feat: implement Phase 21 - replace with pattern-based generation
Replace Robatron's complex algorithm with simpler, always-valid approach:
Core Changes:
- src/useBoard/SudokuGenerator.ts: Complete rewrite
- Pattern-based generation (base pattern + structural shuffles)
- Generate complete solution first, then remove cells
- Validates all boards before returning (defensive)
- Class-based API: generate(), getPuzzle(), getSolution()
- Configurable difficulty: CELLS_TO_REMOVE = {easy: 40, medium: 50, hard: 60}
- ~130 lines vs 372 lines (much simpler)
- src/useBoard/SudokuRenderer.ts: NEW - Clean separation
- render(board, initialBoard): Displays current state
- renderEmpty(): Shows empty 9x9 grid
- Distinguishes 'given' vs 'user-entered' cells with CSS classes
- src/useBoard/useBoard.ts: Updated for class architecture
- Refs: generatorRef, rendererRef, boardRef, solutionRef
- Uses class instances for generation and rendering
- Clean separation of concerns
- src/useBoard/SudokuGenerator.test.ts: Unit tests
- Tests valid board generation (100x)
- Tests correct cell removal counts per difficulty
- Tests puzzle/solution consistency
Algorithm Benefits:
1. Always valid - starts with mathematically valid board
2. Always solvable - we keep the solution reference
3. Fast - no backtracking, just pattern + shuffle
4. Simple - easy to understand and maintain
5. Predictable - difficulty = cell count, not complexity
Pattern-Based Approach:
- Base pattern ensures valid structure
- Shuffle rows/cols within bands/stacks (preserves 3x3 boxes)
- Shuffle band/stack order
- Shuffle digit mapping (1-9)
- Result: Valid, random, unique board every time
Phase 21 complete. Next: Phase 30 (useGameStatus hook).
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## Iteration 4: [Pending]
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## Iteration 4: Phase 21 - Better Generation Algorithm
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**Date**: 2025-01-22
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### Goals
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- Replace Robatron's algorithm with pattern-based generation
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- Separate generator and renderer into clean classes
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- Always generate valid, solvable puzzles
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- Store both puzzle and solution references
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- Port unit tests for validation
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### Tasks Completed
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#### 1. Replaced SudokuGenerator
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- **Old**: Robatron's backtracking algorithm (372 lines, complex)
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- **New**: Pattern-based generation from src_old/sudoku/ (~130 lines, simple)
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- Algorithm:
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1. Generate fully solved board using base pattern + shuffles
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2. Validate complete board (sum checks for rows/cols/boxes)
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3. Remove X cells based on difficulty to create puzzle
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4. Keep solution reference (no solving needed!)
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#### 2. Implemented Class-Based Architecture
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**SudokuGenerator class**:
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- `generate(difficulty)` - Creates puzzle + solution
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- `getPuzzle()` - Returns puzzle string (with '.' for empty)
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- `getSolution()` - Returns complete solution
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- `validateFullBoard()` - Private validation (defensive)
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- Configurable difficulty at top of file
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**SudokuRenderer class**:
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- `render(board, initialBoard)` - Renders current state
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- `renderEmpty()` - Renders empty 9x9 grid
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- Distinguishes given cells from user-entered cells
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- Adds CSS classes: 'given', 'user-entered'
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#### 3. Updated useBoard
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- Stores refs: `generatorRef`, `rendererRef`
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- Stores state: `boardRef`, `solutionRef`, `initialBoardRef`
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- Uses class instances for generation and rendering
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- Clean separation of concerns
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#### 4. Difficulty Configuration
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```typescript
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const CELLS_TO_REMOVE = {
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easy: 40, // ~41 givens
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medium: 50, // ~31 givens
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hard: 60, // ~21 givens
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} as const;
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```
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#### 5. Ported Unit Tests
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- SudokuGenerator.test.ts using bun:test
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- Tests: valid board generation (100x)
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- Tests: correct cell removal counts
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- Tests: puzzle/solution consistency
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### Technical Details
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**Why This Algorithm is Better**:
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1. **Always valid**: Starts with mathematically valid complete board
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2. **Always solvable**: We keep the solution, don't need to solve
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3. **Fast**: No backtracking, just pattern + shuffle
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4. **Simple**: Easy to understand and maintain
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5. **Predictable difficulty**: Just cell count, not algorithmic complexity
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**Pattern-Based Generation**:
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```typescript
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// Base pattern ensures valid structure
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pattern(r, c) = (3 * (r % 3) + floor(r / 3) + c) % 9 + 1
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// Then shuffle:
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// - Rows within bands (0-2, 3-5, 6-8)
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// - Cols within stacks (0-2, 3-5, 6-8)
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// - Band order
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// - Stack order
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// - Digit mapping (1-9)
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```
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**Rendering Enhancement**:
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- Given cells: `<div class="sudoku-cell given">5</div>`
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- User-entered: `<div class="sudoku-cell user-entered">7</div>`
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- Empty: `<div class="sudoku-cell"></div>`
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### Build Status
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- ✅ TypeScript compiles cleanly
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- ✅ Example app builds successfully
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- ✅ Unit tests ready (bun test)
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- ✅ Algorithm validated with 100+ board generations
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### Next Steps
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- Phase 30: Implement useGameStatus hook
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- Proper state machine
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- Handle paused state
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- Win condition detection
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---
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## Iteration 5: [Pending]
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*To be filled as implementation progresses...*
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