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crossword-builder

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Library code to build crossword puzzles one word at a time.

139 lines (138 loc) 6.09 kB
"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;