Game::Sudoku - Store, validate and solve sudoku puzzles
# Create an empty game
my $game = Game::Sudoku.new();
# Set some cells
# Test the results
# Get possible values for a cell
Game::Sudoku is a simple library to store, test and attempt to solve sudoku puzzles.
Currently the libray can be used as a basis for doing puzzles and can solve a number of them. I hope to add additional functionality to it in the future.
The Game::Sudoku::Solver module includes documenation for using the solver.
new( Str :code -> Game::Sudoku )
The default constructor will accept and 81 character long string comprising of combinations of 0-9. This code can be got from an existing Game::Sudoku object by calling it's .Str method.
valid( -> Bool )
Returns True if the sudoku game is potentially valid, IE noe row, colum or square has 2 of any number. A valid puzzle may not be complete.
full( -> Bool )
Returns True if the sudoku game has all it's cells set to a non zero value. Note that the game may not be valid.
complete( -> Bool )
Returns True is the sudoku game is both valid and full.
possible( Int, Int, Bool :$set -> List )
Returns the sorted Sequence of numbers that can be put in the current cell. Note this performs a simple check of the row, column and square the cell is in it does not perform more complex logical checks.
Returns an empty List if the cell already has a value set or if there are no possible values.
If the optional :set parameter is passed then returns a Set of the values instead.
cell( Int, Int -> Int )
cell( Int, Int, Int -> Game::Sudoku )
Getter / Setter for individual cells. The setter returns the updated game allowing for method chaining. Note that attempting to set a value defined in the constructor will not work, returning the unchanged game object.
row( Int -> List(List) )
Returns the list of (x,y) co-ordinates in the given row.
col( Int -> List(List) )
Returns the list of (x,y) co-ordinates in the given column.
square( Int -> List(List) )
square( Int, Int -> List(List) )
Returns the list of (x,y) co-ordinates in the given square of the grid. A square can either be references by a cell within it or by it's index.
reset( Str :$code )
Resets the puzzle to the state given in the $code argument. If the previous states initial values are all contained in the new puzzle then they will not be updated. Otherwise the puzzle will be treated as a fresh one with the given state.
Simon Proctor email@example.com
COPYRIGHT AND LICENSE
Copyright 2017 Simon Proctor
This library is free software; you can redistribute it and/or modify it under the Artistic License 2.0.