More euler golf
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euler-golf/css/styles.css
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24
euler-golf/css/styles.css
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@ -0,0 +1,24 @@
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body {
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margin: 0;
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padding: 0;
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overflow: scroll;
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font-family: Lucida Console, Lucida Sans Typewriter, monaco,
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Bitstream Vera Sans Mono, monospace;
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}
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.canvas-holder canvas {
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padding: 0;
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margin: auto;
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display: block;
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height: 70vh;
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width: auto;
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max-width: 100%;
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border: 1px solid black;
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}
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.button {
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border: 1px solid black;
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border-radius: 5px;
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padding: 5px;
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cursor: pointer;
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}
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@ -2,36 +2,15 @@
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<html>
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<head>
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<title>Euler Golf 2</title>
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<style>
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body {
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margin: 0;
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padding: 0;
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overflow: scroll;
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font-family: Lucida Console, Lucida Sans Typewriter, monaco,
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Bitstream Vera Sans Mono, monospace;
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}
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.canvas-holder canvas {
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padding: 0;
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margin: auto;
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display: block;
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height: 70vh;
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width: auto;
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max-width: 100%;
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}
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.button {
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border: 1px solid black;
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border-radius: 5px;
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padding: 5px;
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cursor: pointer;
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}
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</style>
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<link rel="stylesheet" type="text/css" href="css/styles.css" />
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</head>
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<body>
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<canvas id="canvas"></canvas>
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<div class="canvas-holder">
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<canvas id="canvas" width="1000" height="1000"></canvas>
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</div>
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<script src="js/cx.js"></script>
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<script src="js/json-ds.js"></script>
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<script src="js/sol.js"></script>
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<script src="js/game.js"></script>
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</body>
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@ -1,11 +1,123 @@
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const WIDTH = 1000;
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const HEIGHT = 1000;
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const draw_grid = (ctx) => {};
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const main = () => {
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const canvas = document.getElementById("canvas");
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const ctx = canvas.getContext("2d");
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const CANVAS_ID = "myCanvas";
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const DEFAULTS = {
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rows: 15,
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cols: 15,
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grid_padding: 10,
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};
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main();
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let state = {
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...DEFAULTS,
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canvas: document.getElementById("canvas"),
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ctx: document.getElementById("canvas").getContext("2d"),
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last_render: 0,
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changes: {
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width: document.body.clientWidth,
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height: document.body.clientHeight,
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},
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};
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const rand_between = (min, max) =>
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Math.floor(Math.random() * (max - min + 1)) + min;
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const rand_target = (cols, rows) => {
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const res = new cx(rand_between(0, cols), rand_between(0, rows));
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if (res.re % 2 || res.im % 2) return rand_target(cols, rows);
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return res;
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};
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CanvasRenderingContext2D.prototype.circle = function (x, y, r, color) {
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this.beginPath();
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this.arc(x, y, r, 0, Math.PI * 2);
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this.fillStyle = color;
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this.fill();
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this.closePath();
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};
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CanvasRenderingContext2D.prototype.line = function (
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{ x: x1, y: y1 },
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{ x: x2, y: y2 },
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width,
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color,
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cap = "round"
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) {
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this.beginPath();
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this.moveTo(x1, y1);
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this.lineTo(x2, y2);
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this.lineWidth = width;
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this.strokeStyle = color;
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this.lineCap = cap;
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this.stroke();
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this.closePath();
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};
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CanvasRenderingContext2D.prototype.do_grid = function (
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rows,
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cols,
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draw_at_grid_pos = (ctx, x, y) => ctx.circle(x, y, 10, "#00ff00")
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) {
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for (let y = 0; y < rows; y++) {
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for (let x = 0; x < cols; x++) {
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draw_at_grid_pos(this, x, y);
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}
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}
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};
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CanvasRenderingContext2D.prototype.cartesian_grid = function (
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rows,
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cols,
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width,
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height,
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grid_padding,
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circle_spec_at_coords = (x, y) => ({ radius: 5, color: "#000" })
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) {
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const center = { x: Math.floor(cols / 2), y: Math.floor(rows / 2) };
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const dx = (width - 2 * grid_padding) / cols;
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const dy = (height - 2 * grid_padding) / rows;
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const start_x = grid_padding + dx / 2;
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const start_y = grid_padding + dy / 2;
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this.do_grid(rows, cols, (ctx, x, y) => {
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const x_pos = x * dx + start_x;
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const y_pos = y * dy + start_y;
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const { radius, color } = circle_spec_at_coords(x, y);
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ctx.circle(x_pos, y_pos, radius, color);
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});
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};
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const render = ({ canvas, ctx, rows, cols, grid_padding }) => {
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const { width, height } = canvas;
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ctx.clearRect(0, 0, width, height);
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ctx.cartesian_grid(rows, cols, width, height, grid_padding, (x, y) => {
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if (x == Math.floor(cols / 2) && y == Math.floor(rows / 2)) {
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return {
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radius: 7,
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color: "#0000ff",
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};
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} else {
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return {
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radius: 3,
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color: "#000",
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};
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}
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});
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};
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const loop = (now) => {
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const dt = now - state.last_render;
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state.changes.last_render = now;
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if (Object.keys(state.changes).length > 0) {
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state = { ...state, ...state.changes };
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state.changes = {};
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render(state);
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}
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requestAnimationFrame(loop);
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};
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requestAnimationFrame(loop);
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17
euler-golf/js/json-ds.js
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17
euler-golf/js/json-ds.js
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class JSONSet {
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items = new Set();
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constructor(initial) {
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if (Array.isArray(initial)) {
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initial.map((x) => this.apply_set_function("add", x));
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} else {
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this.apply_set_function("add", initial);
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}
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["add", "has", "remove"].forEach(
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(f_name) => (this[f_name] = (x) => this.apply_set_function(f_name, x))
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);
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}
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apply_set_function(f_name, x) {
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return this.items[f_name](JSON.stringify(x));
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}
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}
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@ -1,4 +1,4 @@
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const DEPTH = 7;
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const DEPTH = 21;
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const DIRECTION = {
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0: new cx(0, 1),
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@ -6,39 +6,36 @@ const DIRECTION = {
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};
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const move = (prev, curr, c) => cx.add(prev, cx.mult(c, cx.sub(curr, prev)));
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const construct_moves = (curr, prev) =>
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Object.keys(DIRECTION).map((x) => move(curr, prev, DIRECTION[x]));
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const backtrack = (local_index, depth) =>
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local_index
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.toString(2)
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.padStart(depth, "0")
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.split("")
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.reverse()
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.map((dir) => (dir ? "+" : "-"));
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.map((direction) => (Number(direction) ? "-" : "+"));
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const sol = (target, start_from = new cx(0, 0), start_to = new cx(1, 0)) => {
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let moves = construct_moves(start_from, start_to);
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let curr_depth = 2; // potential bug: when target is within one move away
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let moves = [start_to, ...construct_moves(start_from, start_to)];
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let curr_depth = 2;
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do {
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while (curr_depth < DEPTH) {
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for (let i = 0; i < Math.pow(2, curr_depth); i++) {
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const current_i =
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(i >> 1) + ((1 - Math.pow(2, curr_depth - 1)) / (1 - 2) - 1);
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const previous_i =
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(i >> 2) + ((1 - Math.pow(2, curr_depth - 2)) / (1 - 2) - 1);
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const direction = DIRECTION[Number(i.toString(2).at(-1))];
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// Current element is at i >> 1 + the offset for the previous group (which is
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// the sum of the geometric series 2**n until curr_depth - 1)
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const current_i = (i >> 1) + (1 - Math.pow(2, curr_depth - 1)) / (1 - 2);
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const previous_i = (i >> 2) + (1 - Math.pow(2, curr_depth - 2)) / (1 - 2);
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const new_move = move(
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previous_i < 0 ? start_from : moves[previous_i],
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moves[current_i],
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DIRECTION[parseInt(i.toString(2)[0])]
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);
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if (cx.eq(new_move, target)) return backtrack(moves, target);
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const new_move = move(moves[previous_i], moves[current_i], direction);
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moves.push(new_move);
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if (cx.eq(new_move, target)) return backtrack(i, curr_depth);
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}
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curr_depth++;
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} while (curr_depth < DEPTH);
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console.log(moves);
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}
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return null;
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};
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