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codeql/docs/language/learn-ql/beginner/river-crossing.ql
Shati Patel 52ffd91a26 Move "River crossing puzzle" into tutorial folder
- Update links
- Delete "QL etudes" folder
2020-03-11 02:25:56 +00:00

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/**
* @name River crossing puzzle
* @description This implements the classical puzzle where a man is trying to
* ferry a goat, a cabbage, and a wolf across a river.
* His boat can only take himself and at most one item as cargo.
* His problem is that if the goat is left alone with the cabbage,
* it will eat it.
* And if the wolf is left alone with the goat, it will eat it.
* How does he get everything across the river?
*
* Note: Parts of this QL file are included in the corresponding .rst file.
* Make sure to update the line numbers if you change anything here!
*/
/** A possible cargo item. */
class Cargo extends string {
Cargo() {
this = "Nothing" or
this = "Goat" or
this = "Cabbage" or
this = "Wolf"
}
}
/** One of two shores. */
class Shore extends string {
Shore() {
this = "Left" or
this = "Right"
}
/** Returns the other shore. */
Shore other() {
this = "Left" and result = "Right"
or
this = "Right" and result = "Left"
}
}
/** Renders the state as a string. */
string renderState(Shore manShore, Shore goatShore, Shore cabbageShore, Shore wolfShore) {
result = manShore + "," + goatShore + "," + cabbageShore + "," + wolfShore
}
/** A record of where everything is. */
class State extends string {
Shore manShore;
Shore goatShore;
Shore cabbageShore;
Shore wolfShore;
State() { this = renderState(manShore, goatShore, cabbageShore, wolfShore) }
/** Returns the state that is reached after ferrying a particular cargo item. */
State ferry(Cargo cargo) {
cargo = "Nothing" and
result = renderState(manShore.other(), goatShore, cabbageShore, wolfShore)
or
cargo = "Goat" and
result = renderState(manShore.other(), goatShore.other(), cabbageShore, wolfShore)
or
cargo = "Cabbage" and
result = renderState(manShore.other(), goatShore, cabbageShore.other(), wolfShore)
or
cargo = "Wolf" and
result = renderState(manShore.other(), goatShore, cabbageShore, wolfShore.other())
}
/**
* Holds if the state is safe. This occurs when neither the goat nor the cabbage
* can get eaten.
*/
predicate isSafe() {
// The goat can't eat the cabbage.
(goatShore != cabbageShore or goatShore = manShore) and
// The wolf can't eat the goat.
(wolfShore != goatShore or wolfShore = manShore)
}
/** Returns the state that is reached after safely ferrying a cargo item. */
State safeFerry(Cargo cargo) { result = this.ferry(cargo) and result.isSafe() }
/**
* Returns all states that are reachable via safe ferrying.
* `path` keeps track of how it is achieved.
* `visitedStates` keeps track of previously visited states and is used to avoid loops.
*/
State reachesVia(string path, string visitedStates) {
// Trivial case: a state is always reachable from itself.
this = result and
visitedStates = this and
path = ""
or
// A state is reachable using pathSoFar and then safely ferrying cargo.
exists(string pathSoFar, string visitedStatesSoFar, Cargo cargo |
result = this.reachesVia(pathSoFar, visitedStatesSoFar).safeFerry(cargo) and
// The resulting state has not yet been visited.
not exists(int i | i = visitedStatesSoFar.indexOf(result)) and
visitedStates = visitedStatesSoFar + "/" + result and
path = pathSoFar + "\n Ferry " + cargo
)
}
}
/** The initial state, where everything is on the left shore. */
class InitialState extends State {
InitialState() { this = renderState("Left", "Left", "Left", "Left") }
}
/** The goal state, where everything is on the right shore. */
class GoalState extends State {
GoalState() { this = renderState("Right", "Right", "Right", "Right") }
}
from string path
where any(InitialState i).reachesVia(path, _) = any(GoalState g)
select path