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379 lines
7.3 KiB
379 lines
7.3 KiB
<script>
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import Graph from "./Graph.js"
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import { onMount } from "svelte"
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import { crossfade, scale } from "svelte/transition"
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const [send, receive] = crossfade({
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duration: 400,
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fallback: scale,
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})
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const C_MAX_STEPS = 13
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const C_POLE = 0
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const C_HOLE = 1
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const C_PICK = 2
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const C_DEST = 3
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let circles = []
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let steps = 0
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let adjcs
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let jumps
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let gameover
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let victory
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onMount(() => restart())
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const restart = () => {
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adjcs = new Graph()
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jumps = new Graph()
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circles = []
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steps = 0
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gameover = false
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victory = false
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const numCircles = 15
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for (let i = 0; i < numCircles; i++) {
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circles[i] = C_POLE
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adjcs.addVertex(i)
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jumps.addVertex(i)
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if (i > 0) {
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adjcs.addEdge(i, i - 1)
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}
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}
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circles[0] = C_HOLE
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adjcs.addEdge(0, 8)
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adjcs.addEdge(1, 7)
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adjcs.addEdge(1, 8)
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adjcs.addEdge(2, 6)
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adjcs.addEdge(2, 7)
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adjcs.addEdge(3, 5)
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adjcs.addEdge(3, 6)
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adjcs.addEdge(5, 11)
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adjcs.addEdge(6, 10)
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adjcs.addEdge(6, 11)
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adjcs.addEdge(7, 9)
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adjcs.addEdge(7, 10)
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adjcs.addEdge(9, 13)
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adjcs.addEdge(10, 12)
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adjcs.addEdge(10, 13)
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adjcs.addEdge(12, 14)
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jumps.addEdge(0, 2)
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jumps.addEdge(0, 9)
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jumps.addEdge(1, 3)
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jumps.addEdge(1, 10)
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jumps.addEdge(2, 4)
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jumps.addEdge(2, 9)
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jumps.addEdge(2, 11)
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jumps.addEdge(3, 10)
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jumps.addEdge(4, 11)
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jumps.addEdge(5, 7)
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jumps.addEdge(5, 12)
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jumps.addEdge(6, 8)
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jumps.addEdge(6, 13)
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jumps.addEdge(7, 12)
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jumps.addEdge(8, 13)
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jumps.addEdge(9, 11)
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jumps.addEdge(9, 14)
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jumps.addEdge(11, 14)
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}
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const commonBetween = (source, destination) => {
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const common = adjcs.adjacencyList[source].filter(common =>
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adjcs.adjacencyList[destination].includes(common)
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)
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if (common.length != 1) {
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throw new Error(
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`Jump from ${source} to ${destination} cannot be performed`
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)
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}
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return common
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}
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const clearDests = () =>
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circles.forEach(
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(_, i) => (circles[i] = circles[i] == C_DEST ? C_HOLE : circles[i])
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)
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const getDests = (circles, curr) => {
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let dests = []
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jumps.adjacencyList[curr].forEach(jump => {
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const jumpedOver = commonBetween(curr, jump)
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if (circles[jump] == C_HOLE && circles[jumpedOver] == C_POLE) {
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dests.push(jump)
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}
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})
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return dests
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}
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const getHints = circles => {
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let hints = []
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circles.forEach((circle, i) => {
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if (circle == C_POLE) {
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const dests = getDests(circles, i)
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if (dests.length > 0) {
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hints.push(i)
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}
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}
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})
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return hints
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}
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const jumpReverse = (circles, source, destination) => {
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const jumpedOver = commonBetween(source, destination)
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circles[source] = C_POLE
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circles[jumpedOver] = C_POLE
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circles[destination] = C_HOLE
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}
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const jumpOver = (circles, source, destination) => {
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const jumpedOver = commonBetween(source, destination)
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circles[source] = C_HOLE
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circles[jumpedOver] = C_HOLE
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circles[destination] = C_POLE
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}
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const change = curr => {
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const prev = circles.indexOf(C_PICK)
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if (circles[curr] == C_POLE && prev == -1) {
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let dests = getDests(circles, curr)
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dests.forEach(d => (circles[d] = C_DEST))
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if (dests.length > 0) {
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circles[curr] = C_PICK
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}
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return
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}
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if (circles[curr] == C_DEST) {
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jumpOver(circles, prev, curr)
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clearDests()
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steps++
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if (steps == C_MAX_STEPS) {
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victory = true
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return
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}
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const hints = getHints(circles)
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if (hints.length == 0) {
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gameover = true
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}
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return
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}
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if (circles[curr] == C_PICK) {
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circles[curr] = C_POLE
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clearDests()
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}
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}
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class Tree {
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constructor(solution, depth) {
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this.depth = depth
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this.solution = solution
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this.children = []
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}
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}
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const printSolutions = () => {
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let depth = 0
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let solutions = []
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let shadow = [...circles]
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const moves = new Tree("", depth)
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const recurse = move => {
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const hints = getHints(shadow)
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if (hints.length == 0) {
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return
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}
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hints.forEach(hint => {
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getDests(shadow, hint).forEach(destination => {
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const solution = `${move.solution} ${hint}>${destination}`
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const child = new Tree(solution, depth)
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const lastIndex = move.children.push(child) - 1
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jumpOver(shadow, hint, destination)
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depth = depth + 1
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if (depth == C_MAX_STEPS) {
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solutions.push(solution)
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}
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recurse(move.children[lastIndex])
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depth = depth - 1
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jumpReverse(shadow, hint, destination)
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})
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})
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}
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recurse(moves)
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console.log(solutions)
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}
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</script>
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<style>
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.div0 {
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grid-area: 5 / 1 / 6 / 2;
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}
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.div1 {
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grid-area: 5 / 3 / 6 / 4;
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}
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.div2 {
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grid-area: 5 / 5 / 6 / 6;
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}
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.div3 {
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grid-area: 5 / 7 / 6 / 8;
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}
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.div4 {
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grid-area: 5 / 9 / 6 / 10;
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}
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.div5 {
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grid-area: 4 / 8 / 5 / 9;
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}
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.div6 {
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grid-area: 4 / 6 / 5 / 7;
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}
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.div7 {
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grid-area: 4 / 4 / 5 / 5;
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}
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.div8 {
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grid-area: 4 / 2 / 5 / 3;
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}
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.div9 {
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grid-area: 3 / 3 / 4 / 4;
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}
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.div10 {
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grid-area: 3 / 5 / 4 / 6;
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}
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.div11 {
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grid-area: 3 / 7 / 4 / 8;
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}
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.div12 {
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grid-area: 2 / 6 / 3 / 7;
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}
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.div13 {
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grid-area: 2 / 4 / 3 / 5;
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}
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.div14 {
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grid-area: 1 / 5 / 2 / 6;
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}
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.triangle {
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width: 600px;
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height: 520px;
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display: grid;
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grid-template-columns: repeat(9, 1fr);
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grid-template-rows: repeat(5, 1fr);
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grid-column-gap: 0px;
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grid-row-gap: 0px;
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}
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.circle {
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width: 50px;
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height: 50px;
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clip-path: circle();
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text-align: center;
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color: white;
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}
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.pole {
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cursor: pointer;
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background-color: #8fbcbb;
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}
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.hole {
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cursor: default;
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background-color: #d8dee9;
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}
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.pick {
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cursor: pointer;
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background-color: #a3be8c;
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}
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.dest {
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cursor: pointer;
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background-color: #81a1c1;
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}
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:global(body) {
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background-color: #eceff4;
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margin: 0;
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padding: 15px;
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}
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span {
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display: none;
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}
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.restart {
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display: inline;
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cursor: pointer;
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}
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.gameover {
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display: inline;
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}
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.victory {
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display: inline;
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}
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</style>
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<span class="restart" on:click={restart}>RESTART GAME</span>
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<span data-cy="gameover" class:gameover> | GAME OVER</span>
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<span data-cy="victory" class:victory> | VICTORY</span>
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<div class="triangle">
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{#each circles as _, i}
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{#if circles[i] == C_HOLE}
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<div
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in:receive={{ key: i }}
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out:send={{ key: i }}
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class="circle div{i} hole"
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on:click={() => change(i)}>
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{i}
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</div>
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{/if}
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{#if circles[i] == C_POLE}
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<div
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in:receive={{ key: i }}
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out:send={{ key: i }}
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class="circle div{i} pole"
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on:click={() => change(i)}>
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{i}
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</div>
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{/if}
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{#if circles[i] == C_PICK}
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<div
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in:receive={{ key: i }}
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out:send={{ key: i }}
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class="circle div{i} pick"
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on:click={() => change(i)}>
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{i}
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</div>
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{/if}
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{#if circles[i] == C_DEST}
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<div
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in:receive={{ key: i }}
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out:send={{ key: i }}
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class="circle div{i} dest"
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on:click={() => change(i)}>
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{i}
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</div>
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{/if}
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{/each}
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</div>
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