cubing 0.25.1 → 0.25.2

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Files changed (81) hide show
  1. package/README.md +2 -0
  2. package/dist/esm/{2x2x2.sgs.json-QKP2WRPT.js → 2x2x2.sgs.json-NUOQFJWU.js} +2 -2
  3. package/dist/esm/{2x2x2.sgs.json-QKP2WRPT.js.map → 2x2x2.sgs.json-NUOQFJWU.js.map} +0 -0
  4. package/dist/esm/{3d-dynamic-inside-GKERM3IG.js → 3d-dynamic-AKACURPM.js} +13 -13
  5. package/dist/esm/3d-dynamic-AKACURPM.js.map +7 -0
  6. package/dist/esm/{gwt-B7CBESZR.js → 3x3x3-min2phase-FPRJ5PCJ.js} +2 -2
  7. package/dist/esm/{gwt-B7CBESZR.js.map → 3x3x3-min2phase-FPRJ5PCJ.js.map} +1 -1
  8. package/dist/esm/{scramble_444-FXLLIDCW.js → 444-solver-GNQ5BHCL.js} +4 -4
  9. package/dist/esm/{scramble_444-FXLLIDCW.js.map → 444-solver-GNQ5BHCL.js.map} +1 -1
  10. package/dist/esm/bluetooth/index.js +1 -1
  11. package/dist/esm/chunk-5O24MNND.js +25 -0
  12. package/dist/esm/chunk-5O24MNND.js.map +7 -0
  13. package/dist/esm/{chunk-HCNUMBT5.js → chunk-ASJ2DADD.js} +3 -3
  14. package/dist/esm/{chunk-HCNUMBT5.js.map → chunk-ASJ2DADD.js.map} +2 -2
  15. package/dist/esm/{chunk-QUTXXRPT.js → chunk-CYKV7QC5.js} +2 -2
  16. package/dist/esm/{chunk-QUTXXRPT.js.map → chunk-CYKV7QC5.js.map} +0 -0
  17. package/dist/esm/{chunk-Z5INA5XR.js → chunk-FZJDXPAH.js} +52 -21
  18. package/dist/esm/chunk-FZJDXPAH.js.map +7 -0
  19. package/dist/esm/{chunk-GXV3K7MX.js → chunk-L3PZ4XAT.js} +2 -2
  20. package/dist/esm/{chunk-GXV3K7MX.js.map → chunk-L3PZ4XAT.js.map} +2 -2
  21. package/dist/esm/{chunk-37NJ765B.js → chunk-SNWS6JXI.js} +1 -1
  22. package/dist/esm/{chunk-37NJ765B.js.map → chunk-SNWS6JXI.js.map} +0 -0
  23. package/dist/esm/{entry-RSZSKW5X.js → entry-2KUJYJBJ.js} +12 -12
  24. package/dist/esm/{entry-RSZSKW5X.js.map → entry-2KUJYJBJ.js.map} +2 -2
  25. package/dist/esm/{ftosolver-smaller-phase3-table-UTQRO776.js → fto-solver-HI6NIV74.js} +2 -2
  26. package/dist/esm/{ftosolver-smaller-phase3-table-UTQRO776.js.map → fto-solver-HI6NIV74.js.map} +1 -1
  27. package/dist/esm/{fto.sgs.json-T5WY2HR7.js → fto.dynamic-A3AASYQ6.js} +8 -3
  28. package/dist/esm/fto.dynamic-A3AASYQ6.js.map +7 -0
  29. package/dist/esm/{masterpyra-QOJCNGZM.js → master_tetraminx-solver-KBQJGW4A.js} +2 -5
  30. package/dist/esm/{masterpyra-QOJCNGZM.js.map → master_tetraminx-solver-KBQJGW4A.js.map} +3 -3
  31. package/dist/esm/puzzles/index.js +1 -1
  32. package/dist/esm/{pyraminx.sgs.json-5HPDQAOM.js → pyraminx.sgs.json-X37XL7MA.js} +3 -3
  33. package/dist/esm/{pyraminx.sgs.json-5HPDQAOM.js.map → pyraminx.sgs.json-X37XL7MA.js.map} +0 -0
  34. package/dist/esm/scramble/index.js +3 -3
  35. package/dist/esm/search/index.js +3 -3
  36. package/dist/esm/{module-entry-UDFTQHXX.js → search-worker-entry-ZJAXYGSH.js} +7 -7
  37. package/dist/esm/search-worker-entry-ZJAXYGSH.js.map +7 -0
  38. package/dist/esm/{scramble_sq1-OZR6K4WV.js → sq1-solver-P3IWWET7.js} +2 -2
  39. package/dist/esm/{scramble_sq1-OZR6K4WV.js.map → sq1-solver-P3IWWET7.js.map} +1 -1
  40. package/dist/esm/twisty/index.js +54 -12
  41. package/dist/esm/twisty/index.js.map +3 -3
  42. package/dist/esm/{worker-inside-generated-string-WGUQ4QSO.js → worker-inside-generated-string-OBSDMXAS.js} +641 -22
  43. package/dist/esm/worker-inside-generated-string-OBSDMXAS.js.map +7 -0
  44. package/dist/types/search/inside/{module-entry-path-getter.d.ts → search-worker-entry-path-getter.d.ts} +0 -0
  45. package/dist/types/search/inside/{module-entry.d.ts → search-worker-entry.d.ts} +0 -0
  46. package/dist/types/search/inside/solve/puzzles/{fto.sgs.json.d.ts → fto.dynamic.d.ts} +1 -0
  47. package/dist/types/search/worker-inside-generated-string.d.ts +1 -1
  48. package/dist/types/twisty/heavy-code-imports/3d.d.ts +1 -1
  49. package/dist/types/twisty/heavy-code-imports/dynamic-entries/{3d-dynamic-inside.d.ts → 3d-dynamic.d.ts} +0 -0
  50. package/dist/types/twisty/model/TwistyPlayerModel.d.ts +4 -0
  51. package/dist/types/twisty/model/props/TwistyPropDebugger.d.ts +1 -2
  52. package/dist/types/twisty/model/props/general/ArbitraryStringProp.d.ts +4 -0
  53. package/dist/types/twisty/views/TwistyPlayer.d.ts +6 -0
  54. package/dist/types/twisty/views/TwistyPlayerSettable.d.ts +6 -0
  55. package/dist/types/twisty/views/twizzle/TwizzleLink.d.ts +1 -1
  56. package/dist/types/vendor/comlink-everywhere/inside/index.d.ts +2 -1
  57. package/dist/types/vendor/comlink-everywhere/node-adapter.d.ts +6 -0
  58. package/dist/types/vendor/comlink-everywhere/outside/index.d.ts +4 -2
  59. package/dist/types/vendor/cstimer/src/js/scramble/{scramble_444.d.ts → 444-solver.d.ts} +0 -0
  60. package/dist/types/vendor/min2phase/{gwt.d.ts → 3x3x3-min2phase.d.ts} +0 -0
  61. package/dist/types/vendor/sq12phase/{scramble_sq1.d.ts → sq1-solver.d.ts} +0 -0
  62. package/dist/types/vendor/xyzzy/{ftosolver.d.ts → fto-solver-original.d.ts} +0 -0
  63. package/dist/types/vendor/xyzzy/{ftosolver-smaller-phase3-table.d.ts → fto-solver.d.ts} +0 -0
  64. package/dist/types/vendor/xyzzy/{masterpyra.d.ts → master_tetraminx-solver.d.ts} +0 -0
  65. package/package.json +2 -2
  66. package/dist/esm/3d-dynamic-inside-GKERM3IG.js.map +0 -7
  67. package/dist/esm/chunk-L7W7Q42Q.js +0 -18
  68. package/dist/esm/chunk-L7W7Q42Q.js.map +0 -7
  69. package/dist/esm/chunk-Z5INA5XR.js.map +0 -7
  70. package/dist/esm/esm-test-worker.js +0 -15
  71. package/dist/esm/esm-test-worker.js.map +0 -7
  72. package/dist/esm/fto.sgs.json-T5WY2HR7.js.map +0 -7
  73. package/dist/esm/module-entry-UDFTQHXX.js.map +0 -7
  74. package/dist/esm/node-KTVORTZB.js +0 -41
  75. package/dist/esm/node-KTVORTZB.js.map +0 -7
  76. package/dist/esm/node-LMAS5PGZ.js +0 -14
  77. package/dist/esm/node-LMAS5PGZ.js.map +0 -7
  78. package/dist/esm/worker-inside-generated-string-WGUQ4QSO.js.map +0 -7
  79. package/dist/types/esm-test-worker.d.ts +0 -1
  80. package/dist/types/vendor/comlink-everywhere/inside/node.d.ts +0 -1
  81. package/dist/types/vendor/comlink-everywhere/outside/node.d.ts +0 -2
@@ -3,7 +3,7 @@ import {
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  } from "./chunk-RENZB7QN.js";
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  import "./chunk-WO2AXYFE.js";
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- // src/cubing/vendor/xyzzy/masterpyra.js
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+ // src/cubing/vendor/xyzzy/master_tetraminx-solver.js
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  "use strict";
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  function factorial(n) {
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  if (n < 2)
@@ -723,10 +723,7 @@ var randomUintBelow = randomUIntBelowFactory();
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  async function randomMasterTetraminxScrambleString() {
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  return generate_scramble_sequence(await randomUintBelow, false);
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  }
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- (async () => {
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- console.log(await randomMasterTetraminxScrambleString());
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- })();
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  export {
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  randomMasterTetraminxScrambleString
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  };
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- //# sourceMappingURL=masterpyra-QOJCNGZM.js.map
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+ //# sourceMappingURL=master_tetraminx-solver-KBQJGW4A.js.map
@@ -1,7 +1,7 @@
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  {
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  "version": 3,
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- "sources": ["../../src/cubing/vendor/xyzzy/masterpyra.js"],
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- "sourcesContent": ["/* eslint-disable */\n/* master pyraminx scramble generator */\n// From https://gist.github.com/torchlight/9a5c53da09d8e090756a228f4b5f3471\n// Added to `cubing.js` under the GPL license by permission from the author (@torchlight/xyzzy).\n\n\"use strict\";\n\nimport { randomUIntBelowFactory } from \"../random-uint-below\";\n\nfunction counter(A) {\n let counts = [];\n for (let a of A) counts[a] = (counts[a] || 0) + 1;\n return counts;\n}\n\n/* Combinatoric functions */\n\nfunction factorial(n) {\n if (n < 2) return n;\n let f = 1;\n for (let i = 2; i <= n; i++) f *= i;\n return f;\n}\n\nfunction identity_permutation(n) {\n let a = Array(n);\n for (let i = 0; i < n; i++) {\n a[i] = i;\n }\n return a;\n}\n\nfunction permutation_to_index(perm) {\n perm = perm.slice();\n let n = perm.length;\n let f = factorial(n - 1);\n let ind = 0;\n while (n > 1) {\n n--;\n // invariant: f == factorial(n)\n // also, perm stores meaningful values up to perm[n]\n let e = perm[0];\n ind += e * f;\n for (let i = 0; i < n; i++) {\n let x = perm[i + 1];\n perm[i] = x - (x > e);\n }\n f /= n;\n }\n return ind;\n}\n\nfunction index_to_permutation(ind, n) {\n let perm = [];\n let f = factorial(n - 1);\n for (let i = 0; i < n; i++) {\n perm[i] = (ind / f) | 0;\n ind %= f;\n f /= n - 1 - i;\n }\n for (let i = n - 2; i >= 0; i--) {\n for (let j = i + 1; j < n; j++) {\n perm[j] += +(perm[j] >= perm[i]);\n }\n }\n return perm;\n}\n\nfunction permutation_parity(A) {\n let n = A.length;\n let parity = 0;\n for (let i = 0; i < n - 1; i++) {\n for (let j = i; j < n; j++) {\n if (A[i] > A[j]) parity ^= 1;\n }\n }\n return parity;\n}\n\nfunction index_to_evenpermutation(ind, n) {\n let perm = [];\n let f = factorial(n - 1) / 2;\n let parity = 0;\n for (let i = 0; i < n - 1; i++) {\n perm[i] = (ind / f) | 0;\n ind %= f;\n f /= n - 1 - i;\n }\n perm[n - 1] = 0;\n for (let i = n - 2; i >= 0; i--) {\n for (let j = i + 1; j < n; j++) {\n if (perm[j] >= perm[i]) perm[j]++;\n else parity ^= 1;\n }\n }\n if (parity === 1) [perm[n - 2], perm[n - 1]] = [perm[n - 1], perm[n - 2]];\n return perm;\n}\n\nfunction evenpermutation_to_index(perm) {\n return permutation_to_index(perm) >> 1;\n}\n\nlet [evenpermutation12_to_index, index_to_evenpermutation12] = (() => {\n let index_in_set_bits = new Int8Array(4096 * 12);\n let look_up_set_bits = new Int8Array(4096 * 12);\n for (let i = 0; i < 4096; i++) {\n for (let j = 0, counter = 0; j < 12; j++) {\n if (((i >>> j) & 1) === 0) {\n continue;\n }\n index_in_set_bits[(j << 12) | i] = counter;\n look_up_set_bits[(counter << 12) | i] = j;\n counter++;\n }\n }\n\n function evenpermutation12_to_index(perm) {\n let unused = 0xfff; // track which values in 0..11 haven't been used so far\n let f = 19958400; // = 11!/2\n let ind = 0;\n for (let i = 0; i < 10; i++) {\n let v = perm[i];\n ind += index_in_set_bits[unused | (v << 12)] * f;\n unused &= ~(1 << v);\n f /= 11 - i;\n }\n return ind;\n }\n\n function index_to_evenpermutation12(ind, perm) {\n let unused = 0xfff;\n let f = 19958400; // = 11!/2\n let parity = 0;\n for (let i = 0; i < 10; i++) {\n let a = (ind / f) | 0;\n ind -= a * f;\n parity ^= a & 1;\n let v = look_up_set_bits[unused | (a << 12)];\n perm[i] = v;\n unused &= ~(1 << v);\n f /= 11 - i;\n }\n // the last two elements are uniquely determined by the other ten\n perm[10] = look_up_set_bits[unused | (parity << 12)];\n perm[11] = look_up_set_bits[unused | ((parity ^ 1) << 12)];\n return perm;\n }\n\n // these functions could be significantly faster with SWAR, but we can't SWAR here without 64-bit\n // bitwise ops. :<\n\n return [evenpermutation12_to_index, index_to_evenpermutation12];\n})();\n\nfunction compose(A, B) {\n let C = [];\n for (let i = 0; i < B.length; i++) C[i] = A[B[i]];\n return C;\n}\n\nfunction double_compose(A, B, C) {\n let D = [];\n for (let i = 0; i < C.length; i++) {\n D[i] = A[B[C[i]]];\n }\n return D;\n}\n\nfunction invert(perm) {\n let inv = [];\n for (let i = 0; i < perm.length; i++) {\n inv[perm[i]] = i;\n }\n return inv;\n}\n\nfunction permutation_from_cycle(cycle, n) {\n let perm = [];\n for (let i = 0; i < n; i++) perm[i] = i;\n for (let i = 0; i < cycle.length; i++) {\n perm[cycle[i]] = cycle[(i + 1) % cycle.length];\n }\n return perm;\n}\n\nfunction permutation_from_cycles(cycles, n) {\n if (cycles.length === 0) {\n return identity_permutation(n);\n }\n return cycles\n .map((cycle) => permutation_from_cycle(cycle, n))\n .reduce(compose);\n // not very efficient, but this function is only called during init so it's fine\n}\n\n/* puzzle-specific stuff */\n\n/*\nWe will (mostly) ignore the trivial tips here. When we say \"single-layer\", we mean one layer\n*excluding* the tip, so it's really two layers on the physical puzzle; likewise, \"double-layer\"\nmeans three layers on the physical puzzle. Hopefully this won't be too confusing.\n\nTips (\"zero-layer\" moves?) are written with a single lowercase letter: u, l, r, b.\nSingle-layer moves are written with a single uppercase letter: U, L, R, B.\nDouble-layer moves are written with a single uppercase letter and a w suffix: Uw, Lw, Rw, Bw.\n\nThe master pyraminx has four types of pieces:\n- 4 corners (same as pyraminx); three orientations each (no permutation).\n- 6 midges (same as pyraminx); even permutation, two orientations each, sum(orientations)%2 = 0.\n- 12 wings; even permutation (no orientation).\n- 4 centres; even permutation (no visible orientation).\n\nThe total number of states is (3^4) * (6!/2 * 2^5) * (12!/2) * (4!/2) = 2 681 795 837 952 000.\n\nThis is small enough that an optimal solver is feasible *if* we can use large pruning tables, but\nif we want to keep init times short, a two-phase algorithm would be much better. Here, we will use a\ntwo-phase reduction algorithm: the first phase reduces to a Halpern-Meier Pyramid / Jing's pyraminx,\nand the second phase just solves that (using only double-layer moves).\n\nSome ~group theory~ flexing: the alternating group A_4 (acting on the centres) has a copy of the\nKlein four-group V as a normal subgroup of index 3. We can name the cosets (other than V itself) as\nthe cw coset if the elements are a clockwise 3-cycle (as viewed from a corner) and the ccw coset if\nthe elements are an anticlockwise 3-cycle. On the H-M pyra, (the name of) the V-coset of the centres\nis exactly the sum of the orientations of the corners mod 3; this follows from V being a normal\nsubgroup of A_4.\n\n---\n\nIn the first phase, we:\n(i) do edge pairing (12!/2 ~ 2.4e8);\n(ii) ensure the V-coset of the centres matches the corner orientations (3).\n\nRelevant coordinates:\nlocations of a midge and its matching wings + centre stuff ((6*12*11) * 3 = 2376)\n\nPruning table:\n- forming two tredges + centre stuff ((6*5*12*11*10*9) * 3 = 1069200)\n- counting solved wings versus flipped wings + centre stuff (21 * 2 = 42)\n\nThe first pruning table takes around a quarter of a second to generate, which is kinda slow, but it\ncan't be helped. We check all fifteen possible pairs. (Checking only three pairs is enough, but has\nvery poor worst-case performance.)\n\nThe second pruning table takes literally an hour to generate, but it's also small so we just hard-\ncode all of its values instead of computing it on initialisation. Using this table kills off worst-\ncase behaviour on \"bad\" scrambles, but doesn't do a lot on \"median\" scrambles.\n\n---\n\nIn the second phase, we solve the puzzle like a H-M pyra.\n\nRelevant coordinates:\n(i) edge permutation, location of yellow centre (6!/2 * 4 = 1440)\n(ii) edge orientation, corner orientation (2^5 * 3^4 = 2592)\n\nCorner orientation uniquely determines the V-coset of the centre permutation, and since V acts\nsharply transitively on the centres, knowing where the yellow centre is uniquely determines which\nelement of that V-coset is the centre permutation.\n\n---\n\nConsiderations for generating scrambles:\n\nTip scrambling: the standard pyraminx scramblers just put the tips at the end of the scramble. This\nis *really bad* when we're doing the scrambles by hand and then immediately solving afterwards.\nIdeally, the scramble sequence shouldn't reveal any obvious information about the scramble.\n\nLike 333 and a few other puzzles, the states of a master pyra have a group structure, and so we can\ntake inverses. Once we have generated a random state, we can return either the inverse of its\nsolution, or the solution of its inverse. Since inversion preserves uniformity, we could just as\nwell just directly return a solution of a random state.\n\n---\n\n(ASCII nets modified from TNoodle's source code comments)\n\ncorners:\n\n* ____ ____ ____ ____\n* /\\ /\\ /\\ /\\ /\\ /\\\n* /3 \\ / \\ /0 \\ U /0 \\ / \\ /3 \\\n* /____\\/____\\/____\\ ____ /____\\/____\\/____\\\n* \\ /\\ /\\ / /\\ /\\ \\ /\\ /\\ /\n* \\ / \\ / \\ / / \\0 / \\ \\ / \\ / \\ /\n* \\/____\\/____\\/ /____\\/____\\ \\/____\\/____\\/\n* \\ /\\ / /\\ /\\ /\\ \\ /\\ /\n* \\ /1 \\ / / \\ / \\ / \\ \\ /2 \\ /\n* \\/____\\/ /____\\/____\\/____\\ \\/____\\/\n* \\ /\\ /\\ /\n* \\1 / \\ / \\2 /\n* L \\/____\\/____\\/ R\n*\n* ____ ____\n* /\\ /\\ /\\\n* /1 \\ / \\ /2 \\\n* /____\\/____\\/____\\\n* \\ /\\ /\\ /\n* \\ / \\ / \\ /\n* \\/____\\/____\\/\n* \\ /\\ /\n* \\ /3 \\ /\n* \\/____\\/\n*\n* B\n\nmidges:\n\n* ____ ____ ____ ____\n* /\\ /\\ /\\ /\\ /\\ /\\\n* / \\ /11\\ / \\ U / \\ /5 \\ / \\\n* /____\\/____\\/____\\ ____ /____\\/____\\/____\\\n* \\ /\\ /\\ / /\\ /\\ \\ /\\ /\\ /\n* \\ /8 \\ /7 \\ / / \\ / \\ \\ /9 \\ /10\\ /\n* \\/____\\/____\\/ /____\\/____\\ \\/____\\/____\\/\n* \\ /\\ / /\\ /\\ /\\ \\ /\\ /\n* \\ / \\ / / \\1 / \\3 / \\ \\ / \\ /\n* \\/____\\/ /____\\/____\\/____\\ \\/____\\/\n* \\ /\\ /\\ /\n* \\ / \\0 / \\ /\n* L \\/____\\/____\\/ R\n*\n* ____ ____\n* /\\ /\\ /\\\n* / \\ /6 \\ / \\\n* /____\\/____\\/____\\\n* \\ /\\ /\\ /\n* \\ /2 \\ /4 \\ /\n* \\/____\\/____\\/\n* \\ /\\ /\n* \\ / \\ /\n* \\/____\\/\n*\n* B\n\nwings:\n\n* ____ ____ ____ ____\n* /\\ /\\ /\\ /\\ /\\ /\\\n* / \\5 / \\11/ \\ U / \\11/ \\5 / \\\n* /____\\/____\\/____\\ ____ /____\\/____\\/____\\\n* \\ /\\ /\\ / /\\ /\\ \\ /\\ /\\ /\n* \\8 / \\ / \\1 / /1 \\ /9 \\ \\9 / \\ / \\4 /\n* \\/____\\/____\\/ /____\\/____\\ \\/____\\/____\\/\n* \\ /\\ / /\\ /\\ /\\ \\ /\\ /\n* \\2 / \\7 / /7 \\ / \\ /3 \\ \\3 / \\10/\n* \\/____\\/ /____\\/____\\/____\\ \\/____\\/\n* \\ /\\ /\\ /\n* \\ /0 \\ /6 \\ /\n* L \\/____\\/____\\/ R\n*\n* ____ ____\n* /\\ /\\ /\\\n* / \\0 / \\6 / \\\n* /____\\/____\\/____\\\n* \\ /\\ /\\ /\n* \\2 / \\ / \\10/\n* \\/____\\/____\\/\n* \\ /\\ /\n* \\8 / \\4 /\n* \\/____\\/\n*\n* B\n\ncentres:\n\n* ____ ____ ____ ____\n* /\\ /\\ /\\ /\\ /\\ /\\\n* / \\ / \\ / \\ U / \\ / \\ / \\\n* /____\\/____\\/____\\ ____ /____\\/____\\/____\\\n* \\ /\\ /\\ / /\\ /\\ \\ /\\ /\\ /\n* \\ / \\2 / \\ / / \\ / \\ \\ / \\1 / \\ /\n* \\/____\\/____\\/ /____\\/____\\ \\/____\\/____\\/\n* \\ /\\ / /\\ /\\ /\\ \\ /\\ /\n* \\ / \\ / / \\ /3 \\ / \\ \\ / \\ /\n* \\/____\\/ /____\\/____\\/____\\ \\/____\\/\n* \\ /\\ /\\ /\n* \\ / \\ / \\ /\n* L \\/____\\/____\\/ R\n*\n* ____ ____\n* /\\ /\\ /\\\n* / \\ / \\ / \\\n* /____\\/____\\/____\\\n* \\ /\\ /\\ /\n* \\ / \\0 / \\ /\n* \\/____\\/____\\/\n* \\ /\\ /\n* \\ / \\ /\n* \\/____\\/\n*\n* B\n\n---\n\nfull state:\n{\n co: int[4]: corner orientation (ccw twist = 1, cw twist = 2),\n mp: int[12]: midge facelet permutation (this encodes orientation as well),\n wp: int[12]: wing permutation,\n cp: int[4]: centre permutation\n}\n\nphase 1 state:\nint[6]: locations of midge and matching wings + (CO - coset index) % 3\n\nphase 2 state:\n[\n int: edge permutation + yellow centre coordinate (0..1439),\n int: edge orientation + corner orientation coordinate (0..2591)\n]\n*/\n\nfunction compose_state(state1, state2) {\n let co = Array(4);\n for (let i = 0; i < 4; i++) {\n co[i] = (state1.co[i] + state2.co[i]) % 3;\n }\n let mp = compose(state1.mp, state2.mp);\n let wp = compose(state1.wp, state2.wp);\n let cp = compose(state1.cp, state2.cp);\n return { co: co, mp: mp, wp: wp, cp: cp };\n}\n\nfunction invert_state(state) {\n let co = Array(4);\n for (let i = 0; i < 4; i++) {\n co[i] = (3 - state.co[i]) % 3;\n }\n let mp = invert(state.mp);\n let wp = invert(state.wp);\n let cp = invert(state.cp);\n return { co: co, mp: mp, wp: wp, cp: cp };\n}\n\nlet solved = {\n co: [0, 0, 0, 0],\n mp: identity_permutation(12),\n wp: identity_permutation(12),\n cp: [0, 1, 2, 3],\n};\n\n// the single-layer moves don't affect midges (mp) or centres (cp)\nlet move_U = {\n co: [2, 0, 0, 0],\n mp: identity_permutation(12),\n wp: permutation_from_cycle([1, 9, 11], 12),\n cp: [0, 1, 2, 3],\n};\nlet move_L = {\n co: [0, 2, 0, 0],\n mp: identity_permutation(12),\n wp: permutation_from_cycle([0, 7, 2], 12),\n cp: [0, 1, 2, 3],\n};\nlet move_R = {\n co: [0, 0, 2, 0],\n mp: identity_permutation(12),\n wp: permutation_from_cycle([3, 6, 10], 12),\n cp: [0, 1, 2, 3],\n};\nlet move_B = {\n co: [0, 0, 0, 2],\n mp: identity_permutation(12),\n wp: permutation_from_cycle([4, 8, 5], 12),\n cp: [0, 1, 2, 3],\n};\n\n// the double-layer moves affect everything, but permute the midges and wings identically\nlet move_Uw = {\n co: [2, 0, 0, 0],\n mp: permutation_from_cycles(\n [\n [1, 9, 11],\n [7, 3, 5],\n ],\n 12,\n ),\n wp: permutation_from_cycles(\n [\n [1, 9, 11],\n [7, 3, 5],\n ],\n 12,\n ),\n cp: [0, 2, 3, 1],\n};\nlet move_Lw = {\n co: [0, 2, 0, 0],\n mp: permutation_from_cycles(\n [\n [0, 7, 2],\n [6, 1, 8],\n ],\n 12,\n ),\n wp: permutation_from_cycles(\n [\n [0, 7, 2],\n [6, 1, 8],\n ],\n 12,\n ),\n cp: [3, 1, 0, 2],\n};\nlet move_Rw = {\n co: [0, 0, 2, 0],\n mp: permutation_from_cycles(\n [\n [3, 6, 10],\n [9, 0, 4],\n ],\n 12,\n ),\n wp: permutation_from_cycles(\n [\n [3, 6, 10],\n [9, 0, 4],\n ],\n 12,\n ),\n cp: [1, 3, 2, 0],\n};\nlet move_Bw = {\n co: [0, 0, 0, 2],\n mp: permutation_from_cycles(\n [\n [4, 8, 5],\n [10, 2, 11],\n ],\n 12,\n ),\n wp: permutation_from_cycles(\n [\n [4, 8, 5],\n [10, 2, 11],\n ],\n 12,\n ),\n cp: [2, 0, 1, 3],\n};\n\nlet moves = [\n move_Uw,\n move_Lw,\n move_Rw,\n move_Bw,\n move_U,\n move_L,\n move_R,\n move_B,\n];\nlet move_names = [\"u\", \"l\", \"r\", \"b\", \"U\", \"L\", \"R\", \"B\"];\nconst N_MOVES = 8; // number of moves\nconst N_MOVES_PHASE2 = 4; // number of moves for phase 2\n\nfunction moves_commute(i, j) {\n // single-layer moves always commute with each other\n if (i >= 4 && j >= 4) {\n return true;\n }\n // double-layer moves commute iff they are equal\n if (i < 4 && j < 4) {\n return i === j;\n }\n // a single-layer and a double-layer move commute iff they're on the same axis\n return (i ^ j) === 4;\n}\n\nfunction apply_move_sequence(state, move_sequence) {\n for (let [m, r] of move_sequence) {\n for (let i = 0; i < r; i++) state = compose_state(state, moves[m]);\n }\n return state;\n}\n\nfunction stringify_move_sequence(move_sequence) {\n let suffixes = [\"0\", \"\", \"'\"];\n let s = move_sequence.map(([m, r]) => move_names[m] + suffixes[r]);\n return s.join(\" \");\n}\n\nfunction print_move_sequence(move_sequence) {\n console.log(stringify_move_sequence(move_sequence));\n}\n\nfunction generate_random_state(randomUintBelow) {\n // master pyra has no \"nontrivial\" restrictions, beyond the usual parity stuff\n let co = Array(4);\n for (let i = 0; i < 4; i++) {\n co[i] = randomUintBelow(3);\n }\n let mp = index_to_evenpermutation(randomUintBelow(factorial(6) / 2), 6);\n for (let i = 0, parity = 0; i < 6; i++) {\n let eo = i === 5 ? parity : randomUintBelow(2);\n parity ^= eo;\n mp[i] += eo * 6;\n mp[i + 6] = (mp[i] + 6) % 12;\n }\n let wp = index_to_evenpermutation(randomUintBelow(factorial(12) / 2), 12);\n let cp = index_to_evenpermutation(randomUintBelow(factorial(4) / 2), 4);\n return { co: co, mp: mp, wp: wp, cp: cp };\n}\n\nfunction generate_random_state_scramble(randomUintBelow) {\n return solve(generate_random_state(randomUintBelow));\n}\n\nfunction generate_scramble_sequence(\n randomUintBelow,\n tips = true,\n obfuscate_tips = false,\n) {\n let scramble_string = stringify_move_sequence(\n generate_random_state_scramble(randomUintBelow),\n );\n if (!tips) {\n return scramble_string;\n }\n let tip_names = [\"u\", \"l\", \"r\", \"b\"];\n let suffixes = [\"0\", \"\", \"'\"];\n if (!obfuscate_tips) {\n for (let i = 0; i < 4; i++) {\n let x = randomUintBelow(3);\n if (x !== 0) {\n scramble_string += \" \" + tip_names[i] + suffixes[x];\n }\n }\n return scramble_string.trim();\n }\n let amount = [],\n amount_pre = [],\n amount_post = [];\n for (let i = 0; i < 4; i++) {\n amount[i] = randomUintBelow(3);\n amount_pre[i] = randomUintBelow(3);\n amount_post[i] = (amount[i] - amount_pre[i] + 3) % 3;\n }\n let weight = (arr) => arr.filter((x) => x !== 0).length;\n while (\n !(\n weight(amount_pre) >= 1 &&\n weight(amount_post) >= 1 &&\n weight(amount_pre) + weight(amount_post) >= 4\n )\n ) {\n for (let i = 0; i < 4; i++) {\n amount_pre[i] = randomUintBelow(3);\n amount_post[i] = (amount[i] - amount_pre[i] + 3) % 3;\n }\n }\n let prepend = amount_pre\n .map((x, i) => (x !== 0 ? tip_names[i] + suffixes[x] + \" \" : \"\"))\n .join(\"\");\n let append = amount_post\n .map((x, i) => (x !== 0 ? \" \" + tip_names[i] + suffixes[x] : \"\"))\n .join(\"\");\n return prepend + scramble_string + append;\n // this technically has the extremely edge case of the original no-tip scramble being the\n // trivial scramble and the resulting string will have a double space, but this is Very Rare\n}\n\nfunction solve(state) {\n let phase1_indices = index_phase1(state);\n let phase2_mtables = [\n generate_phase2_permutation_mtable(),\n generate_phase2_orientation_mtable(),\n ];\n let phase2_ptables = [\n generate_phase2_permutation_ptable(),\n generate_phase2_orientation_ptable(),\n ];\n\n let phase1gen = phase1_ida_solve_gen(phase1_indices);\n let best = undefined;\n let intermediate_states = new Set();\n let start_time = performance.now();\n for (let i = 0; i < 22; i++) {\n let { value: sol1, done } = phase1gen.next();\n let new_state = state;\n for (let [m, r] of sol1) {\n for (let i = 0; i < r; i++)\n new_state = compose_state(new_state, moves[m]);\n }\n let stringified_state = JSON.stringify(new_state);\n if (intermediate_states.has(stringified_state)) {\n // console.log(\"skip\");\n continue;\n } else intermediate_states.add(stringified_state);\n let phase2_indices = index_phase2(new_state);\n //let sol2 = [];\n let moves_left = best ? best.length - sol1.length - 1 : 999999;\n let sol2 = ida_solve_gen(\n phase2_indices,\n phase2_mtables,\n phase2_ptables,\n moves_left,\n ).next().value;\n if (sol2 === undefined) {\n // console.log(\"prune\");\n continue;\n }\n // console.log(\n // `to ${stringified_state} in ${sol1.length} moves; total move count ${\n // sol1.length + sol2.length\n // }`,\n // );\n if (best === undefined || best.length > sol1.length + sol2.length) {\n best = sol1.concat(sol2);\n }\n // bail if we've spent too much time\n if (performance.now() - start_time > 300) break;\n }\n return best;\n}\n\nfunction determine_V_coset(p) {\n // p: even permutation on 4 elements\n // NOTE: the formula depends on the centre ordering and corner orientation conventions\n // V itself is 0, ccw coset is 1, cw coset is 2.\n return p[3 ^ p.indexOf(3)];\n}\n\nfunction index_phase1(state) {\n let w = compose(invert(state.mp), state.wp);\n let c =\n (state.co.reduce((x, y) => x + y) - determine_V_coset(state.cp) + 3) % 3;\n return [0, 1, 2, 3, 4, 5].map(\n (i) => i + 6 * w.indexOf(i) + 72 * w.indexOf(i + 6) + 864 * c,\n );\n}\n\nlet phase1_permtable_m = [],\n phase1_permtable_minv = [];\nlet phase1_permtable_w = [],\n phase1_permtable_winv = [];\nfor (let i = 0; i < N_MOVES; i++) {\n let move = moves[i];\n phase1_permtable_m[i] = move.mp;\n phase1_permtable_minv[i] = invert(move.mp);\n phase1_permtable_w[i] = move.wp;\n phase1_permtable_winv[i] = invert(move.wp);\n}\nlet phase1_c_update = [0, 0, 0, 0, 2, 2, 2, 2];\n\n/* score = (# matching wings - # flipped wings) + 12\n(the +12 is to make it have range 0..24 rather than -12..12)\n\nthis is more effective than looking at # matching wings alone, or # flipped wings alone.\n\nstats for centre/corner solved:\njs> num_by_score\n[1, 0, 0, 320, 1350, 11328, 77280, 422400, 2016735, 7808000, 23467296, 50855040, 70181300, 50855040, 23467296, 7808000, 2016735, 422400, 77280, 11328, 1350, 320, 0, 0, 1]\njs> min_by_score\n[14, 9999, 9999, 11, 11, 10, 9, 8, 8, 7, 7, 6, 4, 5, 5, 3, 4, 4, 2, 3, 4, 3, 9999, 9999, 0]\njs> max_by_score\n[14, -9999, -9999, 13, 13, 13, 13, 13, 13, 13, 13, 12, 12, 12, 11, 10, 10, 10, 9, 8, 8, 5, -9999, -9999, 0]\njs> sum_by_score\n[14, 0, 0, 3856, 16458, 131856, 904280, 4885752, 23019405, 87454032, 256924344, 542481888, 725249936, 501317616, 218566356, 67825352, 16313334, 3116472, 509352, 63600, 7854, 1288, 0, 0, 0]\n\nstats for centre/corner unsolved:\njs> min_by_score\n[13, 9999, 9999, 11, 10, 10, 9, 8, 8, 7, 7, 6, 4, 5, 5, 3, 4, 4, 2, 3, 3, 1, 9999, 9999, 6]\njs> max_by_score\n[13, -9999, -9999, 13, 13, 13, 13, 13, 13, 13, 13, 12, 13, 12, 11, 11, 10, 9, 9, 8, 8, 6, -9999, -9999, 6]\njs> sum_by_score\n[13, 0, 0, 3792, 16026, 133344, 900726, 4870308, 23008797, 87434932, 256859772, 542586948, 725077315, 501101484, 218802804, 67943128, 16250601, 3110148, 509044, 65940, 7284, 1148, 0, 0, 6]\n\n*/\n\nlet phase1_score_ptable = [\n //-12 -9 -8 -7 -6 -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 12\n [\n 14, -1, -1, 11, 11, 10, 9, 8, 8, 7, 7, 6, 4, 5, 5, 3, 4, 4, 2, 3, 4, 3, -1,\n -1, 0,\n ],\n [\n 13, -1, -1, 11, 10, 10, 9, 8, 8, 7, 7, 6, 4, 5, 5, 3, 4, 4, 2, 3, 3, 1, -1,\n -1, 6,\n ],\n];\nlet phase1_score_ptable_condensed = new Int8Array(55);\nfor (let i = 0; i < 25; i++) {\n phase1_score_ptable_condensed[i] = phase1_score_ptable[0][i];\n phase1_score_ptable_condensed[i + 30] = phase1_score_ptable[1][i];\n}\nlet phase1_coord_to_score = new Int8Array(6 * 12 * 12 * 3);\nfor (let i = 0; i < 6; i++)\n for (let j = 0; j < 12; j++)\n for (let k = 0; k < 12; k++) {\n let index = i + 6 * j + 72 * k;\n let score = 2;\n if (j === i) {\n score++;\n } else if (j === (i + 6) % 12) {\n score--;\n }\n if (k === (i + 6) % 12) {\n score++;\n } else if (k === i) {\n score--;\n }\n phase1_coord_to_score[index] = score;\n phase1_coord_to_score[index + 6 * 12 * 12] = phase1_coord_to_score[\n index + 2 * 6 * 12 * 12\n ] = score + 5;\n }\n\nfunction phase1_benchmark() {\n /* some 13-move phase 1 states*/\n let phase1_test_states = [\n [1836, 2551, 1922, 1947, 2440, 2063],\n [1674, 1153, 1058, 1353, 1000, 1271],\n [1764, 2497, 1904, 2001, 2242, 2087],\n [582, 301, 566, 273, 40, 431],\n [600, 217, 200, 477, 136, 431],\n [60, 613, 98, 273, 214, 407],\n [36, 265, 98, 777, 190, 431],\n [1764, 1987, 2402, 1881, 2368, 2159],\n [36, 277, 194, 129, 334, 431],\n [1764, 1843, 1928, 2499, 2158, 2039],\n [528, 721, 194, 429, 112, 275],\n [840, 115, 182, 219, 346, 425],\n [1752, 1831, 2498, 1989, 2416, 1943],\n [324, 133, 554, 231, 58, 431],\n [18, 331, 194, 495, 658, 431],\n [1764, 1987, 1880, 2337, 2578, 2081],\n [1776, 1855, 1934, 1989, 2050, 2231],\n [396, 811, 194, 297, 712, 47],\n [816, 115, 482, 273, 148, 425],\n [972, 907, 1070, 1281, 1174, 1511],\n ];\n generate_phase1_pairing2c_ptable();\n let start = performance.now();\n for (let coords of phase1_test_states) {\n phase1_ida_solve_gen(coords).next();\n }\n return performance.now() - start;\n}\n\nfunction* phase1_ida_solve_gen(coords) {\n let bound = 0;\n let mtable = generate_phase1_pairingc_mtable();\n let ptable = generate_phase1_pairing2c_ptable();\n while (true) {\n yield* phase1_ida_search_gen(...coords, mtable, ptable, bound, -1);\n bound++;\n }\n}\n\nfunction* phase1_ida_search_gen(a, b, c, d, e, f, mtable, ptable, bound, last) {\n let nmoves = N_MOVES; // = 8\n let score =\n phase1_coord_to_score[a] +\n phase1_coord_to_score[b] +\n phase1_coord_to_score[c] +\n phase1_coord_to_score[d] +\n phase1_coord_to_score[e] +\n phase1_coord_to_score[f];\n let heuristic = Math.max(\n ptable[(a % 864) + b * 864],\n ptable[(c % 864) + b * 864],\n ptable[(e % 864) + b * 864],\n ptable[(a % 864) + d * 864],\n ptable[(c % 864) + d * 864],\n ptable[(e % 864) + d * 864],\n ptable[(a % 864) + f * 864],\n ptable[(c % 864) + f * 864],\n ptable[(e % 864) + f * 864],\n ptable[(a % 864) + c * 864],\n ptable[(a % 864) + e * 864],\n ptable[(c % 864) + e * 864],\n ptable[(b % 864) + d * 864],\n ptable[(b % 864) + f * 864],\n ptable[(d % 864) + f * 864],\n phase1_score_ptable_condensed[score],\n );\n if (heuristic > bound) return;\n if (bound === 0) {\n yield [];\n return;\n }\n if (heuristic === 0 && bound === 1) return;\n for (let m = 0; m < nmoves; m++) {\n if (m === last) continue;\n if (m < last && moves_commute(m, last)) continue;\n let A = a,\n B = b,\n C = c,\n D = d,\n E = e,\n F = f;\n for (let r = 1; r <= 2; r++) {\n A = mtable[A][m];\n B = mtable[B][m];\n C = mtable[C][m];\n D = mtable[D][m];\n E = mtable[E][m];\n F = mtable[F][m];\n let subpath_gen = phase1_ida_search_gen(\n A,\n B,\n C,\n D,\n E,\n F,\n mtable,\n ptable,\n bound - 1,\n m,\n );\n while (true) {\n let { value: subpath, done } = subpath_gen.next();\n if (done) break;\n yield [[m, r]].concat(subpath);\n }\n }\n }\n}\n\nfunction index_phase2(state) {\n let edges = state.mp;\n let ep = evenpermutation_to_index(edges.slice(0, 6).map((x) => x % 6));\n let eo = edges\n .slice(0, 5)\n .map((x, i) => (x >= 6) * 2 ** i)\n .reduce((x, y) => x + y);\n let co = state.co.map((x, i) => x * 3 ** i).reduce((x, y) => x + y);\n let cloc = state.cp.indexOf(0);\n return [ep + 360 * cloc, eo + 32 * co];\n}\n\nlet tables = {};\n\nfunction generate_phase1_pairing_mtable() {\n if (tables.phase1pm) {\n return tables.phase1pm;\n }\n let mtable = Array(6 * 12 * 12)\n .fill()\n .map(() => Array(N_MOVES).fill(-1));\n for (let midge = 0; midge < 6; midge++) {\n for (let wingl = 0; wingl < 12; wingl++) {\n for (let wingh = 0; wingh < 12; wingh++) {\n if (wingl === wingh) {\n continue;\n }\n let index = midge + 6 * wingl + 72 * wingh;\n for (let m = 0; m < N_MOVES; m++) {\n let new_midge = phase1_permtable_minv[m][midge];\n let new_wingl = phase1_permtable_winv[m][wingl];\n let new_wingh = phase1_permtable_winv[m][wingh];\n if (new_midge < 6) {\n mtable[index][m] = new_midge + 6 * new_wingl + 72 * new_wingh;\n } else {\n mtable[index][m] = new_midge - 6 + 6 * new_wingh + 72 * new_wingl;\n }\n }\n }\n }\n }\n return (tables.phase1pm = mtable);\n}\n\nfunction generate_phase1_pairingc_mtable() {\n if (tables.phase1pcm) {\n return tables.phase1pcm;\n }\n let mtable_pairing = generate_phase1_pairing_mtable();\n let mtable = Array(mtable_pairing.length * 3)\n .fill()\n .map(() => Array(N_MOVES).fill(-1));\n for (let index = 0; index < mtable_pairing.length; index++) {\n for (let m = 0; m < N_MOVES; m++) {\n let new_index = mtable_pairing[index][m];\n mtable[index][m] = new_index + 6 * 12 * 12 * phase1_c_update[m];\n mtable[index + 6 * 12 * 12][m] =\n new_index + 6 * 12 * 12 * ((phase1_c_update[m] + 1) % 3);\n mtable[index + 2 * 6 * 12 * 12][m] =\n new_index + 6 * 12 * 12 * ((phase1_c_update[m] + 2) % 3);\n }\n }\n return (tables.phase1pcm = mtable);\n}\n\nfunction generate_phase1_pairing2c_ptable() {\n if (tables.phase1p2cp) {\n return tables.phase1p2cp;\n }\n let mtable_noc = generate_phase1_pairing_mtable();\n let mtable = generate_phase1_pairingc_mtable();\n let ptable = new Int8Array((6 * 12 * 12) ** 2 * 3);\n ptable.fill(-1);\n let g = [0, 1, 2, 3, 4, 5].map((x) => x + 6 * x + 72 * (x + 6));\n for (let i = 0; i < 6; i++)\n for (let j = 0; j < 6; j++) {\n if (i === j) continue;\n ptable[g[i] + 864 * g[j]] = 0;\n }\n let dist = 0;\n while (true) {\n let changed = false;\n for (let index = 0; index < ptable.length; index++) {\n if (ptable[index] !== dist) {\n continue;\n }\n let index0 = index % 864,\n index1 = Math.floor(index / 864);\n for (let m = 0; m < N_MOVES; m++) {\n let new_index0 = index0,\n new_index1 = index1;\n for (let r = 1; r <= 2; r++) {\n new_index0 = mtable_noc[new_index0][m];\n new_index1 = mtable[new_index1][m];\n let new_index = new_index0 + 864 * new_index1;\n if (ptable[new_index] === -1) {\n changed = true;\n ptable[new_index] = dist + 1;\n }\n }\n }\n }\n if (!changed) {\n break;\n }\n dist++;\n }\n return (tables.phase1p2cp = ptable);\n}\n\nfunction generate_phase1_full_ptable() {\n // extremely slow, do not use\n if (tables.phase1p) {\n return tables.phase1p;\n }\n const HALFFACT12 = factorial(12) / 2;\n const SIZE = HALFFACT12 * 3;\n let ptable = new Int8Array(SIZE).fill(-1);\n ptable[0] = 0;\n let dist = 0;\n let perm = new Int8Array(12),\n new_perm = new Int8Array(12);\n while (true) {\n let changed = false;\n let count = 0;\n for (let index = 0; index < SIZE; index++) {\n if (ptable[index] !== dist) {\n continue;\n }\n count++;\n let cindex = index % 3;\n let windex = (index - cindex) / 3;\n index_to_evenpermutation12(windex, perm);\n for (let m = 0; m < N_MOVES; m++) {\n let move_m = phase1_permtable_m[m],\n move_minv = phase1_permtable_minv[m];\n let move_w = phase1_permtable_w[m],\n move_winv = phase1_permtable_winv[m];\n {\n // clockwise move\n let new_cindex = (cindex + phase1_c_update[m]) % 3;\n for (let i = 0; i < 12; i++) {\n new_perm[i] = move_minv[perm[move_w[i]]];\n }\n let new_windex = evenpermutation12_to_index(new_perm);\n let new_index = new_cindex + 3 * new_windex;\n if (ptable[new_index] === -1) {\n changed = true;\n ptable[new_index] = dist + 1;\n }\n }\n {\n // anticlockwise move\n let new_cindex = (cindex + 3 - phase1_c_update[m]) % 3;\n for (let i = 0; i < 12; i++) {\n new_perm[i] = move_m[perm[move_winv[i]]];\n }\n let new_windex = evenpermutation12_to_index(new_perm);\n let new_index = new_cindex + 3 * new_windex;\n if (ptable[new_index] === -1) {\n changed = true;\n ptable[new_index] = dist + 1;\n }\n }\n }\n }\n console.log(`${count} nodes at depth ${dist}`);\n if (!changed) {\n break;\n }\n dist++;\n }\n return (tables.phase1p = ptable);\n}\n\nfunction generate_phase2_permutation_mtable() {\n if (tables.phase2pm) {\n return tables.phase2pm;\n }\n let mtable = Array(1440)\n .fill()\n .map(() => Array(N_MOVES_PHASE2));\n for (let ep = 0; ep < 360; ep++) {\n let perm = index_to_evenpermutation(ep, 6);\n // fill in the \"opposite\" values\n for (let i = 0; i < 6; i++) {\n perm[i + 6] = perm[i] + 6;\n }\n for (let m = 0; m < N_MOVES_PHASE2; m++) {\n let new_perm = compose(perm, moves[m].mp);\n let new_ep = evenpermutation_to_index(\n new_perm.slice(0, 6).map((x) => x % 6),\n );\n for (let new_cloc = 0; new_cloc < 4; new_cloc++) {\n let cloc = moves[m].cp[new_cloc];\n mtable[ep + 360 * cloc][m] = new_ep + 360 * new_cloc;\n }\n }\n }\n return (tables.phase2pm = mtable);\n}\n\nfunction generate_phase2_orientation_mtable() {\n if (tables.phase2om) {\n return tables.phase2om;\n }\n let mtable = Array(32 * 81)\n .fill()\n .map(() => Array(N_MOVES_PHASE2));\n for (let eo = 0; eo < 32; eo++) {\n let eo_array = [0, 1, 2, 3, 4].map((i) => (eo >> i) & 1);\n eo_array[5] = eo_array.reduce((x, y) => x ^ y);\n let perm = [];\n for (let i = 0; i < 6; i++) {\n perm[i] = i + 6 * eo_array[i];\n perm[i + 6] = i + 6 * (eo_array[i] ^ 1);\n }\n for (let co = 0; co < 81; co++) {\n let co_array = [0, 1, 2, 3].map((i) => Math.floor(co / 3 ** i) % 3);\n for (let m = 0; m < N_MOVES_PHASE2; m++) {\n let new_perm = compose(perm, moves[m].mp);\n let new_eo_array = new_perm.slice(0, 5).map((x) => +(x >= 6));\n let new_eo = 0;\n for (let i = 0; i < 5; i++) {\n new_eo += new_eo_array[i] << i;\n }\n let new_co_array = co_array.map((x, i) => (x + moves[m].co[i]) % 3);\n let new_co = 0;\n for (let i = 0; i < 4; i++) {\n new_co += new_co_array[i] * 3 ** i;\n }\n mtable[eo + 32 * co][m] = new_eo + 32 * new_co;\n }\n }\n }\n return (tables.phase2om = mtable);\n}\n\nfunction generate_phase2_permutation_ptable() {\n if (tables.phase2pp) {\n return tables.phase2pp;\n }\n return (tables.phase2pp = bfs(generate_phase2_permutation_mtable(), [0]));\n}\n\nfunction generate_phase2_orientation_ptable() {\n if (tables.phase2op) {\n return tables.phase2op;\n }\n return (tables.phase2op = bfs(generate_phase2_orientation_mtable(), [0]));\n}\n\nfunction bfs(mtable, goal_states) {\n let N = mtable.length;\n let nmoves = mtable[0].length;\n let ptable = Array(N).fill(-1);\n let queue = goal_states.slice(),\n new_queue = [];\n let depth = 0;\n while (queue.length > 0) {\n new_queue.length = 0;\n for (let state of queue) {\n if (ptable[state] !== -1) continue;\n ptable[state] = depth;\n for (let move_index = 0; 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+ "sources": ["../../src/cubing/vendor/xyzzy/master_tetraminx-solver.js"],
4
+ "sourcesContent": ["/* eslint-disable */\n/* master pyraminx scramble generator */\n// From https://gist.github.com/torchlight/9a5c53da09d8e090756a228f4b5f3471\n// Added to `cubing.js` under the GPL license by permission from the author (@torchlight/xyzzy).\n\n\"use strict\";\n\nimport { randomUIntBelowFactory } from \"../random-uint-below\";\n\nfunction counter(A) {\n let counts = [];\n for (let a of A) counts[a] = (counts[a] || 0) + 1;\n return counts;\n}\n\n/* Combinatoric functions */\n\nfunction factorial(n) {\n if (n < 2) return n;\n let f = 1;\n for (let i = 2; i <= n; i++) f *= i;\n return f;\n}\n\nfunction identity_permutation(n) {\n let a = Array(n);\n for (let i = 0; i < n; i++) {\n a[i] = i;\n }\n return a;\n}\n\nfunction permutation_to_index(perm) {\n perm = perm.slice();\n let n = perm.length;\n let f = factorial(n - 1);\n let ind = 0;\n while (n > 1) {\n n--;\n // invariant: f == factorial(n)\n // also, perm stores meaningful values up to perm[n]\n let e = perm[0];\n ind += e * f;\n for (let i = 0; i < n; i++) {\n let x = perm[i + 1];\n perm[i] = x - (x > e);\n }\n f /= n;\n }\n return ind;\n}\n\nfunction index_to_permutation(ind, n) {\n let perm = [];\n let f = factorial(n - 1);\n for (let i = 0; i < n; i++) {\n perm[i] = (ind / f) | 0;\n ind %= f;\n f /= n - 1 - i;\n }\n for (let i = n - 2; i >= 0; i--) {\n for (let j = i + 1; j < n; j++) {\n perm[j] += +(perm[j] >= perm[i]);\n }\n }\n return perm;\n}\n\nfunction permutation_parity(A) {\n let n = A.length;\n let parity = 0;\n for (let i = 0; i < n - 1; i++) {\n for (let j = i; j < n; j++) {\n if (A[i] > A[j]) parity ^= 1;\n }\n }\n return parity;\n}\n\nfunction index_to_evenpermutation(ind, n) {\n let perm = [];\n let f = factorial(n - 1) / 2;\n let parity = 0;\n for (let i = 0; i < n - 1; i++) {\n perm[i] = (ind / f) | 0;\n ind %= f;\n f /= n - 1 - i;\n }\n perm[n - 1] = 0;\n for (let i = n - 2; i >= 0; i--) {\n for (let j = i + 1; j < n; j++) {\n if (perm[j] >= perm[i]) perm[j]++;\n else parity ^= 1;\n }\n }\n if (parity === 1) [perm[n - 2], perm[n - 1]] = [perm[n - 1], perm[n - 2]];\n return perm;\n}\n\nfunction evenpermutation_to_index(perm) {\n return permutation_to_index(perm) >> 1;\n}\n\nlet [evenpermutation12_to_index, index_to_evenpermutation12] = (() => {\n let index_in_set_bits = new Int8Array(4096 * 12);\n let look_up_set_bits = new Int8Array(4096 * 12);\n for (let i = 0; i < 4096; i++) {\n for (let j = 0, counter = 0; j < 12; j++) {\n if (((i >>> j) & 1) === 0) {\n continue;\n }\n index_in_set_bits[(j << 12) | i] = counter;\n look_up_set_bits[(counter << 12) | i] = j;\n counter++;\n }\n }\n\n function evenpermutation12_to_index(perm) {\n let unused = 0xfff; // track which values in 0..11 haven't been used so far\n let f = 19958400; // = 11!/2\n let ind = 0;\n for (let i = 0; i < 10; i++) {\n let v = perm[i];\n ind += index_in_set_bits[unused | (v << 12)] * f;\n unused &= ~(1 << v);\n f /= 11 - i;\n }\n return ind;\n }\n\n function index_to_evenpermutation12(ind, perm) {\n let unused = 0xfff;\n let f = 19958400; // = 11!/2\n let parity = 0;\n for (let i = 0; i < 10; i++) {\n let a = (ind / f) | 0;\n ind -= a * f;\n parity ^= a & 1;\n let v = look_up_set_bits[unused | (a << 12)];\n perm[i] = v;\n unused &= ~(1 << v);\n f /= 11 - i;\n }\n // the last two elements are uniquely determined by the other ten\n perm[10] = look_up_set_bits[unused | (parity << 12)];\n perm[11] = look_up_set_bits[unused | ((parity ^ 1) << 12)];\n return perm;\n }\n\n // these functions could be significantly faster with SWAR, but we can't SWAR here without 64-bit\n // bitwise ops. :<\n\n return [evenpermutation12_to_index, index_to_evenpermutation12];\n})();\n\nfunction compose(A, B) {\n let C = [];\n for (let i = 0; i < B.length; i++) C[i] = A[B[i]];\n return C;\n}\n\nfunction double_compose(A, B, C) {\n let D = [];\n for (let i = 0; i < C.length; i++) {\n D[i] = A[B[C[i]]];\n }\n return D;\n}\n\nfunction invert(perm) {\n let inv = [];\n for (let i = 0; i < perm.length; i++) {\n inv[perm[i]] = i;\n }\n return inv;\n}\n\nfunction permutation_from_cycle(cycle, n) {\n let perm = [];\n for (let i = 0; i < n; i++) perm[i] = i;\n for (let i = 0; i < cycle.length; i++) {\n perm[cycle[i]] = cycle[(i + 1) % cycle.length];\n }\n return perm;\n}\n\nfunction permutation_from_cycles(cycles, n) {\n if (cycles.length === 0) {\n return identity_permutation(n);\n }\n return cycles\n .map((cycle) => permutation_from_cycle(cycle, n))\n .reduce(compose);\n // not very efficient, but this function is only called during init so it's fine\n}\n\n/* puzzle-specific stuff */\n\n/*\nWe will (mostly) ignore the trivial tips here. When we say \"single-layer\", we mean one layer\n*excluding* the tip, so it's really two layers on the physical puzzle; likewise, \"double-layer\"\nmeans three layers on the physical puzzle. Hopefully this won't be too confusing.\n\nTips (\"zero-layer\" moves?) are written with a single lowercase letter: u, l, r, b.\nSingle-layer moves are written with a single uppercase letter: U, L, R, B.\nDouble-layer moves are written with a single uppercase letter and a w suffix: Uw, Lw, Rw, Bw.\n\nThe master pyraminx has four types of pieces:\n- 4 corners (same as pyraminx); three orientations each (no permutation).\n- 6 midges (same as pyraminx); even permutation, two orientations each, sum(orientations)%2 = 0.\n- 12 wings; even permutation (no orientation).\n- 4 centres; even permutation (no visible orientation).\n\nThe total number of states is (3^4) * (6!/2 * 2^5) * (12!/2) * (4!/2) = 2 681 795 837 952 000.\n\nThis is small enough that an optimal solver is feasible *if* we can use large pruning tables, but\nif we want to keep init times short, a two-phase algorithm would be much better. Here, we will use a\ntwo-phase reduction algorithm: the first phase reduces to a Halpern-Meier Pyramid / Jing's pyraminx,\nand the second phase just solves that (using only double-layer moves).\n\nSome ~group theory~ flexing: the alternating group A_4 (acting on the centres) has a copy of the\nKlein four-group V as a normal subgroup of index 3. We can name the cosets (other than V itself) as\nthe cw coset if the elements are a clockwise 3-cycle (as viewed from a corner) and the ccw coset if\nthe elements are an anticlockwise 3-cycle. On the H-M pyra, (the name of) the V-coset of the centres\nis exactly the sum of the orientations of the corners mod 3; this follows from V being a normal\nsubgroup of A_4.\n\n---\n\nIn the first phase, we:\n(i) do edge pairing (12!/2 ~ 2.4e8);\n(ii) ensure the V-coset of the centres matches the corner orientations (3).\n\nRelevant coordinates:\nlocations of a midge and its matching wings + centre stuff ((6*12*11) * 3 = 2376)\n\nPruning table:\n- forming two tredges + centre stuff ((6*5*12*11*10*9) * 3 = 1069200)\n- counting solved wings versus flipped wings + centre stuff (21 * 2 = 42)\n\nThe first pruning table takes around a quarter of a second to generate, which is kinda slow, but it\ncan't be helped. We check all fifteen possible pairs. (Checking only three pairs is enough, but has\nvery poor worst-case performance.)\n\nThe second pruning table takes literally an hour to generate, but it's also small so we just hard-\ncode all of its values instead of computing it on initialisation. Using this table kills off worst-\ncase behaviour on \"bad\" scrambles, but doesn't do a lot on \"median\" scrambles.\n\n---\n\nIn the second phase, we solve the puzzle like a H-M pyra.\n\nRelevant coordinates:\n(i) edge permutation, location of yellow centre (6!/2 * 4 = 1440)\n(ii) edge orientation, corner orientation (2^5 * 3^4 = 2592)\n\nCorner orientation uniquely determines the V-coset of the centre permutation, and since V acts\nsharply transitively on the centres, knowing where the yellow centre is uniquely determines which\nelement of that V-coset is the centre permutation.\n\n---\n\nConsiderations for generating scrambles:\n\nTip scrambling: the standard pyraminx scramblers just put the tips at the end of the scramble. This\nis *really bad* when we're doing the scrambles by hand and then immediately solving afterwards.\nIdeally, the scramble sequence shouldn't reveal any obvious information about the scramble.\n\nLike 333 and a few other puzzles, the states of a master pyra have a group structure, and so we can\ntake inverses. Once we have generated a random state, we can return either the inverse of its\nsolution, or the solution of its inverse. Since inversion preserves uniformity, we could just as\nwell just directly return a solution of a random state.\n\n---\n\n(ASCII nets modified from TNoodle's source code comments)\n\ncorners:\n\n* ____ ____ ____ ____\n* /\\ /\\ /\\ /\\ /\\ /\\\n* /3 \\ / \\ /0 \\ U /0 \\ / \\ /3 \\\n* /____\\/____\\/____\\ ____ /____\\/____\\/____\\\n* \\ /\\ /\\ / /\\ /\\ \\ /\\ /\\ /\n* \\ / \\ / \\ / / \\0 / \\ \\ / \\ / \\ /\n* \\/____\\/____\\/ /____\\/____\\ \\/____\\/____\\/\n* \\ /\\ / /\\ /\\ /\\ \\ /\\ /\n* \\ /1 \\ / / \\ / \\ / \\ \\ /2 \\ /\n* \\/____\\/ /____\\/____\\/____\\ \\/____\\/\n* \\ /\\ /\\ /\n* \\1 / \\ / \\2 /\n* L \\/____\\/____\\/ R\n*\n* ____ ____\n* /\\ /\\ /\\\n* /1 \\ / \\ /2 \\\n* /____\\/____\\/____\\\n* \\ /\\ /\\ /\n* \\ / \\ / \\ /\n* \\/____\\/____\\/\n* \\ /\\ /\n* \\ /3 \\ /\n* \\/____\\/\n*\n* B\n\nmidges:\n\n* ____ ____ ____ ____\n* /\\ /\\ /\\ /\\ /\\ /\\\n* / \\ /11\\ / \\ U / \\ /5 \\ / \\\n* /____\\/____\\/____\\ ____ /____\\/____\\/____\\\n* \\ /\\ /\\ / /\\ /\\ \\ /\\ /\\ /\n* \\ /8 \\ /7 \\ / / \\ / \\ \\ /9 \\ /10\\ /\n* \\/____\\/____\\/ /____\\/____\\ \\/____\\/____\\/\n* \\ /\\ / /\\ /\\ /\\ \\ /\\ /\n* \\ / \\ / / \\1 / \\3 / \\ \\ / \\ /\n* \\/____\\/ /____\\/____\\/____\\ \\/____\\/\n* \\ /\\ /\\ /\n* \\ / \\0 / \\ /\n* L \\/____\\/____\\/ R\n*\n* ____ ____\n* /\\ /\\ /\\\n* / \\ /6 \\ / \\\n* /____\\/____\\/____\\\n* \\ /\\ /\\ /\n* \\ /2 \\ /4 \\ /\n* \\/____\\/____\\/\n* \\ /\\ /\n* \\ / \\ /\n* \\/____\\/\n*\n* B\n\nwings:\n\n* ____ ____ ____ ____\n* /\\ /\\ /\\ /\\ /\\ /\\\n* / \\5 / \\11/ \\ U / \\11/ \\5 / \\\n* /____\\/____\\/____\\ ____ /____\\/____\\/____\\\n* \\ /\\ /\\ / /\\ /\\ \\ /\\ /\\ /\n* \\8 / \\ / \\1 / /1 \\ /9 \\ \\9 / \\ / \\4 /\n* \\/____\\/____\\/ /____\\/____\\ \\/____\\/____\\/\n* \\ /\\ / /\\ /\\ /\\ \\ /\\ /\n* \\2 / \\7 / /7 \\ / \\ /3 \\ \\3 / \\10/\n* \\/____\\/ /____\\/____\\/____\\ \\/____\\/\n* \\ /\\ /\\ /\n* \\ /0 \\ /6 \\ /\n* L \\/____\\/____\\/ R\n*\n* ____ ____\n* /\\ /\\ /\\\n* / \\0 / \\6 / \\\n* /____\\/____\\/____\\\n* \\ /\\ /\\ /\n* \\2 / \\ / \\10/\n* \\/____\\/____\\/\n* \\ /\\ /\n* \\8 / \\4 /\n* \\/____\\/\n*\n* B\n\ncentres:\n\n* ____ ____ ____ ____\n* /\\ /\\ /\\ /\\ /\\ /\\\n* / \\ / \\ / \\ U / \\ / \\ / \\\n* /____\\/____\\/____\\ ____ /____\\/____\\/____\\\n* \\ /\\ /\\ / /\\ /\\ \\ /\\ /\\ /\n* \\ / \\2 / \\ / / \\ / \\ \\ / \\1 / \\ /\n* \\/____\\/____\\/ /____\\/____\\ \\/____\\/____\\/\n* \\ /\\ / /\\ /\\ /\\ \\ /\\ /\n* \\ / \\ / / \\ /3 \\ / \\ \\ / \\ /\n* \\/____\\/ /____\\/____\\/____\\ \\/____\\/\n* \\ /\\ /\\ /\n* \\ / \\ / \\ /\n* L \\/____\\/____\\/ R\n*\n* ____ ____\n* /\\ /\\ /\\\n* / \\ / \\ / \\\n* /____\\/____\\/____\\\n* \\ /\\ /\\ /\n* \\ / \\0 / \\ /\n* \\/____\\/____\\/\n* \\ /\\ /\n* \\ / \\ /\n* \\/____\\/\n*\n* B\n\n---\n\nfull state:\n{\n co: int[4]: corner orientation (ccw twist = 1, cw twist = 2),\n mp: int[12]: midge facelet permutation (this encodes orientation as well),\n wp: int[12]: wing permutation,\n cp: int[4]: centre permutation\n}\n\nphase 1 state:\nint[6]: locations of midge and matching wings + (CO - coset index) % 3\n\nphase 2 state:\n[\n int: edge permutation + yellow centre coordinate (0..1439),\n int: edge orientation + corner orientation coordinate (0..2591)\n]\n*/\n\nfunction compose_state(state1, state2) {\n let co = Array(4);\n for (let i = 0; i < 4; i++) {\n co[i] = (state1.co[i] + state2.co[i]) % 3;\n }\n let mp = compose(state1.mp, state2.mp);\n let wp = compose(state1.wp, state2.wp);\n let cp = compose(state1.cp, state2.cp);\n return { co: co, mp: mp, wp: wp, cp: cp };\n}\n\nfunction invert_state(state) {\n let co = Array(4);\n for (let i = 0; i < 4; i++) {\n co[i] = (3 - state.co[i]) % 3;\n }\n let mp = invert(state.mp);\n let wp = invert(state.wp);\n let cp = invert(state.cp);\n return { co: co, mp: mp, wp: wp, cp: cp };\n}\n\nlet solved = {\n co: [0, 0, 0, 0],\n mp: identity_permutation(12),\n wp: identity_permutation(12),\n cp: [0, 1, 2, 3],\n};\n\n// the single-layer moves don't affect midges (mp) or centres (cp)\nlet move_U = {\n co: [2, 0, 0, 0],\n mp: identity_permutation(12),\n wp: permutation_from_cycle([1, 9, 11], 12),\n cp: [0, 1, 2, 3],\n};\nlet move_L = {\n co: [0, 2, 0, 0],\n mp: identity_permutation(12),\n wp: permutation_from_cycle([0, 7, 2], 12),\n cp: [0, 1, 2, 3],\n};\nlet move_R = {\n co: [0, 0, 2, 0],\n mp: identity_permutation(12),\n wp: permutation_from_cycle([3, 6, 10], 12),\n cp: [0, 1, 2, 3],\n};\nlet move_B = {\n co: [0, 0, 0, 2],\n mp: identity_permutation(12),\n wp: permutation_from_cycle([4, 8, 5], 12),\n cp: [0, 1, 2, 3],\n};\n\n// the double-layer moves affect everything, but permute the midges and wings identically\nlet move_Uw = {\n co: [2, 0, 0, 0],\n mp: permutation_from_cycles(\n [\n [1, 9, 11],\n [7, 3, 5],\n ],\n 12,\n ),\n wp: permutation_from_cycles(\n [\n [1, 9, 11],\n [7, 3, 5],\n ],\n 12,\n ),\n cp: [0, 2, 3, 1],\n};\nlet move_Lw = {\n co: [0, 2, 0, 0],\n mp: permutation_from_cycles(\n [\n [0, 7, 2],\n [6, 1, 8],\n ],\n 12,\n ),\n wp: permutation_from_cycles(\n [\n [0, 7, 2],\n [6, 1, 8],\n ],\n 12,\n ),\n cp: [3, 1, 0, 2],\n};\nlet move_Rw = {\n co: [0, 0, 2, 0],\n mp: permutation_from_cycles(\n [\n [3, 6, 10],\n [9, 0, 4],\n ],\n 12,\n ),\n wp: permutation_from_cycles(\n [\n [3, 6, 10],\n [9, 0, 4],\n ],\n 12,\n ),\n cp: [1, 3, 2, 0],\n};\nlet move_Bw = {\n co: [0, 0, 0, 2],\n mp: permutation_from_cycles(\n [\n [4, 8, 5],\n [10, 2, 11],\n ],\n 12,\n ),\n wp: permutation_from_cycles(\n [\n [4, 8, 5],\n [10, 2, 11],\n ],\n 12,\n ),\n cp: [2, 0, 1, 3],\n};\n\nlet moves = [\n move_Uw,\n move_Lw,\n move_Rw,\n move_Bw,\n move_U,\n move_L,\n move_R,\n move_B,\n];\nlet move_names = [\"u\", \"l\", \"r\", \"b\", \"U\", \"L\", \"R\", \"B\"];\nconst N_MOVES = 8; // number of moves\nconst N_MOVES_PHASE2 = 4; // number of moves for phase 2\n\nfunction moves_commute(i, j) {\n // single-layer moves always commute with each other\n if (i >= 4 && j >= 4) {\n return true;\n }\n // double-layer moves commute iff they are equal\n if (i < 4 && j < 4) {\n return i === j;\n }\n // a single-layer and a double-layer move commute iff they're on the same axis\n return (i ^ j) === 4;\n}\n\nfunction apply_move_sequence(state, move_sequence) {\n for (let [m, r] of move_sequence) {\n for (let i = 0; i < r; i++) state = compose_state(state, moves[m]);\n }\n return state;\n}\n\nfunction stringify_move_sequence(move_sequence) {\n let suffixes = [\"0\", \"\", \"'\"];\n let s = move_sequence.map(([m, r]) => move_names[m] + suffixes[r]);\n return s.join(\" \");\n}\n\nfunction print_move_sequence(move_sequence) {\n console.log(stringify_move_sequence(move_sequence));\n}\n\nfunction generate_random_state(randomUintBelow) {\n // master pyra has no \"nontrivial\" restrictions, beyond the usual parity stuff\n let co = Array(4);\n for (let i = 0; i < 4; i++) {\n co[i] = randomUintBelow(3);\n }\n let mp = index_to_evenpermutation(randomUintBelow(factorial(6) / 2), 6);\n for (let i = 0, parity = 0; i < 6; i++) {\n let eo = i === 5 ? parity : randomUintBelow(2);\n parity ^= eo;\n mp[i] += eo * 6;\n mp[i + 6] = (mp[i] + 6) % 12;\n }\n let wp = index_to_evenpermutation(randomUintBelow(factorial(12) / 2), 12);\n let cp = index_to_evenpermutation(randomUintBelow(factorial(4) / 2), 4);\n return { co: co, mp: mp, wp: wp, cp: cp };\n}\n\nfunction generate_random_state_scramble(randomUintBelow) {\n return solve(generate_random_state(randomUintBelow));\n}\n\nfunction generate_scramble_sequence(\n randomUintBelow,\n tips = true,\n obfuscate_tips = false,\n) {\n let scramble_string = stringify_move_sequence(\n generate_random_state_scramble(randomUintBelow),\n );\n if (!tips) {\n return scramble_string;\n }\n let tip_names = [\"u\", \"l\", \"r\", \"b\"];\n let suffixes = [\"0\", \"\", \"'\"];\n if (!obfuscate_tips) {\n for (let i = 0; i < 4; i++) {\n let x = randomUintBelow(3);\n if (x !== 0) {\n scramble_string += \" \" + tip_names[i] + suffixes[x];\n }\n }\n return scramble_string.trim();\n }\n let amount = [],\n amount_pre = [],\n amount_post = [];\n for (let i = 0; i < 4; i++) {\n amount[i] = randomUintBelow(3);\n amount_pre[i] = randomUintBelow(3);\n amount_post[i] = (amount[i] - amount_pre[i] + 3) % 3;\n }\n let weight = (arr) => arr.filter((x) => x !== 0).length;\n while (\n !(\n weight(amount_pre) >= 1 &&\n weight(amount_post) >= 1 &&\n weight(amount_pre) + weight(amount_post) >= 4\n )\n ) {\n for (let i = 0; i < 4; i++) {\n amount_pre[i] = randomUintBelow(3);\n amount_post[i] = (amount[i] - amount_pre[i] + 3) % 3;\n }\n }\n let prepend = amount_pre\n .map((x, i) => (x !== 0 ? tip_names[i] + suffixes[x] + \" \" : \"\"))\n .join(\"\");\n let append = amount_post\n .map((x, i) => (x !== 0 ? \" \" + tip_names[i] + suffixes[x] : \"\"))\n .join(\"\");\n return prepend + scramble_string + append;\n // this technically has the extremely edge case of the original no-tip scramble being the\n // trivial scramble and the resulting string will have a double space, but this is Very Rare\n}\n\nfunction solve(state) {\n let phase1_indices = index_phase1(state);\n let phase2_mtables = [\n generate_phase2_permutation_mtable(),\n generate_phase2_orientation_mtable(),\n ];\n let phase2_ptables = [\n generate_phase2_permutation_ptable(),\n generate_phase2_orientation_ptable(),\n ];\n\n let phase1gen = phase1_ida_solve_gen(phase1_indices);\n let best = undefined;\n let intermediate_states = new Set();\n let start_time = performance.now();\n for (let i = 0; i < 22; i++) {\n let { value: sol1, done } = phase1gen.next();\n let new_state = state;\n for (let [m, r] of sol1) {\n for (let i = 0; i < r; i++)\n new_state = compose_state(new_state, moves[m]);\n }\n let stringified_state = JSON.stringify(new_state);\n if (intermediate_states.has(stringified_state)) {\n // console.log(\"skip\");\n continue;\n } else intermediate_states.add(stringified_state);\n let phase2_indices = index_phase2(new_state);\n //let sol2 = [];\n let moves_left = best ? best.length - sol1.length - 1 : 999999;\n let sol2 = ida_solve_gen(\n phase2_indices,\n phase2_mtables,\n phase2_ptables,\n moves_left,\n ).next().value;\n if (sol2 === undefined) {\n // console.log(\"prune\");\n continue;\n }\n // console.log(\n // `to ${stringified_state} in ${sol1.length} moves; total move count ${\n // sol1.length + sol2.length\n // }`,\n // );\n if (best === undefined || best.length > sol1.length + sol2.length) {\n best = sol1.concat(sol2);\n }\n // bail if we've spent too much time\n if (performance.now() - start_time > 300) break;\n }\n return best;\n}\n\nfunction determine_V_coset(p) {\n // p: even permutation on 4 elements\n // NOTE: the formula depends on the centre ordering and corner orientation conventions\n // V itself is 0, ccw coset is 1, cw coset is 2.\n return p[3 ^ p.indexOf(3)];\n}\n\nfunction index_phase1(state) {\n let w = compose(invert(state.mp), state.wp);\n let c =\n (state.co.reduce((x, y) => x + y) - determine_V_coset(state.cp) + 3) % 3;\n return [0, 1, 2, 3, 4, 5].map(\n (i) => i + 6 * w.indexOf(i) + 72 * w.indexOf(i + 6) + 864 * c,\n );\n}\n\nlet phase1_permtable_m = [],\n phase1_permtable_minv = [];\nlet phase1_permtable_w = [],\n phase1_permtable_winv = [];\nfor (let i = 0; i < N_MOVES; i++) {\n let move = moves[i];\n phase1_permtable_m[i] = move.mp;\n phase1_permtable_minv[i] = invert(move.mp);\n phase1_permtable_w[i] = move.wp;\n phase1_permtable_winv[i] = invert(move.wp);\n}\nlet phase1_c_update = [0, 0, 0, 0, 2, 2, 2, 2];\n\n/* score = (# matching wings - # flipped wings) + 12\n(the +12 is to make it have range 0..24 rather than -12..12)\n\nthis is more effective than looking at # matching wings alone, or # flipped wings alone.\n\nstats for centre/corner solved:\njs> num_by_score\n[1, 0, 0, 320, 1350, 11328, 77280, 422400, 2016735, 7808000, 23467296, 50855040, 70181300, 50855040, 23467296, 7808000, 2016735, 422400, 77280, 11328, 1350, 320, 0, 0, 1]\njs> min_by_score\n[14, 9999, 9999, 11, 11, 10, 9, 8, 8, 7, 7, 6, 4, 5, 5, 3, 4, 4, 2, 3, 4, 3, 9999, 9999, 0]\njs> max_by_score\n[14, -9999, -9999, 13, 13, 13, 13, 13, 13, 13, 13, 12, 12, 12, 11, 10, 10, 10, 9, 8, 8, 5, -9999, -9999, 0]\njs> sum_by_score\n[14, 0, 0, 3856, 16458, 131856, 904280, 4885752, 23019405, 87454032, 256924344, 542481888, 725249936, 501317616, 218566356, 67825352, 16313334, 3116472, 509352, 63600, 7854, 1288, 0, 0, 0]\n\nstats for centre/corner unsolved:\njs> min_by_score\n[13, 9999, 9999, 11, 10, 10, 9, 8, 8, 7, 7, 6, 4, 5, 5, 3, 4, 4, 2, 3, 3, 1, 9999, 9999, 6]\njs> max_by_score\n[13, -9999, -9999, 13, 13, 13, 13, 13, 13, 13, 13, 12, 13, 12, 11, 11, 10, 9, 9, 8, 8, 6, -9999, -9999, 6]\njs> sum_by_score\n[13, 0, 0, 3792, 16026, 133344, 900726, 4870308, 23008797, 87434932, 256859772, 542586948, 725077315, 501101484, 218802804, 67943128, 16250601, 3110148, 509044, 65940, 7284, 1148, 0, 0, 6]\n\n*/\n\nlet phase1_score_ptable = [\n //-12 -9 -8 -7 -6 -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 12\n [\n 14, -1, -1, 11, 11, 10, 9, 8, 8, 7, 7, 6, 4, 5, 5, 3, 4, 4, 2, 3, 4, 3, -1,\n -1, 0,\n ],\n [\n 13, -1, -1, 11, 10, 10, 9, 8, 8, 7, 7, 6, 4, 5, 5, 3, 4, 4, 2, 3, 3, 1, -1,\n -1, 6,\n ],\n];\nlet phase1_score_ptable_condensed = new Int8Array(55);\nfor (let i = 0; i < 25; i++) {\n phase1_score_ptable_condensed[i] = phase1_score_ptable[0][i];\n phase1_score_ptable_condensed[i + 30] = phase1_score_ptable[1][i];\n}\nlet phase1_coord_to_score = new Int8Array(6 * 12 * 12 * 3);\nfor (let i = 0; i < 6; i++)\n for (let j = 0; j < 12; j++)\n for (let k = 0; k < 12; k++) {\n let index = i + 6 * j + 72 * k;\n let score = 2;\n if (j === i) {\n score++;\n } else if (j === (i + 6) % 12) {\n score--;\n }\n if (k === (i + 6) % 12) {\n score++;\n } else if (k === i) {\n score--;\n }\n phase1_coord_to_score[index] = score;\n phase1_coord_to_score[index + 6 * 12 * 12] = phase1_coord_to_score[\n index + 2 * 6 * 12 * 12\n ] = score + 5;\n }\n\nfunction phase1_benchmark() {\n /* some 13-move phase 1 states*/\n let phase1_test_states = [\n [1836, 2551, 1922, 1947, 2440, 2063],\n [1674, 1153, 1058, 1353, 1000, 1271],\n [1764, 2497, 1904, 2001, 2242, 2087],\n [582, 301, 566, 273, 40, 431],\n [600, 217, 200, 477, 136, 431],\n [60, 613, 98, 273, 214, 407],\n [36, 265, 98, 777, 190, 431],\n [1764, 1987, 2402, 1881, 2368, 2159],\n [36, 277, 194, 129, 334, 431],\n [1764, 1843, 1928, 2499, 2158, 2039],\n [528, 721, 194, 429, 112, 275],\n [840, 115, 182, 219, 346, 425],\n [1752, 1831, 2498, 1989, 2416, 1943],\n [324, 133, 554, 231, 58, 431],\n [18, 331, 194, 495, 658, 431],\n [1764, 1987, 1880, 2337, 2578, 2081],\n [1776, 1855, 1934, 1989, 2050, 2231],\n [396, 811, 194, 297, 712, 47],\n [816, 115, 482, 273, 148, 425],\n [972, 907, 1070, 1281, 1174, 1511],\n ];\n generate_phase1_pairing2c_ptable();\n let start = performance.now();\n for (let coords of phase1_test_states) {\n phase1_ida_solve_gen(coords).next();\n }\n return performance.now() - start;\n}\n\nfunction* phase1_ida_solve_gen(coords) {\n let bound = 0;\n let mtable = generate_phase1_pairingc_mtable();\n let ptable = generate_phase1_pairing2c_ptable();\n while (true) {\n yield* phase1_ida_search_gen(...coords, mtable, ptable, bound, -1);\n bound++;\n }\n}\n\nfunction* phase1_ida_search_gen(a, b, c, d, e, f, mtable, ptable, bound, last) {\n let nmoves = N_MOVES; // = 8\n let score =\n phase1_coord_to_score[a] +\n phase1_coord_to_score[b] +\n phase1_coord_to_score[c] +\n phase1_coord_to_score[d] +\n phase1_coord_to_score[e] +\n phase1_coord_to_score[f];\n let heuristic = Math.max(\n ptable[(a % 864) + b * 864],\n ptable[(c % 864) + b * 864],\n ptable[(e % 864) + b * 864],\n ptable[(a % 864) + d * 864],\n ptable[(c % 864) + d * 864],\n ptable[(e % 864) + d * 864],\n ptable[(a % 864) + f * 864],\n ptable[(c % 864) + f * 864],\n ptable[(e % 864) + f * 864],\n ptable[(a % 864) + c * 864],\n ptable[(a % 864) + e * 864],\n ptable[(c % 864) + e * 864],\n ptable[(b % 864) + d * 864],\n ptable[(b % 864) + f * 864],\n ptable[(d % 864) + f * 864],\n phase1_score_ptable_condensed[score],\n );\n if (heuristic > bound) return;\n if (bound === 0) {\n yield [];\n return;\n }\n if (heuristic === 0 && bound === 1) return;\n for (let m = 0; m < nmoves; m++) {\n if (m === last) continue;\n if (m < last && moves_commute(m, last)) continue;\n let A = a,\n B = b,\n C = c,\n D = d,\n E = e,\n F = f;\n for (let r = 1; r <= 2; r++) {\n A = mtable[A][m];\n B = mtable[B][m];\n C = mtable[C][m];\n D = mtable[D][m];\n E = mtable[E][m];\n F = mtable[F][m];\n let subpath_gen = phase1_ida_search_gen(\n A,\n B,\n C,\n D,\n E,\n F,\n mtable,\n ptable,\n bound - 1,\n m,\n );\n while (true) {\n let { value: subpath, done } = subpath_gen.next();\n if (done) break;\n yield [[m, r]].concat(subpath);\n }\n }\n }\n}\n\nfunction index_phase2(state) {\n let edges = state.mp;\n let ep = evenpermutation_to_index(edges.slice(0, 6).map((x) => x % 6));\n let eo = edges\n .slice(0, 5)\n .map((x, i) => (x >= 6) * 2 ** i)\n .reduce((x, y) => x + y);\n let co = state.co.map((x, i) => x * 3 ** i).reduce((x, y) => x + y);\n let cloc = state.cp.indexOf(0);\n return [ep + 360 * cloc, eo + 32 * co];\n}\n\nlet tables = {};\n\nfunction generate_phase1_pairing_mtable() {\n if (tables.phase1pm) {\n return tables.phase1pm;\n }\n let mtable = Array(6 * 12 * 12)\n .fill()\n .map(() => Array(N_MOVES).fill(-1));\n for (let midge = 0; midge < 6; midge++) {\n for (let wingl = 0; wingl < 12; wingl++) {\n for (let wingh = 0; wingh < 12; wingh++) {\n if (wingl === wingh) {\n continue;\n }\n let index = midge + 6 * wingl + 72 * wingh;\n for (let m = 0; m < N_MOVES; m++) {\n let new_midge = phase1_permtable_minv[m][midge];\n let new_wingl = phase1_permtable_winv[m][wingl];\n let new_wingh = phase1_permtable_winv[m][wingh];\n if (new_midge < 6) {\n mtable[index][m] = new_midge + 6 * new_wingl + 72 * new_wingh;\n } else {\n mtable[index][m] = new_midge - 6 + 6 * new_wingh + 72 * new_wingl;\n }\n }\n }\n }\n }\n return (tables.phase1pm = mtable);\n}\n\nfunction generate_phase1_pairingc_mtable() {\n if (tables.phase1pcm) {\n return tables.phase1pcm;\n }\n let mtable_pairing = generate_phase1_pairing_mtable();\n let mtable = Array(mtable_pairing.length * 3)\n .fill()\n .map(() => Array(N_MOVES).fill(-1));\n for (let index = 0; index < mtable_pairing.length; index++) {\n for (let m = 0; m < N_MOVES; m++) {\n let new_index = mtable_pairing[index][m];\n mtable[index][m] = new_index + 6 * 12 * 12 * phase1_c_update[m];\n mtable[index + 6 * 12 * 12][m] =\n new_index + 6 * 12 * 12 * ((phase1_c_update[m] + 1) % 3);\n mtable[index + 2 * 6 * 12 * 12][m] =\n new_index + 6 * 12 * 12 * ((phase1_c_update[m] + 2) % 3);\n }\n }\n return (tables.phase1pcm = mtable);\n}\n\nfunction generate_phase1_pairing2c_ptable() {\n if (tables.phase1p2cp) {\n return tables.phase1p2cp;\n }\n let mtable_noc = generate_phase1_pairing_mtable();\n let mtable = generate_phase1_pairingc_mtable();\n let ptable = new Int8Array((6 * 12 * 12) ** 2 * 3);\n ptable.fill(-1);\n let g = [0, 1, 2, 3, 4, 5].map((x) => x + 6 * x + 72 * (x + 6));\n for (let i = 0; i < 6; i++)\n for (let j = 0; j < 6; j++) {\n if (i === j) continue;\n ptable[g[i] + 864 * g[j]] = 0;\n }\n let dist = 0;\n while (true) {\n let changed = false;\n for (let index = 0; index < ptable.length; index++) {\n if (ptable[index] !== dist) {\n continue;\n }\n let index0 = index % 864,\n index1 = Math.floor(index / 864);\n for (let m = 0; m < N_MOVES; m++) {\n let new_index0 = index0,\n new_index1 = index1;\n for (let r = 1; r <= 2; r++) {\n new_index0 = mtable_noc[new_index0][m];\n new_index1 = mtable[new_index1][m];\n let new_index = new_index0 + 864 * new_index1;\n if (ptable[new_index] === -1) {\n changed = true;\n ptable[new_index] = dist + 1;\n }\n }\n }\n }\n if (!changed) {\n break;\n }\n dist++;\n }\n return (tables.phase1p2cp = ptable);\n}\n\nfunction generate_phase1_full_ptable() {\n // extremely slow, do not use\n if (tables.phase1p) {\n return tables.phase1p;\n }\n const HALFFACT12 = factorial(12) / 2;\n const SIZE = HALFFACT12 * 3;\n let ptable = new Int8Array(SIZE).fill(-1);\n ptable[0] = 0;\n let dist = 0;\n let perm = new Int8Array(12),\n new_perm = new Int8Array(12);\n while (true) {\n let changed = false;\n let count = 0;\n for (let index = 0; index < SIZE; index++) {\n if (ptable[index] !== dist) {\n continue;\n }\n count++;\n let cindex = index % 3;\n let windex = (index - cindex) / 3;\n index_to_evenpermutation12(windex, perm);\n for (let m = 0; m < N_MOVES; m++) {\n let move_m = phase1_permtable_m[m],\n move_minv = phase1_permtable_minv[m];\n let move_w = phase1_permtable_w[m],\n move_winv = phase1_permtable_winv[m];\n {\n // clockwise move\n let new_cindex = (cindex + phase1_c_update[m]) % 3;\n for (let i = 0; i < 12; i++) {\n new_perm[i] = move_minv[perm[move_w[i]]];\n }\n let new_windex = evenpermutation12_to_index(new_perm);\n let new_index = new_cindex + 3 * new_windex;\n if (ptable[new_index] === -1) {\n changed = true;\n ptable[new_index] = dist + 1;\n }\n }\n {\n // anticlockwise move\n let new_cindex = (cindex + 3 - phase1_c_update[m]) % 3;\n for (let i = 0; i < 12; i++) {\n new_perm[i] = move_m[perm[move_winv[i]]];\n }\n let new_windex = evenpermutation12_to_index(new_perm);\n let new_index = new_cindex + 3 * new_windex;\n if (ptable[new_index] === -1) {\n changed = true;\n ptable[new_index] = dist + 1;\n }\n }\n }\n }\n console.log(`${count} nodes at depth ${dist}`);\n if (!changed) {\n break;\n }\n dist++;\n }\n return (tables.phase1p = ptable);\n}\n\nfunction generate_phase2_permutation_mtable() {\n if (tables.phase2pm) {\n return tables.phase2pm;\n }\n let mtable = Array(1440)\n .fill()\n .map(() => Array(N_MOVES_PHASE2));\n for (let ep = 0; ep < 360; ep++) {\n let perm = index_to_evenpermutation(ep, 6);\n // fill in the \"opposite\" values\n for (let i = 0; i < 6; i++) {\n perm[i + 6] = perm[i] + 6;\n }\n for (let m = 0; m < N_MOVES_PHASE2; m++) {\n let new_perm = compose(perm, moves[m].mp);\n let new_ep = evenpermutation_to_index(\n new_perm.slice(0, 6).map((x) => x % 6),\n );\n for (let new_cloc = 0; new_cloc < 4; new_cloc++) {\n let cloc = moves[m].cp[new_cloc];\n mtable[ep + 360 * cloc][m] = new_ep + 360 * new_cloc;\n }\n }\n }\n return (tables.phase2pm = mtable);\n}\n\nfunction generate_phase2_orientation_mtable() {\n if (tables.phase2om) {\n return tables.phase2om;\n }\n let mtable = Array(32 * 81)\n .fill()\n .map(() => Array(N_MOVES_PHASE2));\n for (let eo = 0; eo < 32; eo++) {\n let eo_array = [0, 1, 2, 3, 4].map((i) => (eo >> i) & 1);\n eo_array[5] = eo_array.reduce((x, y) => x ^ y);\n let perm = [];\n for (let i = 0; i < 6; i++) {\n perm[i] = i + 6 * eo_array[i];\n perm[i + 6] = i + 6 * (eo_array[i] ^ 1);\n }\n for (let co = 0; co < 81; co++) {\n let co_array = [0, 1, 2, 3].map((i) => Math.floor(co / 3 ** i) % 3);\n for (let m = 0; m < N_MOVES_PHASE2; m++) {\n let new_perm = compose(perm, moves[m].mp);\n let new_eo_array = new_perm.slice(0, 5).map((x) => +(x >= 6));\n let new_eo = 0;\n for (let i = 0; i < 5; i++) {\n new_eo += new_eo_array[i] << i;\n }\n let new_co_array = co_array.map((x, i) => (x + moves[m].co[i]) % 3);\n let new_co = 0;\n for (let i = 0; i < 4; i++) {\n new_co += new_co_array[i] * 3 ** i;\n }\n mtable[eo + 32 * co][m] = new_eo + 32 * new_co;\n }\n }\n }\n return (tables.phase2om = mtable);\n}\n\nfunction generate_phase2_permutation_ptable() {\n if (tables.phase2pp) {\n return tables.phase2pp;\n }\n return (tables.phase2pp = bfs(generate_phase2_permutation_mtable(), [0]));\n}\n\nfunction generate_phase2_orientation_ptable() {\n if (tables.phase2op) {\n return tables.phase2op;\n }\n return (tables.phase2op = bfs(generate_phase2_orientation_mtable(), [0]));\n}\n\nfunction bfs(mtable, goal_states) {\n let N = mtable.length;\n let nmoves = mtable[0].length;\n let ptable = Array(N).fill(-1);\n let queue = goal_states.slice(),\n new_queue = [];\n let depth = 0;\n while (queue.length > 0) {\n new_queue.length = 0;\n for (let state of queue) {\n if (ptable[state] !== -1) continue;\n ptable[state] = depth;\n for (let move_index = 0; move_index < nmoves; move_index++) {\n let new_state = mtable[state][move_index];\n while (new_state != state) {\n new_queue.push(new_state);\n new_state = mtable[new_state][move_index];\n }\n }\n }\n [queue, new_queue] = [new_queue, queue];\n depth += 1;\n }\n return ptable;\n}\n\nfunction* ida_solve_gen(indices, mtables, ptables, moves_left) {\n let ncoords = indices.length;\n let bound = 0;\n for (let i = 0; i < ncoords; i++)\n bound = Math.max(bound, ptables[i][indices[i]]);\n while (bound <= moves_left) {\n yield* ida_search_gen(indices, mtables, ptables, bound, -1);\n bound++;\n }\n}\n\nfunction* ida_search_gen(indices, mtables, ptables, bound, last) {\n let ncoords = indices.length;\n let nmoves = mtables[0][0].length;\n let heuristic = 0;\n for (let i = 0; i < ncoords; i++)\n heuristic = Math.max(heuristic, ptables[i][indices[i]]);\n if (heuristic > bound) return;\n if (bound === 0) {\n yield [];\n return;\n }\n if (heuristic === 0 && bound === 1) return;\n for (let m = 0; m < nmoves; m++) {\n if (m === last) continue;\n if (m < last && moves_commute(m, last)) continue;\n let new_indices = indices.slice();\n for (let c = 0; c < ncoords; c++)\n new_indices[c] = mtables[c][indices[c]][m];\n let r = 1;\n while (indices.some((_, i) => indices[i] != new_indices[i])) {\n let subpath_gen = ida_search_gen(\n new_indices,\n mtables,\n ptables,\n bound - 1,\n m,\n );\n while (true) {\n let { value: subpath, done } = subpath_gen.next();\n if (done) break;\n yield [[m, r]].concat(subpath);\n }\n for (let c = 0; c < ncoords; c++) {\n new_indices[c] = mtables[c][new_indices[c]][m];\n }\n r++;\n }\n }\n}\n\nconst randomUintBelow = randomUIntBelowFactory();\nexport async function randomMasterTetraminxScrambleString() {\n return generate_scramble_sequence(await randomUintBelow, false);\n}\n"],
5
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6
6
  "names": []
7
7
  }
@@ -6,7 +6,7 @@ import {
6
6
  getFaceletAppearance,
7
7
  puzzles,
8
8
  wcaEventInfo
9
- } from "../chunk-37NJ765B.js";
9
+ } from "../chunk-SNWS6JXI.js";
10
10
  import {
11
11
  experimental3x3x3KPuzzle
12
12
  } from "../chunk-Y32HHZUY.js";
@@ -1,9 +1,9 @@
1
1
  import {
2
2
  sgsDataPyraminx,
3
3
  sgsDataPyraminxFixedOrientation
4
- } from "./chunk-QUTXXRPT.js";
4
+ } from "./chunk-CYKV7QC5.js";
5
5
  import "./chunk-27KJGD3S.js";
6
- import "./chunk-37NJ765B.js";
6
+ import "./chunk-SNWS6JXI.js";
7
7
  import "./chunk-Y32HHZUY.js";
8
8
  import "./chunk-EWRBHQFX.js";
9
9
  import "./chunk-WO2AXYFE.js";
@@ -11,4 +11,4 @@ export {
11
11
  sgsDataPyraminx,
12
12
  sgsDataPyraminxFixedOrientation
13
13
  };
14
- //# sourceMappingURL=pyraminx.sgs.json-5HPDQAOM.js.map
14
+ //# sourceMappingURL=pyraminx.sgs.json-X37XL7MA.js.map
@@ -1,9 +1,9 @@
1
1
  import {
2
2
  randomScrambleForEvent
3
- } from "../chunk-Z5INA5XR.js";
4
- import "../chunk-HCNUMBT5.js";
3
+ } from "../chunk-FZJDXPAH.js";
4
+ import "../chunk-ASJ2DADD.js";
5
5
  import "../chunk-RENZB7QN.js";
6
- import "../chunk-37NJ765B.js";
6
+ import "../chunk-SNWS6JXI.js";
7
7
  import "../chunk-Y32HHZUY.js";
8
8
  import "../chunk-EWRBHQFX.js";
9
9
  import "../chunk-WO2AXYFE.js";
@@ -6,12 +6,12 @@ import {
6
6
  solveMegaminx,
7
7
  solvePyraminx,
8
8
  solveSkewb
9
- } from "../chunk-Z5INA5XR.js";
9
+ } from "../chunk-FZJDXPAH.js";
10
10
  import {
11
11
  random333State
12
- } from "../chunk-HCNUMBT5.js";
12
+ } from "../chunk-ASJ2DADD.js";
13
13
  import "../chunk-RENZB7QN.js";
14
- import "../chunk-37NJ765B.js";
14
+ import "../chunk-SNWS6JXI.js";
15
15
  import "../chunk-Y32HHZUY.js";
16
16
  import "../chunk-EWRBHQFX.js";
17
17
  import "../chunk-WO2AXYFE.js";
@@ -1,13 +1,13 @@
1
+ import {
2
+ nodeEndpointPort
3
+ } from "./chunk-5O24MNND.js";
1
4
  import "./chunk-WO2AXYFE.js";
2
5
 
3
- // src/cubing/search/inside/module-entry.ts
4
- async function getNodeMessagePort() {
5
- return (await import("./node-LMAS5PGZ.js")).port();
6
- }
6
+ // src/cubing/search/inside/search-worker-entry.ts
7
7
  if (!globalThis.DO_NOT_EXPOSE_API) {
8
8
  (async () => {
9
- await import("./entry-RSZSKW5X.js");
10
- const messagePort = globalThis.postMessage ? globalThis : await getNodeMessagePort();
9
+ await import("./entry-2KUJYJBJ.js");
10
+ const messagePort = globalThis.postMessage ? globalThis : await nodeEndpointPort();
11
11
  messagePort.postMessage("comlink-exposed");
12
12
  })();
13
13
  }
@@ -15,4 +15,4 @@ var WORKER_ENTRY_FILE_URL = import.meta.url;
15
15
  export {
16
16
  WORKER_ENTRY_FILE_URL
17
17
  };
18
- //# sourceMappingURL=module-entry-UDFTQHXX.js.map
18
+ //# sourceMappingURL=search-worker-entry-ZJAXYGSH.js.map
@@ -0,0 +1,7 @@
1
+ {
2
+ "version": 3,
3
+ "sources": ["../../src/cubing/search/inside/search-worker-entry.ts"],
4
+ "sourcesContent": ["import { nodeEndpointPort } from \"../../vendor/comlink-everywhere/inside/index.js\";\n\nif (!(globalThis as any).DO_NOT_EXPOSE_API) {\n (async () => {\n await import(\"./entry.js\");\n\n // // Workaround for `node`\n const messagePort = (globalThis as any).postMessage\n ? globalThis\n : await nodeEndpointPort();\n messagePort.postMessage(\"comlink-exposed\");\n })();\n}\n\nexport const WORKER_ENTRY_FILE_URL = import.meta.url;\n"],
5
+ "mappings": ";;;;;;AAEA,IAAI,CAAE,WAAmB,mBAAmB;AAC1C,EAAC,aAAY;AACX,UAAM,OAAO;AAGb,UAAM,cAAe,WAAmB,cACpC,aACA,MAAM;AACV,gBAAY,YAAY;AAAA;AAAA;AAIrB,IAAM,wBAAwB,YAAY;",
6
+ "names": []
7
+ }
@@ -3,7 +3,7 @@ import {
3
3
  } from "./chunk-RENZB7QN.js";
4
4
  import "./chunk-WO2AXYFE.js";
5
5
 
6
- // src/cubing/vendor/sq12phase/scramble_sq1.js
6
+ // src/cubing/vendor/sq12phase/sq1-solver.js
7
7
  function FullCube_copy(obj, c) {
8
8
  obj.ul = c.ul;
9
9
  obj.ur = c.ur;
@@ -703,4 +703,4 @@ async function getRandomSquare1ScrambleString() {
703
703
  export {
704
704
  getRandomSquare1ScrambleString
705
705
  };
706
- //# sourceMappingURL=scramble_sq1-OZR6K4WV.js.map
706
+ //# sourceMappingURL=sq1-solver-P3IWWET7.js.map
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "version": 3,
3
- "sources": ["../../src/cubing/vendor/sq12phase/scramble_sq1.js"],
3
+ "sources": ["../../src/cubing/vendor/sq12phase/sq1-solver.js"],
4
4
  "sourcesContent": ["/*\n\nscramble_sq1.js\n\nSquare-1 Solver / Scramble Generator in JavaScript.\n\nCode by by Shuang Chen.\nCompiled to JavaScript using GWT.\n\n*/\n\nimport { randomUIntBelowFactory } from \"../random-uint-below\";\n\nfunction FullCube_copy(obj, c) {\n obj.ul = c.ul;\n obj.ur = c.ur;\n obj.dl = c.dl;\n obj.dr = c.dr;\n obj.ml = c.ml;\n}\n\nfunction FullCube_doMove(obj, move) {\n var temp;\n move <<= 2;\n if (move > 24) {\n move = 48 - move;\n temp = obj.ul;\n obj.ul = ((~~obj.ul >> move) | (obj.ur << (24 - move))) & 16777215;\n obj.ur = ((~~obj.ur >> move) | (temp << (24 - move))) & 16777215;\n } else if (move > 0) {\n temp = obj.ul;\n obj.ul = ((obj.ul << move) | (~~obj.ur >> (24 - move))) & 16777215;\n obj.ur = ((obj.ur << move) | (~~temp >> (24 - move))) & 16777215;\n } else if (move == 0) {\n temp = obj.ur;\n obj.ur = obj.dl;\n obj.dl = temp;\n obj.ml = 1 - obj.ml;\n } else if (move >= -24) {\n move = -move;\n temp = obj.dl;\n obj.dl = ((obj.dl << move) | (~~obj.dr >> (24 - move))) & 16777215;\n obj.dr = ((obj.dr << move) | (~~temp >> (24 - move))) & 16777215;\n } else if (move < -24) {\n move = 48 + move;\n temp = obj.dl;\n obj.dl = ((~~obj.dl >> move) | (obj.dr << (24 - move))) & 16777215;\n obj.dr = ((~~obj.dr >> move) | (temp << (24 - move))) & 16777215;\n }\n}\n\nfunction FullCube_getParity(obj) {\n var a, b, cnt, i, p;\n cnt = 0;\n obj.arr[0] = FullCube_pieceAt(obj, 0);\n for (i = 1; i < 24; ++i) {\n FullCube_pieceAt(obj, i) != obj.arr[cnt] &&\n (obj.arr[++cnt] = FullCube_pieceAt(obj, i));\n }\n p = 0;\n for (a = 0; a < 16; ++a) {\n for (b = a + 1; b < 16; ++b) {\n obj.arr[a] > obj.arr[b] && (p ^= 1);\n }\n }\n return p;\n}\n\nfunction FullCube_getShapeIdx(obj) {\n var dlx, drx, ulx, urx;\n urx = obj.ur & 1118481;\n urx |= ~~urx >> 3;\n urx |= ~~urx >> 6;\n urx = (urx & 15) | ((~~urx >> 12) & 48);\n ulx = obj.ul & 1118481;\n ulx |= ~~ulx >> 3;\n ulx |= ~~ulx >> 6;\n ulx = (ulx & 15) | ((~~ulx >> 12) & 48);\n drx = obj.dr & 1118481;\n drx |= ~~drx >> 3;\n drx |= ~~drx >> 6;\n drx = (drx & 15) | ((~~drx >> 12) & 48);\n dlx = obj.dl & 1118481;\n dlx |= ~~dlx >> 3;\n dlx |= ~~dlx >> 6;\n dlx = (dlx & 15) | ((~~dlx >> 12) & 48);\n return Shape_getShape2Idx(\n (FullCube_getParity(obj) << 24) |\n (ulx << 18) |\n (urx << 12) |\n (dlx << 6) |\n drx,\n );\n}\n\nfunction FullCube_getSquare(obj, sq) {\n var a, b;\n for (a = 0; a < 8; ++a) {\n obj.prm[a] = ~~((~~FullCube_pieceAt(obj, a * 3 + 1) >> 1) << 24) >> 24;\n }\n sq.cornperm = get8Perm(obj.prm);\n sq.topEdgeFirst = FullCube_pieceAt(obj, 0) == FullCube_pieceAt(obj, 1);\n a = sq.topEdgeFirst ? 2 : 0;\n for (b = 0; b < 4; a += 3, ++b)\n obj.prm[b] = ~~((~~FullCube_pieceAt(obj, a) >> 1) << 24) >> 24;\n sq.botEdgeFirst = FullCube_pieceAt(obj, 12) == FullCube_pieceAt(obj, 13);\n a = sq.botEdgeFirst ? 14 : 12;\n for (; b < 8; a += 3, ++b)\n obj.prm[b] = ~~((~~FullCube_pieceAt(obj, a) >> 1) << 24) >> 24;\n sq.edgeperm = get8Perm(obj.prm);\n sq.ml = obj.ml;\n}\n\nfunction FullCube_pieceAt(obj, idx) {\n var ret;\n idx < 6\n ? (ret = ~~obj.ul >> ((5 - idx) << 2))\n : idx < 12\n ? (ret = ~~obj.ur >> ((11 - idx) << 2))\n : idx < 18\n ? (ret = ~~obj.dl >> ((17 - idx) << 2))\n : (ret = ~~obj.dr >> ((23 - idx) << 2));\n return ~~((ret & 15) << 24) >> 24;\n}\n\nfunction FullCube_setPiece(obj, idx, value) {\n if (idx < 6) {\n obj.ul &= ~(0xf << ((5 - idx) << 2));\n obj.ul |= value << ((5 - idx) << 2);\n } else if (idx < 12) {\n obj.ur &= ~(0xf << ((11 - idx) << 2));\n obj.ur |= value << ((11 - idx) << 2);\n } else if (idx < 18) {\n obj.dl &= ~(0xf << ((17 - idx) << 2));\n obj.dl |= value << ((17 - idx) << 2);\n } else {\n obj.dr &= ~(0xf << ((23 - idx) << 2));\n obj.dr |= value << ((23 - idx) << 2);\n }\n}\n\nfunction FullCube_FullCube__Ljava_lang_String_2V() {\n this.arr = [];\n this.prm = [];\n}\n\nasync function FullCube_randomCube() {\n const randomUintBelow = await randomUIntBelowFactory();\n\n var f, i, shape, edge, corner, n_edge, n_corner, rnd, m;\n f = new FullCube_FullCube__Ljava_lang_String_2V();\n shape = Shape_ShapeIdx[randomUintBelow(3678)];\n corner = (0x01234567 << 1) | 0x11111111;\n edge = 0x01234567 << 1;\n n_corner = n_edge = 8;\n for (i = 0; i < 24; i++) {\n if (((shape >> i) & 1) == 0) {\n //edge\n rnd = randomUintBelow(n_edge) << 2;\n FullCube_setPiece(f, 23 - i, (edge >> rnd) & 0xf);\n m = (1 << rnd) - 1;\n edge = (edge & m) + ((edge >> 4) & ~m);\n --n_edge;\n } else {\n //corner\n rnd = randomUintBelow(n_corner) << 2;\n FullCube_setPiece(f, 23 - i, (corner >> rnd) & 0xf);\n FullCube_setPiece(f, 22 - i, (corner >> rnd) & 0xf);\n m = (1 << rnd) - 1;\n corner = (corner & m) + ((corner >> 4) & ~m);\n --n_corner;\n ++i;\n }\n }\n f.ml = randomUintBelow(2);\n //\tconsole.log(f);\n return f;\n}\n\nfunction FullCube() {}\n\nlet _ = (FullCube_FullCube__Ljava_lang_String_2V.prototype =\n FullCube.prototype);\n_.dl = 10062778;\n_.dr = 14536702;\n_.ml = 0;\n_.ul = 70195;\n_.ur = 4544119;\nfunction Search_init2(obj) {\n var corner, edge, i, j, ml, prun;\n FullCube_copy(obj.Search_d, obj.Search_c);\n for (i = 0; i < obj.Search_length1; ++i) {\n FullCube_doMove(obj.Search_d, obj.Search_move[i]);\n }\n FullCube_getSquare(obj.Search_d, obj.Search_sq);\n edge = obj.Search_sq.edgeperm;\n corner = obj.Search_sq.cornperm;\n ml = obj.Search_sq.ml;\n prun = Math.max(\n SquarePrun[(obj.Search_sq.edgeperm << 1) | ml],\n SquarePrun[(obj.Search_sq.cornperm << 1) | ml],\n );\n for (i = prun; i < obj.Search_maxlen2; ++i) {\n if (\n Search_phase2(\n obj,\n edge,\n corner,\n obj.Search_sq.topEdgeFirst,\n obj.Search_sq.botEdgeFirst,\n ml,\n i,\n obj.Search_length1,\n 0,\n )\n ) {\n for (j = 0; j < i; ++j) {\n FullCube_doMove(obj.Search_d, obj.Search_move[obj.Search_length1 + j]);\n //console.log(obj.Search_move[obj.Search_length1 + j]);\n }\n //console.log(obj.Search_d);\n //console.log(obj.Search_move);\n obj.Search_sol_string = Search_move2string(obj, i + obj.Search_length1);\n return true;\n }\n }\n return false;\n}\n\nfunction Search_move2string(obj, len) {\n var s = \"\";\n var top = 0,\n bottom = 0;\n for (var i = len - 1; i >= 0; i--) {\n var val = obj.Search_move[i];\n //console.log(val);\n if (val > 0) {\n val = 12 - val;\n top = val > 6 ? val - 12 : val;\n } else if (val < 0) {\n val = 12 + val;\n bottom = val > 6 ? val - 12 : val;\n } else {\n if (top == 0 && bottom == 0) {\n s += \" / \";\n } else {\n s += \"(\" + top + \", \" + bottom + \") / \";\n }\n top = bottom = 0;\n }\n }\n if (top !== 0 || bottom !== 0) {\n s += \"(\" + top + \", \" + bottom + \")\";\n }\n return s; // + \" (\" + len + \"t)\";\n}\n\nfunction Search_phase1(obj, shape, prunvalue, maxl, depth, lm) {\n var m, prunx, shapex;\n if (prunvalue == 0 && maxl < 4) {\n return maxl == 0 && Search_init2(obj);\n }\n if (lm != 0) {\n shapex = Shape_TwistMove[shape];\n prunx = ShapePrun[shapex];\n if (prunx < maxl) {\n obj.Search_move[depth] = 0;\n if (Search_phase1(obj, shapex, prunx, maxl - 1, depth + 1, 0)) {\n return true;\n }\n }\n }\n shapex = shape;\n if (lm <= 0) {\n m = 0;\n for (;;) {\n m += Shape_TopMove[shapex];\n shapex = ~~m >> 4;\n m &= 15;\n if (m >= 12) {\n break;\n }\n prunx = ShapePrun[shapex];\n if (prunx > maxl) {\n break;\n } else if (prunx < maxl) {\n obj.Search_move[depth] = m;\n if (Search_phase1(obj, shapex, prunx, maxl - 1, depth + 1, 1)) {\n return true;\n }\n }\n }\n }\n shapex = shape;\n if (lm <= 1) {\n m = 0;\n for (;;) {\n m += Shape_BottomMove[shapex];\n shapex = ~~m >> 4;\n m &= 15;\n if (m >= 6) {\n break;\n }\n prunx = ShapePrun[shapex];\n if (prunx > maxl) {\n break;\n } else if (prunx < maxl) {\n obj.Search_move[depth] = -m;\n if (Search_phase1(obj, shapex, prunx, maxl - 1, depth + 1, 2)) {\n return true;\n }\n }\n }\n }\n return false;\n}\n\nfunction Search_phase2(\n obj,\n edge,\n corner,\n topEdgeFirst,\n botEdgeFirst,\n ml,\n maxl,\n depth,\n lm,\n) {\n var botEdgeFirstx, cornerx, edgex, m, prun1, prun2, topEdgeFirstx;\n if (maxl == 0 && !topEdgeFirst && botEdgeFirst) {\n return true;\n }\n if (lm != 0 && topEdgeFirst == botEdgeFirst) {\n edgex = Square_TwistMove[edge];\n cornerx = Square_TwistMove[corner];\n if (\n SquarePrun[(edgex << 1) | (1 - ml)] < maxl &&\n SquarePrun[(cornerx << 1) | (1 - ml)] < maxl\n ) {\n obj.Search_move[depth] = 0;\n if (\n Search_phase2(\n obj,\n edgex,\n cornerx,\n topEdgeFirst,\n botEdgeFirst,\n 1 - ml,\n maxl - 1,\n depth + 1,\n 0,\n )\n ) {\n return true;\n }\n }\n }\n if (lm <= 0) {\n topEdgeFirstx = !topEdgeFirst;\n edgex = topEdgeFirstx ? Square_TopMove[edge] : edge;\n cornerx = topEdgeFirstx ? corner : Square_TopMove[corner];\n m = topEdgeFirstx ? 1 : 2;\n prun1 = SquarePrun[(edgex << 1) | ml];\n prun2 = SquarePrun[(cornerx << 1) | ml];\n while (m < 12 && prun1 <= maxl && prun1 <= maxl) {\n if (prun1 < maxl && prun2 < maxl) {\n obj.Search_move[depth] = m;\n if (\n Search_phase2(\n obj,\n edgex,\n cornerx,\n topEdgeFirstx,\n botEdgeFirst,\n ml,\n maxl - 1,\n depth + 1,\n 1,\n )\n ) {\n return true;\n }\n }\n topEdgeFirstx = !topEdgeFirstx;\n if (topEdgeFirstx) {\n edgex = Square_TopMove[edgex];\n prun1 = SquarePrun[(edgex << 1) | ml];\n m += 1;\n } else {\n cornerx = Square_TopMove[cornerx];\n prun2 = SquarePrun[(cornerx << 1) | ml];\n m += 2;\n }\n }\n }\n if (lm <= 1) {\n botEdgeFirstx = !botEdgeFirst;\n edgex = botEdgeFirstx ? Square_BottomMove[edge] : edge;\n cornerx = botEdgeFirstx ? corner : Square_BottomMove[corner];\n m = botEdgeFirstx ? 1 : 2;\n prun1 = SquarePrun[(edgex << 1) | ml];\n prun2 = SquarePrun[(cornerx << 1) | ml];\n while (m < (maxl > 3 ? 6 : 12) && prun1 <= maxl && prun1 <= maxl) {\n if (prun1 < maxl && prun2 < maxl) {\n obj.Search_move[depth] = -m;\n if (\n Search_phase2(\n obj,\n edgex,\n cornerx,\n topEdgeFirst,\n botEdgeFirstx,\n ml,\n maxl - 1,\n depth + 1,\n 2,\n )\n ) {\n return true;\n }\n }\n botEdgeFirstx = !botEdgeFirstx;\n if (botEdgeFirstx) {\n edgex = Square_BottomMove[edgex];\n prun1 = SquarePrun[(edgex << 1) | ml];\n m += 1;\n } else {\n cornerx = Square_BottomMove[cornerx];\n prun2 = SquarePrun[(cornerx << 1) | ml];\n m += 2;\n }\n }\n }\n return false;\n}\n\nfunction Search_solution(obj, c) {\n var shape;\n obj.Search_c = c;\n shape = FullCube_getShapeIdx(c);\n //console.log(shape);\n for (\n obj.Search_length1 = ShapePrun[shape];\n obj.Search_length1 < 100;\n ++obj.Search_length1\n ) {\n //console.log(obj.Search_length1);\n obj.Search_maxlen2 = Math.min(31 - obj.Search_length1, 17);\n if (\n Search_phase1(obj, shape, ShapePrun[shape], obj.Search_length1, 0, -1)\n ) {\n break;\n }\n }\n return obj.Search_sol_string;\n}\n\nfunction Search_Search() {\n this.Search_move = [];\n this.Search_d = new FullCube_FullCube__Ljava_lang_String_2V();\n this.Search_sq = new Square_Square();\n}\n\nfunction Search() {}\n\n_ = Search_Search.prototype = Search.prototype;\n_.Search_c = null;\n_.Search_length1 = 0;\n_.Search_maxlen2 = 0;\n_.Search_sol_string = null;\nlet Shape_$clinit_ran = false;\nfunction Shape_$clinit() {\n if (Shape_$clinit_ran) {\n return;\n }\n Shape_$clinit_ran = true;\n Shape_halflayer = [0, 3, 6, 12, 15, 24, 27, 30, 48, 51, 54, 60, 63];\n Shape_ShapeIdx = [];\n ShapePrun = [];\n Shape_TopMove = [];\n Shape_BottomMove = [];\n Shape_TwistMove = [];\n Shape_init();\n}\n\nfunction Shape_bottomMove(obj) {\n var move, moveParity;\n move = 0;\n moveParity = 0;\n do {\n if ((obj.bottom & 2048) == 0) {\n move += 1;\n obj.bottom = obj.bottom << 1;\n } else {\n move += 2;\n obj.bottom = (obj.bottom << 2) ^ 12291;\n }\n moveParity = 1 - moveParity;\n } while ((bitCount(obj.bottom & 63) & 1) != 0);\n (bitCount(obj.bottom) & 2) == 0 && (obj.Shape_parity ^= moveParity);\n return move;\n}\n\nfunction Shape_getIdx(obj) {\n var ret;\n ret =\n (binarySearch(Shape_ShapeIdx, (obj.top << 12) | obj.bottom) << 1) |\n obj.Shape_parity;\n return ret;\n}\n\nfunction Shape_setIdx(obj, idx) {\n obj.Shape_parity = idx & 1;\n obj.top = Shape_ShapeIdx[~~idx >> 1];\n obj.bottom = obj.top & 4095;\n obj.top >>= 12;\n}\n\nfunction Shape_topMove(obj) {\n var move, moveParity;\n move = 0;\n moveParity = 0;\n do {\n if ((obj.top & 2048) == 0) {\n move += 1;\n obj.top = obj.top << 1;\n } else {\n move += 2;\n obj.top = (obj.top << 2) ^ 12291;\n }\n moveParity = 1 - moveParity;\n } while ((bitCount(obj.top & 63) & 1) != 0);\n (bitCount(obj.top) & 2) == 0 && (obj.Shape_parity ^= moveParity);\n return move;\n}\n\nfunction Shape_Shape() {}\n\nfunction Shape_getShape2Idx(shp) {\n var ret;\n ret = (binarySearch(Shape_ShapeIdx, shp & 16777215) << 1) | (~~shp >> 24);\n return ret;\n}\n\nfunction Shape_init() {\n var count,\n depth,\n dl,\n done,\n done0,\n dr,\n i,\n idx,\n m,\n s,\n ul,\n ur,\n value,\n p1,\n p3,\n temp;\n count = 0;\n for (i = 0; i < 28561; ++i) {\n dr = Shape_halflayer[i % 13];\n dl = Shape_halflayer[~~(i / 13) % 13];\n ur = Shape_halflayer[~~(~~(i / 13) / 13) % 13];\n ul = Shape_halflayer[~~(~~(~~(i / 13) / 13) / 13)];\n value = (ul << 18) | (ur << 12) | (dl << 6) | dr;\n bitCount(value) == 16 && (Shape_ShapeIdx[count++] = value);\n }\n s = new Shape_Shape();\n for (i = 0; i < 7356; ++i) {\n Shape_setIdx(s, i);\n Shape_TopMove[i] = Shape_topMove(s);\n Shape_TopMove[i] |= Shape_getIdx(s) << 4;\n Shape_setIdx(s, i);\n Shape_BottomMove[i] = Shape_bottomMove(s);\n Shape_BottomMove[i] |= Shape_getIdx(s) << 4;\n Shape_setIdx(s, i);\n temp = s.top & 63;\n p1 = bitCount(temp);\n p3 = bitCount(s.bottom & 4032);\n s.Shape_parity ^= 1 & (~~(p1 & p3) >> 1);\n s.top = (s.top & 4032) | ((~~s.bottom >> 6) & 63);\n s.bottom = (s.bottom & 63) | (temp << 6);\n Shape_TwistMove[i] = Shape_getIdx(s);\n }\n for (i = 0; i < 7536; ++i) {\n ShapePrun[i] = -1;\n }\n ShapePrun[Shape_getShape2Idx(14378715)] = 0;\n ShapePrun[Shape_getShape2Idx(31157686)] = 0;\n ShapePrun[Shape_getShape2Idx(23967451)] = 0;\n ShapePrun[Shape_getShape2Idx(7191990)] = 0;\n done = 4;\n done0 = 0;\n depth = -1;\n while (done != done0) {\n done0 = done;\n ++depth;\n for (i = 0; i < 7536; ++i) {\n if (ShapePrun[i] == depth) {\n m = 0;\n idx = i;\n do {\n idx = Shape_TopMove[idx];\n m += idx & 15;\n idx >>= 4;\n if (ShapePrun[idx] == -1) {\n ++done;\n ShapePrun[idx] = depth + 1;\n }\n } while (m != 12);\n m = 0;\n idx = i;\n do {\n idx = Shape_BottomMove[idx];\n m += idx & 15;\n idx >>= 4;\n if (ShapePrun[idx] == -1) {\n ++done;\n ShapePrun[idx] = depth + 1;\n }\n } while (m != 12);\n idx = Shape_TwistMove[i];\n if (ShapePrun[idx] == -1) {\n ++done;\n ShapePrun[idx] = depth + 1;\n }\n }\n }\n }\n}\n\nfunction Shape() {}\n\n_ = Shape_Shape.prototype = Shape.prototype;\n_.bottom = 0;\n_.Shape_parity = 0;\n_.top = 0;\nvar Shape_BottomMove,\n Shape_ShapeIdx,\n ShapePrun,\n Shape_TopMove,\n Shape_TwistMove,\n Shape_halflayer;\nlet Square_$clinit_ran = false;\nfunction Square_$clinit() {\n if (Square_$clinit_ran) {\n return;\n }\n Square_$clinit_ran = true;\n SquarePrun = [];\n Square_TwistMove = [];\n Square_TopMove = [];\n Square_BottomMove = [];\n fact = [1, 1, 2, 6, 24, 120, 720, 5040];\n Cnk = [];\n for (var i = 0; i < 12; ++i) Cnk[i] = [];\n Square_init();\n}\n\nfunction Square_Square() {}\n\nfunction get8Perm(arr) {\n var i, idx, v, val;\n idx = 0;\n val = 1985229328;\n for (i = 0; i < 7; ++i) {\n v = arr[i] << 2;\n idx = (8 - i) * idx + ((~~val >> v) & 7);\n val -= 286331152 << v;\n }\n return idx & 65535;\n}\n\nfunction Square_init() {\n var check, depth, done, find, i, idx, idxx, inv, j, m, ml, pos, temp;\n for (i = 0; i < 12; ++i) {\n Cnk[i][0] = 1;\n Cnk[i][i] = 1;\n for (j = 1; j < i; ++j) {\n Cnk[i][j] = Cnk[i - 1][j - 1] + Cnk[i - 1][j];\n }\n }\n pos = [];\n for (i = 0; i < 40320; ++i) {\n set8Perm(pos, i);\n temp = pos[2];\n pos[2] = pos[4];\n pos[4] = temp;\n temp = pos[3];\n pos[3] = pos[5];\n pos[5] = temp;\n Square_TwistMove[i] = get8Perm(pos);\n set8Perm(pos, i);\n temp = pos[0];\n pos[0] = pos[1];\n pos[1] = pos[2];\n pos[2] = pos[3];\n pos[3] = temp;\n Square_TopMove[i] = get8Perm(pos);\n set8Perm(pos, i);\n temp = pos[4];\n pos[4] = pos[5];\n pos[5] = pos[6];\n pos[6] = pos[7];\n pos[7] = temp;\n Square_BottomMove[i] = get8Perm(pos);\n }\n for (i = 0; i < 80640; ++i) {\n SquarePrun[i] = -1;\n }\n SquarePrun[0] = 0;\n depth = 0;\n done = 1;\n while (done < 80640) {\n // console.log(done);\n inv = depth >= 11;\n find = inv ? -1 : depth;\n check = inv ? depth : -1;\n ++depth;\n OUT: for (i = 0; i < 80640; ++i) {\n if (SquarePrun[i] == find) {\n idx = ~~i >> 1;\n ml = i & 1;\n idxx = (Square_TwistMove[idx] << 1) | (1 - ml);\n if (SquarePrun[idxx] == check) {\n ++done;\n SquarePrun[inv ? i : idxx] = ~~(depth << 24) >> 24;\n if (inv) continue OUT;\n }\n idxx = idx;\n for (m = 0; m < 4; ++m) {\n idxx = Square_TopMove[idxx];\n if (SquarePrun[(idxx << 1) | ml] == check) {\n ++done;\n SquarePrun[inv ? i : (idxx << 1) | ml] = ~~(depth << 24) >> 24;\n if (inv) continue OUT;\n }\n }\n for (m = 0; m < 4; ++m) {\n idxx = Square_BottomMove[idxx];\n if (SquarePrun[(idxx << 1) | ml] == check) {\n ++done;\n SquarePrun[inv ? i : (idxx << 1) | ml] = ~~(depth << 24) >> 24;\n if (inv) continue OUT;\n }\n }\n }\n }\n }\n}\n\nfunction set8Perm(arr, idx) {\n var i, m, p, v, val;\n val = 1985229328;\n for (i = 0; i < 7; ++i) {\n p = fact[7 - i];\n v = ~~(idx / p);\n idx -= v * p;\n v <<= 2;\n arr[i] = ~~(((~~val >> v) & 7) << 24) >> 24;\n m = (1 << v) - 1;\n val = (val & m) + ((~~val >> 4) & ~m);\n }\n arr[7] = ~~(val << 24) >> 24;\n}\n\nfunction Square() {}\n\n_ = Square_Square.prototype = Square.prototype;\n_.botEdgeFirst = false;\n_.cornperm = 0;\n_.edgeperm = 0;\n_.ml = 0;\n_.topEdgeFirst = false;\nvar Square_BottomMove, Cnk, SquarePrun, Square_TopMove, Square_TwistMove, fact;\n\nfunction bitCount(x) {\n x -= (~~x >> 1) & 1431655765;\n x = ((~~x >> 2) & 858993459) + (x & 858993459);\n x = ((~~x >> 4) + x) & 252645135;\n x += ~~x >> 8;\n x += ~~x >> 16;\n return x & 63;\n}\n\nfunction binarySearch(sortedArray, key) {\n var high, low, mid, midVal;\n low = 0;\n high = sortedArray.length - 1;\n while (low <= high) {\n mid = low + (~~(high - low) >> 1);\n midVal = sortedArray[mid];\n if (midVal < key) {\n low = mid + 1;\n } else if (midVal > key) {\n high = mid - 1;\n } else {\n return mid;\n }\n }\n return -low - 1;\n}\n\n/*\n * Some helper functions.\n */\n\nvar square1Solver_initialized = false;\n\nvar square1SolverInitialize = function (doneCallback, _, statusCallback) {\n if (!square1Solver_initialized) {\n Shape_$clinit();\n Square_$clinit();\n }\n\n if (statusCallback) {\n statusCallback(\"Done initializing Square-1.\");\n }\n\n square1Solver_initialized = true;\n if (doneCallback != null) {\n doneCallback();\n }\n};\n\nvar square1SolverGetRandomPosition = async function () {\n if (!square1Solver_initialized) {\n square1SolverInitialize();\n }\n return FullCube_randomCube();\n};\n\nvar square1SolverGenerate = function (state) {\n var search_search = new Search_Search(); // Can this be factored out?\n return Search_solution(search_search, state);\n};\n\nvar square1SolverGetRandomScramble = async function () {\n var randomState = await square1SolverGetRandomPosition();\n var scrambleString = square1SolverGenerate(randomState);\n\n return {\n state: randomState,\n scramble_string: scrambleString,\n };\n};\n\nexport async function getRandomSquare1ScrambleString() {\n return (await square1SolverGetRandomScramble()).scramble_string;\n}\n"],
5
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