crossword-builder
Version:
Library code to build crossword puzzles one word at a time.
139 lines (138 loc) • 6.09 kB
JavaScript
"use strict";
var __generator = (this && this.__generator) || function (thisArg, body) {
var _ = { label: 0, sent: function() { if (t[0] & 1) throw t[1]; return t[1]; }, trys: [], ops: [] }, f, y, t, g;
return g = { next: verb(0), "throw": verb(1), "return": verb(2) }, typeof Symbol === "function" && (g[Symbol.iterator] = function() { return this; }), g;
function verb(n) { return function (v) { return step([n, v]); }; }
function step(op) {
if (f) throw new TypeError("Generator is already executing.");
while (_) try {
if (f = 1, y && (t = op[0] & 2 ? y["return"] : op[0] ? y["throw"] || ((t = y["return"]) && t.call(y), 0) : y.next) && !(t = t.call(y, op[1])).done) return t;
if (y = 0, t) op = [op[0] & 2, t.value];
switch (op[0]) {
case 0: case 1: t = op; break;
case 4: _.label++; return { value: op[1], done: false };
case 5: _.label++; y = op[1]; op = [0]; continue;
case 7: op = _.ops.pop(); _.trys.pop(); continue;
default:
if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; }
if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; }
if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; }
if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; }
if (t[2]) _.ops.pop();
_.trys.pop(); continue;
}
op = body.call(thisArg, _);
} catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; }
if (op[0] & 5) throw op[1]; return { value: op[0] ? op[1] : void 0, done: true };
}
};
Object.defineProperty(exports, "__esModule", { value: true });
exports.PuzzleGenerator = void 0;
var ts_priority_queue_1 = require("ts-priority-queue");
var CrosswordPuzzle_1 = require("./CrosswordPuzzle");
var PuzzleGenerator = /** @class */ (function () {
function PuzzleGenerator(word, priorGenerator) {
this.puzzles = new ts_priority_queue_1.default({ comparator: function (a, b) { return a.score() - b.score(); } });
this.generator = this.nextGenerator(word, priorGenerator);
}
// From the processed / sorted puzzles return the first n
PuzzleGenerator.prototype.peek = function (n, cachedOnly) {
var _this = this;
if (n === void 0) { n = 1; }
if (cachedOnly === void 0) { cachedOnly = false; }
var ret = [];
for (var i = 0; i < n; i++) {
var puzzle = this.puzzles.length > 0 ? this.puzzles.dequeue() : !cachedOnly ? this.next() : undefined;
if (puzzle) {
ret.push(puzzle);
}
}
ret.forEach(function (p) { return _this.puzzles.queue(p); });
return ret;
};
// From the processed / sorted puzzles return the first n
PuzzleGenerator.prototype.dequeue = function (n) {
var _this = this;
if (n === void 0) { n = 1; }
var ret = [];
for (var i = 0; i < n; i++) {
var puzzle = this.next();
if (puzzle) {
ret.push(puzzle);
}
}
ret.forEach(function (p) { return _this.puzzles.queue(p); });
return ret;
};
// Continue processing to find the next puzzle
PuzzleGenerator.prototype.nextGenerator = function (word, priorGenerator) {
var puzzle, basePuzzle, generatedPuzzles, _i, generatedPuzzles_1, p;
return __generator(this, function (_a) {
switch (_a.label) {
case 0:
if (!(priorGenerator === undefined)) return [3 /*break*/, 2];
puzzle = new CrosswordPuzzle_1.CrosswordPuzzle();
puzzle.addWord(word);
return [4 /*yield*/, puzzle];
case 1:
_a.sent();
return [3 /*break*/, 8];
case 2:
basePuzzle = void 0;
_a.label = 3;
case 3:
basePuzzle = priorGenerator.next();
if (!basePuzzle) return [3 /*break*/, 7];
generatedPuzzles = basePuzzle.addWord(word);
_i = 0, generatedPuzzles_1 = generatedPuzzles;
_a.label = 4;
case 4:
if (!(_i < generatedPuzzles_1.length)) return [3 /*break*/, 7];
p = generatedPuzzles_1[_i];
if (!p) return [3 /*break*/, 6];
return [4 /*yield*/, p];
case 5:
_a.sent();
_a.label = 6;
case 6:
_i++;
return [3 /*break*/, 4];
case 7:
if (basePuzzle) return [3 /*break*/, 3];
_a.label = 8;
case 8: return [2 /*return*/];
}
});
};
PuzzleGenerator.prototype.next = function (includeBuffer) {
if (includeBuffer === void 0) { includeBuffer = true; }
if (includeBuffer && this.puzzles.length > 0) {
return this.puzzles.dequeue();
}
else {
var result = this.generator.next();
if (result.value) {
var puzzle = result.value;
return puzzle;
}
else {
return undefined;
}
}
};
PuzzleGenerator.prototype.buffer = function (milliTimeout) {
if (milliTimeout === void 0) { milliTimeout = 1000; }
var startTime = Date.now();
while (Date.now() - startTime < milliTimeout) {
var nextPuzzle = this.next(false);
if (nextPuzzle) {
this.puzzles.queue(nextPuzzle);
}
else {
break;
}
}
};
return PuzzleGenerator;
}());
exports.PuzzleGenerator = PuzzleGenerator;