The first tap (or SHUFFLE) loads the solved board and deals it with a Fisher-Yates pass driven by the free-running logistic-map RNG, so tap timing picks the board. A parity latch adds one swap of cells 1 and 2 when needed, so every deal is solvable. Tile moves and deal swaps share one cell-swap mechanism, cutting RAM from 56.4 kB (failed to start on the Orion) to 34.6 kB (runs). Adds deal checks to verify_logic.py --v2 and the hint label to the viewer. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
484 lines
20 KiB
Python
484 lines
20 KiB
Python
"""Generates aspirinV2.sax - the 4x4 sliding (15) puzzle with fixed cells.
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Same game as aspirin.sax, different screen model: nothing moves on screen.
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- 16 fixed cells, each a NumericSelectLabel. Its `in` is the number the cell holds
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(0 = empty) and its text list " ;1;2;...;15;" turns that into the label.
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- backgroundColor is linked from logic: white for a number, board colour for the empty cell.
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- Board state = cell values v[1..16] held in ADemux2.out2 (boot loads 1..15, 0 = solved).
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- One swap mechanism: each scan at most one pair of cells (A, B) exchanges values.
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Tile move: A = touched cell T = sum(touch_i ? i : 0), B = blank B = sum(v_i == 0 ? i : 0),
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only on a new touch and when |T-B| == 4 or (|T-B| == 1, same row).
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- Random deal (tap to start, or SHUFFLE): load the solved board, then a Fisher-Yates pass
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swaps cell i = 15..2 with cell j = floor(u*i)+1, one swap per scan, u from the logistic-map
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RNG made ~uniform. The blank stays in cell 16, so the deal is solvable iff it is an even
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permutation; a parity latch adds one swap of cells 1 and 2 when it is odd.
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The RNG runs free from boot, so the human's timing picks the board.
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- Solved: sum_i i*v_i (cells 1..15) == 1240, the unique maximum (rearrangement inequality).
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"""
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import base64
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import math
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OUT = "aspirinV2.sax"
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N = 4
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PITCH = 105 # cell pitch in px
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CELL = 100 # cell size in px
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X0, Y0 = 40, 40 # top-left cell
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SOLVED_SUM = sum(i * i for i in range(1, 16)) # 1240
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# RGB565 colours
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C_PAGE = 0x10A2
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C_BOARD = 0x31A6
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C_TILE = 0xFFFF
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C_TILE_TXT = 0xC000 # dark red
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C_WHITE = 0xFFFF
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C_RED = 0xD800
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C_GREEN = 0x07E0
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C_GREY = 0xAD55
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comps = []
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links = []
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_id = [0]
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def nid():
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_id[0] += 1
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return _id[0]
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def buf(s):
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return base64.b64encode(s.encode("ascii") + b"\0").decode()
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class Node:
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def __init__(self, name, typ, props=None, path=None):
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assert len(name) <= 7, name
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self.name, self.typ, self.props = name, typ, props or {}
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self.kids = []
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self.path = path
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self.id = None
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def add(self, name, typ, **props):
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n = Node(name, typ, props, f"{self.path}/{name}")
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self.kids.append(n)
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return n
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def emit(self, ind):
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self.id = nid()
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pad = " " * ind
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out = [f'{pad}<comp name="{self.name}" id="{self.id}" type="{self.typ}">']
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for k, v in self.props.items():
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if isinstance(v, bool):
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v = "true" if v else "false"
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elif isinstance(v, float):
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v = repr(round(v, 6))
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out.append(f'{pad} <prop name="{k}" val="{v}"/>')
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for kid in self.kids:
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out += kid.emit(ind + 1)
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out.append(f"{pad}</comp>")
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return out
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def link(a, aslot, b, bslot):
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links.append(f' <link from="{a.path}.{aslot}" to="{b.path}.{bslot}"/>')
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def root(name, typ, **props):
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return Node(name, typ, props, f"/{name}")
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def reset(parent, name, in_min, in_max, out_min, out_max):
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"""Affine map (clamped) using control::Reset - lets constants live in config props."""
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return parent.add(name, "control::Reset", inMin=float(in_min), inMax=float(in_max),
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outMin=float(out_min), outMax=float(out_max))
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def tree(parent, prefix, typ, sources, slot):
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"""Add4/Or4 tree over up to 16 sources; returns the final block."""
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groups = [sources[i:i + 4] for i in range(0, len(sources), 4)]
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partial = []
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for gi, grp in enumerate(groups):
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a = parent.add(f"{prefix}{gi}", typ)
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for k, src in enumerate(grp):
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link(src, slot, a, f"in{k + 1}")
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partial.append(a)
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tot = parent.add(f"{prefix}T", typ)
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for k, p in enumerate(partial):
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link(p, "out", tot, f"in{k + 1}")
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return tot
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CELLS = range(1, 17)
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def colrow(i):
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return (i - 1) % N, (i - 1) // N
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# ---------------------------------------------------------------- service
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service = root("service", "sys::Folder")
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plat = service.add("OrionPl", "ontrolOrion::OrionPlatformService")
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oxbase = plat.add("OxBase", "ontrolOx::OxBase", userTimeout=255, lcdSleepTimeout=60,
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lcdSleepBrightness=30)
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users = service.add("users", "sys::UserService")
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users.add("admin", "sys::User", cred="wHy/iCHUdXWkccFgala3nl9uamg=", perm=2147483647, prov=255)
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users.add("guest", "sys::User", cred="jVShQjDWIkrr+o3lYLcAPPvNVio=", perm=63)
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service.add("sox", "sox::SoxService")
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driver = root("driver", "sys::Folder")
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# ---------------------------------------------------------------- ox (screen)
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ox = root("ox", "sys::Folder")
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page = ox.add("Game", "ontrolOx::OxPage", backgroundColor=C_PAGE, touchTimeout=0)
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page.add("Board", "ontrolOx::Geometry", x=X0 - 5, y=Y0 - 5,
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width=N * PITCH + 5, height=N * PITCH + 5, backgroundColor=C_BOARD)
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NUMBERS = " ;" + "".join(f"{n};" for n in range(1, 16)) # index 0 = empty
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assert len(NUMBERS) <= 64
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cells = {}
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for i in CELLS:
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c, r = colrow(i)
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cells[i] = page.add(f"Cell{i:02d}", "ontrolOx::NumericSelectLabel",
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x=X0 + c * PITCH, y=Y0 + r * PITCH, width=CELL, height=CELL,
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fontSize=48, fontAttributes=1, attributes=24, text=NUMBERS,
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textColor=C_TILE_TXT,
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backgroundColor=C_BOARD if i == 16 else C_TILE)
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RX, RW = 490, 290
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page.add("Title", "ontrolOx::PushButtonLabel", x=RX, y=40, width=RW, height=70,
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fontSize=52, fontAttributes=1, attributes=24, text=buf("ASPIRIN"),
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textColor=C_RED, backgroundColor=C_PAGE)
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page.add("Sub", "ontrolOx::PushButtonLabel", x=RX, y=110, width=RW, height=34,
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fontSize=18, attributes=24, text=buf("15 PUZZLE V2"),
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textColor=C_GREY, backgroundColor=C_PAGE)
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moves_lbl = page.add("Moves", "ontrolOx::NumericLabel", x=RX, y=160, width=RW, height=50,
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fontSize=32, attributes=24, text=buf("Moves: %.0f"),
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textColor=C_WHITE, backgroundColor=C_PAGE)
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shuf_btn = page.add("Shuffle", "ontrolOx::PushButtonLabel", x=RX + 30, y=225, width=RW - 60,
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height=70, fontSize=32, fontAttributes=1, attributes=24,
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text=buf("SHUFFLE"), textColor=C_WHITE, backgroundColor=C_RED)
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busy_lbl = page.add("Busy", "ontrolOx::BooleanLabel", x=RX, y=310, width=RW, height=36,
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fontSize=24, attributes=24,
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trueText=buf("Shuffling..."), falseText=buf(" "),
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trueTextColor=C_GREY, falseTextColor=C_PAGE,
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trueBackgroundColor=C_PAGE, falseBackgroundColor=C_PAGE)
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hint_lbl = page.add("Hint", "ontrolOx::BooleanLabel", x=RX, y=350, width=RW, height=36,
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fontSize=24, attributes=24,
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trueText=buf("Tap to start"), falseText=buf(" "),
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trueTextColor=C_WHITE, falseTextColor=C_PAGE,
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trueBackgroundColor=C_PAGE, falseBackgroundColor=C_PAGE)
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solved_lbl = page.add("Solved", "ontrolOx::BooleanLabel", x=RX, y=395, width=RW, height=60,
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fontSize=36, fontAttributes=1, attributes=24,
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trueText=buf("SOLVED!"), falseText=buf(" "),
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trueTextColor=C_GREEN, falseTextColor=C_PAGE,
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trueBackgroundColor=C_PAGE, falseBackgroundColor=C_PAGE)
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link(page, "pageId", oxbase, "homePageId")
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# ---------------------------------------------------------------- logic
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# One swap mechanism does everything: each scan at most one pair of cells (A, B) swaps values.
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# tile move: A = touched cell T, B = blank cell (only when T is next to the blank)
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# deal step: A = i, B = j (Fisher-Yates), then an optional parity-fix swap of cells 1 and 2
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# Cells are indexed 1..16; the blank holds value 0.
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# Folder order = scan order: glob (blank, touch, RNG, deal control) -> cell (per-cell swap
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# taps) -> mid (values at A and B) -> latch (cell values) -> post (display, win, counter)
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# -> state (deal step, parity). Everything before latch reads the previous scan's values.
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logic = root("logic", "sys::Folder")
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g = logic.add("glob", "sys::Folder")
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cl = logic.add("cell", "sys::Folder")
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mid = logic.add("mid", "sys::Folder")
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lat = logic.add("latch", "sys::Folder")
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post = logic.add("post", "sys::Folder")
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st = logic.add("state", "sys::Folder")
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def const(parent, name, v):
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return parent.add(name, "control::ConstFloat", out=float(v))
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# state latches first (created early so glob can link to them; they run in their folders)
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V = {i: lat.add(f"V{i:02d}", "control::ADemux2") for i in CELLS} # out2 = cell value
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kst = st.add("K", "control::ADemux2") # out2 = deal step (see below)
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par = st.add("Par", "control::ADemux2") # out2 = deal swap parity
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true_c = g.add("TRUE", "control::ConstBool", out=True)
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boot = g.add("Boot", "control::OneShot", pulseWidth=0.5) # loads the solved board
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link(true_c, "out", boot, "in")
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# blank index B = sum_i (v_i == 0 ? i : 0)
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bi = {i: reset(g, f"BI{i:02d}", 0, 1, i, 0) for i in CELLS}
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for i in CELLS:
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link(V[i], "out2", bi[i], "in")
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bb = tree(g, "B", "control::Add4", list(bi.values()), "out")
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# touched cell index T = sum_i (touch_i ? i : 0); cell i's constant i doubles as its solved value
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init = {i: const(g, f"N{i:02d}", i) for i in CELLS}
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tsel = {i: g.add(f"TS{i:02d}", "control::ASW") for i in CELLS}
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for i in CELLS:
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link(cells[i], "touch", tsel[i], "s1")
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link(init[i], "out", tsel[i], "in2")
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tt = tree(g, "T", "control::Add4", list(tsel.values()), "out")
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anyt = tree(g, "AT", "control::Or4", list(cells.values()), "touch")
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# tap to start: the first touch anywhere (while not started) requests a deal
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anyin = g.add("AnyIn", "control::Or2")
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link(anyt, "out", anyin, "in1")
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link(shuf_btn, "touch", anyin, "in2")
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not_st = g.add("NotSt", "control::Not") # in <- Start (prev scan)
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link(not_st, "out", hint_lbl, "in")
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first = g.add("First", "control::And2")
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link(anyin, "out", first, "in1")
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link(not_st, "out", first, "in2")
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start = g.add("Start", "control::SRLatch") # set once, never reset
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link(anyin, "out", start, "s")
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link(start, "out", not_st, "in")
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dreq = g.add("DReq", "control::Or2")
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link(shuf_btn, "touch", dreq, "in1")
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link(first, "out", dreq, "in2")
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req = g.add("Req", "control::OneShot", pulseWidth=0.05) # one-scan deal request
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link(dreq, "out", req, "in")
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load = g.add("Load", "control::Or2") # load the solved board
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link(boot, "out", load, "in1")
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link(req, "out", load, "in2")
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# deal step K: 0..13 = swap i = 15-K with j, 14 = parity fix, >= 15 idle
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dealing = g.add("Deal", "ontrolControl::InRange", lowLimit=-0.5, highLimit=14.5)
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link(kst, "out2", dealing, "in")
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link(dealing, "out", busy_lbl, "in")
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not_deal = g.add("NotDl", "control::Not")
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link(dealing, "out", not_deal, "in")
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swap_st = g.add("SwSt", "ontrolControl::InRange", lowLimit=-0.5, highLimit=13.5)
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link(kst, "out2", swap_st, "in")
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fix_st = g.add("FixSt", "ontrolControl::InRange", lowLimit=13.5, highLimit=14.5)
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link(kst, "out2", fix_st, "in")
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# tile move: T next to B <=> |T-B| == 4, or |T-B| == 1 in the same row
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dtb = g.add("DTB", "control::Sub2")
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link(tt, "out", dtb, "in1")
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link(bb, "out", dtb, "in2")
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d2 = g.add("D2", "control::Mul2")
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link(dtb, "out", d2, "in1")
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link(dtb, "out", d2, "in2")
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vert = g.add("Vert", "ontrolControl::InRange", lowLimit=15.5, highLimit=16.5)
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link(d2, "out", vert, "in")
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horz = g.add("Horz", "ontrolControl::InRange", lowLimit=0.5, highLimit=1.5)
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link(d2, "out", horz, "in")
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rows = []
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for nm, src in (("RT", tt), ("RB", bb)): # row = floor((x-1)/4)
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rq = reset(g, nm + "q", 1, 17, 0, 4)
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link(src, "out", rq, "in")
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ri = g.add(nm + "i", "control::F2I")
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link(rq, "out", ri, "in")
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rows.append(ri)
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same_row = g.add("SameR", "control::Cmpr")
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link(rows[0], "out", same_row, "x")
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link(rows[1], "out", same_row, "y")
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hz = g.add("HZ", "control::And2")
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link(horz, "out", hz, "in1")
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link(same_row, "xey", hz, "in2")
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adj = g.add("Adj", "control::Or2")
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link(vert, "out", adj, "in1")
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link(hz, "out", adj, "in2")
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tap = g.add("Tap", "control::OneShot", pulseWidth=0.03) # one scan per new touch
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link(anyt, "out", tap, "in")
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mv = g.add("Move", "control::And4")
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link(tap, "out", mv, "in1")
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link(adj, "out", mv, "in2")
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link(not_deal, "out", mv, "in3")
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link(true_c, "out", mv, "in4")
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# RNG: x' = 0.003 + 0.9945*4*x*(1-x) (logistic map, never hits 0)
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inv = reset(g, "RInv", 0, 1, 1, 0)
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mul = g.add("RMul", "control::Mul2")
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rx = reset(g, "RX", 0, 0.25, 0.003, 0.9975)
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link(rx, "out", inv, "in")
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link(rx, "out", mul, "in1")
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link(inv, "out", mul, "in2")
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link(mul, "out", rx, "in")
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# x has an arcsine density; u = (2/pi)*asin(sqrt(x)) is ~uniform. Linearize approximates it
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# with 10 points, then Reset stretches the reachable range onto [0, 0.9999].
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U_PTS = [k / 9 for k in range(10)]
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X_PTS = [math.sin(math.pi * u / 2) ** 2 for u in U_PTS]
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uni = g.add("Uni", "control::Linearize",
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**{f"{a}{k}": round(v, 6) for k in range(10)
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for a, v in (("x", X_PTS[k]), ("y", U_PTS[k]))})
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link(rx, "out", uni, "in")
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u_lo = 2 / math.pi * math.asin(math.sqrt(0.003))
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u_hi = 2 / math.pi * math.asin(math.sqrt(0.9975))
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uu = reset(g, "U", u_lo, u_hi, 0, 0.9999)
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link(uni, "out", uu, "in")
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# Fisher-Yates over cells 1..15 (blank stays in cell 16): i = 15 - K, j = floor(u*i) + 1
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ii = reset(g, "I", 0, 13, 15, 2)
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link(kst, "out2", ii, "in")
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ui = g.add("UI", "control::Mul2")
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link(uu, "out", ui, "in1")
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link(ii, "out", ui, "in2")
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jfl = g.add("JFl", "control::F2I")
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link(ui, "out", jfl, "in")
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jf = g.add("JF", "control::I2F")
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link(jfl, "out", jf, "in")
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jj = reset(g, "J", 0, 16, 1, 17) # +1
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link(jf, "out", jj, "in")
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ieqj = g.add("IeqJ", "control::Cmpr")
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link(ii, "out", ieqj, "x")
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link(jj, "out", ieqj, "y")
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ineq = g.add("INeJ", "control::Not")
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link(ieqj, "xey", ineq, "in")
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real_sw = g.add("RealSw", "control::And2") # a deal swap that changes cells
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link(swap_st, "out", real_sw, "in1")
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link(ineq, "out", real_sw, "in2")
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# blank in its home cell => solvable iff the permutation is even; fix an odd one with (1 2)
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odd = g.add("Odd", "ontrolControl::InRange", lowLimit=0.5, highLimit=1.5)
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link(par, "out2", odd, "in")
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fix_sw = g.add("FixSw", "control::And2")
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link(fix_st, "out", fix_sw, "in1")
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link(odd, "out", fix_sw, "in2")
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sw_en = g.add("SwEn", "control::Or4")
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link(mv, "out", sw_en, "in1")
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link(real_sw, "out", sw_en, "in2")
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link(fix_sw, "out", sw_en, "in3")
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# swap pair: deal step (i, j) / parity fix (1, 2) / tile move (T, B)
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fa = g.add("FA", "control::ASW")
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link(ii, "out", fa, "in1")
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link(init[1], "out", fa, "in2")
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link(fix_st, "out", fa, "s1")
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fb = g.add("FB", "control::ASW")
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link(jj, "out", fb, "in1")
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link(init[2], "out", fb, "in2")
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link(fix_st, "out", fb, "s1")
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sa = g.add("SA", "control::ASW")
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link(tt, "out", sa, "in1")
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link(fa, "out", sa, "in2")
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link(dealing, "out", sa, "s1")
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sb = g.add("SB", "control::ASW")
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link(bb, "out", sb, "in1")
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link(fb, "out", sb, "in2")
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link(dealing, "out", sb, "s1")
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# ---------------------------------------------------------------- cell: swap taps
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IA, IB, HIT = {}, {}, {}
|
|
va_src, vb_src = [], []
|
|
for i in CELLS:
|
|
ia = cl.add(f"IA{i:02d}", "ontrolControl::InRange", lowLimit=i - 0.5, highLimit=i + 0.5)
|
|
ib = cl.add(f"IB{i:02d}", "ontrolControl::InRange", lowLimit=i - 0.5, highLimit=i + 0.5)
|
|
link(sa, "out", ia, "in")
|
|
link(sb, "out", ib, "in")
|
|
a = cl.add(f"VA{i:02d}", "control::ASW") # isA ? v : 0
|
|
link(V[i], "out2", a, "in2")
|
|
link(ia, "out", a, "s1")
|
|
b = cl.add(f"VB{i:02d}", "control::ASW") # isB ? v : 0
|
|
link(V[i], "out2", b, "in2")
|
|
link(ib, "out", b, "s1")
|
|
ab = cl.add(f"AB{i:02d}", "control::Or2")
|
|
link(ia, "out", ab, "in1")
|
|
link(ib, "out", ab, "in2")
|
|
hit = cl.add(f"H{i:02d}", "control::And2") # this cell swaps this scan
|
|
link(sw_en, "out", hit, "in1")
|
|
link(ab, "out", hit, "in2")
|
|
IA[i], IB[i], HIT[i] = ia, ib, hit
|
|
va_src.append(a)
|
|
vb_src.append(b)
|
|
|
|
# ---------------------------------------------------------------- mid: values at A and B
|
|
va = tree(mid, "SVA", "control::Add4", va_src, "out")
|
|
vb = tree(mid, "SVB", "control::Add4", vb_src, "out")
|
|
|
|
# ---------------------------------------------------------------- latch: cell values
|
|
for i in CELLS:
|
|
sv = lat.add(f"S{i:02d}", "control::ASW") # A takes B's value, B takes A's
|
|
link(va, "out", sv, "in1")
|
|
link(vb, "out", sv, "in2")
|
|
link(IA[i], "out", sv, "s1")
|
|
li = lat.add(f"L{i:02d}", "control::ASW") # load ? solved value : swap value
|
|
link(sv, "out", li, "in1")
|
|
if i < 16: # cell 16 loads 0 (in2 unlinked)
|
|
link(init[i], "out", li, "in2")
|
|
link(load, "out", li, "s1")
|
|
le = lat.add(f"E{i:02d}", "control::Or2")
|
|
link(load, "out", le, "in1")
|
|
link(HIT[i], "out", le, "in2")
|
|
link(li, "out", V[i], "in")
|
|
link(le, "out", V[i], "s1")
|
|
lat.kids.remove(V[i]) # latch runs after its inputs
|
|
lat.kids.append(V[i])
|
|
|
|
# ---------------------------------------------------------------- post: display, win, counter
|
|
for i in CELLS:
|
|
num = post.add(f"Num{i:02d}", "control::F2I")
|
|
link(V[i], "out2", num, "in")
|
|
link(num, "out", cells[i], "in")
|
|
bgf = reset(post, f"BgF{i:02d}", 0, 1, C_BOARD, C_TILE) # 0 -> board, 1..15 -> white
|
|
link(V[i], "out2", bgf, "in")
|
|
bg = post.add(f"Bg{i:02d}", "control::F2I")
|
|
link(bgf, "out", bg, "in")
|
|
link(bg, "out", cells[i], "backgroundColor")
|
|
|
|
wt = {i: reset(post, f"W{i:02d}", 0, 15, 0, 15 * i) for i in range(1, 16)} # i * v_i
|
|
for i in wt:
|
|
link(V[i], "out2", wt[i], "in")
|
|
w = tree(post, "WS", "control::Add4", list(wt.values()), "out")
|
|
w_ok = post.add("WOk", "ontrolControl::InRange",
|
|
lowLimit=SOLVED_SUM - 0.5, highLimit=SOLVED_SUM + 0.5)
|
|
link(w, "out", w_ok, "in")
|
|
solved = post.add("Solved", "control::And4")
|
|
link(w_ok, "out", solved, "in1")
|
|
link(not_deal, "out", solved, "in2")
|
|
link(start, "out", solved, "in3") # no SOLVED! before the first game
|
|
link(true_c, "out", solved, "in4")
|
|
link(solved, "out", solved_lbl, "in")
|
|
|
|
cnt = post.add("Cnt", "control::Count")
|
|
link(mv, "out", cnt, "in")
|
|
link(true_c, "out", cnt, "enable")
|
|
link(dealing, "out", cnt, "r")
|
|
cntf = post.add("CntF", "control::I2F")
|
|
link(cnt, "out", cntf, "in")
|
|
link(cntf, "out", moves_lbl, "in")
|
|
|
|
# ---------------------------------------------------------------- state: deal step, parity
|
|
# their inputs are computed here first, then the latches (moved to the end) take them
|
|
knext = reset(st, "KNext", 0, 16, 1, 17) # K + 1, stops at 17 (idle)
|
|
link(kst, "out2", knext, "in")
|
|
k1 = st.add("K1", "control::ASW") # request -> 0
|
|
link(knext, "out", k1, "in1")
|
|
link(req, "out", k1, "s1")
|
|
c16 = const(st, "C16", 16)
|
|
k2 = st.add("K2", "control::ASW") # boot -> 16 (idle)
|
|
link(k1, "out", k2, "in1")
|
|
link(c16, "out", k2, "in2")
|
|
link(boot, "out", k2, "s1")
|
|
link(k2, "out", kst, "in")
|
|
link(true_c, "out", kst, "s1")
|
|
pinv = reset(st, "PInv", 0, 1, 1, 0) # 1 - Par
|
|
link(par, "out2", pinv, "in")
|
|
p1 = st.add("P1", "control::ASW") # request -> 0 (in2 unlinked)
|
|
link(pinv, "out", p1, "in1")
|
|
link(req, "out", p1, "s1")
|
|
link(p1, "out", par, "in")
|
|
ps = st.add("PS", "control::Or2")
|
|
link(req, "out", ps, "in1")
|
|
link(real_sw, "out", ps, "in2")
|
|
link(ps, "out", par, "s1")
|
|
st.kids.remove(kst)
|
|
st.kids.remove(par)
|
|
st.kids += [kst, par]
|
|
|
|
# ---------------------------------------------------------------- write
|
|
body = []
|
|
for rt in (service, driver, logic, ox):
|
|
body += rt.emit(1)
|
|
|
|
# checksums pinned to the kits inside the Orion simulator's kits.scode
|
|
kits = {"sys": "d3984c51", "control": "808b7db3", "inet": "25648ba7",
|
|
"ontrolControl": "254170a5", "ontrolOrion": "ebaa6c82", "ontrolOx": "641b8633",
|
|
"ontrolPlatform": "5c12ff9d", "sox": "397a84dd"}
|
|
xml = ["<?xml version='1.0'?>", "<sedonaApp>", "<schema>"]
|
|
xml += [f' <kit name="{k}" checksum="{c}" />' for k, c in kits.items()]
|
|
xml += ["</schema>", "<app>",
|
|
' <prop name="deviceName" val="ORION"/>',
|
|
f' <prop name="appName" val="{OUT[:-4]}"/>',
|
|
' <prop name="scanPeriod" val="100"/>']
|
|
xml += body
|
|
xml += ["</app>", "<links>"] + links + ["</links>", "</sedonaApp>", ""]
|
|
|
|
with open(OUT, "w", newline="\n") as fh:
|
|
fh.write("\n".join(xml))
|
|
print(f"{OUT}: {_id[0]} components, {len(links)} links")
|