cubing 0.29.1 → 0.29.2

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Files changed (89) hide show
  1. package/README.md +1 -6
  2. package/dist/esm/alg/index.js +1 -1
  3. package/dist/esm/bluetooth/index.js +36 -31
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  30. package/dist/esm/chunk-YD2TMJI2.js.map +7 -0
  31. package/dist/esm/kpuzzle/index.js +2 -2
  32. package/dist/esm/notation/index.js +2 -2
  33. package/dist/esm/protocol/index.js +4 -4
  34. package/dist/esm/puzzle-geometry/index.js +110 -84
  35. package/dist/esm/puzzle-geometry/index.js.map +2 -2
  36. package/dist/esm/puzzles/index.js +10 -6
  37. package/dist/esm/{puzzles-dynamic-side-events-5C7LMBWX.js → puzzles-dynamic-side-events-3K26JTOG.js} +2 -2
  38. package/dist/esm/{puzzles-dynamic-side-events-5C7LMBWX.js.map → puzzles-dynamic-side-events-3K26JTOG.js.map} +1 -1
  39. package/dist/esm/scramble/index.js +3 -3
  40. package/dist/esm/search/index.js +8 -8
  41. package/dist/esm/{search-dynamic-sgs-side-events-4H3X5HLH.js → search-dynamic-sgs-side-events-AE3TLLPA.js} +6 -6
  42. package/dist/esm/search-dynamic-sgs-side-events-AE3TLLPA.js.map +7 -0
  43. package/dist/esm/{search-dynamic-sgs-unofficial-7IRW4LVD.js → search-dynamic-sgs-unofficial-JUXMNMNO.js} +122 -67
  44. package/dist/esm/search-dynamic-sgs-unofficial-JUXMNMNO.js.map +7 -0
  45. package/dist/esm/{search-dynamic-solve-3x3x3-7XZTYQMO.js → search-dynamic-solve-3x3x3-SA75BI5I.js} +649 -405
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  49. package/dist/esm/{search-dynamic-solve-fto-4LI23P6K.js → search-dynamic-solve-fto-5B5ZESQC.js} +74 -34
  50. package/dist/esm/search-dynamic-solve-fto-5B5ZESQC.js.map +7 -0
  51. package/dist/esm/{search-dynamic-solve-kilominx-3HEVQ4MC.js → search-dynamic-solve-kilominx-OY4VIARG.js} +136 -71
  52. package/dist/esm/search-dynamic-solve-kilominx-OY4VIARG.js.map +7 -0
  53. package/dist/esm/{search-dynamic-solve-master_tetraminx-UB32C7MM.js → search-dynamic-solve-master_tetraminx-GE2BTRGI.js} +84 -41
  54. package/dist/esm/search-dynamic-solve-master_tetraminx-GE2BTRGI.js.map +7 -0
  55. package/dist/esm/{search-dynamic-solve-sq1-HA72TYF2.js → search-dynamic-solve-sq1-W6PSSLR6.js} +129 -54
  56. package/dist/esm/search-dynamic-solve-sq1-W6PSSLR6.js.map +7 -0
  57. package/dist/esm/{search-worker-inside-generated-string-ZEY77HTF.js → search-worker-inside-generated-string-7HYFSSPW.js} +28 -28
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  63. package/dist/esm/stream/index.js +1 -1
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  65. package/dist/esm/twisty/index.js +287 -273
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  67. package/dist/esm/{twisty-dynamic-3d-AZUSXQ5S.js → twisty-dynamic-3d-PU74EKRA.js} +57 -59
  68. package/dist/esm/twisty-dynamic-3d-PU74EKRA.js.map +7 -0
  69. package/dist/types/{TwizzleLink-bef52ecd.d.ts → TwizzleLink-ce20e840.d.ts} +1 -1
  70. package/dist/types/puzzles/index.d.ts +5 -3
  71. package/dist/types/twisty/index.d.ts +2 -2
  72. package/package.json +51 -147
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  80. package/dist/esm/search-dynamic-sgs-unofficial-7IRW4LVD.js.map +0 -7
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  83. package/dist/esm/search-dynamic-solve-fto-4LI23P6K.js.map +0 -7
  84. package/dist/esm/search-dynamic-solve-kilominx-3HEVQ4MC.js.map +0 -7
  85. package/dist/esm/search-dynamic-solve-master_tetraminx-UB32C7MM.js.map +0 -7
  86. package/dist/esm/search-dynamic-solve-sq1-HA72TYF2.js.map +0 -7
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- {
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- "version": 3,
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- "sources": ["../../src/cubing/vendor/xyzzy/kilosolver.js"],
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- "sourcesContent": ["/* eslint-disable */\n/* kilosolver.js - A kilominx solver\nversion 0.7 (2021-04-03)\nCopyright (c) 2016, 2020, 2021\n\nFrom https://torchlight.github.io/kiloscrambler.html\nOriginally MIT licensed, added to `cubing.js` under the GPL license by permission from the author (@torchlight/xyzzy).\n\nThis is a port of the kilominx solver originally written in Python with a few minor optimisations.\n\nHow to run this:\n(0) Save this file somewhere.\n(1) Install any JavaScript shell and run it with this file.\n(2) Type stuff into the shell.\n\n(or just use the HTML interface! it exists now!)\n\nThere is currently not much of a public interface. Useful stuff:\ncache_all_tables()\n to generate all the lookup tables\nprint_move_sequence(generate_random_state_scramble())\n to get a random-state scramble\nprint_move_sequence(generate_hybrid_scramble())\n to get a hybrid random-move scramble\n\nFor the full solver (used in the random-state scrambler), a few hundred megabytes of RAM may be used\nfor the lookup tables, which will also take roughly a minute to generate. Once generated, each solve\ntakes roughly 0.08 second.\n\nThe hybrid scrambler uses much smaller lookup tables that take less memory and are generated faster,\nbut produces somewhat longer scramble sequences and isn't fully random-state. It should nevertheless\nbe good enough for non-competition purposes.\n\nOn the to-do list:\n- optimise the heck out of the lookup table generation\n- a GUI for the solver\n- optimise the solver with colour neutrality and NISS(tm) techniques\n- throw all the global variables into a namespace\n\nCompatibility notes:\nThis code makes fairly heavy use of ES6 syntactic sugar because writing code in JavaScript's already\nan exercise in masochism and I'm not going to make my life harder by restricting myself to ES5. Some\nof the features used are:\n- let, const\n- destructuring assignment\n- for-of\n- arrow functions\n- 'use strict'\n\nAny web browser from 2016 or later should support all of these; the code has been tested only on the\nlatest versions of Firefox and Chrome, as well as a somewhat outdated SpiderMonkey shell, but should\nalso work with recent versions of Edge, Safari, etc.\n*/\n\n\"use strict\";\n\nimport { Alg } from \"../../alg\";\nimport { randomUIntBelowFactory } from \"../random-uint-below\";\n\nlet PHASE4_THRESHOLD = 7;\n// change this to 8 to make the individual solves faster, at the cost of slower initialisation\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 C(n, k) {\n if (k < 0 || k > n) return 0;\n if (k === 0 || k === n) return 1;\n let c = 1;\n for (let i = 0; i < k; i++) {\n c = ((c * (n - i)) / (i + 1)) | 0;\n }\n return c;\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 [evenpermutation10_to_index, index_to_evenpermutation10] = (() => {\n let index_in_set_bits = new Int8Array(1024 * 10);\n let look_up_set_bits = new Int8Array(1024 * 10);\n for (let i = 0; i < 1024; i++) {\n for (let j = 0, counter = 0; j < 10; j++) {\n if (((i >>> j) & 1) === 0) {\n continue;\n }\n index_in_set_bits[(j << 10) | i] = counter;\n look_up_set_bits[(counter << 10) | i] = j;\n counter++;\n }\n }\n\n function evenpermutation10_to_index(perm) {\n let unused = 0x3ff; // track which values in 0..9 haven't been used so far\n let f = 181440; // = 9!/2\n let ind = 0;\n for (let i = 0; i < 8; i++) {\n let v = perm[i];\n ind += index_in_set_bits[unused | (v << 10)] * f;\n unused &= ~(1 << v);\n f /= 9 - i;\n }\n return ind;\n }\n\n // note: this is *not* a drop-in replacement for index_to_evenpermutation!\n function index_to_evenpermutation10(ind, perm) {\n let unused = 0x3ff;\n let f = 181440; // = 9!/2\n let parity = 0;\n for (let i = 0; i < 8; i++) {\n let a = (ind / f) | 0;\n ind -= a * f;\n parity ^= a & 1;\n let v = look_up_set_bits[unused | (a << 10)];\n perm[i] = v;\n unused &= ~(1 << v);\n f /= 9 - i;\n }\n // the last two elements are uniquely determined by the other ten\n perm[8] = look_up_set_bits[unused | (parity << 10)];\n perm[9] = look_up_set_bits[unused | ((parity ^ 1) << 10)];\n return perm;\n }\n\n return [evenpermutation10_to_index, index_to_evenpermutation10];\n})();\n\nfunction comb_to_index(l) {\n let bits = l.length;\n let ones = 0;\n for (let i = 0; i < bits; i++) ones += +(l[i] === 1);\n let zeros = bits - ones;\n if (zeros === 0 || ones === 0 || bits === 1) return 0;\n let b = C(bits - 1, ones);\n let ind = 0;\n for (let i = 0; zeros > 0 && ones > 0 && bits > 1; i++) {\n bits--;\n if (l[i] === 0) {\n b = (b * --zeros) / bits;\n } // l[i] === 1\n else {\n ind += b;\n b = (b * ones--) / bits;\n }\n }\n return ind;\n}\n\nfunction index_to_comb(ind, ones, bits) {\n let zeros = bits - ones;\n let b = C(bits - 1, ones);\n let l = [];\n let n = bits - 1;\n for (let i = 0; i < n; i++) {\n bits--;\n if (ind < b) {\n l.push(0);\n b = (b * --zeros) / bits;\n } else {\n l.push(1);\n ind -= b;\n b = (b * ones--) / bits;\n }\n }\n l.push(ones);\n return l;\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 compose_o(A, B) {\n // note: we hardcode the modulus to 3 here, because ~optimisations~\n // (unnecessary abstraction is bad, actually)\n let p = compose(A[0], B[0]);\n let o = [];\n let n = B[0].length;\n for (let i = 0; i < n; i++) {\n o[i] = (A[1][B[0][i]] + B[1][i]) % 3;\n }\n return [p, o];\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 unsparsify_list(d, n) {\n let l = Array(n).fill(0);\n for (let k in d) l[k] = d[k];\n return l;\n}\n\n/* The basic moves */\n\nconst move_U = [\n permutation_from_cycle([0, 1, 2, 3, 4], 20),\n unsparsify_list({}, 20),\n];\nconst move_R = [\n permutation_from_cycle([4, 3, 11, 12, 13], 20),\n unsparsify_list({ 4: 2, 3: 1, 11: 1, 12: 1, 13: 1 }, 20),\n];\nconst move_F = [\n permutation_from_cycle([3, 2, 9, 10, 11], 20),\n unsparsify_list({ 3: 2, 2: 1, 9: 1, 10: 1, 11: 1 }, 20),\n];\nconst move_L = [\n permutation_from_cycle([2, 1, 7, 8, 9], 20),\n unsparsify_list({ 2: 2, 1: 1, 7: 1, 8: 1, 9: 1 }, 20),\n];\nlet move_BL = [\n permutation_from_cycle([1, 0, 5, 6, 7], 20),\n unsparsify_list({ 1: 2, 0: 1, 5: 1, 6: 1, 7: 1 }, 20),\n];\nlet move_BR = [\n permutation_from_cycle([0, 4, 13, 14, 5], 20),\n unsparsify_list({ 0: 2, 4: 1, 13: 1, 14: 1, 5: 1 }, 20),\n];\nlet move_x2 = [\n [15, 16, 17, 18, 19, 10, 9, 8, 7, 6, 5, 14, 13, 12, 11, 0, 1, 2, 3, 4],\n unsparsify_list({}, 20),\n];\nlet move_y = [\n [1, 2, 3, 4, 0, 7, 8, 9, 10, 11, 12, 13, 14, 5, 6, 19, 15, 16, 17, 18],\n unsparsify_list({}, 20),\n];\nlet move_rot = [\n [9, 10, 11, 3, 2, 8, 16, 15, 19, 12, 13, 4, 0, 1, 7, 14, 18, 17, 6, 5],\n [2, 0, 1, 2, 1, 2, 2, 0, 1, 1, 1, 1, 0, 2, 2, 1, 2, 1, 2, 0],\n];\n\nconst moves = [move_U, move_R, move_F, move_L, move_BL, move_BR, move_x2];\nconst move_names = [\"U\", \"R\", \"F\", \"L\", \"BL\", \"BR\", \"x2\"];\n\nlet id = compose_o(move_x2, move_x2);\n\nlet moves_full = [];\nfor (let i = 0; i < moves.length; i++) {\n moves_full[i] = [id];\n for (let j = 1; j < 5; j++)\n moves_full[i][j] = compose_o(moves_full[i][j - 1], moves[i]);\n}\n\nfunction random_state(randomUintBelow) {\n let p = [0];\n for (let i = 1; i < 20; i++) {\n let r = randomUintBelow(i + 1);\n p[i] = p[r];\n p[r] = i;\n }\n if (permutation_parity(p) === 1) [p[0], p[1]] = [p[1], p[0]];\n let o = Array(20).fill(0);\n for (let i = 0; i < 19; i++) {\n o[i] = randomUintBelow(3);\n o[19] += 3 - o[i];\n }\n o[19] %= 3;\n return [p, o];\n}\n\n/* Human interface stuff */\n\nfunction stringify_move_sequence(move_sequence) {\n let suffixes = [\"0\", \"\", \"2\", \"2'\", \"'\"];\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 apply_move_sequence(state, move_sequence) {\n for (let [m, r] of move_sequence) {\n for (let i = 0; i < r; i++) state = compose_o(state, moves[m]);\n }\n return state;\n}\n\nfunction generate_random_state_scramble(randomUintBelow) {\n return solve(random_state(randomUintBelow));\n}\n\nfunction generate_random_move_scramble(M, N) {\n M = M || 6;\n N = N || 6;\n // total number of moves = (M+1)(N+1)-1\n let move_sequence = [];\n for (let i = 0; i <= M; i++) {\n let last = -1,\n lastlast = -1;\n for (let j = 0; j < N; j++) {\n let m;\n while (true) {\n m = Math.floor(Math.random() * 6);\n // don't output stuff like U2 U\n if (m === last) continue;\n // U move never commutes with the others\n else if (m === 0) break;\n // don't output stuff like L R L because L and R commute\n else if (m === lastlast && ((m - last) * (m - last)) % 5 === 4)\n continue;\n else break;\n }\n // make 144-deg moves twice as likely as 72-deg moves\n move_sequence.push([m, 1 + Math.round(Math.random() * 3)]);\n [last, lastlast] = [m, last];\n }\n // flip after every set of moves on the hemisphere except the last because that would be\n // kind of pointless\n if (i < M) move_sequence.push([6, 1]);\n }\n return move_sequence;\n}\n\n/* a brief note on analysing random-move scrambles\n\nLet M = num flips and N = num moves between flips.\n\nTracking just corner orientation is pretty much useless to determine if a scramble is good, at least\nfor the choice of CO reference used in the solver (<U,flip,(R'FRF')3>); even M=1, N=8 is good enough\nto randomise the CO, despite leaving a bunch of obvious blocks.\n\nInstead, we can track the location of, say, the white pieces. There are C(20, 5) combinations, so we\njust try out a million random-move scrambles and do a chi-squared test. (Except I don't have a stats\npackage installed, so this is just a qualitative approximation.)\n\nM=4, N=5 (29 moves): +2.7 stddev\nM=3, N=8 (35 moves): +15.7 stddev\nM=5, N=5 (35 moves): -0.1 stddev\nM=4, N=7 (39 moves): +3.8 stddev\nM=5, N=6 (41 moves): -0.4 stddev\nM=4, N=8 (44 moves): +2.2 stddev\n\n(the 95% confidence interval for these estimated values should be taken to be +-2, as usual)\n\nObviously we get closer to a uniform distribution with more moves, but we also want the scrambles to\nbe of a reasonable length. M=5, N=6 seems to be a good tradeoff.\n\nThis is until you realise that the five grey pieces are effectively scrambled with M reduced by one,\nso we compensate for that by using M=6, N=6, which gives 48-move scrambles.\n\nasdsadsf\n\n(tl;dr: use the hybrid scrambler if you can stomach 0.3-second initialisation; don't use this)\n*/\n\n/* GUI stuff\n\nThe create_svg_template function returns an <svg> element with the facelets laid out neatly as a net\nand the draw_state function fills in the colours given a state.\n\nThe input to the latter function does not have to be an <svg> element returned by the former, but it\nmust contain an element for each of the 60 facelets, with class 'loc%d_%d' % (i, j), where i is from\n0 to 19 and j is either 0, 1 or 2.\n\nj = 0 corresponds to the reference facelet (the one closest to perpendicular to the U-D axis), j = 1\ncorresponds to the one clockwise from the reference, and j = 2 corresponds to the one anticlockwise.\n\nOther than the loc%d_%d classes, the facelet <polygon> elements also have the .facelet class and the\nface outline <polygon> elements have the .face class, and may be customised with CSS. For example:\n\n.face {stroke-linejoin: miter; stroke-width: 0.1;}\n\nThis can be used to make the corners sharp and the face outlines thicker; you get the idea.\n\nTODO: figure out a sane way to handle changing colour scheme on the fly\n(maybe tag the facelets with a separate class for each colour in addition to setting the fill)\n*/\n\n// colours copied from Kit's modded version of the Python scrambler, but with pale yellow made a bit\n// darker.\nlet default_colour_scheme = {\n U: \"#ffffff\", // U (white)\n L: \"#57007f\", // L (purple)\n F: \"#007f0e\", // F (green)\n R: \"#ff0000\", // R (red)\n BR: \"#0026ff\", // BR (blue)\n BL: \"#ffd800\", // BL (yellow)\n DBR: \"#ff82b8\", // DBR (pink)\n DB: \"#00ff21\", // DB (light green)\n DBL: \"#ff6a00\", // DBL (orange)\n DFL: \"#0094ff\", // DFL (light blue)\n DFR: \"#ffff77\", // DFR (pale yellow)\n D: \"#808080\", // D (grey)\n};\n\nlet face_names = [\n \"U\",\n \"L\",\n \"F\",\n \"R\",\n \"BR\",\n \"BL\",\n \"DBR\",\n \"DB\",\n \"DBL\",\n \"DFL\",\n \"DFR\",\n \"D\",\n];\n\n// return the face on which the loc_ori piece lies\nfunction map_piece_to_face(loc, ori) {\n ori = ((ori % 3) + 3) % 3;\n let face = [\n [\"U\", \"BL\", \"BR\"],\n [\"U\", \"L\", \"BL\"],\n [\"U\", \"F\", \"L\"],\n [\"U\", \"R\", \"F\"],\n [\"U\", \"BR\", \"R\"],\n [\"DB\", \"BR\", \"BL\"],\n [\"BL\", \"DBL\", \"DB\"],\n [\"DBL\", \"BL\", \"L\"],\n [\"L\", \"DFL\", \"DBL\"],\n [\"DFL\", \"L\", \"F\"],\n [\"F\", \"DFR\", \"DFL\"],\n [\"DFR\", \"F\", \"R\"],\n [\"R\", \"DBR\", \"DFR\"],\n [\"DBR\", \"R\", \"BR\"],\n [\"BR\", \"DB\", \"DBR\"],\n [\"D\", \"DFL\", \"DFR\"],\n [\"D\", \"DBL\", \"DFL\"],\n [\"D\", \"DB\", \"DBL\"],\n [\"D\", \"DBR\", \"DB\"],\n [\"D\", \"DFR\", \"DBR\"],\n ][loc][ori];\n return face;\n}\n\n// how much to rotate a facelet (divided by 18 degrees) and where to draw it\nlet rotation_amounts = [\n [0, 3, 7],\n [8, 1, 5],\n [6, 9, 3],\n [4, 7, 1],\n [2, 5, 9],\n [0, 9, 1],\n [9, 0, 2],\n [2, 7, 9],\n [7, 2, 4],\n [4, 5, 7],\n [5, 4, 6],\n [6, 3, 5],\n [3, 6, 8],\n [8, 1, 3],\n [1, 8, 0],\n [5, 8, 2],\n [3, 6, 0],\n [1, 4, 8],\n [9, 2, 6],\n [7, 0, 4],\n];\nlet translation_amounts;\n{\n let A = Math.sin(Math.PI / 5),\n B = Math.cos(Math.PI / 10);\n let C = Math.cos(Math.PI / 5),\n D = Math.sin(Math.PI / 10);\n translation_amounts = {\n U: [0, 0],\n L: [-A - B, C - D],\n F: [0, 2 * C],\n R: [A + B, C - D],\n BR: [B, -1 - D],\n BL: [-B, -1 - D],\n DBR: [2 * A + 2 * B, 0],\n DB: [3 * A + 3 * B, -C - D],\n DBL: [4 * A + 4 * B, 0],\n DFL: [3 * A + 4 * B, 1 + C],\n DFR: [3 * A + 2 * B, 1 + C],\n D: [3 * A + 3 * B, C - D],\n };\n // trigonometry :(\n}\n\nfunction create_svg_template(state, colour_scheme) {\n state = state || id;\n colour_scheme = colour_scheme || default_colour_scheme;\n let svgns = \"http://www.w3.org/2000/svg\";\n let root = document.createElementNS(svgns, \"svg\");\n root.setAttribute(\"viewBox\", \"-2.590 -2.218 9.796 4.936\");\n /*\n\tlong diagonal = 1\n\tshort side = sin(pi/5)\n\tlong side = cos(pi/5)\n\tdiagonal of pentagon = 2cos(pi/10)\n\tviewbox size calculations and stuff:\n\tleftmost: -(2cos(pi/10) + sin(pi/5)) = -2.490\n\trightmost: 4sin(pi/5) + 5cos(pi/10) = 7.106\n\ttopmost: -(2cos(pi/5)^2 + cos(pi/5)) = -2.118\n\tbottommost: 2cos(pi/5)+1 = 2.618\n\tthe aspect ratio is almost exactly 2, which is pretty convenient.\n\t*/\n root.setAttribute(\"width\", \"12em\");\n root.setAttribute(\"height\", \"6em\");\n\n // create a polygon for each facelet\n let points = \"0,0 -0.475528,-0.654508 0,-1 0.475528,-0.654508\";\n // 0.4755 = sin(pi/5)cos(pi/5) and 0.6545 = cos(pi/5)^2\n for (let i = 0; i < 20; i++) {\n for (let j = 0; j < 3; j++) {\n let face = map_piece_to_face(i, j);\n let el = document.createElementNS(svgns, \"polygon\");\n let [translate_x, translate_y] = translation_amounts[face];\n let theta = rotation_amounts[i][j] * 36;\n el.setAttribute(\"class\", \"facelet loc\" + i + \"_\" + j);\n el.setAttribute(\"points\", points);\n el.setAttribute(\n \"transform\",\n `translate(${translate_x},${translate_y}) rotate(${theta})`,\n );\n el.setAttribute(\n \"fill\",\n colour_scheme[map_piece_to_face(state[0][i], state[1][i] + j)],\n );\n el.setAttribute(\"stroke\", \"currentColor\");\n el.setAttribute(\"stroke-linejoin\", \"round\");\n el.setAttribute(\"stroke-width\", \"0.03\");\n root.appendChild(el);\n }\n }\n\n // create a polygon for each face to serve as an outline\n let face_points = \"\";\n for (let i = 0; i < 5; i++) {\n face_points +=\n Math.sin((Math.PI * 2 * i) / 5) +\n \",\" +\n -Math.cos((Math.PI * 2 * i) / 5) +\n \" \";\n }\n for (let face of face_names) {\n let el = document.createElementNS(svgns, \"polygon\");\n let [translate_x, translate_y] = translation_amounts[face];\n let theta = face === \"U\" || (face[0] === \"D\" && face !== \"D\") ? 0 : 180;\n el.setAttribute(\"points\", face_points);\n el.setAttribute(\n \"transform\",\n `translate(${translate_x},${translate_y}) rotate(${theta})`,\n );\n el.setAttribute(\"class\", \"face\");\n el.setAttribute(\"fill\", \"none\");\n el.setAttribute(\"stroke\", \"currentColor\");\n el.setAttribute(\"stroke-linejoin\", \"round\");\n el.setAttribute(\"stroke-width\", \"0.05\");\n root.appendChild(el);\n }\n\n return root;\n}\n\nfunction draw_state(svgel, state, colour_scheme) {\n colour_scheme = colour_scheme || default_colour_scheme;\n if (!svgel) return create_svg_template(state, colour_scheme);\n for (let i = 0; i < 20; i++) {\n for (let j = 0; j < 3; j++) {\n let el = svgel.querySelector(\".loc\" + i + \"_\" + j);\n el.setAttribute(\n \"fill\",\n colour_scheme[map_piece_to_face(state[0][i], state[1][i] + j)],\n );\n }\n }\n return svgel;\n}\n\n/* Solver logic\n\nFor scrambling purposes, we have these two options:\n(i) generate a random state, solve it, then invert the solution\n(ii) generate a random state, solve it, return the solution as is\n\nThe former has a caveat that \"solve\" really means \"solve into the scramble orientation\". If we solve\ninto an arbitrary orientation, the result is a random-modulo-orientation state, in that the scramble\nhas the same relative positions of pieces as the random state, but possibly with the wrong colours.\n\nThe latter works here because the kilominx states form a group and taking the inverse doesn't affect\nthe randomness, and we do have the freedom to solve into any orientation. Since the WCA regs specify\nthat scrambled puzzles are delivered to the competitor in an arbitrary orientation, we may take this\nto be equivalent to right-composing with a random rotation, and this would \"cancel out\" any rotation\nshowing up at the end of the solution.\n\nSolving to orientations other than white-top-green-front saves a few moves (~2.2 moves by testing 10\norientations out of 60), but it's also proportionally slower for marginal gain.\n\nPhases used:\n\nPhase 1: get the five grey corners out of the U layer (6-gen), then rotate.\n\nPhase 2: form the U layer out of the grey corners (6-gen), then rotate.\n\nPhase 3: solve five more corners at the back/left to reduce to <U,R,F> (6-gen).\n\nPhase 4: finish last three faces (3-gen).\n\nPhase 1 is a skip (all five grey corners are already not on the D layer) ~19% of the time, and takes\njust one flip ~18% of the time, so there's a ~37% chance this step is basically trivial. With colour\nneutrality, this could be something like 99.9% trivial.\n\nPhases 2 and 3 make use of the same permutation/orientation move tables. Ideally, we'd use only one,\nbut it would be kinda terrible for a web app to eat hundreds of megabytes of memory. Luckily for us,\nIDA* settles these phases quickly enough that it doesn't really matter. Unluckily for us, this makes\nthe code a bit more complicated.\n\nPhase 4 is the problematic one, with 35.7 billion states. We use three pruning tables:\n- orientation (3^9 = 19683 states)\n- permutation (10!/2 = 1814400 states)\n- list of states up to 7 moves (3565896 states)\n\nWe don't even need to store the actual distances for the almost-solved states; we just let IDA* work\nits magic with the other pruning tables. Basically, if a state is in the list, the heuristic reports\na lower bound of 0, and if it's not, it reports a lower bound of 8.\n*/\n\nfunction solve_phase1(state) {\n // we don't care about orientation.\n let p = state[0];\n // x < 15 tests if a piece is non-grey.\n if (p.slice(15, 20).every((x) => x < 15)) return [];\n if (p.slice(0, 5).every((x) => x < 15)) return [[6, 1]];\n let flags = p.map((x) => x >= 15);\n let depth = 0,\n sol;\n while (sol === undefined) {\n depth++;\n sol = search_phase1(flags, depth, -1);\n }\n sol.push([6, 1]);\n return sol;\n}\n\nfunction search_phase1(flags, depth, last) {\n if (depth == 0) {\n if (flags.slice(0, 5).some((x) => x)) return;\n return [];\n }\n for (let move_index = 0; move_index < 6; move_index++) {\n if (move_index === last) continue;\n for (let r = 1; r < 5; r++) {\n let new_flags = compose(flags, moves_full[move_index][r][0]);\n let sol = search_phase1(new_flags, depth - 1, move_index);\n if (sol !== undefined) return [[move_index, r]].concat(sol);\n }\n }\n return;\n}\n\nfunction index_phase2(state) {\n let p = state[0].slice(0, 15),\n o = state[1];\n let index_c = comb_to_index(p.map((x) => +(x >= 15)));\n let index_o = 243 * index_c;\n for (let i = 0, j = 0; i < 15; i++) {\n if (p[i] < 15) continue;\n index_o += o[i] * Math.pow(3, j);\n // as it so happens, my JS shell is too outdated and doesn't support **\n j++;\n }\n let index_p = 0;\n for (let i = 0; i < 5; i++) {\n index_p += p.indexOf(15 + i) * Math.pow(15, i);\n }\n return [index_o, index_p];\n}\n\nfunction solve_phase2(state) {\n let mtables = [\n generate_phase23_orientation_mtable(),\n generate_phase23_permutation_mtable(),\n ];\n let ptables = [\n generate_phase2_orientation_ptable(),\n generate_phase2_permutation_ptable(),\n ];\n return ida_solve(index_phase2(state), mtables, ptables).concat([[6, 1]]);\n}\n\nfunction index_phase3(state) {\n let pieces = [5, 6, 7, 8, 14];\n let p = state[0].slice(0, 15),\n o = state[1];\n let index_c = comb_to_index(p.map((x) => +(pieces.indexOf(x) !== -1)));\n let index_o = 243 * index_c;\n for (let i = 0, j = 0; i < 15; i++) {\n if (pieces.indexOf(p[i]) === -1) continue;\n index_o += o[i] * Math.pow(3, j);\n j++;\n }\n let index_p = 0;\n for (let i = 0; i < 5; i++) {\n index_p += p.indexOf(pieces[i]) * Math.pow(15, i);\n }\n return [index_o, index_p];\n}\n\nfunction solve_phase3(state) {\n let mtables = [\n generate_phase23_orientation_mtable(),\n generate_phase23_permutation_mtable(),\n ];\n let ptables = [\n generate_phase3_orientation_ptable(),\n generate_phase3_permutation_ptable(),\n ];\n return ida_solve(index_phase3(state), mtables, ptables);\n}\n\nfunction index_phase4(state) {\n let p = state[0].slice(0, 14),\n o = state[1];\n let index_o = 0,\n perm = [];\n let j = 0;\n for (let i of [0, 1, 2, 3, 4, 9, 10, 11, 12, 13]) {\n if (i !== 13) index_o += o[i] * Math.pow(3, j);\n perm[j] = p[i] < 5 ? p[i] : p[i] - 4;\n j++;\n }\n return [index_o, evenpermutation_to_index(perm)];\n}\n\nfunction solve_phase4(state) {\n let mtables = [\n generate_phase4_orientation_mtable(),\n generate_phase4_permutation_mtable(),\n ];\n let ptables = [\n generate_phase4_orientation_ptable(),\n generate_phase4_permutation_ptable(),\n ];\n return ida_solve(index_phase4(state), mtables, ptables);\n}\n\nfunction solve_phase4_fast(state) {\n return phase4_ida_solve(index_phase4(state));\n}\n\nfunction solve(state) {\n let sol = [];\n for (let solver of [\n solve_phase1,\n solve_phase2,\n solve_phase3,\n solve_phase4_fast,\n ]) {\n //console.log(`solving with ${solver.name}`);\n let phase_sol = solver(state);\n state = apply_move_sequence(state, phase_sol);\n //console.log(`solution: ${stringify_move_sequence(phase_sol)}`);\n sol = sol.concat(phase_sol);\n }\n return sol;\n}\n\nfunction cn_solve(state) {\n // Solve with partial colour neutrality. We don't want to check all 120 cases, so we look only\n // at <y, flip>-neutrality, which has 10 cases.\n let sol_lengths = [],\n shortest_sol,\n shortest_sol_length = 999999;\n for (let x = 0; x < 2; x++) {\n for (let y = 0; y < 5; y++) {\n let sol = solve(state);\n sol_lengths.push(sol.length);\n if (shortest_sol_length > sol.length) {\n shortest_sol_length = sol.length;\n shortest_sol = sol;\n }\n state = compose_o(move_y, state);\n }\n state = compose_o(move_x2, state);\n }\n console.log(`solution lengths: ${sol_lengths.join(\", \")}`);\n return shortest_sol;\n}\n\nconst tables = {};\n\nfunction generate_phase23_orientation_mtable() {\n if (tables.phase23om) return tables.phase23om;\n const C15_5 = C(15, 5),\n THREE = [1, 3, 9, 27, 81, 243];\n let phase23om = Array(C(15, 5) * THREE[5]);\n tables.phase23om = phase23om;\n for (let i = 0; i < C15_5; i++) {\n let comb = index_to_comb(i, 5, 15).concat(Array(5).fill(0));\n let new_comb_indices = [];\n for (let move_index = 0; move_index < 6; move_index++) {\n let new_comb = compose(comb, moves[move_index][0]).slice(0, 15);\n new_comb_indices[move_index] = comb_to_index(new_comb);\n }\n for (let j = 0; j < THREE[5]; j++) {\n phase23om[j + 243 * i] = [];\n let orient_full = [];\n for (let k = 0, l = 0; k < 20; k++) {\n if (comb[k] === 1) {\n orient_full[k] = ((j / THREE[l]) | 0) % 3;\n l++;\n } else orient_full[k] = 99; // some irrelevant garbage value\n }\n for (let move_index = 0; move_index < 6; move_index++) {\n let move = moves[move_index];\n let new_orient_full = [];\n for (let k = 0; k < 15; k++) {\n new_orient_full[k] = orient_full[move[0][k]] + move[1][k];\n }\n let new_orient = new_orient_full.filter((x) => x < 10); // get rid of garbage\n let J = 0;\n for (let k = 0; k < 5; k++) {\n J += (new_orient[k] % 3) * THREE[k];\n }\n phase23om[j + 243 * i][move_index] =\n J + 243 * new_comb_indices[move_index];\n }\n }\n }\n return phase23om;\n}\n\nfunction generate_phase2_orientation_ptable() {\n if (tables.phase2op) return tables.phase2op;\n let mtable = generate_phase23_orientation_mtable();\n return (tables.phase2op = bfs(mtable, [243 * 3002]));\n}\n\nfunction generate_phase3_orientation_ptable() {\n if (tables.phase3op) return tables.phase3op;\n let mtable = generate_phase23_orientation_mtable();\n return (tables.phase3op = bfs(mtable, [243 * 246]));\n}\n\nfunction generate_phase23_permutation_mtable() {\n if (tables.phase23pm) return tables.phase23pm;\n const FIFTEEN = [\n 1,\n 15,\n 225,\n Math.pow(15, 3),\n Math.pow(15, 4),\n Math.pow(15, 5),\n ];\n let phase23pm = Array(FIFTEEN[5]);\n let single = Array(15);\n for (let i = 0; i < 15; i++) {\n single[i] = Array(6);\n for (let move_index = 0; move_index < 6; move_index++) {\n single[i][move_index] = moves[move_index][0].indexOf(i);\n }\n }\n let locations = [0, 0, 0, 0, 0];\n for (let ind = 0; ind < FIFTEEN[5]; ind++) {\n phase23pm[ind] = Array(6);\n for (let move_index = 0; move_index < 6; move_index++) {\n let new_ind = 0;\n for (let i = 0; i < 5; i++) {\n new_ind += single[locations[i]][move_index] * FIFTEEN[i];\n }\n phase23pm[ind][move_index] = new_ind;\n }\n locations[0]++;\n for (let i = 0; i < 4; i++) {\n if (locations[i] === 15) {\n locations[i] = 0;\n locations[i + 1]++;\n }\n }\n }\n return (tables.phase23pm = phase23pm);\n}\n\nfunction generate_phase2_permutation_ptable() {\n if (tables.phase2pp) return tables.phase2pp;\n let mtable = generate_phase23_permutation_mtable();\n return (tables.phase2pp = bfs(mtable, [213090]));\n}\n\nfunction generate_phase3_permutation_ptable() {\n if (tables.phase3pp) return tables.phase3pp;\n let mtable = generate_phase23_permutation_mtable();\n return (tables.phase3pp = bfs(mtable, [737420]));\n}\n\nfunction generate_phase4_orientation_mtable() {\n if (tables.phase4om) return tables.phase4om;\n const THREE = [1, 3, 9, 27, 81, 243, 729, 2187, 6561, 19683, 59049];\n let mtable = Array(THREE[9]);\n for (let i = 0; i < THREE[9]; i++) {\n let o = Array(14).fill(0);\n for (let j = 0; j < 9; j++) {\n let J = j < 5 ? j : j + 4;\n o[J] = ((i / THREE[j]) | 0) % 3;\n o[13] -= o[J];\n }\n o[13] = (o[13] + 999) % 3;\n mtable[i] = [];\n for (let move_index = 0; move_index < 3; move_index++) {\n let move = moves[move_index];\n let new_o = [0, 1, 2, 3, 4, 9, 10, 11, 12, 13].map(\n (i) => o[move[0][i]] + move[1][i],\n );\n let new_i = 0;\n for (let j = 0; j < 9; j++) new_i += (new_o[j] % 3) * THREE[j];\n mtable[i][move_index] = new_i;\n }\n }\n return (tables.phase4om = mtable);\n}\n\nfunction generate_phase4_permutation_mtable() {\n if (tables.phase4pm) return tables.phase4pm;\n const HALFFACT10 = factorial(10) / 2,\n n = 10;\n let pre = [0, 1, 2, 3, 4, -1, -1, -1, -1, 5, 6, 7, 8, 9];\n let post = [0, 1, 2, 3, 4, 9, 10, 11, 12, 13];\n let move_permutations = [\n compose(pre, compose(move_U[0], post)),\n compose(pre, compose(move_R[0], post)),\n compose(pre, compose(move_F[0], post)),\n ];\n let mtable = Array(HALFFACT10);\n let perm = Array(10);\n for (let i = 0; i < HALFFACT10; i++) {\n index_to_evenpermutation10(i, perm);\n mtable[i] = [];\n for (let move_index = 0; move_index < 3; move_index++) {\n let new_perm = compose(perm, move_permutations[move_index]);\n mtable[i][move_index] = evenpermutation10_to_index(new_perm);\n }\n }\n return (tables.phase4pm = mtable);\n}\n\nfunction generate_phase4_orientation_ptable() {\n if (tables.phase4op) return tables.phase4op;\n let mtable = generate_phase4_orientation_mtable();\n return (tables.phase4op = bfs(mtable, [0]));\n}\n\nfunction generate_phase4_permutation_ptable() {\n if (tables.phase4pp) return tables.phase4pp;\n let mtable = generate_phase4_permutation_mtable();\n return (tables.phase4pp = bfs(mtable, [0]));\n}\n\nfunction generate_phase4_near_ptable_list(threshold) {\n if (tables.phase4np_list && tables.phase4np_list.threshold === threshold)\n return tables.phase4np_list;\n let mtables = [\n generate_phase4_orientation_mtable(),\n generate_phase4_permutation_mtable(),\n ];\n let base = Math.pow(3, 9);\n let states = [0];\n populate(threshold, [0, 0], -1);\n function populate(depth, state, last) {\n states.push(state[0] + base * state[1]);\n if (depth === 0) return;\n let new_state = [];\n for (let move_index = 0; move_index < 3; move_index++) {\n if (move_index === last) continue;\n new_state[0] = state[0];\n new_state[1] = state[1];\n for (let r = 1; r < 5; r++) {\n new_state[0] = mtables[0][new_state[0]][move_index];\n new_state[1] = mtables[1][new_state[1]][move_index];\n populate(depth - 1, new_state, move_index);\n }\n }\n return;\n }\n states.sort((x, y) => x - y);\n let unique_states = [],\n last = -1;\n for (let state of states)\n if (state !== last) unique_states.push((last = state));\n unique_states.threshold = threshold;\n return (tables.phase4np_list = unique_states);\n}\n\nfunction binary_search(A, x) {\n let lo = 0,\n hi = A.length - 1;\n while (hi - lo > 1) {\n // invariants: hi - lo >= 2; x > A[lo-1]; x < A[hi+1]\n let mid = (lo + hi) >> 1; // lo < mid < hi\n if (x > A[mid]) lo = mid + 1;\n else hi = mid;\n }\n return x === A[lo] || x === A[hi];\n}\n\nfunction cache_all_tables() {\n let time = +new Date(),\n splits = [time];\n console.log(\"generating phase 2/3 move tables...\");\n generate_phase23_orientation_mtable();\n generate_phase23_permutation_mtable();\n splits.push(+new Date());\n console.log(\n `done ${(\n (splits[splits.length - 1] - splits[splits.length - 2]) /\n 1e3\n ).toFixed(3)}`,\n );\n\n console.log(\"generating phase 2 pruning tables...\");\n generate_phase2_orientation_ptable();\n generate_phase2_permutation_ptable();\n splits.push(+new Date());\n console.log(\n `done ${(\n (splits[splits.length - 1] - splits[splits.length - 2]) /\n 1e3\n ).toFixed(3)}`,\n );\n\n console.log(\"generating phase 3 pruning tables...\");\n generate_phase3_orientation_ptable();\n generate_phase3_permutation_ptable();\n splits.push(+new Date());\n console.log(\n `done ${(\n (splits[splits.length - 1] - splits[splits.length - 2]) /\n 1e3\n ).toFixed(3)}`,\n );\n\n console.log(\"generating phase 4 move tables...\");\n generate_phase4_orientation_mtable();\n generate_phase4_permutation_mtable();\n splits.push(+new Date());\n console.log(\n `done ${(\n (splits[splits.length - 1] - splits[splits.length - 2]) /\n 1e3\n ).toFixed(3)}`,\n );\n\n console.log(\"generating phase 4 pruning tables...\");\n generate_phase4_orientation_ptable();\n generate_phase4_permutation_ptable();\n splits.push(+new Date());\n console.log(\n `done ${(\n (splits[splits.length - 1] - splits[splits.length - 2]) /\n 1e3\n ).toFixed(3)}`,\n );\n\n console.log(\"generating phase 4 bonus pruning table...\");\n generate_phase4_near_ptable_list(PHASE4_THRESHOLD);\n splits.push(+new Date());\n console.log(\n `done ${(\n (splits[splits.length - 1] - splits[splits.length - 2]) /\n 1e3\n ).toFixed(3)}`,\n );\n\n console.log(\n \"total elapsed: \" +\n ((splits[splits.length - 1] - splits[0]) / 1000).toFixed(3),\n );\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 for (let state of goal_states) {\n ptable[state] = 0;\n }\n let depth = 0;\n let done = false;\n while (!done) {\n done = true;\n for (let state = 0; state < N; state++) {\n if (ptable[state] !== depth) {\n continue;\n }\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 if (ptable[new_state] === -1) {\n done = false;\n ptable[new_state] = depth + 1;\n }\n new_state = mtable[new_state][move_index];\n }\n }\n }\n depth++;\n }\n return ptable;\n}\n\nfunction ida_solve(indices, mtables, ptables) {\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 (true) {\n let path = ida_search(indices, mtables, ptables, bound, -1);\n if (path !== undefined) return path;\n bound++;\n }\n}\n\nfunction ida_search(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 || heuristic === 0) return [];\n for (let m = 0; m < nmoves; m++) {\n if (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 = ida_search(new_indices, mtables, ptables, bound - 1, m);\n if (subpath !== undefined) return [[m, r]].concat(subpath);\n for (let c = 0; c < ncoords; c++) {\n new_indices[c] = mtables[c][new_indices[c]][m];\n }\n r++;\n }\n }\n return;\n}\n\nfunction phase4_ida_solve(indices) {\n let mtable_o = generate_phase4_orientation_mtable();\n let mtable_p = generate_phase4_permutation_mtable();\n let ptable_o = generate_phase4_orientation_ptable();\n let ptable_p = generate_phase4_permutation_ptable();\n let ptable_n = generate_phase4_near_ptable_list(PHASE4_THRESHOLD);\n let bound = Math.max(ptable_o[indices[0]], ptable_p[indices[1]]);\n while (true) {\n let path = phase4_ida_search(\n indices,\n bound,\n -1,\n mtable_o,\n mtable_p,\n ptable_o,\n ptable_p,\n ptable_n,\n );\n if (path !== undefined) return path;\n bound++;\n }\n}\n\nfunction phase4_ida_search(\n indices,\n bound,\n last,\n mtable_o,\n mtable_p,\n ptable_o,\n ptable_p,\n ptable_n,\n) {\n let heuristic = Math.max(ptable_o[indices[0]], ptable_p[indices[1]]);\n if (heuristic > bound) return;\n if (\n heuristic <= PHASE4_THRESHOLD &&\n !binary_search(ptable_n, indices[0] + 19683 * indices[1])\n )\n heuristic = PHASE4_THRESHOLD + 1;\n if (heuristic > bound) return;\n if (bound === 0 || heuristic === 0) return [];\n for (let m = 0; m < 3; m++) {\n if (m === last) continue;\n let new_indices = indices.slice();\n for (let r = 1; r < 5; r++) {\n new_indices[0] = mtable_o[new_indices[0]][m];\n new_indices[1] = mtable_p[new_indices[1]][m];\n let subpath = phase4_ida_search(\n new_indices,\n bound - 1,\n m,\n mtable_o,\n mtable_p,\n ptable_o,\n ptable_p,\n ptable_n,\n );\n if (subpath !== undefined) return [[m, r]].concat(subpath);\n }\n }\n return;\n}\n\nfunction* phase4_ida_solve_gen(indices) {\n let mtable_o = generate_phase4_orientation_mtable();\n let mtable_p = generate_phase4_permutation_mtable();\n let ptable_o = generate_phase4_orientation_ptable();\n let ptable_p = generate_phase4_permutation_ptable();\n let ptable_n = generate_phase4_near_ptable_list(PHASE4_THRESHOLD);\n let bound = Math.max(ptable_o[indices[0]], ptable_p[indices[1]]);\n while (true) {\n yield* phase4_ida_search_gen(\n indices,\n bound,\n -1,\n mtable_o,\n mtable_p,\n ptable_o,\n ptable_p,\n ptable_n,\n );\n bound++;\n }\n}\n\nfunction* phase4_ida_search_gen(\n indices,\n bound,\n last,\n mtable_o,\n mtable_p,\n ptable_o,\n ptable_p,\n ptable_n,\n) {\n let heuristic = Math.max(ptable_o[indices[0]], ptable_p[indices[1]]);\n if (heuristic > bound) return;\n if (\n heuristic <= PHASE4_THRESHOLD &&\n !binary_search(ptable_n, indices[0] + 19683 * indices[1])\n )\n heuristic = PHASE4_THRESHOLD + 1;\n if (heuristic > bound) return;\n if (bound === 0 || heuristic === 0) yield [];\n for (let m = 0; m < 3; m++) {\n if (m === last) continue;\n let new_indices = indices.slice();\n for (let r = 1; r < 5; r++) {\n new_indices[0] = mtable_o[new_indices[0]][m];\n new_indices[1] = mtable_p[new_indices[1]][m];\n let subpath_gen = phase4_ida_search_gen(\n new_indices,\n bound - 1,\n m,\n mtable_o,\n mtable_p,\n ptable_o,\n ptable_p,\n ptable_n,\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\n/* Additional solving logic for the hybrid scrambler\n\nRather than being a purely random-move or random-state scramble (the former isn't random enough, but\nthe latter is too slow), we fully randomise the locations of the white pieces and of the grey pieces\nthen apply a bunch of random moves afterwards.\n\nThis is in the sense that the C(20,10,5,5) = 46558512 possible combinations of where the white, grey\nand E-slice pieces are (without distinguishing between the white pieces, etc.) are equally likely.\n\nCorner orientation is effectively randomised by doing at least 8 random moves on each hemisphere, so\nfor all intents and purposes, this should be as good as a random-state scramble.\n*/\n\nfunction generate_hs_mtable() {\n if (tables.hsm) return tables.hsm;\n const C20_5 = C(20, 5); // = 15504\n let mtable = Array(C20_5);\n for (let i = 0; i < C20_5; i++) {\n mtable[i] = Array(7);\n let comb = index_to_comb(i, 5, 20);\n for (let m = 0; m < 7; m++) {\n let new_comb = compose(comb, moves[m][0]);\n mtable[i][m] = comb_to_index(new_comb);\n }\n }\n return (tables.hsm = mtable);\n}\n\nfunction generate_hs_u_ptable() {\n if (tables.hsup) return tables.hsup;\n let mtable = generate_hs_mtable();\n return (tables.hsup = bfs(mtable, [15503]));\n}\n\nfunction generate_hs_d_ptable() {\n if (tables.hsdp) return tables.hsdp;\n let mtable = generate_hs_mtable();\n return (tables.hsdp = bfs(mtable, [0]));\n}\n\nfunction index_hs(state) {\n let p = state[0];\n return [\n comb_to_index(p.map((x) => +(x < 5))),\n comb_to_index(p.map((x) => +(x >= 15))),\n ];\n}\n\n// this is too unpredictably slow\n// (obv we could generate a full pruning table, but that defeats the purpose of fast initialisation)\nfunction solve_hs(state) {\n let mtables = Array(2).fill(generate_hs_mtable());\n let ptables = [generate_hs_u_ptable(), generate_hs_d_ptable()];\n return ida_solve(index_hs(state), mtables, ptables);\n}\n\n// this gives sequences ~2 moves longer on average, but is way faster\nfunction solve_hs_twophase(state) {\n let mtable = generate_hs_mtable();\n let u_ptable = generate_hs_u_ptable();\n let d_ptable = generate_hs_d_ptable();\n let indices = index_hs(state);\n let sol1;\n /*\n\tif (u_ptable[indices[0]] < d_ptable[indices[1]]) sol1 = ida_solve([indices[0]], [mtable], [u_ptable]);\n\telse sol1 = ida_solve([indices[1]], [mtable], [d_ptable]);\n\t// don't do this because it'd give solutions starting with flip pretty often.\n\t*/\n sol1 = ida_solve([indices[1]], [mtable], [d_ptable]);\n let s1 = apply_move_sequence(state, sol1);\n let sol2 = ida_solve(index_hs(s1), [mtable, mtable], [u_ptable, d_ptable]);\n return sol1.concat(sol2);\n}\n\nfunction generate_hybrid_scramble() {\n let move_sequence = [];\n let sort_seq = solve_hs_twophase(random_state());\n for (let [m, r] of sort_seq) {\n let period = m === 6 ? 2 : 5;\n move_sequence.unshift([m, (period - r) % period]);\n }\n\n // TODO: remove possible move cancellations between the random-state and random-move phases\n return move_sequence.concat(generate_random_move_scramble(2, 9));\n}\n\nfunction generate_fullseparate_mtable() {\n if (tables.fsm) return tables.fsm;\n const C20_10 = C(20, 10); // = 184756\n const C19_9 = C(19, 9); // = 92378\n let moves12 = moves.slice(0, 6);\n moves12 = moves12.concat(\n moves12.map((move) => compose_o(compose_o(move_x2, move), move_x2)),\n );\n // get all 12 face moves by conjugating the six \"top half\" moves with a flip\n let moves15 = moves12.concat([move_x2, move_y, move_rot]);\n let mtable = Array(C20_10 * 2);\n let mtable15 = Array(C20_10 * 2);\n for (let i = 0; i < C20_10; i++) {\n mtable[i * 2] = Array(12);\n mtable[i * 2 + 1] = Array(12);\n mtable15[i * 2] = Array(15);\n mtable15[i * 2 + 1] = Array(15);\n let comb = index_to_comb(i, 10, 20);\n let perm = [];\n for (let j = 0, k = 0; j < 20; j++) {\n if (comb[j] === 0) perm[j] = -1;\n else perm[j] = k++;\n }\n for (let m = 0; m < 15; m++) {\n let new_perm = compose(perm, moves15[m][0]);\n let new_comb = compose(comb, moves15[m][0]);\n let parity = permutation_parity(new_perm.filter((x) => x >= 0));\n let I = comb_to_index(new_comb);\n mtable15[i * 2][m] = I * 2 + parity;\n mtable15[i * 2 + 1][m] = I * 2 + (parity ^ 1);\n if (m < 12) {\n mtable[i * 2][m] = I * 2 + parity;\n mtable[i * 2 + 1][m] = I * 2 + (parity ^ 1);\n }\n }\n }\n tables.fsm = mtable;\n tables.fsm15 = mtable15;\n return mtable;\n}\n\nfunction generate_fullseparate_ptable() {\n if (tables.fsp) return tables.fsp;\n let mtable = generate_fullseparate_mtable();\n /*\n\tlet separations = [\n\t\t[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1],\n\t\t[0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1],\n\t\t[0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1],\n\t\t[0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 1],\n\t\t[0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1],\n\t\t[0, 0, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0, 1, 0, 0, 0, 1],\n\t\t[1, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 1, 1].map(x => 1-x),\n\t\t[1, 1, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0].map(x => 1-x),\n\t\t[1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0].map(x => 1-x),\n\t\t[0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 1, 1, 0, 0, 0],\n\t];\n\t*/\n let goal_states = [0],\n l = 1;\n while (true) {\n for (let ind of goal_states) {\n for (let m = 12; m < 15; m++) {\n let new_ind = tables.fsm15[ind][m];\n if (goal_states.indexOf(new_ind) === -1) {\n goal_states.push(new_ind);\n goal_states.sort((x, y) => x - y); // slow but w/e\n }\n }\n }\n if (goal_states.length === l) break;\n l = goal_states.length;\n }\n print(goal_states.toSource());\n return (tables.fsp = bfs5(mtable, goal_states));\n}\n\nfunction bfs5(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 for (let r = 1; r <= 4; r++) {\n if (r === 1 || r === 4) 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\nconst randomUintBelow = randomUIntBelowFactory();\nexport async function getRandomKilominxScramble() {\n return new Alg(\n stringify_move_sequence(\n generate_random_state_scramble(await randomUintBelow),\n ),\n );\n}\n\ngetRandomKilominxScramble().then((alg) => alg.log());\n"],
5
- "mappings": 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6
- "names": ["evenpermutation10_to_index", "index_to_evenpermutation10", "C", "randomUintBelow", "randomUintBelow", "C", "i", "last"]
7
- }
@@ -1,7 +0,0 @@
1
- {
2
- "version": 3,
3
- "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"],
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6
- "names": ["evenpermutation12_to_index", "index_to_evenpermutation12", "randomUintBelow", "i"]
7
- }
@@ -1,7 +0,0 @@
1
- {
2
- "version": 3,
3
- "sources": ["../../src/cubing/vendor/sq12phase/sq1-solver.js"],
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"],
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