@cubingcenter/scrambler 0.5.1 → 0.5.3

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Files changed (85) hide show
  1. package/dist/puzzles/cube2/facelets.d.ts.map +1 -1
  2. package/dist/puzzles/cube2/facelets.js +43 -22
  3. package/dist/puzzles/cube2/random-state.d.ts.map +1 -1
  4. package/dist/puzzles/cube2/random-state.js +38 -34
  5. package/dist/puzzles/cube2/scrambler.d.ts.map +1 -1
  6. package/dist/puzzles/cube2/scrambler.js +24 -10
  7. package/dist/puzzles/cube2/solver/browser-loader.d.ts +2 -2
  8. package/dist/puzzles/cube2/solver/browser-loader.d.ts.map +1 -1
  9. package/dist/puzzles/cube2/solver/browser-loader.js +2 -2
  10. package/dist/puzzles/cube2/solver/generated/manifest.json +3 -3
  11. package/dist/puzzles/cube2/solver/generated/policy.bin +0 -0
  12. package/dist/puzzles/cube2/solver/generated-assets.d.ts +1 -1
  13. package/dist/puzzles/cube2/solver/generated-assets.d.ts.map +1 -1
  14. package/dist/puzzles/cube2/solver/index.d.ts +2 -1
  15. package/dist/puzzles/cube2/solver/index.d.ts.map +1 -1
  16. package/dist/puzzles/cube2/solver/index.js +2 -1
  17. package/dist/puzzles/cube2/solver/node-loader.d.ts +1 -1
  18. package/dist/puzzles/cube2/solver/node-loader.d.ts.map +1 -1
  19. package/dist/puzzles/cube2/solver/node-loader.js +2 -2
  20. package/dist/puzzles/cube2/solver/search.d.ts +3 -0
  21. package/dist/puzzles/cube2/solver/search.d.ts.map +1 -1
  22. package/dist/puzzles/cube2/solver/search.js +51 -36
  23. package/dist/puzzles/cube2/solver/table-metadata.d.ts +2 -2
  24. package/dist/puzzles/cube2/solver/table-metadata.js +2 -2
  25. package/dist/puzzles/cube2/solver/tables.d.ts +2 -1
  26. package/dist/puzzles/cube2/solver/tables.d.ts.map +1 -1
  27. package/dist/puzzles/cube2/solver/tables.js +39 -13
  28. package/dist/puzzles/cube2/state.d.ts.map +1 -1
  29. package/dist/puzzles/cube2/state.js +3 -1
  30. package/dist/puzzles/cube2/validation.d.ts +2 -0
  31. package/dist/puzzles/cube2/validation.d.ts.map +1 -1
  32. package/dist/puzzles/cube2/validation.js +45 -8
  33. package/dist/puzzles/cube3/facelets.d.ts.map +1 -1
  34. package/dist/puzzles/cube3/facelets.js +53 -28
  35. package/dist/puzzles/cube3/random-state.d.ts.map +1 -1
  36. package/dist/puzzles/cube3/random-state.js +9 -2
  37. package/dist/puzzles/cube3/scrambler.js +1 -1
  38. package/dist/puzzles/cube3/state.d.ts.map +1 -1
  39. package/dist/puzzles/cube3/state.js +4 -1
  40. package/dist/puzzles/cube3/validation.d.ts.map +1 -1
  41. package/dist/puzzles/cube3/validation.js +5 -2
  42. package/dist/puzzles/skewb/random-state.d.ts +1 -0
  43. package/dist/puzzles/skewb/random-state.d.ts.map +1 -1
  44. package/dist/puzzles/skewb/random-state.js +9 -1
  45. package/dist/puzzles/skewb/scrambler.d.ts.map +1 -1
  46. package/dist/puzzles/skewb/scrambler.js +6 -2
  47. package/dist/puzzles/skewb/solver/tables.d.ts +1 -0
  48. package/dist/puzzles/skewb/solver/tables.d.ts.map +1 -1
  49. package/dist/puzzles/skewb/solver/tables.js +11 -5
  50. package/dist-cjs/puzzles/cube2/facelets.js +43 -22
  51. package/dist-cjs/puzzles/cube2/random-state.js +37 -33
  52. package/dist-cjs/puzzles/cube2/scrambler.js +22 -8
  53. package/dist-cjs/puzzles/cube2/solver/browser-loader.js +2 -2
  54. package/dist-cjs/puzzles/cube2/solver/generated/manifest.json +3 -3
  55. package/dist-cjs/puzzles/cube2/solver/generated/policy.bin +0 -0
  56. package/dist-cjs/puzzles/cube2/solver/index.js +18 -1
  57. package/dist-cjs/puzzles/cube2/solver/node-loader.js +2 -2
  58. package/dist-cjs/puzzles/cube2/solver/search.js +53 -35
  59. package/dist-cjs/puzzles/cube2/solver/table-metadata.js +2 -2
  60. package/dist-cjs/puzzles/cube2/solver/tables.js +41 -14
  61. package/dist-cjs/puzzles/cube2/state.js +3 -1
  62. package/dist-cjs/puzzles/cube2/validation.js +47 -8
  63. package/dist-cjs/puzzles/cube3/facelets.js +53 -28
  64. package/dist-cjs/puzzles/cube3/random-state.js +8 -1
  65. package/dist-cjs/puzzles/cube3/scrambler.js +1 -1
  66. package/dist-cjs/puzzles/cube3/state.js +4 -1
  67. package/dist-cjs/puzzles/cube3/validation.js +5 -2
  68. package/dist-cjs/puzzles/skewb/random-state.js +9 -0
  69. package/dist-cjs/puzzles/skewb/scrambler.js +5 -1
  70. package/dist-cjs/puzzles/skewb/solver/tables.js +12 -6
  71. package/package.json +1 -1
  72. package/dist/puzzles/cube2/solver/generated/distances.bin +0 -1
  73. package/dist/puzzles/cube3/solver/browser-worker-pool.d.ts +0 -31
  74. package/dist/puzzles/cube3/solver/browser-worker-pool.d.ts.map +0 -1
  75. package/dist/puzzles/cube3/solver/browser-worker-pool.js +0 -118
  76. package/dist/puzzles/cube3/solver/browser-worker.d.ts +0 -2
  77. package/dist/puzzles/cube3/solver/browser-worker.d.ts.map +0 -1
  78. package/dist/puzzles/cube3/solver/browser-worker.js +0 -71
  79. package/dist/puzzles/cube3/solver/worker-pool.d.ts +0 -18
  80. package/dist/puzzles/cube3/solver/worker-pool.d.ts.map +0 -1
  81. package/dist/puzzles/cube3/solver/worker-pool.js +0 -116
  82. package/dist/puzzles/cube3/solver/worker.d.ts +0 -2
  83. package/dist/puzzles/cube3/solver/worker.d.ts.map +0 -1
  84. package/dist/puzzles/cube3/solver/worker.js +0 -73
  85. package/dist-cjs/puzzles/cube2/solver/generated/distances.bin +0 -1
@@ -6,6 +6,9 @@ const moves_js_1 = require("./moves.js");
6
6
  const random_state_js_1 = require("./random-state.js");
7
7
  const facelets_js_1 = require("./facelets.js");
8
8
  const index_js_1 = require("./solver/index.js");
9
+ // BFS_MOVES = [U, U2, U', R, R2, R', F, F2, F'] — the inverse of index m is
10
+ // CUBE2_MOVE_INVERSE[m] (U2/R2/F2 are self-inverse, so m ^ 1 does not apply).
11
+ const CUBE2_MOVE_INVERSE = [2, 1, 0, 5, 4, 3, 8, 7, 6];
9
12
  exports.cube2ScrambleGenerator = {
10
13
  info: {
11
14
  eventId: "222",
@@ -21,20 +24,31 @@ exports.cube2ScrambleGenerator = {
21
24
  };
22
25
  async function generateCube2Scramble(options = {}) {
23
26
  const state = (0, random_state_js_1.generateRandomCube2State)(options);
24
- const solution = await (0, index_js_1.solveCube2State)(state);
25
- const scrambleMoves = (0, moves_js_1.invertCube2Algorithm)(solution.moves);
27
+ const solution = (0, index_js_1.areCube2TablesLoaded)()
28
+ ? (0, index_js_1.solveCube2StateIndicesSync)(state)
29
+ : await (0, index_js_1.solveCube2StateIndices)(state);
30
+ const depth = solution.length;
31
+ // Scramble = inverse of the solution, reversed.
32
+ const scrambleMoves = new Array(depth);
33
+ for (let index = 0; index < depth; index += 1) {
34
+ scrambleMoves[index] = index_js_1.BFS_MOVES[CUBE2_MOVE_INVERSE[solution[depth - 1 - index]]];
35
+ }
26
36
  if (!options.skipValidation) {
27
- if (!(0, index_js_1.verifyCube2Scramble)(state, scrambleMoves)) {
37
+ // The scramble is the exact inverse of the solution, so verifying that
38
+ // the solution solves the target state is equivalent to verifying that
39
+ // the scramble reproduces it — a single numeric walk suffices.
40
+ if (!(0, index_js_1.verifyCube2SolutionIndices)(state, solution)) {
28
41
  throw new Error("Generated 2x2 scramble does not reproduce the target random state.");
29
42
  }
30
- if (!(0, index_js_1.verifyCube2Solution)(state, solution.moves)) {
31
- throw new Error("Generated 2x2 solution does not solve the target random state.");
32
- }
33
43
  if (scrambleMoves.length < 2) {
34
44
  throw new Error("Generated 2x2 scramble is too short.");
35
45
  }
36
46
  }
37
47
  const facelets = (0, facelets_js_1.toCube2Facelets)(state);
48
+ const solutionMoves = new Array(depth);
49
+ for (let index = 0; index < depth; index += 1) {
50
+ solutionMoves[index] = index_js_1.BFS_MOVES[solution[index]];
51
+ }
38
52
  const result = {
39
53
  eventId: "222",
40
54
  scramble: (0, moves_js_1.formatCube2Algorithm)(scrambleMoves),
@@ -45,8 +59,8 @@ async function generateCube2Scramble(options = {}) {
45
59
  state,
46
60
  facelets,
47
61
  faceletString: (0, facelets_js_1.formatCube2Facelets)(facelets),
48
- solutionMoves: solution.moves,
49
- solutionDepth: solution.depth
62
+ solutionMoves,
63
+ solutionDepth: depth
50
64
  }
51
65
  };
52
66
  if (options.seed !== undefined) {
@@ -22,12 +22,12 @@ async function loadBrowserTables(baseUrl) {
22
22
  const [permTable, orientTable, dist] = await Promise.all([
23
23
  fetchUint16Table(resolved, manifest.files.permutationTable, table_metadata_js_1.CUBE2_SOLVER_TABLE_METADATA.permutationTable.entries),
24
24
  fetchUint16Table(resolved, manifest.files.orientationTable, table_metadata_js_1.CUBE2_SOLVER_TABLE_METADATA.orientationTable.entries),
25
- fetchUint8Table(resolved, manifest.files.distances, table_metadata_js_1.CUBE2_SOLVER_TABLE_METADATA.distances.entries)
25
+ fetchUint8Table(resolved, manifest.files.policy, table_metadata_js_1.CUBE2_SOLVER_TABLE_METADATA.policy.entries)
26
26
  ]);
27
27
  cachedBrowserTables = {
28
28
  permutationTable: permTable,
29
29
  orientationTable: orientTable,
30
- distances: dist
30
+ policyTable: dist
31
31
  };
32
32
  return cachedBrowserTables;
33
33
  }
@@ -11,10 +11,10 @@
11
11
  "entries": 6561,
12
12
  "checksum": 1566738619
13
13
  },
14
- "distances": {
15
- "file": "distances.bin",
14
+ "policy": {
15
+ "file": "policy.bin",
16
16
  "entries": 1837080,
17
- "checksum": 2959532459,
17
+ "checksum": 2042005723,
18
18
  "maxDepth": 11
19
19
  }
20
20
  }
@@ -1,7 +1,24 @@
1
1
  "use strict";
2
2
  Object.defineProperty(exports, "__esModule", { value: true });
3
- exports.verifyCube2Solution = exports.verifyCube2Scramble = exports.solveCube2State = void 0;
3
+ exports.PERMUTATION_TABLE = exports.ORIENTATION_TABLE = exports.ORIENTATION_COUNT = exports.MOVE_COUNT = exports.getOrientationTransition = exports.getPermutationTransition = exports.getDistance = exports.encodeOrientation = exports.encodePermutation = exports.ensureTablesLoaded = exports.POLICY_TABLE = exports.BFS_MOVES = exports.areCube2TablesLoaded = exports.verifyCube2SolutionIndices = exports.verifyCube2Solution = exports.verifyCube2Scramble = exports.solveCube2StateIndicesSync = exports.solveCube2StateIndices = exports.solveCube2State = void 0;
4
4
  var search_js_1 = require("./search.js");
5
5
  Object.defineProperty(exports, "solveCube2State", { enumerable: true, get: function () { return search_js_1.solveCube2State; } });
6
+ Object.defineProperty(exports, "solveCube2StateIndices", { enumerable: true, get: function () { return search_js_1.solveCube2StateIndices; } });
7
+ Object.defineProperty(exports, "solveCube2StateIndicesSync", { enumerable: true, get: function () { return search_js_1.solveCube2StateIndicesSync; } });
6
8
  Object.defineProperty(exports, "verifyCube2Scramble", { enumerable: true, get: function () { return search_js_1.verifyCube2Scramble; } });
7
9
  Object.defineProperty(exports, "verifyCube2Solution", { enumerable: true, get: function () { return search_js_1.verifyCube2Solution; } });
10
+ Object.defineProperty(exports, "verifyCube2SolutionIndices", { enumerable: true, get: function () { return search_js_1.verifyCube2SolutionIndices; } });
11
+ var tables_js_1 = require("./tables.js");
12
+ Object.defineProperty(exports, "areCube2TablesLoaded", { enumerable: true, get: function () { return tables_js_1.areCube2TablesLoaded; } });
13
+ Object.defineProperty(exports, "BFS_MOVES", { enumerable: true, get: function () { return tables_js_1.BFS_MOVES; } });
14
+ Object.defineProperty(exports, "POLICY_TABLE", { enumerable: true, get: function () { return tables_js_1.POLICY_TABLE; } });
15
+ Object.defineProperty(exports, "ensureTablesLoaded", { enumerable: true, get: function () { return tables_js_1.ensureTablesLoaded; } });
16
+ Object.defineProperty(exports, "encodePermutation", { enumerable: true, get: function () { return tables_js_1.encodePermutation; } });
17
+ Object.defineProperty(exports, "encodeOrientation", { enumerable: true, get: function () { return tables_js_1.encodeOrientation; } });
18
+ Object.defineProperty(exports, "getDistance", { enumerable: true, get: function () { return tables_js_1.getDistance; } });
19
+ Object.defineProperty(exports, "getPermutationTransition", { enumerable: true, get: function () { return tables_js_1.getPermutationTransition; } });
20
+ Object.defineProperty(exports, "getOrientationTransition", { enumerable: true, get: function () { return tables_js_1.getOrientationTransition; } });
21
+ Object.defineProperty(exports, "MOVE_COUNT", { enumerable: true, get: function () { return tables_js_1.MOVE_COUNT; } });
22
+ Object.defineProperty(exports, "ORIENTATION_COUNT", { enumerable: true, get: function () { return tables_js_1.ORIENTATION_COUNT; } });
23
+ Object.defineProperty(exports, "ORIENTATION_TABLE", { enumerable: true, get: function () { return tables_js_1.ORIENTATION_TABLE; } });
24
+ Object.defineProperty(exports, "PERMUTATION_TABLE", { enumerable: true, get: function () { return tables_js_1.PERMUTATION_TABLE; } });
@@ -17,11 +17,11 @@ function readGeneratedCube2SolverTables() {
17
17
  }
18
18
  const permutationTable = readUint16Table(assetDirectory, manifest.files.permutationTable, table_metadata_js_1.CUBE2_SOLVER_TABLE_METADATA.permutationTable.checksum);
19
19
  const orientationTable = readUint16Table(assetDirectory, manifest.files.orientationTable, table_metadata_js_1.CUBE2_SOLVER_TABLE_METADATA.orientationTable.checksum);
20
- const distances = readUint8Table(assetDirectory, manifest.files.distances, table_metadata_js_1.CUBE2_SOLVER_TABLE_METADATA.distances.checksum);
20
+ const policyTable = readUint8Table(assetDirectory, manifest.files.policy, table_metadata_js_1.CUBE2_SOLVER_TABLE_METADATA.policy.checksum);
21
21
  return {
22
22
  permutationTable,
23
23
  orientationTable,
24
- distances
24
+ policyTable
25
25
  };
26
26
  }
27
27
  function readUint16Table(assetDirectory, entry, expectedChecksum) {
@@ -1,57 +1,57 @@
1
1
  "use strict";
2
2
  Object.defineProperty(exports, "__esModule", { value: true });
3
3
  exports.solveCube2State = solveCube2State;
4
+ exports.solveCube2StateIndices = solveCube2StateIndices;
5
+ exports.solveCube2StateIndicesSync = solveCube2StateIndicesSync;
4
6
  exports.verifyCube2Scramble = verifyCube2Scramble;
5
7
  exports.verifyCube2Solution = verifyCube2Solution;
8
+ exports.verifyCube2SolutionIndices = verifyCube2SolutionIndices;
6
9
  const state_js_1 = require("../state.js");
7
10
  const tables_js_1 = require("./tables.js");
8
11
  async function solveCube2State(state) {
9
12
  await (0, tables_js_1.ensureTablesLoaded)();
13
+ const indices = solveWithTablesIndices(state);
14
+ return {
15
+ moves: indices.map((index) => tables_js_1.BFS_MOVES[index]),
16
+ depth: indices.length,
17
+ state: (0, state_js_1.createSolvedCube2State)()
18
+ };
19
+ }
20
+ // Index-based solve for the hot scramble path: returns the solution as move
21
+ // indices (0..8) in walk order. The inverse of index m is CUBE2_MOVE_INVERSE[m]
22
+ // (U2/R2/F2 are self-inverse, so m ^ 1 does not apply here).
23
+ async function solveCube2StateIndices(state) {
24
+ await (0, tables_js_1.ensureTablesLoaded)();
25
+ return solveWithTablesIndices(state);
26
+ }
27
+ function solveCube2StateIndicesSync(state) {
28
+ if (!tables_js_1.POLICY_TABLE) {
29
+ throw new Error("Cube2 solver tables not loaded. Call ensureTablesLoaded() first.");
30
+ }
31
+ return solveWithTablesIndices(state);
32
+ }
33
+ function solveWithTablesIndices(state) {
10
34
  if (state.corners.permutation[6] !== 6 || state.corners.orientation[6] !== 0) {
11
35
  throw new Error("The 2x2 solver requires the DBL corner (index 6) to be solved " +
12
36
  "as the frame of reference. Please normalize the state before solving.");
13
37
  }
14
38
  const permTable = tables_js_1.PERMUTATION_TABLE;
15
39
  const orientTable = tables_js_1.ORIENTATION_TABLE;
16
- const distances = tables_js_1.DISTANCES;
40
+ const policy = tables_js_1.POLICY_TABLE;
17
41
  let permIndex = (0, tables_js_1.encodePermutation)(state.corners.permutation);
18
42
  let orientIndex = (0, tables_js_1.encodeOrientation)(state.corners.orientation);
19
43
  const moves = [];
20
- // High-performance branchless inlined lookup
21
- const initialCombined = permIndex * tables_js_1.ORIENTATION_COUNT + orientIndex;
22
- let distance = (distances[initialCombined >> 1] >> ((initialCombined & 1) << 2)) & 0x0f;
23
- if (distance === 0) {
24
- return { moves, depth: 0, state: (0, state_js_1.createSolvedCube2State)() };
25
- }
26
- while (distance > 0) {
27
- let foundNext = false;
28
- const permOffset = permIndex * tables_js_1.MOVE_COUNT;
29
- const orientOffset = orientIndex * tables_js_1.MOVE_COUNT;
30
- const nextDistance = distance - 1;
31
- for (let m = 0; m < tables_js_1.BFS_MOVES.length; m++) {
32
- const nextPerm = permTable[permOffset + m];
33
- const nextOrient = orientTable[orientOffset + m];
34
- // High-performance branchless inlined lookup
35
- const combined = nextPerm * tables_js_1.ORIENTATION_COUNT + nextOrient;
36
- const nextDist = (distances[combined >> 1] >> ((combined & 1) << 2)) & 0x0f;
37
- if (nextDist === nextDistance) {
38
- moves.push(tables_js_1.BFS_MOVES[m]);
39
- permIndex = nextPerm;
40
- orientIndex = nextOrient;
41
- distance = nextDistance;
42
- foundNext = true;
43
- break;
44
- }
45
- }
46
- if (!foundNext) {
47
- throw new Error("BFS distance table corrupted or unreachable state.");
48
- }
44
+ // Direct policy walk: the precomputed optimal move per state, so no
45
+ // candidate scanning (the old BFS-distance gradient walk) is needed.
46
+ let combined = permIndex * tables_js_1.ORIENTATION_COUNT + orientIndex;
47
+ while (combined !== 0) {
48
+ const m = (policy[combined >> 1] >> ((combined & 1) << 2)) & 0x0f;
49
+ moves.push(m);
50
+ permIndex = permTable[permIndex * tables_js_1.MOVE_COUNT + m];
51
+ orientIndex = orientTable[orientIndex * tables_js_1.MOVE_COUNT + m];
52
+ combined = permIndex * tables_js_1.ORIENTATION_COUNT + orientIndex;
49
53
  }
50
- return {
51
- moves,
52
- depth: moves.length,
53
- state: (0, state_js_1.createSolvedCube2State)()
54
- };
54
+ return moves;
55
55
  }
56
56
  const MOVE_INDEX = {};
57
57
  for (let i = 0; i < tables_js_1.BFS_MOVES.length; i++) {
@@ -79,3 +79,21 @@ function verifyCube2Solution(state, solutionMoves) {
79
79
  const { permIndex, orientIndex } = walkCube2Coordinates((0, tables_js_1.encodePermutation)(state.corners.permutation), (0, tables_js_1.encodeOrientation)(state.corners.orientation), solutionMoves);
80
80
  return permIndex === 0 && orientIndex === 0;
81
81
  }
82
+ // Numeric verification for the hot scramble path: walks the solution (move
83
+ // indices, walk order) from the target state to solved. The scramble is the
84
+ // exact inverse of the solution, so this is equivalent to verifying that the
85
+ // scramble reproduces the target state — one walk, no string parsing.
86
+ function verifyCube2SolutionIndices(state, solution) {
87
+ const permTable = tables_js_1.PERMUTATION_TABLE;
88
+ const orientTable = tables_js_1.ORIENTATION_TABLE;
89
+ if (!permTable || !orientTable) {
90
+ throw new Error("Cube2 solver tables not loaded. Call ensureTablesLoaded() first.");
91
+ }
92
+ let permIndex = (0, tables_js_1.encodePermutation)(state.corners.permutation);
93
+ let orientIndex = (0, tables_js_1.encodeOrientation)(state.corners.orientation);
94
+ for (const m of solution) {
95
+ permIndex = permTable[permIndex * tables_js_1.MOVE_COUNT + m];
96
+ orientIndex = orientTable[orientIndex * tables_js_1.MOVE_COUNT + m];
97
+ }
98
+ return permIndex === 0 && orientIndex === 0;
99
+ }
@@ -10,9 +10,9 @@ exports.CUBE2_SOLVER_TABLE_METADATA = {
10
10
  entries: 6561,
11
11
  checksum: 1566738619
12
12
  },
13
- distances: {
13
+ policy: {
14
14
  entries: 1837080,
15
- checksum: 2959532459,
15
+ checksum: 2042005723,
16
16
  maxDepth: 11
17
17
  }
18
18
  };
@@ -1,9 +1,10 @@
1
1
  "use strict";
2
2
  Object.defineProperty(exports, "__esModule", { value: true });
3
- exports.BFS_MOVES = exports.DISTANCES = exports.ORIENTATION_TABLE = exports.PERMUTATION_TABLE = exports.MOVE_COUNT = exports.ORIENTATION_COUNT = exports.PERMUTATION_COUNT = void 0;
3
+ exports.BFS_MOVES = exports.POLICY_TABLE = exports.ORIENTATION_TABLE = exports.PERMUTATION_TABLE = exports.MOVE_COUNT = exports.ORIENTATION_COUNT = exports.PERMUTATION_COUNT = void 0;
4
4
  exports.encodePermutation = encodePermutation;
5
5
  exports.encodeOrientation = encodeOrientation;
6
6
  exports.ensureTablesLoaded = ensureTablesLoaded;
7
+ exports.areCube2TablesLoaded = areCube2TablesLoaded;
7
8
  exports.getDistance = getDistance;
8
9
  exports.getPermutationTransition = getPermutationTransition;
9
10
  exports.getOrientationTransition = getOrientationTransition;
@@ -14,19 +15,31 @@ exports.MOVE_COUNT = 9;
14
15
  // ---------------------------------------------------------------------------
15
16
  // Coordinate encoding / decoding
16
17
  // ---------------------------------------------------------------------------
18
+ // Lehmer encoding of the 7 free corners (DBL at index 6 is fixed), with a
19
+ // bitmask instead of array removal: available values tracked as bits, the
20
+ // rank of a value = the popcount of the bits below it.
21
+ const PERM7_FACT = [720, 120, 24, 6, 2, 1, 1];
17
22
  function encodePermutation(permutation) {
18
- const perm7 = permutation.filter((_, i) => i !== 6);
19
- const mapped = perm7.map((x) => (x > 6 ? x - 1 : x));
20
23
  let index = 0;
21
- const available = [0, 1, 2, 3, 4, 5, 6];
24
+ let available = 0b1111111;
22
25
  for (let position = 0; position < 7; position += 1) {
23
- const value = mapped[position];
24
- const selected = available.indexOf(value);
25
- index += selected * factorialSmall(6 - position);
26
- available.splice(selected, 1);
26
+ const permPosition = position < 6 ? position : position + 1;
27
+ const piece = permutation[permPosition];
28
+ const value = piece > 6 ? piece - 1 : piece;
29
+ const rank = popcount(available & ((1 << value) - 1));
30
+ index += rank * PERM7_FACT[position];
31
+ available &= ~(1 << value);
27
32
  }
28
33
  return index;
29
34
  }
35
+ function popcount(x) {
36
+ let count = 0;
37
+ while (x !== 0) {
38
+ x &= x - 1;
39
+ count += 1;
40
+ }
41
+ return count;
42
+ }
30
43
  function encodeOrientation(orientation) {
31
44
  const orient7 = orientation.filter((_, i) => i !== 6);
32
45
  let index = 0;
@@ -50,7 +63,7 @@ function factorialSmall(n) {
50
63
  let tablesLoaded = false;
51
64
  exports.PERMUTATION_TABLE = null;
52
65
  exports.ORIENTATION_TABLE = null;
53
- exports.DISTANCES = null;
66
+ exports.POLICY_TABLE = null;
54
67
  async function ensureTablesLoaded() {
55
68
  if (tablesLoaded) {
56
69
  return;
@@ -58,19 +71,33 @@ async function ensureTablesLoaded() {
58
71
  const tables = await (0, generated_assets_js_1.loadGeneratedCube2SolverTables)();
59
72
  exports.PERMUTATION_TABLE = tables.permutationTable;
60
73
  exports.ORIENTATION_TABLE = tables.orientationTable;
61
- exports.DISTANCES = tables.distances;
74
+ exports.POLICY_TABLE = tables.policyTable;
62
75
  tablesLoaded = true;
63
76
  }
77
+ function areCube2TablesLoaded() {
78
+ return tablesLoaded;
79
+ }
64
80
  // ---------------------------------------------------------------------------
65
81
  // Public API
66
82
  // ---------------------------------------------------------------------------
67
83
  function getDistance(permIndex, orientIndex) {
68
- if (!exports.DISTANCES) {
84
+ if (!exports.POLICY_TABLE) {
69
85
  throw new Error("Cube2 solver tables not loaded. Call ensureTablesLoaded() first.");
70
86
  }
71
- const combined = permIndex * exports.ORIENTATION_COUNT + orientIndex;
72
- const byteValue = exports.DISTANCES[combined >> 1];
73
- return (combined & 1) === 0 ? (byteValue & 0x0f) : (byteValue >> 4);
87
+ const permTable = exports.PERMUTATION_TABLE;
88
+ const orientTable = exports.ORIENTATION_TABLE;
89
+ let p = permIndex;
90
+ let o = orientIndex;
91
+ let combined = p * exports.ORIENTATION_COUNT + o;
92
+ let distance = 0;
93
+ while (combined !== 0) {
94
+ const m = (exports.POLICY_TABLE[combined >> 1] >> ((combined & 1) << 2)) & 0x0f;
95
+ p = permTable[p * exports.MOVE_COUNT + m];
96
+ o = orientTable[o * exports.MOVE_COUNT + m];
97
+ combined = p * exports.ORIENTATION_COUNT + o;
98
+ distance += 1;
99
+ }
100
+ return distance;
74
101
  }
75
102
  function getPermutationTransition(move, permIndex) {
76
103
  if (!exports.PERMUTATION_TABLE) {
@@ -25,8 +25,10 @@ function cube2StatesEqual(left, right) {
25
25
  return (arraysEqual(left.corners.permutation, right.corners.permutation) &&
26
26
  arraysEqual(left.corners.orientation, right.corners.orientation));
27
27
  }
28
+ // Read-only canonical solved state for comparisons (never mutated).
29
+ const SOLVED_STATE = createSolvedCube2State();
28
30
  function isSolvedCube2State(state) {
29
- return cube2StatesEqual(state, createSolvedCube2State());
31
+ return cube2StatesEqual(state, SOLVED_STATE);
30
32
  }
31
33
  function range(length) {
32
34
  return Array.from({ length }, (_, index) => index);
@@ -1,23 +1,56 @@
1
1
  "use strict";
2
2
  Object.defineProperty(exports, "__esModule", { value: true });
3
+ exports.isTrivialCube2State = isTrivialCube2State;
3
4
  exports.validateCube2State = validateCube2State;
4
5
  exports.isOneMoveFromSolvedCube2State = isOneMoveFromSolvedCube2State;
6
+ exports.isTrivialSamplingCube2State = isTrivialSamplingCube2State;
5
7
  exports.isAllowedRandomCube2State = isAllowedRandomCube2State;
6
8
  exports.permutationParity = permutationParity;
7
9
  const types_js_1 = require("./types.js");
8
10
  const moves_js_1 = require("./moves.js");
9
11
  const state_js_1 = require("./state.js");
10
12
  const tables_js_1 = require("./solver/tables.js");
13
+ // The 18 single-move states, precomputed once so the hot random-state path
14
+ // checks "solved or one move from solved" with pure array comparisons
15
+ // (no coordinate encodings per generated state).
16
+ const ONE_MOVE_FROM_SOLVED_STATES = types_js_1.CUBE2_MOVES.map((move) => (0, moves_js_1.applyCube2Move)((0, state_js_1.createSolvedCube2State)(), move));
11
17
  // Precomputed coordinate encodings of every single-move state, so the
12
18
  // "one move from solved" check is a couple of O(n) encodings + 18 comparisons
13
19
  // instead of 18 full state applications.
14
- const ONE_MOVE_FROM_SOLVED_ENCODED = types_js_1.CUBE2_MOVES.map((move) => {
15
- const state = (0, moves_js_1.applyCube2Move)((0, state_js_1.createSolvedCube2State)(), move);
16
- return {
17
- p: (0, tables_js_1.encodePermutation)(state.corners.permutation),
18
- o: (0, tables_js_1.encodeOrientation)(state.corners.orientation)
19
- };
20
- });
20
+ const ONE_MOVE_FROM_SOLVED_ENCODED = ONE_MOVE_FROM_SOLVED_STATES.map((state) => ({
21
+ p: (0, tables_js_1.encodePermutation)(state.corners.permutation),
22
+ o: (0, tables_js_1.encodeOrientation)(state.corners.orientation)
23
+ }));
24
+ // Cheap trivial check for random-state sampling: solved + the 18 single-move
25
+ // states, compared by arrays with early exit (a random state differs from
26
+ // each candidate within the first couple of permutation entries, so the
27
+ // typical cost is tens of comparisons — no coordinate encodings).
28
+ function isTrivialCube2State(state) {
29
+ const cp = state.corners.permutation;
30
+ const co = state.corners.orientation;
31
+ for (const candidate of ONE_MOVE_FROM_SOLVED_STATES) {
32
+ const p = candidate.corners.permutation;
33
+ const o = candidate.corners.orientation;
34
+ let match = true;
35
+ for (let i = 0; i < 8; i += 1) {
36
+ if (cp[i] !== p[i]) {
37
+ match = false;
38
+ break;
39
+ }
40
+ }
41
+ if (!match)
42
+ continue;
43
+ for (let i = 0; i < 8; i += 1) {
44
+ if (co[i] !== o[i]) {
45
+ match = false;
46
+ break;
47
+ }
48
+ }
49
+ if (match)
50
+ return true;
51
+ }
52
+ return (0, state_js_1.isSolvedCube2State)(state);
53
+ }
21
54
  function validateCube2State(state) {
22
55
  const errors = [
23
56
  ...validatePermutation("corner", state.corners.permutation, types_js_1.CORNER_COUNT),
@@ -37,7 +70,13 @@ function validateCube2State(state) {
37
70
  function isOneMoveFromSolvedCube2State(state) {
38
71
  const p = (0, tables_js_1.encodePermutation)(state.corners.permutation);
39
72
  const o = (0, tables_js_1.encodeOrientation)(state.corners.orientation);
40
- return ONE_MOVE_FROM_SOLVED_ENCODED.some((entry) => entry.p === p && entry.o === o);
73
+ return isTrivialSamplingCube2State(p, o);
74
+ }
75
+ // Cheap trivial check for random-state sampling: the caller has already
76
+ // encoded the coordinates once. True for the solved state and the 18
77
+ // single-move states (which would produce scrambles shorter than 2 moves).
78
+ function isTrivialSamplingCube2State(p, o) {
79
+ return (p === 0 && o === 0) || ONE_MOVE_FROM_SOLVED_ENCODED.some((entry) => entry.p === p && entry.o === o);
41
80
  }
42
81
  function isAllowedRandomCube2State(state) {
43
82
  return validateCube2State(state).valid &&
@@ -4,6 +4,8 @@ exports.toCube3Facelets = toCube3Facelets;
4
4
  exports.formatCube3Facelets = formatCube3Facelets;
5
5
  exports.getCube3FaceOrder = getCube3FaceOrder;
6
6
  const FACE_ORDER = ["U", "R", "F", "D", "L", "B"];
7
+ const STICKERS = ["U", "R", "F", "D", "L", "B"];
8
+ const STICKER_INDEX = { U: 0, R: 1, F: 2, D: 3, L: 4, B: 5 };
7
9
  const CORNER_PIECE_STICKERS = [
8
10
  ["U", "R", "F"],
9
11
  ["U", "F", "L"],
@@ -52,20 +54,60 @@ const EDGE_POSITION_SLOTS = [
52
54
  [["B", 5], ["L", 3]],
53
55
  [["B", 3], ["R", 5]]
54
56
  ];
57
+ const CORNER_CELLS = buildCells(CORNER_POSITION_SLOTS, CORNER_PIECE_STICKERS, 3);
58
+ const EDGE_CELLS = buildCells(EDGE_POSITION_SLOTS, EDGE_PIECE_STICKERS, 2);
59
+ function buildCells(slots, stickersTable, orientationCount) {
60
+ const cells = [];
61
+ for (let position = 0; position < slots.length; position += 1) {
62
+ const byPiece = [];
63
+ for (let piece = 0; piece < stickersTable.length; piece += 1) {
64
+ const byOrientation = [];
65
+ for (let orientation = 0; orientation < orientationCount; orientation += 1) {
66
+ const stickers = stickersTable[piece];
67
+ const slotList = slots[position];
68
+ const cell = [];
69
+ for (let index = 0; index < slotList.length; index += 1) {
70
+ const [face, stickerIndex] = slotList[index];
71
+ cell.push(FACE_ORDER.indexOf(face));
72
+ cell.push(stickerIndex);
73
+ cell.push(STICKER_INDEX[stickers[(index - orientation + stickers.length) % stickers.length]]);
74
+ }
75
+ byOrientation.push(cell);
76
+ }
77
+ byPiece.push(byOrientation);
78
+ }
79
+ cells.push(byPiece);
80
+ }
81
+ return cells;
82
+ }
83
+ function placeCells(faces, cells) {
84
+ for (let cellIndex = 0; cellIndex < cells.length; cellIndex += 3) {
85
+ faces[cells[cellIndex]][cells[cellIndex + 1]] = STICKERS[cells[cellIndex + 2]];
86
+ }
87
+ }
55
88
  function toCube3Facelets(state) {
56
- const facelets = createEmptyFacelets();
57
- for (const face of FACE_ORDER) {
58
- facelets[face][4] = face;
89
+ const facelets = {
90
+ U: Array(9),
91
+ R: Array(9),
92
+ F: Array(9),
93
+ D: Array(9),
94
+ L: Array(9),
95
+ B: Array(9)
96
+ };
97
+ const faces = [facelets.U, facelets.R, facelets.F, facelets.D, facelets.L, facelets.B];
98
+ // Centers (fixed, since no center permutation on the 3x3)
99
+ for (let face = 0; face < 6; face += 1) {
100
+ faces[face][4] = STICKERS[face];
59
101
  }
60
- for (let position = 0; position < CORNER_POSITION_SLOTS.length; position += 1) {
61
- const piece = state.corners.permutation[position];
62
- const orientation = state.corners.orientation[position];
63
- placeOrientedStickers(facelets, CORNER_POSITION_SLOTS[position], CORNER_PIECE_STICKERS[piece], orientation);
102
+ const cornerPermutation = state.corners.permutation;
103
+ const cornerOrientation = state.corners.orientation;
104
+ for (let position = 0; position < CORNER_CELLS.length; position += 1) {
105
+ placeCells(faces, CORNER_CELLS[position][cornerPermutation[position]][cornerOrientation[position]]);
64
106
  }
65
- for (let position = 0; position < EDGE_POSITION_SLOTS.length; position += 1) {
66
- const piece = state.edges.permutation[position];
67
- const orientation = state.edges.orientation[position];
68
- placeOrientedStickers(facelets, EDGE_POSITION_SLOTS[position], EDGE_PIECE_STICKERS[piece], orientation);
107
+ const edgePermutation = state.edges.permutation;
108
+ const edgeOrientation = state.edges.orientation;
109
+ for (let position = 0; position < EDGE_CELLS.length; position += 1) {
110
+ placeCells(faces, EDGE_CELLS[position][edgePermutation[position]][edgeOrientation[position]]);
69
111
  }
70
112
  return facelets;
71
113
  }
@@ -75,20 +117,3 @@ function formatCube3Facelets(facelets) {
75
117
  function getCube3FaceOrder() {
76
118
  return FACE_ORDER;
77
119
  }
78
- function createEmptyFacelets() {
79
- return {
80
- U: Array(9).fill("U"),
81
- R: Array(9).fill("R"),
82
- F: Array(9).fill("F"),
83
- D: Array(9).fill("D"),
84
- L: Array(9).fill("L"),
85
- B: Array(9).fill("B")
86
- };
87
- }
88
- function placeOrientedStickers(facelets, slots, stickers, orientation) {
89
- for (let index = 0; index < slots.length; index += 1) {
90
- const [face, stickerIndex] = slots[index];
91
- const sticker = stickers[(index - orientation + stickers.length) % stickers.length];
92
- facelets[face][stickerIndex] = sticker;
93
- }
94
- }
@@ -4,6 +4,7 @@ exports.generateRandomCube3State = generateRandomCube3State;
4
4
  const index_js_1 = require("../../random/index.js");
5
5
  const types_js_1 = require("./types.js");
6
6
  const validation_js_1 = require("./validation.js");
7
+ const state_js_1 = require("./state.js");
7
8
  const subset_state_js_1 = require("./subset-state.js");
8
9
  function generateRandomCube3State(options = {}) {
9
10
  const random = (0, index_js_1.createRandomSource)(options.seed);
@@ -12,8 +13,14 @@ function generateRandomCube3State(options = {}) {
12
13
  return (0, subset_state_js_1.generateSubsetCube3State)(options.subset, random);
13
14
  }
14
15
  for (let attempt = 0; attempt < 100; attempt += 1) {
16
+ // The state is legal by construction (permutations shuffled, orientation
17
+ // sums fixed, parity matched), so the only meaningful rejection is the
18
+ // trivial set (solved + 18 single-move states) — no full re-validation.
15
19
  const state = createLegalRandomState(random);
16
- if (!rejectTrivial || (0, validation_js_1.isAllowedRandomCube3State)(state)) {
20
+ if (!rejectTrivial) {
21
+ return state;
22
+ }
23
+ if (!(0, state_js_1.isSolvedCube3State)(state) && !(0, validation_js_1.isOneMoveFromSolvedCube3State)(state)) {
17
24
  return state;
18
25
  }
19
26
  }
@@ -48,7 +48,7 @@ async function generateCube3Scramble(options = {}) {
48
48
  generatorVersion: "1.0.0",
49
49
  facelets,
50
50
  faceletString: (0, facelets_js_1.formatCube3Facelets)(facelets),
51
- state: JSON.parse(JSON.stringify(state)),
51
+ state,
52
52
  solutionMoves: solution.moves,
53
53
  solutionDepth: solution.depth,
54
54
  phase1Depth: solution.phase1.depth,
@@ -17,6 +17,9 @@ function createSolvedCube3State() {
17
17
  }
18
18
  };
19
19
  }
20
+ // Read-only canonical solved state for comparisons (never mutated, so a
21
+ // single shared instance is safe and avoids allocating per call).
22
+ const SOLVED_STATE = createSolvedCube3State();
20
23
  function cloneCube3State(state) {
21
24
  return {
22
25
  corners: {
@@ -36,7 +39,7 @@ function cube3StatesEqual(left, right) {
36
39
  arraysEqual(left.edges.orientation, right.edges.orientation));
37
40
  }
38
41
  function isSolvedCube3State(state) {
39
- return cube3StatesEqual(state, createSolvedCube3State());
42
+ return cube3StatesEqual(state, SOLVED_STATE);
40
43
  }
41
44
  function range(length) {
42
45
  return Array.from({ length }, (_, index) => index);
@@ -34,9 +34,12 @@ function validateCube3State(state) {
34
34
  errors
35
35
  };
36
36
  }
37
+ // The 18 single-move states, precomputed once so the hot random-state path
38
+ // checks "one move from solved" with pure comparisons instead of 18 full
39
+ // move applications per generated state.
40
+ const ONE_MOVE_FROM_SOLVED_STATES = types_js_1.CUBE3_MOVES.map((move) => (0, moves_js_1.applyCube3Move)((0, state_js_1.createSolvedCube3State)(), move));
37
41
  function isOneMoveFromSolvedCube3State(state) {
38
- const solved = (0, state_js_1.createSolvedCube3State)();
39
- return types_js_1.CUBE3_MOVES.some((move) => (0, state_js_1.cube3StatesEqual)((0, moves_js_1.applyCube3Move)(solved, move), state));
42
+ return ONE_MOVE_FROM_SOLVED_STATES.some((candidate) => (0, state_js_1.cube3StatesEqual)(candidate, state));
40
43
  }
41
44
  function isAllowedRandomCube3State(state) {
42
45
  return validateCube3State(state).valid &&
@@ -1,10 +1,19 @@
1
1
  "use strict";
2
2
  Object.defineProperty(exports, "__esModule", { value: true });
3
3
  exports.generateRandomSkewbState = generateRandomSkewbState;
4
+ exports.generateRandomSkewbStateSync = generateRandomSkewbStateSync;
4
5
  const index_js_1 = require("../../random/index.js");
5
6
  const index_js_2 = require("./solver/index.js");
6
7
  async function generateRandomSkewbState(options = {}) {
7
8
  await (0, index_js_2.ensureTablesLoaded)();
9
+ return generateRandomSkewbStateSync(options);
10
+ }
11
+ // Synchronous variant for callers that have already ensured the tables are
12
+ // loaded (e.g. the scrambler after the first call): no per-call await hop.
13
+ function generateRandomSkewbStateSync(options = {}) {
14
+ if (!(0, index_js_2.areSkewbTablesLoaded)()) {
15
+ throw new Error("Skewb solver tables not loaded. Call ensureTablesLoaded() first.");
16
+ }
8
17
  const random = (0, index_js_1.createRandomSource)(options.seed);
9
18
  const rejectTrivial = options.rejectTrivial ?? true;
10
19
  const trivialRanks = rejectTrivial ? getTrivialRanks() : null;