter = 2
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};
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private const int DefaultSeed = 12345;
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public static void Main(string[] args)
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{
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var seed = DefaultSeed;
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if (args.Length > 0 && int.TryParse(args[0], out var parsedSeed))
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{
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seed = parsedSeed;
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}
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var rng = new Random(seed);
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var generator = new LevelGenerator(rng, Tuning, LevelBands);
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var startId = LevelBands.Min(b => b.StartId);
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var endId = LevelBands.Max(b => b.EndId);
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if (args.Length >= 2 && int.TryParse(args[1], out var requestedStart))
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{
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startId = requestedStart;
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}
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if (args.Length >= 3 && int.TryParse(args[2], out var requestedEnd))
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{
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endId = requestedEnd;
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}
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if (startId > endId)
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{
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(startId, endId) = (endId, startId);
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}
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var levels = generator.BuildRange(startId, endId);
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var options = new JsonSerializerOptions
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{
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WriteIndented = true,
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PropertyNamingPolicy = JsonNamingPolicy.CamelCase
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};
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Console.WriteLine(JsonSerializer.Serialize(levels, options));
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}
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}
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internal sealed class LevelGenerator
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{
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private readonly Random _rng;
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private readonly GenerationTuning _tuning;
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private readonly IReadOnlyList<LevelBandConfig> _bands;
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private readonly bool _trace;
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private readonly HashSet<string> _seenLayouts = new();
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public LevelGenerator(Random rng, GenerationTuning tuning, IReadOnlyList<LevelBandConfig> bands)
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{
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_rng = rng;
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_tuning = tuning;
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_bands = bands;
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_trace = Environment.GetEnvironmentVariable("NEKOBAN_DEBUG") == "1";
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}
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public List<GeneratedLevel> BuildRange(int startId, int endId)
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{
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foreach (var band in _bands)
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{
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if (band.ShapeMasksExpanded == null || band.ShapeMasksExpanded.Count == 0)
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{
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var baseMasks = band.ShapeMasks.Count > 0 ? band.ShapeMasks : MaskLibrary.Microban;
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band.ShapeMasksExpanded = MaskLibrary.ExpandWithTransforms(baseMasks);
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}
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}
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var output = new List<GeneratedLevel>();
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for (var id = startId; id <= endId; id++)
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{
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var band = ResolveBand(id);
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var level = BuildSingle(id, band);
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output.Add(level);
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}
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return output;
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}
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private GeneratedLevel BuildSingle(int id, LevelBandConfig band)
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{
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var stopwatch = Stopwatch.StartNew();
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var attempts = 0;
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var failReasons = _trace ? new Dictionary<string, int>() : null;
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while (attempts < _tuning.MaxAttemptsPerLevel &&
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stopwatch.ElapsedMilliseconds < _tuning.MaxMillisecondsPerLevel)
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{
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attempts++;
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var baseMasks = band.ShapeMasks.Count > 0 ? band.ShapeMasks : MaskLibrary.Microban;
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var prepped = band.ShapeMasksExpanded ?? MaskLibrary.ExpandWithTransforms(baseMasks);
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band.ShapeMasksExpanded ??= prepped;
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var mask = MaskLibrary.CreateVariant(
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MaskLibrary.PickRandom(_rng, prepped),
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_rng,
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_tuning.ApplyMaskTransforms,
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_tuning.MaskWallJitter);
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var canvas = LayoutFactory.FromMask(mask, _rng, _tuning);
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var boxCount = _rng.Next(band.BoxCountLow, band.BoxCountHigh + 1);
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if (boxCount <= 0)
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{
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boxCount = 1;
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}
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if (!PiecePlacer.TryPlace(canvas, _rng, boxCount, out var goals, out var boxes, out var player))
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{
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NoteFail(failReasons, "place");
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continue;
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}
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var board = Board.FromCanvas(canvas);
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var reverse = new ReverseSearch(board, _tuning.ReverseSearchMaxDepth, _tuning.ReverseSearchBreadth);
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var startState = reverse.FindStartState(goals, band.MinAllowedPushes, _rng);
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if (startState == null)
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{
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NoteFail(failReasons, "reverse_not_found");
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continue;
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}
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var solver = new SokobanSolver(board);
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var solve = solver.SolveDetailed(startState.Player, startState.Boxes, goals);
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if (solve.IsFail)
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{
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NoteFail(failReasons, "verify_unsolvable");
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continue;
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}
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if (solve.Pushes < band.MinAllowedPushes || solve.Turns < band.MinAllowedTurns || solve.Branching < band.MinAllowedBranching)
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{
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NoteFail(failReasons, "too_easy");
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continue;
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}
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var pushLimit = solve.Pushes + Math.Max(_tuning.PushLimitPadding,
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(int)Math.Ceiling(solve.Pushes * _tuning.PushLimitScale));
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canvas.ClearDynamic();
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canvas.Overlay(goals, 'G');
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canvas.Overlay(startState.Boxes, '$');
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canvas.Set(startState.Player, '@');
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// Final wall normalization; reject if tokens end up on the edge.
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if (!LayoutFactory.NormalizeOuterWallsStrict(canvas, failOnTokens: true))
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{
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NoteFail(failReasons, "boundary");
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continue;
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}
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var lines = canvas.ToLines();
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var layoutKey = string.Join("|", lines);
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if (_seenLayouts.Contains(layoutKey))
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{
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NoteFail(failReasons, "duplicate");
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continue;
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}
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_seenLayouts.Add(layoutKey);
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return new GeneratedLevel
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{
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Id = id,
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Grid = lines,
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LowestPush = solve.Pushes,
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PushLimit = pushLimit
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};
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}
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if (_trace && failReasons != null)
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{
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Console.Error.WriteLine($"[trace] level {id} failed. Reasons:");
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foreach (var kv in failReasons.OrderByDescending(kv => kv.Value))
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{
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Console.Error.WriteLine($" - {kv.Key}: {kv.Value}");
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}
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}
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throw new InvalidOperationException($"레벨 {id} 생성 실패 (attempts {attempts}).");
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}
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private LevelBandConfig ResolveBand(int id)
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{
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foreach (var band in _bands)
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{
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if (id >= band.StartId && id <= band.EndId)
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{
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return band;
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}
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}
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var last = _bands.Last();
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var delta = id - last.EndId;
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var growthStep = Math.Max(1, delta / Math.Max(1, _tuning.DynamicGrowthWindow) + 1);
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return new LevelBandConfig
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{
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StartId = id,
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EndId = id,
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BoxCountLow = last.BoxCountLow + growthStep / 2,
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BoxCountHigh = last.BoxCountHigh + growthStep / 2,
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MinAllowedPushes = last.MinAllowedPushes + growthStep * _tuning.DynamicPushIncrement,
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ShapeMasks = last.ShapeMasks
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};
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}
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private static void NoteFail(IDictionary<string, int>? sink, string reason)
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{
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if (sink == null) return;
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sink[reason] = sink.TryGetValue(reason, out var count) ? count + 1 : 1;
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}
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}
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internal sealed class GeneratedLevel
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{
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public int Id { get; init; }
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public List<string> Grid { get; init; } = new();
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public int LowestPush { get; init; }
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public int PushLimit { get; init; }
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}
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internal sealed class LevelBandConfig
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{
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public int StartId { get; init; }
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public int EndId { get; init; }
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public int BoxCountLow { get; init; }
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public int BoxCountHigh { get; init; }
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public int MinAllowedPushes { get; init; }
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public int MinAllowedTurns { get; init; } = 0;
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public int MinAllowedBranching { get; init; } = 0;
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public List<string[]> ShapeMasks { get; init; } = new();
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public List<string[]>? ShapeMasksExpanded { get; set; }
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}
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internal sealed class GenerationTuning
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{
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public int MaxAttemptsPerLevel { get; init; }
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public int MaxMillisecondsPerLevel { get; init; }
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public int PushLimitPadding { get; init; }
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public double PushLimitScale { get; init; }
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public int DynamicGrowthWindow { get; init; }
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public int DynamicPushIncrement { get; init; }
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public int ReverseSearchMaxDepth { get; init; }
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public int ReverseSearchBreadth { get; init; }
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public bool ApplyMaskTransforms { get; init; }
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public int MaskWallJitter { get; init; }
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public int PocketCarveMin { get; init; } = 0;
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public int PocketCarveMax { get; init; } = 0;
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public int PocketMaxRadius { get; init; } = 1;
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}
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internal sealed class GridCanvas
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{
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private readonly char[] _cells;
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public GridCanvas(int width, int height)
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{
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Width = width;
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Height = height;
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_cells = Enumerable.Repeat('0', width * height).ToArray();
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}
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public int Width { get; }
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public int Height { get; }
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public void Fill(char c) => Array.Fill(_cells, c);
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public void Set(int x, int y, char c)
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{
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if (!InBounds(x, y)) return;
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_cells[y * Width + x] = c;
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}
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public void Set(int index, char c)
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{
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if (index < 0 || index >= _cells.Length) return;
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_cells[index] = c;
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}
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public char Get(int x, int y) => _cells[y * Width + x];
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public char Get(int index) => _cells[index];
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public bool InBounds(int x, int y) => x >= 0 && y >= 0 && x < Width && y < Height;
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public void Overlay(IEnumerable<int> indices, char c)
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{
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foreach (var idx in indices)
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{
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Set(idx, c);
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}
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}
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public void ClearDynamic()
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{
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for (var i = 0; i < _cells.Length; i++)
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{
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if (_cells[i] == '@' || _cells[i] == '$')
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{
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_cells[i] = '.';
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}
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}
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}
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public List<string> ToLines()
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{
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var lines = new List<string>(Height);
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for (var y = 0; y < Height; y++)
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{
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lines.Add(new string(_cells, y * Width, Width));
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}
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return lines;
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}
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}
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internal static class LayoutFactory
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{
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public static GridCanvas FromMask(string[] mask, Random rng, GenerationTuning tuning)
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{
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var height = mask.Length;
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var width = mask.Max(row => row.Length);
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var canvas = new GridCanvas(width, height);
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canvas.Fill('0');
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for (var y = 0; y < height; y++)
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{
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var row = mask[y];
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for (var x = 0; x < row.Length; x++)
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{
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canvas.Set(x, y, row[x]);
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}
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}
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NormalizeOuterWalls(canvas);
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if (tuning.PocketCarveMax > 0)
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{
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AddPockets(canvas, rng, tuning);
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NormalizeOuterWalls(canvas);
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}
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return canvas;
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}
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// Enforce: inside the bounding box of non-void tiles, edges are walls, interior voids become walls.
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private static void NormalizeOuterWalls(GridCanvas canvas)
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{
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var w = canvas.Width;
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var h = canvas.Height;
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var minX = w;
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var minY = h;
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var maxX = -1;
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var maxY = -1;
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for (var y = 0; y < h; y++)
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{
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for (var x = 0; x < w; x++)
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{
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var c = canvas.Get(x, y);
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if (c == '0') continue;
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if (x < minX) minX = x;
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if (y < minY) minY = y;
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if (x > maxX) maxX = x;
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if (y > maxY) maxY = y;
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}
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}
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if (maxX < minX || maxY < minY)
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{
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return; // nothing to normalize
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}
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for (var y = minY; y <= maxY; y++)
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{
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for (var x = minX; x <= maxX; x++)
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{
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var isEdge = x == minX || x == maxX || y == minY || y == maxY;
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if (isEdge)
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{
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canvas.Set(x, y, '#');
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}
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else if (canvas.Get(x, y) == '0')
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{
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canvas.Set(x, y, '#');
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}
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}
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}
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// Outside bounding box remains void.
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}
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public static bool NormalizeOuterWallsStrict(GridCanvas canvas, bool failOnTokens)
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{
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var w = canvas.Width;
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var h = canvas.Height;
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var minX = w;
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var minY = h;
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var maxX = -1;
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var maxY = -1;
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for (var y = 0; y < h; y++)
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{
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for (var x = 0; x < w; x++)
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{
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var c = canvas.Get(x, y);
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if (c == '0') continue;
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if (x < minX) minX = x;
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if (y < minY) minY = y;
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if (x > maxX) maxX = x;
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if (y > maxY) maxY = y;
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}
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}
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if (maxX < minX || maxY < minY)
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{
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return false;
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}
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for (var y = minY; y <= maxY; y++)
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{
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for (var x = minX; x <= maxX; x++)
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{
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var isEdge = x == minX || x == maxX || y == minY || y == maxY;
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var c = canvas.Get(x, y);
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if (isEdge)
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{
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if (failOnTokens && (c == 'G' || c == '$' || c == '@'))
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{
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return false;
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}
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canvas.Set(x, y, '#');
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}
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else if (c == '0')
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{
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canvas.Set(x, y, '#');
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}
|
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}
|
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}
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||||
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return true;
|
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}
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||||
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private static void AddPockets(GridCanvas canvas, Random rng, GenerationTuning tuning)
|
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{
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var pockets = rng.Next(tuning.PocketCarveMin, tuning.PocketCarveMax + 1);
|
||||
for (var i = 0; i < pockets; i++)
|
||||
{
|
||||
var radius = rng.Next(1, tuning.PocketMaxRadius + 1);
|
||||
var x = rng.Next(1, canvas.Width - 1);
|
||||
var y = rng.Next(1, canvas.Height - 1);
|
||||
for (var yy = y - radius; yy <= y + radius; yy++)
|
||||
{
|
||||
for (var xx = x - radius; xx <= x + radius; xx++)
|
||||
{
|
||||
if (!canvas.InBounds(xx, yy)) continue;
|
||||
if (xx == 0 || yy == 0 || xx == canvas.Width - 1 || yy == canvas.Height - 1) continue;
|
||||
var dx = xx - x;
|
||||
var dy = yy - y;
|
||||
if (dx * dx + dy * dy <= radius * radius)
|
||||
{
|
||||
if (canvas.Get(xx, yy) == '#')
|
||||
{
|
||||
canvas.Set(xx, yy, '.');
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
internal static class PiecePlacer
|
||||
{
|
||||
public static bool TryPlace(GridCanvas canvas, Random rng, int boxCount, out HashSet<int> goals, out int[] boxes, out int player)
|
||||
{
|
||||
goals = new HashSet<int>();
|
||||
boxes = Array.Empty<int>();
|
||||
player = -1;
|
||||
|
||||
var candidates = Walkable(canvas).ToList();
|
||||
var minRequired = boxCount + 2;
|
||||
if (candidates.Count < minRequired)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
Shuffle(candidates, rng);
|
||||
|
||||
var softGoals = new List<int>();
|
||||
foreach (var idx in candidates)
|
||||
{
|
||||
if (IsDeadCorner(canvas, idx))
|
||||
{
|
||||
softGoals.Add(idx);
|
||||
continue;
|
||||
}
|
||||
goals.Add(idx);
|
||||
if (goals.Count == boxCount) break;
|
||||
}
|
||||
|
||||
if (goals.Count != boxCount)
|
||||
{
|
||||
foreach (var idx in softGoals)
|
||||
{
|
||||
goals.Add(idx);
|
||||
if (goals.Count == boxCount) break;
|
||||
}
|
||||
}
|
||||
|
||||
if (goals.Count != boxCount) return false;
|
||||
|
||||
var goalSet = new HashSet<int>(goals);
|
||||
var nonGoals = candidates.Where(i => !goalSet.Contains(i)).ToList();
|
||||
Shuffle(nonGoals, rng);
|
||||
|
||||
boxes = goals.ToArray();
|
||||
Array.Sort(boxes);
|
||||
|
||||
if (nonGoals.Count == 0) return false;
|
||||
|
||||
var reachable = FloodFrom(goalSet.First(), canvas, Array.Empty<int>());
|
||||
if (goalSet.Any(g => !reachable.Contains(g))) return false;
|
||||
|
||||
var playerOptions = nonGoals.Where(reachable.Contains).ToList();
|
||||
if (playerOptions.Count == 0) return false;
|
||||
|
||||
player = playerOptions[rng.Next(playerOptions.Count)];
|
||||
return true;
|
||||
}
|
||||
|
||||
private static HashSet<int> FloodFrom(int start, GridCanvas canvas, int[] boxes)
|
||||
{
|
||||
var visited = new HashSet<int>();
|
||||
if (IsSolid(canvas.Get(start)) || Array.BinarySearch(boxes, start) >= 0) return visited;
|
||||
|
||||
var queue = new Queue<int>();
|
||||
visited.Add(start);
|
||||
queue.Enqueue(start);
|
||||
|
||||
while (queue.Count > 0)
|
||||
{
|
||||
var current = queue.Dequeue();
|
||||
foreach (var next in NeighborIndices(current, canvas.Width, canvas.Height))
|
||||
{
|
||||
if (next < 0 || next >= canvas.Width * canvas.Height) continue;
|
||||
if (visited.Contains(next)) continue;
|
||||
|
||||
var tile = canvas.Get(next);
|
||||
if (IsSolid(tile) || Array.BinarySearch(boxes, next) >= 0) continue;
|
||||
|
||||
visited.Add(next);
|
||||
queue.Enqueue(next);
|
||||
}
|
||||
}
|
||||
|
||||
return visited;
|
||||
}
|
||||
|
||||
private static IEnumerable<int> Walkable(GridCanvas canvas)
|
||||
{
|
||||
for (var i = 0; i < canvas.Width * canvas.Height; i++)
|
||||
{
|
||||
var tile = canvas.Get(i);
|
||||
if (!IsSolid(tile))
|
||||
{
|
||||
yield return i;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private static IEnumerable<int> NeighborIndices(int index, int width, int height)
|
||||
{
|
||||
var x = index % width;
|
||||
var y = index / width;
|
||||
|
||||
if (y > 0) yield return index - width;
|
||||
if (y < height - 1) yield return index + width;
|
||||
if (x > 0) yield return index - 1;
|
||||
if (x < width - 1) yield return index + 1;
|
||||
}
|
||||
|
||||
private static bool IsDeadCorner(GridCanvas canvas, int idx)
|
||||
{
|
||||
var w = canvas.Width;
|
||||
var h = canvas.Height;
|
||||
var x = idx % w;
|
||||
var y = idx / w;
|
||||
|
||||
var solidNorth = y == 0 || IsSolid(canvas.Get(x, y - 1));
|
||||
var solidSouth = y == h - 1 || IsSolid(canvas.Get(x, y + 1));
|
||||
var solidWest = x == 0 || IsSolid(canvas.Get(x - 1, y));
|
||||
var solidEast = x == w - 1 || IsSolid(canvas.Get(x + 1, y));
|
||||
|
||||
var verticalBlocked = (solidNorth && solidSouth);
|
||||
var horizontalBlocked = (solidWest && solidEast);
|
||||
if (verticalBlocked || horizontalBlocked) return true;
|
||||
|
||||
var cornerNW = solidNorth && solidWest;
|
||||
var cornerNE = solidNorth && solidEast;
|
||||
var cornerSW = solidSouth && solidWest;
|
||||
var cornerSE = solidSouth && solidEast;
|
||||
return cornerNW || cornerNE || cornerSW || cornerSE;
|
||||
}
|
||||
|
||||
private static bool IsSolid(char tile) => tile == '#' || tile == '0';
|
||||
|
||||
private static void Shuffle<T>(IList<T> list, Random rng)
|
||||
{
|
||||
for (var i = list.Count - 1; i > 0; i--)
|
||||
{
|
||||
var j = rng.Next(i + 1);
|
||||
(list[i], list[j]) = (list[j], list[i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
internal sealed class Board
|
||||
{
|
||||
private readonly bool[] _walls;
|
||||
|
||||
private Board(int width, int height, bool[] walls)
|
||||
{
|
||||
Width = width;
|
||||
Height = height;
|
||||
_walls = walls;
|
||||
}
|
||||
|
||||
public int Width { get; }
|
||||
public int Height { get; }
|
||||
public int Size => Width * Height;
|
||||
|
||||
public static Board FromCanvas(GridCanvas canvas)
|
||||
{
|
||||
var walls = new bool[canvas.Width * canvas.Height];
|
||||
for (var i = 0; i < walls.Length; i++)
|
||||
{
|
||||
var tile = canvas.Get(i);
|
||||
walls[i] = tile == '#' || tile == '0';
|
||||
}
|
||||
|
||||
return new Board(canvas.Width, canvas.Height, walls);
|
||||
}
|
||||
|
||||
public bool IsSolid(int index) => _walls[index];
|
||||
}
|
||||
|
||||
internal sealed class ReverseSearch
|
||||
{
|
||||
private readonly Board _board;
|
||||
private readonly int _maxDepth;
|
||||
private readonly int _breadth;
|
||||
private readonly int[] _dirs;
|
||||
|
||||
public ReverseSearch(Board board, int maxDepth, int breadth)
|
||||
{
|
||||
_board = board;
|
||||
_maxDepth = maxDepth;
|
||||
_breadth = breadth;
|
||||
_dirs = new[] { -board.Width, board.Width, -1, 1 };
|
||||
}
|
||||
|
||||
public ScrambledState? FindStartState(HashSet<int> goals, int minPush, Random rng)
|
||||
{
|
||||
var boxes = goals.ToArray();
|
||||
Array.Sort(boxes);
|
||||
|
||||
var playerStart = FirstFloorNotGoal(goals);
|
||||
if (playerStart < 0) return null;
|
||||
|
||||
var start = new SolverState(playerStart, boxes);
|
||||
var queue = new Queue<(SolverState State, int Pushes)>();
|
||||
var visited = new HashSet<SolverState>(new StateComparer()) { start };
|
||||
queue.Enqueue((start, 0));
|
||||
|
||||
ScrambledState? best = null;
|
||||
var bestPush = -1;
|
||||
|
||||
while (queue.Count > 0 && visited.Count < _breadth)
|
||||
{
|
||||
var (state, pushes) = queue.Dequeue();
|
||||
if (pushes >= minPush && pushes > bestPush)
|
||||
{
|
||||
bestPush = pushes;
|
||||
best = new ScrambledState(state.Player, state.Boxes);
|
||||
}
|
||||
|
||||
if (pushes >= _maxDepth) continue;
|
||||
|
||||
foreach (var next in Expand(state))
|
||||
{
|
||||
var nextPushes = pushes + (next.Item2 ? 1 : 0);
|
||||
if (nextPushes > _maxDepth) continue;
|
||||
|
||||
var nextState = next.Item1;
|
||||
if (visited.Add(nextState))
|
||||
{
|
||||
queue.Enqueue((nextState, nextPushes));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return best;
|
||||
}
|
||||
|
||||
private int FirstFloorNotGoal(HashSet<int> goals)
|
||||
{
|
||||
for (var i = 0; i < _board.Size; i++)
|
||||
{
|
||||
if (_board.IsSolid(i)) continue;
|
||||
if (goals.Contains(i)) continue;
|
||||
return i;
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
|
||||
// Returns (state, isPull) where isPull indicates a box move (counts as push)
|
||||
private IEnumerable<(SolverState, bool)> Expand(SolverState state)
|
||||
{
|
||||
foreach (var dir in _dirs)
|
||||
{
|
||||
var step = state.Player + dir;
|
||||
if (!IndexInBounds(step) || _board.IsSolid(step) || Array.BinarySearch(state.Boxes, step) >= 0)
|
||||
{
|
||||
// pull candidate?
|
||||
var boxPos = state.Player + dir;
|
||||
var behind = state.Player - dir;
|
||||
if (!IndexInBounds(boxPos) || !IndexInBounds(behind)) continue;
|
||||
var boxIndex = Array.BinarySearch(state.Boxes, boxPos);
|
||||
if (boxIndex < 0) continue;
|
||||
if (_board.IsSolid(behind) || Array.BinarySearch(state.Boxes, behind) >= 0) continue;
|
||||
|
||||
var nextBoxes = state.Boxes.ToArray();
|
||||
nextBoxes[boxIndex] = state.Player;
|
||||
Array.Sort(nextBoxes);
|
||||
yield return (new SolverState(behind, nextBoxes), true);
|
||||
continue;
|
||||
}
|
||||
|
||||
// player walk
|
||||
yield return (new SolverState(step, state.Boxes), false);
|
||||
}
|
||||
}
|
||||
|
||||
private bool IndexInBounds(int idx) => idx >= 0 && idx < _board.Size;
|
||||
}
|
||||
|
||||
internal sealed class SokobanSolver
|
||||
{
|
||||
private readonly Board _board;
|
||||
private readonly StateComparer _comparer = new();
|
||||
private readonly int[] _dirs;
|
||||
|
||||
public SokobanSolver(Board board)
|
||||
{
|
||||
_board = board;
|
||||
_dirs = new[] { -board.Width, board.Width, -1, 1 };
|
||||
}
|
||||
|
||||
public SolveResult SolveDetailed(int player, int[] boxes, HashSet<int> goals)
|
||||
{
|
||||
Array.Sort(boxes);
|
||||
var start = new SolverState(player, boxes);
|
||||
var visited = new HashSet<SolverState>(_comparer) { start };
|
||||
var parents = new Dictionary<SolverState, (SolverState Parent, int Dir)>(_comparer);
|
||||
var queue = new Queue<SolverState>();
|
||||
queue.Enqueue(start);
|
||||
|
||||
while (queue.Count > 0)
|
||||
{
|
||||
var state = queue.Dequeue();
|
||||
if (IsSolved(state.Boxes, goals))
|
||||
{
|
||||
return BuildResult(state, parents);
|
||||
}
|
||||
|
||||
foreach (var (next, dir) in Expand(state))
|
||||
{
|
||||
if (visited.Add(next))
|
||||
{
|
||||
parents[next] = (state, dir);
|
||||
queue.Enqueue(next);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return SolveResult.Fail;
|
||||
}
|
||||
|
||||
private IEnumerable<(SolverState State, int Dir)> Expand(SolverState state)
|
||||
{
|
||||
var reachable = ReachableWithoutPushing(state.Player, state.Boxes);
|
||||
foreach (var pos in reachable)
|
||||
{
|
||||
foreach (var dir in _dirs)
|
||||
{
|
||||
var boxPos = pos + dir;
|
||||
var landing = boxPos + dir;
|
||||
if (!IndexInBounds(boxPos) || !IndexInBounds(landing)) continue;
|
||||
|
||||
var boxIndex = Array.BinarySearch(state.Boxes, boxPos);
|
||||
if (boxIndex < 0) continue;
|
||||
if (_board.IsSolid(landing) || Array.BinarySearch(state.Boxes, landing) >= 0) continue;
|
||||
|
||||
var nextBoxes = state.Boxes.ToArray();
|
||||
nextBoxes[boxIndex] = landing;
|
||||
Array.Sort(nextBoxes);
|
||||
yield return (new SolverState(boxPos, nextBoxes), dir);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private SolveResult BuildResult(SolverState solved, Dictionary<SolverState, (SolverState Parent, int Dir)> parents)
|
||||
{
|
||||
var pushes = 0;
|
||||
var turns = 0;
|
||||
var branching = 0;
|
||||
|
||||
var path = new List<(SolverState State, int Dir)>();
|
||||
var current = solved;
|
||||
while (parents.TryGetValue(current, out var entry))
|
||||
{
|
||||
path.Add((current, entry.Dir));
|
||||
current = entry.Parent;
|
||||
}
|
||||
path.Reverse();
|
||||
|
||||
var prevDir = 0;
|
||||
foreach (var (_, dir) in path)
|
||||
{
|
||||
pushes++;
|
||||
if (prevDir != 0 && dir != prevDir) turns++;
|
||||
prevDir = dir;
|
||||
}
|
||||
|
||||
// branching: count states along path that had more than one push option
|
||||
current = solved;
|
||||
while (parents.TryGetValue(current, out var entry2))
|
||||
{
|
||||
var pushOptions = Expand(entry2.Parent).Count();
|
||||
if (pushOptions > 1) branching++;
|
||||
current = entry2.Parent;
|
||||
}
|
||||
|
||||
return new SolveResult(pushes, turns, branching);
|
||||
}
|
||||
|
||||
private List<int> ReachableWithoutPushing(int start, int[] boxes)
|
||||
{
|
||||
var visited = new bool[_board.Size];
|
||||
var queue = new Queue<int>();
|
||||
var output = new List<int>();
|
||||
|
||||
if (_board.IsSolid(start) || Array.BinarySearch(boxes, start) >= 0) return output;
|
||||
|
||||
visited[start] = true;
|
||||
queue.Enqueue(start);
|
||||
output.Add(start);
|
||||
|
||||
while (queue.Count > 0)
|
||||
{
|
||||
var current = queue.Dequeue();
|
||||
foreach (var dir in _dirs)
|
||||
{
|
||||
var next = current + dir;
|
||||
if (!IndexInBounds(next)) continue;
|
||||
if (visited[next]) continue;
|
||||
if (_board.IsSolid(next) || Array.BinarySearch(boxes, next) >= 0) continue;
|
||||
visited[next] = true;
|
||||
queue.Enqueue(next);
|
||||
output.Add(next);
|
||||
}
|
||||
}
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
private bool IsSolved(int[] boxes, HashSet<int> goals)
|
||||
{
|
||||
foreach (var b in boxes)
|
||||
{
|
||||
if (!goals.Contains(b)) return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
private bool IndexInBounds(int idx) => idx >= 0 && idx < _board.Size;
|
||||
}
|
||||
|
||||
internal readonly record struct SolverState(int Player, int[] Boxes);
|
||||
|
||||
internal readonly record struct SolveResult(int Pushes, int Turns, int Branching)
|
||||
{
|
||||
public static SolveResult Fail => new(-1, -1, -1);
|
||||
public bool IsFail => Pushes < 0;
|
||||
}
|
||||
|
||||
internal sealed class StateComparer : IEqualityComparer<SolverState>
|
||||
{
|
||||
public bool Equals(SolverState x, SolverState y)
|
||||
{
|
||||
if (x.Player != y.Player) return false;
|
||||
var a = x.Boxes;
|
||||
var b = y.Boxes;
|
||||
if (a.Length != b.Length) return false;
|
||||
for (var i = 0; i < a.Length; i++)
|
||||
{
|
||||
if (a[i] != b[i]) return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
public int GetHashCode(SolverState obj)
|
||||
{
|
||||
var hash = obj.Player * 397 ^ obj.Boxes.Length;
|
||||
unchecked
|
||||
{
|
||||
for (var i = 0; i < obj.Boxes.Length; i++)
|
||||
{
|
||||
hash = hash * 31 + obj.Boxes[i];
|
||||
}
|
||||
}
|
||||
return hash;
|
||||
}
|
||||
}
|
||||
|
||||
internal sealed record ScrambledState(int Player, int[] Boxes);
|
||||
57
Program.cs
57
Program.cs
@@ -161,8 +161,9 @@ internal static class Program
|
||||
|
||||
var rng = new Random(seed);
|
||||
var levelBands = LoadLevelBands();
|
||||
var totalWatch = Stopwatch.StartNew();
|
||||
var status = new StatusReporter();
|
||||
var generator = new LevelGenerator(rng, Tuning, levelBands, status);
|
||||
var generator = new LevelGenerator(rng, Tuning, levelBands, status, totalWatch);
|
||||
|
||||
var startId = levelBands.Min(b => b.StartId);
|
||||
var endId = levelBands.Max(b => b.EndId);
|
||||
@@ -208,7 +209,6 @@ internal static class Program
|
||||
}
|
||||
}
|
||||
|
||||
var totalWatch = Stopwatch.StartNew();
|
||||
var levels = generator.BuildRange(startId, endId, SaveCheckpoint);
|
||||
totalWatch.Stop();
|
||||
|
||||
@@ -458,13 +458,15 @@ internal sealed class LevelGenerator
|
||||
private readonly HashSet<string> _seenLayouts = new();
|
||||
private readonly HashSet<string> _seenPatterns = new();
|
||||
private readonly StatusReporter _status;
|
||||
private readonly Stopwatch _totalWatch;
|
||||
|
||||
public LevelGenerator(Random rng, GenerationTuning tuning, IReadOnlyList<LevelBandConfig> bands, StatusReporter status)
|
||||
public LevelGenerator(Random rng, GenerationTuning tuning, IReadOnlyList<LevelBandConfig> bands, StatusReporter status, Stopwatch totalWatch)
|
||||
{
|
||||
_rng = rng;
|
||||
_tuning = tuning;
|
||||
_bands = bands;
|
||||
_status = status;
|
||||
_totalWatch = totalWatch;
|
||||
_trace = Environment.GetEnvironmentVariable("NEKOBAN_DEBUG") == "1";
|
||||
}
|
||||
|
||||
@@ -483,7 +485,8 @@ internal sealed class LevelGenerator
|
||||
for (var id = startId; id <= endId; id++)
|
||||
{
|
||||
var band = ResolveBand(id);
|
||||
var level = BuildSingle(id, band);
|
||||
var levelStopwatch = Stopwatch.StartNew();
|
||||
var level = BuildSingle(id, band, levelStopwatch);
|
||||
level = TrimLevel(level);
|
||||
output.Add(level);
|
||||
onCheckpoint?.Invoke(output, id);
|
||||
@@ -502,7 +505,7 @@ internal sealed class LevelGenerator
|
||||
return new PocketSettings(min, max, radius);
|
||||
}
|
||||
|
||||
private GeneratedLevel BuildSingle(int id, LevelBandConfig band)
|
||||
private GeneratedLevel BuildSingle(int id, LevelBandConfig band, Stopwatch levelStopwatch)
|
||||
{
|
||||
// 완화 단계를 순차적으로 적용한다. (총 5단계 + 비상 1단계)
|
||||
var stages = new List<RelaxStage>
|
||||
@@ -546,26 +549,7 @@ internal sealed class LevelGenerator
|
||||
c.MinBoxDistance = Math.Max(1, c.MinBoxDistance - 1);
|
||||
c.MinWallDistance = Math.Max(0, c.MinWallDistance - 1);
|
||||
return c;
|
||||
}),
|
||||
new RelaxStage("완화6-최종", bandConfig =>
|
||||
{
|
||||
var c = CloneBand(bandConfig);
|
||||
c.BoxCountLow = 1;
|
||||
c.BoxCountHigh = Math.Max(1, c.BoxCountHigh - 2);
|
||||
c.MinAllowedPushes = 1;
|
||||
c.MinAllowedTurns = 0;
|
||||
c.MinAllowedBranching = 0;
|
||||
c.MinGoalDistance = Math.Max(1, c.MinGoalDistance - 2);
|
||||
c.MinBoxDistance = Math.Max(1, c.MinBoxDistance - 2);
|
||||
c.MinWallDistance = 0;
|
||||
c.ReverseDepthScale = Math.Max(1.0, c.ReverseDepthScale * 2.8);
|
||||
c.ReverseBreadthScale = Math.Max(1.0, c.ReverseBreadthScale * 2.8);
|
||||
c.MaskPadMin = -2;
|
||||
c.MaskPadMax = -2;
|
||||
c.ShapeMasks = MaskLibrary.Medium.Concat(MaskLibrary.Microban).ToList();
|
||||
c.ShapeMasksExpanded = null;
|
||||
return c;
|
||||
}, OverrideRelaxSteps: 6)
|
||||
})
|
||||
};
|
||||
|
||||
// 밴드 강등 시도: 현재 밴드 -> 직전 10레벨 밴드 -> 직전 20레벨 밴드
|
||||
@@ -584,10 +568,10 @@ internal sealed class LevelGenerator
|
||||
}
|
||||
|
||||
// 시드 변조 재시도 + 완화 단계 루프
|
||||
const int seedRetries = 5;
|
||||
foreach (var bandCandidate in bandCandidates)
|
||||
var retry = 0;
|
||||
while (true)
|
||||
{
|
||||
for (var retry = 0; retry < seedRetries; retry++)
|
||||
foreach (var bandCandidate in bandCandidates)
|
||||
{
|
||||
var jitterSeed = _rng.Next() ^ (id * 7919) ^ (retry * 104729);
|
||||
var localRng = new Random(jitterSeed);
|
||||
@@ -596,18 +580,17 @@ internal sealed class LevelGenerator
|
||||
{
|
||||
var bandForStage = stage.Adjust(bandCandidate);
|
||||
var relaxOverride = stage.OverrideRelaxSteps;
|
||||
if (TryBuildStage(id, bandForStage, stage.Label, localRng, relaxOverride, out var level))
|
||||
if (TryBuildStage(id, bandForStage, stage.Label, localRng, relaxOverride, levelStopwatch, out var level))
|
||||
{
|
||||
return level;
|
||||
}
|
||||
}
|
||||
}
|
||||
retry++;
|
||||
}
|
||||
}
|
||||
|
||||
throw new InvalidOperationException($"레벨 {id} 생성 실패 (모든 완화 단계 시도됨)");
|
||||
}
|
||||
|
||||
private bool TryBuildStage(int id, LevelBandConfig band, string stageLabel, Random rng, int? overrideRelaxSteps, out GeneratedLevel level)
|
||||
private bool TryBuildStage(int id, LevelBandConfig band, string stageLabel, Random rng, int? overrideRelaxSteps, Stopwatch levelStopwatch, out GeneratedLevel level)
|
||||
{
|
||||
var failReasons = _trace ? new Dictionary<string, int>() : null;
|
||||
var baseMasks = band.ShapeMasks.Count > 0 ? band.ShapeMasks : MaskLibrary.Microban;
|
||||
@@ -631,16 +614,16 @@ internal sealed class LevelGenerator
|
||||
var reverseDepth = Math.Max(16, (int)Math.Round(_tuning.ReverseSearchMaxDepth * depthScale));
|
||||
var reverseBreadth = Math.Max(200, (int)Math.Round(_tuning.ReverseSearchBreadth * breadthScale));
|
||||
|
||||
var stopwatch = Stopwatch.StartNew();
|
||||
var stageStopwatch = Stopwatch.StartNew();
|
||||
var attempts = 0;
|
||||
|
||||
while (attempts < attemptsLimit &&
|
||||
stopwatch.ElapsedMilliseconds < timeLimit)
|
||||
stageStopwatch.ElapsedMilliseconds < timeLimit)
|
||||
{
|
||||
attempts++;
|
||||
// 진행 상태가 살아 있음을 보여주기 위해, 1초 단위 점(.) 애니메이션을 출력한다.
|
||||
// 예) "레벨 214 [기본] 생성중.", "..", "..." 식으로 순환.
|
||||
_status.Show($"레벨 {id} [{stageLabel}] 생성중", withDots: true);
|
||||
_status.ShowProgress($"레벨 {id} [{stageLabel}] 생성중", levelStopwatch.Elapsed, _totalWatch.Elapsed);
|
||||
var mask = MaskLibrary.CreateVariant(
|
||||
MaskLibrary.PickRandom(rng, band.ShapeMasksExpanded),
|
||||
rng,
|
||||
@@ -734,7 +717,7 @@ internal sealed class LevelGenerator
|
||||
_seenPatterns.Add(patternKey);
|
||||
}
|
||||
|
||||
_status.Show($"레벨 {id} [{stageLabel}] 생성완료 ({StatusReporter.FormatDuration(stopwatch.Elapsed)})");
|
||||
_status.Show($"레벨 {id} [{stageLabel}] 생성완료 ({StatusReporter.FormatDuration(levelStopwatch.Elapsed)})");
|
||||
level = new GeneratedLevel
|
||||
{
|
||||
Id = id,
|
||||
|
||||
@@ -22,7 +22,8 @@ dotnet run -- --trim <입력 json> [출력 json] [startId] [endId]
|
||||
- `startId/endId`가 없으면 `levelbalance.json`에 정의된 밴드 범위를 사용합니다.
|
||||
- 검증 모드에서는 지정한 JSON의 레벨을 솔버로 풀어보고, 성공/실패와 함께 `moves/ pushes/ turns`를 리포트합니다.
|
||||
- 트림 모드는 지정한 범위(id)만 외곽의 '0' 패딩을 걷어내서 저장합니다(기본 출력 경로: `trimmed_output.json`).
|
||||
- 진행 상태는 stderr에 한 줄로 갱신됩니다(벽 생성중/박스 배치중/검증중/생성완료).
|
||||
- 생성 중 매 레벨 단위로 누적 체크포인트 JSON을 `stage_checkpoint.json`에 기록하며, 경로는 `NEKOBAN_CHECKPOINT` 환경변수로 바꿀 수 있습니다.
|
||||
- 진행 상태는 stderr에 한 줄로 갱신되며 점(.) 애니메이션과 현재 레벨/전체 경과 시간이 함께 표시됩니다.
|
||||
|
||||
## 설정
|
||||
- `levelbalance.json`: 레벨 밴드 설정(레벨 범위, 박스 수, 최소 푸시/턴/브랜칭, 마스크 세트/확장 범위, 역탐색 깊이/폭 스케일, 목표/박스 간 최소 거리, 주머니(포켓) 리라이팅). `maskSets`(micro/medium/large), `maskPadMin/max`, `reverseDepthScale/breadthScale`, `minAllowedBranching`, `minGoal/Box/WallDistance`, `pocketCarveMin/Max/Radius`를 밴드별로 조정해 난이도·길이감을 설계합니다.
|
||||
@@ -60,3 +61,4 @@ dotnet run -- --trim <입력 json> [출력 json] [startId] [endId]
|
||||
- 중복 레이아웃은 제거됩니다.
|
||||
- 해법 패턴(푸시/턴/방향 런 요약) 해시를 이용해 유사 해법 레벨도 추가로 걸러냅니다.
|
||||
- 더 느리게 돌려야 하면 `GenerationTuning`의 시도/시간 한도를 조정하세요.
|
||||
- 밴드 강등/시드 재시도는 성공할 때까지 반복되므로, 오래 걸릴 때는 진행 메시지의 경과 시간을 참고해 중단 여부를 판단하세요.
|
||||
|
||||
@@ -29,6 +29,13 @@ internal sealed class StatusReporter
|
||||
Write(message, newline: true);
|
||||
}
|
||||
|
||||
public void ShowProgress(string message, TimeSpan levelElapsed, TimeSpan totalElapsed)
|
||||
{
|
||||
_dotCounter++;
|
||||
var progress = $"{message}{Dots()}({FormatDuration(levelElapsed)} / {FormatDuration(totalElapsed)})";
|
||||
Write(progress, newline: false);
|
||||
}
|
||||
|
||||
private void Write(string message, bool newline)
|
||||
{
|
||||
if (_lastMessage == message && !newline) return;
|
||||
@@ -56,9 +63,13 @@ internal sealed class StatusReporter
|
||||
|
||||
public static string FormatDuration(TimeSpan elapsed)
|
||||
{
|
||||
if (elapsed.TotalHours >= 1)
|
||||
{
|
||||
return $"{(int)elapsed.TotalHours}h{elapsed.Minutes}m{elapsed.Seconds}s";
|
||||
}
|
||||
if (elapsed.TotalMinutes >= 1)
|
||||
{
|
||||
return $"{(int)elapsed.TotalMinutes}m {elapsed.Seconds}s";
|
||||
return $"{(int)elapsed.TotalMinutes}m{elapsed.Seconds}s";
|
||||
}
|
||||
return $"{elapsed.Seconds}s";
|
||||
}
|
||||
|
||||
277
stage.json
277
stage.json
@@ -1,277 +0,0 @@
|
||||
[
|
||||
{
|
||||
"id": 3,
|
||||
"grid": [
|
||||
"00000000000",
|
||||
"00000000000",
|
||||
"00#######00",
|
||||
"00##..###00",
|
||||
"00#...$@#00",
|
||||
"00#.....#00",
|
||||
"00#...G.#00",
|
||||
"00###.###00",
|
||||
"00#######00",
|
||||
"00000000000",
|
||||
"00000000000"
|
||||
],
|
||||
"lowestPush": 4,
|
||||
"pushLimit": 6
|
||||
},
|
||||
{
|
||||
"id": 4,
|
||||
"grid": [
|
||||
"######0",
|
||||
"#...##0",
|
||||
"#...##0",
|
||||
"#G$..#0",
|
||||
"#.G$.#0",
|
||||
"#.#@##0",
|
||||
"######0"
|
||||
],
|
||||
"lowestPush": 4,
|
||||
"pushLimit": 6
|
||||
},
|
||||
{
|
||||
"id": 5,
|
||||
"grid": [
|
||||
"000000000",
|
||||
"0#######0",
|
||||
"0##...##0",
|
||||
"0#@$..##0",
|
||||
"0#.G...#0",
|
||||
"0##$..##0",
|
||||
"0##.G.##0",
|
||||
"0#######0",
|
||||
"000000000"
|
||||
],
|
||||
"lowestPush": 5,
|
||||
"pushLimit": 7
|
||||
},
|
||||
{
|
||||
"id": 6,
|
||||
"grid": [
|
||||
"######0",
|
||||
"#...##0",
|
||||
"#$.G##0",
|
||||
"#G.$@#0",
|
||||
"#..###0",
|
||||
"#...##0",
|
||||
"######0"
|
||||
],
|
||||
"lowestPush": 6,
|
||||
"pushLimit": 9
|
||||
},
|
||||
{
|
||||
"id": 7,
|
||||
"grid": [
|
||||
"000000000",
|
||||
"0#######0",
|
||||
"0###..##0",
|
||||
"0#@$...#0",
|
||||
"0#G....#0",
|
||||
"0#.....#0",
|
||||
"0###.###0",
|
||||
"0#######0",
|
||||
"000000000"
|
||||
],
|
||||
"lowestPush": 4,
|
||||
"pushLimit": 6
|
||||
},
|
||||
{
|
||||
"id": 8,
|
||||
"grid": [
|
||||
"######0",
|
||||
"#...##0",
|
||||
"#..$@#0",
|
||||
"#.G..#0",
|
||||
"#..$##0",
|
||||
"#....#0",
|
||||
"######0"
|
||||
],
|
||||
"lowestPush": 4,
|
||||
"pushLimit": 6
|
||||
},
|
||||
{
|
||||
"id": 9,
|
||||
"grid": [
|
||||
"######0",
|
||||
"#..@##0",
|
||||
"#.#$##0",
|
||||
"#....#0",
|
||||
"#....#0",
|
||||
"#.G.##0",
|
||||
"######0"
|
||||
],
|
||||
"lowestPush": 4,
|
||||
"pushLimit": 6
|
||||
},
|
||||
{
|
||||
"id": 10,
|
||||
"grid": [
|
||||
"#######",
|
||||
"#@$GG.#",
|
||||
"#.$...#",
|
||||
"#.....#",
|
||||
"#######",
|
||||
"#######",
|
||||
"0000000"
|
||||
],
|
||||
"lowestPush": 4,
|
||||
"pushLimit": 6
|
||||
},
|
||||
{
|
||||
"id": 11,
|
||||
"grid": [
|
||||
"######0",
|
||||
"#..@##0",
|
||||
"##$$##0",
|
||||
"#.G..#0",
|
||||
"#G...#0",
|
||||
"#...##0",
|
||||
"######0"
|
||||
],
|
||||
"lowestPush": 5,
|
||||
"pushLimit": 7
|
||||
},
|
||||
{
|
||||
"id": 12,
|
||||
"grid": [
|
||||
"0000000",
|
||||
"0#####0",
|
||||
"0#...#0",
|
||||
"0#.$.#0",
|
||||
"0#G.$#0",
|
||||
"0#.#@#0",
|
||||
"0#####0",
|
||||
"0000000"
|
||||
],
|
||||
"lowestPush": 4,
|
||||
"pushLimit": 6
|
||||
},
|
||||
{
|
||||
"id": 13,
|
||||
"grid": [
|
||||
"######0",
|
||||
"#...##0",
|
||||
"#..###0",
|
||||
"#..$@#0",
|
||||
"#$.G##0",
|
||||
"#...##0",
|
||||
"######0"
|
||||
],
|
||||
"lowestPush": 7,
|
||||
"pushLimit": 10
|
||||
},
|
||||
{
|
||||
"id": 14,
|
||||
"grid": [
|
||||
"0######",
|
||||
"0##...#",
|
||||
"0##.$@#",
|
||||
"0#.G..#",
|
||||
"0##G$##",
|
||||
"0##...#",
|
||||
"0######"
|
||||
],
|
||||
"lowestPush": 5,
|
||||
"pushLimit": 7
|
||||
},
|
||||
{
|
||||
"id": 15,
|
||||
"grid": [
|
||||
"00000000000",
|
||||
"00000000000",
|
||||
"00#######00",
|
||||
"00##...##00",
|
||||
"00##.$.##00",
|
||||
"00#@$.G.#00",
|
||||
"00##..G##00",
|
||||
"00##...##00",
|
||||
"00#######00",
|
||||
"00000000000",
|
||||
"00000000000"
|
||||
],
|
||||
"lowestPush": 5,
|
||||
"pushLimit": 7
|
||||
},
|
||||
{
|
||||
"id": 16,
|
||||
"grid": [
|
||||
"0######",
|
||||
"0##.G.#",
|
||||
"0##$.G#",
|
||||
"0#....#",
|
||||
"0#@$.##",
|
||||
"0##...#",
|
||||
"0######"
|
||||
],
|
||||
"lowestPush": 8,
|
||||
"pushLimit": 11
|
||||
},
|
||||
{
|
||||
"id": 17,
|
||||
"grid": [
|
||||
"0######",
|
||||
"0##...#",
|
||||
"0#...##",
|
||||
"0#....#",
|
||||
"0##$.G#",
|
||||
"0##@..#",
|
||||
"0######"
|
||||
],
|
||||
"lowestPush": 4,
|
||||
"pushLimit": 6
|
||||
},
|
||||
{
|
||||
"id": 18,
|
||||
"grid": [
|
||||
"00000000000",
|
||||
"00000000000",
|
||||
"00#######00",
|
||||
"00##...##00",
|
||||
"00##G.$##00",
|
||||
"00#.G...#00",
|
||||
"00#...$.#00",
|
||||
"00##..@##00",
|
||||
"00#######00",
|
||||
"00000000000",
|
||||
"00000000000"
|
||||
],
|
||||
"lowestPush": 7,
|
||||
"pushLimit": 10
|
||||
},
|
||||
{
|
||||
"id": 19,
|
||||
"grid": [
|
||||
"000000000",
|
||||
"0#######0",
|
||||
"0##...##0",
|
||||
"0##G..##0",
|
||||
"0#.G.$@#0",
|
||||
"0##.$.##0",
|
||||
"0##...##0",
|
||||
"0#######0",
|
||||
"000000000"
|
||||
],
|
||||
"lowestPush": 5,
|
||||
"pushLimit": 7
|
||||
},
|
||||
{
|
||||
"id": 20,
|
||||
"grid": [
|
||||
"00000000000",
|
||||
"00000000000",
|
||||
"00#######00",
|
||||
"00###@###00",
|
||||
"00#..$..#00",
|
||||
"00#...$.#00",
|
||||
"00#.G.G.#00",
|
||||
"00###.###00",
|
||||
"00#######00",
|
||||
"00000000000",
|
||||
"00000000000"
|
||||
],
|
||||
"lowestPush": 4,
|
||||
"pushLimit": 6
|
||||
}
|
||||
]
|
||||
156
stage_231_240.json
Normal file
156
stage_231_240.json
Normal file
@@ -0,0 +1,156 @@
|
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[
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{
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"#....G..#",
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19
stage_241.json
Normal file
19
stage_241.json
Normal file
@@ -0,0 +1,19 @@
|
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[
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{
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"id": 241,
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"grid": [
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"##########",
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"###....@.#",
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"#.#.###$.#",
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"#...#...G#",
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"#G$.#.$..#",
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"#.#.###..#",
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"#.#.....##",
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"###.#..###",
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"##########"
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}
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]
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133
stage_242_250.json
Normal file
133
stage_242_250.json
Normal file
@@ -0,0 +1,133 @@
|
||||
[
|
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{
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"id": 242,
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"grid": [
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"########",
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{
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"######",
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"#....#",
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"#@$.$#",
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"###$G#",
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"######"
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{
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"grid": [
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"########",
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"########",
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"#.$$.#.#",
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"#.#..#.#",
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"#..###.#",
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"#......#",
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"###..###",
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"grid": [
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"##########",
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"##$####.##",
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},
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{
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"#######",
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"###@..#",
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"##..$##",
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"#.G$G.#",
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{
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"#####",
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"#..@#",
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"#G$$#",
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"#.$G#",
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"#...#",
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"#####"
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],
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"lowestPush": 2,
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},
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{
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"grid": [
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"########",
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"##.GG$.#",
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"####...#",
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{
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"pushLimit": 4
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}
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]
|
||||
133
stage_checkpoint.json
Normal file
133
stage_checkpoint.json
Normal file
@@ -0,0 +1,133 @@
|
||||
[
|
||||
{
|
||||
"id": 242,
|
||||
"grid": [
|
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"########",
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"#..#.G.#",
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|
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"##########",
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|
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"#.G$G.#",
|
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|
||||
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|
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"#####",
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|
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{
|
||||
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|
||||
"grid": [
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|
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],
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"lowestPush": 2,
|
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"pushLimit": 4
|
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}
|
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]
|
||||
Reference in New Issue
Block a user