PuzzleSolver/Legacy/Revision_01/Puzzle.h

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//Raphael Maenle - 11.11.2017
#include <iostream>
#include <bitset>
#include <cstdlib>
#include <time.h>
#include <vector>
#include <algorithm>
using namespace std;
class PuzzlePiece
{
public:
unsigned char Ringbuffer;
PuzzlePiece(unsigned int flag = 0)
{
shifts=0;
boxidentifier=-1;
switch(flag)
{
case 0:
Ringbuffer=0b00000000;
break;
case 1:
Ringbuffer=0b11111111;
break;
case 3:
randomCenterPiece();
break;
}
}
void Shift(unsigned int moves)
{
//Shift ringbuffer to the right n number of times
shifts = (shifts+moves)%4;
Ringbuffer = ((Ringbuffer >> (moves*2)) | (Ringbuffer << sizeof(unsigned char)*8 - (moves*2)));
}
void printPiece()
{
cout << bitset<sizeof(unsigned char)*8> (Ringbuffer);
}
//makes piece to random center piece
void randomCenterPiece()
{
this->Ringbuffer= 0b00000000;
if(rand()%2)
this->Ringbuffer |= 0b01000000;
else
this->Ringbuffer |= 0b10000000;
if(rand()%2)
this->Ringbuffer |= 0b00010000;
else
this->Ringbuffer |= 0b00100000;
if(rand()%2)
this->Ringbuffer |= 0b00000100;
else
this->Ringbuffer |= 0b00001000;
if(rand()%2)
this->Ringbuffer |= 0b00000001;
else
this->Ringbuffer |= 0b00000010;
}
void assignIdentifier()
{
identifier = idcount;
idcount++;
}
unsigned int getIdentifier()
{
return identifier;
}
void setBoxIdentifier(int new_boxid)
{
boxidentifier = new_boxid;
}
int getBoxIdentifier()
{
return boxidentifier;
}
private:
unsigned int shifts;
unsigned int identifier;
int boxidentifier;
static unsigned int idcount;
};
unsigned int PuzzlePiece::idcount(0);
//saves a matrix cluster of puzzlepieces
class Puzzle
{
public:
Puzzle(uint m = 7, uint n = 4): col(m), row(n)
{
Matrix = new PuzzlePiece* [n+2];
//Box = new PuzzlePiece[n*m];
for(int i = 0;i<n+2;i++)
{
Matrix[i] = new PuzzlePiece[m+2];
for(int j = 0;j<m+2;j++)
{
if(i==0 || j==0 || i==n+1 || j==m+1)
{
Matrix[i][j] = PuzzlePiece(0);
}
else
{
Matrix[i][j] = PuzzlePiece(1);
}
/*else
Matrix[i][j] = PuzzlePiece(1);*/
}
}
}
//this adds new piece end excludes the 0 bounds around the area
bool setPiece(uint m,uint n,PuzzlePiece newPiece)
{
if(this->PlaceOfPartGood(m,n,newPiece))
{
Matrix[n+1][m+1] = newPiece;
return 1;
}
return 0;
}
bool removePiece(uint m,uint n)
{
Matrix[n+1][m+1] = 0b11111111;
return 1;
}
PuzzlePiece getPiece(uint m,uint n)
{
return Matrix[n+1][m+1];
}
PuzzlePiece sudogetPiece(uint m,uint n)
{
return Matrix[n][m];
}
//check if place of the part in the matrix is correct
bool PlaceOfPartGood(unsigned int m, unsigned int n, PuzzlePiece& myPart);
bool testRotationPiece(unsigned int m, unsigned int n, PuzzlePiece& myPart);
unsigned int tryAllPieces(unsigned int m, unsigned int n, vector<PuzzlePiece>& myBox, unsigned int separator);
unsigned int putBackIntoBox(unsigned int m, unsigned int n, vector<PuzzlePiece>& myBox);
void printPuzzle();
uint getCols()
{
return col;
}
uint getRows()
{
return row;
}
//creates a random puzzle of size m columns, n rows
void createRandomPuzzle();
//shuffles Box;
vector<PuzzlePiece> Shuffle();
//prints box
void printBox();
private:
uint row;
uint col;
PuzzlePiece** Matrix;
vector<PuzzlePiece> Box;
void sudosetPiece(uint m,uint n,PuzzlePiece newPiece)
{
if(this->PlaceOfPartGood(m,n,newPiece))
Matrix[n][m] = newPiece;
}
void sudoprintPuzzle()
{
for(int i=0;i<row+2;i++)
{
for(int j=0;j<col+2;j++)
{
Matrix[i][j].printPiece();
cout << " ";
}
cout << endl;
}
}
};
//checks if piece fits into m n position in matrix;
bool Puzzle::PlaceOfPartGood(unsigned int m,unsigned int n, PuzzlePiece& myPart)
{
PuzzlePiece tmpPuzzlePiece = myPart;
PuzzlePiece negativePart(0);
negativePart.Ringbuffer = negativePart.Ringbuffer | (getPiece(m,n+1).Ringbuffer & 0b11000000);
negativePart.Ringbuffer = negativePart.Ringbuffer | (getPiece(m-1,n).Ringbuffer & 0b00110000);
negativePart.Ringbuffer = negativePart.Ringbuffer | (getPiece(m,n-1).Ringbuffer & 0b00001100);
negativePart.Ringbuffer = negativePart.Ringbuffer | (getPiece(m+1,n).Ringbuffer & 0b00000011);
negativePart.Shift(2);
/* cout << "negativePart: ";
negativePart.printPiece();
unsigned char topPart = ((negativePart.Ringbuffer & 0b11000000) ^ (tmpPuzzlePiece.Ringbuffer & 0b11000000));
cout << "topPart: " << bitset<sizeof(unsigned char)*8> (topPart) << endl;
unsigned char rightPart = ((negativePart.Ringbuffer & 0b00110000) ^ (tmpPuzzlePiece.Ringbuffer & 0b00110000));
cout << "rightPart: " << bitset<sizeof(unsigned char)*8> (rightPart) << endl;
unsigned char lowPart = ((negativePart.Ringbuffer & 0b00001100) ^ (tmpPuzzlePiece.Ringbuffer & 0b00001100));
cout << "lowPart: " << bitset<sizeof(unsigned char)*8> (lowPart) << endl;
unsigned char leftPart = ((negativePart.Ringbuffer & 0b00000011) ^ (tmpPuzzlePiece.Ringbuffer & 0b00000011));
cout << "leftPart: " << bitset<sizeof(unsigned char)*8> (leftPart) << endl;
*/
if ( //simplify
( ((((negativePart.Ringbuffer & 0b11000000) ^ (tmpPuzzlePiece.Ringbuffer & 0b11000000)) != 0b00000000) && (tmpPuzzlePiece.Ringbuffer & 0b11000000) != 0b00000000)
|| ((((negativePart.Ringbuffer & 0b11000000) == 0b11000000) || ((tmpPuzzlePiece.Ringbuffer & 0b11000000) == 0b11000000)) && (tmpPuzzlePiece.Ringbuffer & 0b11000000) != 0b00000000)
|| (((negativePart.Ringbuffer & 0b11000000) == 0b00000000) && ((tmpPuzzlePiece.Ringbuffer & 0b11000000) == 0b00000000)) )
&&
( ((((negativePart.Ringbuffer & 0b00110000) ^ (tmpPuzzlePiece.Ringbuffer & 0b00110000)) != 0b00000000) && (tmpPuzzlePiece.Ringbuffer & 0b001100) != 0b00000000)
|| ((((negativePart.Ringbuffer & 0b00110000) == 0b00110000) || ((tmpPuzzlePiece.Ringbuffer & 0b00110000) == 0b00110000)) && (tmpPuzzlePiece.Ringbuffer & 0b00110000) != 0b00000000)
|| (((negativePart.Ringbuffer & 0b00110000) == 0b00000000) && ((tmpPuzzlePiece.Ringbuffer & 0b00110000) == 0b00000000)) )
&&
( ((((negativePart.Ringbuffer & 0b00001100) ^ (tmpPuzzlePiece.Ringbuffer & 0b00001100)) != 0b00000000) && (tmpPuzzlePiece.Ringbuffer & 0b00001100) != 0b00000000)
|| ((((negativePart.Ringbuffer & 0b00001100) == 0b00001100) || ((tmpPuzzlePiece.Ringbuffer & 0b00001100) == 0b00001100)) && (tmpPuzzlePiece.Ringbuffer & 0b00001100) != 0b00000000)
|| (((negativePart.Ringbuffer & 0b00001100) == 0b00000000) && ((tmpPuzzlePiece.Ringbuffer & 0b00001100) == 0b00000000)) )
&&
( ((((negativePart.Ringbuffer & 0b00000011) ^ (tmpPuzzlePiece.Ringbuffer & 0b00000011)) != 0b00000000) && (tmpPuzzlePiece.Ringbuffer & 0b00000011) != 0b00000000)
|| ((((negativePart.Ringbuffer & 0b00000011) == 0b00000011) || ((tmpPuzzlePiece.Ringbuffer & 0b00000011) == 0b00000011)) && (tmpPuzzlePiece.Ringbuffer & 0b00000011) != 0b00000000)
|| (((negativePart.Ringbuffer & 0b00000011) == 0b00000000) && ((tmpPuzzlePiece.Ringbuffer & 0b00000011) == 0b00000000)) )
)
return 1;
return 0;
}
void Puzzle::printPuzzle()
{
for(int i=1;i<row+1;i++)
{
for(int j=1;j<col+1;j++)
{
Matrix[i][j].printPiece();
cout << " ";
}
cout << endl;
}
}
void Puzzle::createRandomPuzzle()
{
PuzzlePiece temporaryRandomPiece(0);
for(int i=0;i<getRows();i++)
{
for(int j = 0; j < getCols();)
{
//create random piece, set edges according to position and check if piece is good
temporaryRandomPiece.randomCenterPiece();
if(i==0)
temporaryRandomPiece.Ringbuffer &= 0b00111111;
if(i==getRows()-1)
temporaryRandomPiece.Ringbuffer &= 0b11110011;
if(j==0)
temporaryRandomPiece.Ringbuffer &= 0b11111100;
if(j==getCols()-1)
temporaryRandomPiece.Ringbuffer &= 0b11001111;
if(PlaceOfPartGood(j,i,temporaryRandomPiece))
{
temporaryRandomPiece.assignIdentifier();
setPiece(j,i,temporaryRandomPiece);
j++;
Box.push_back(temporaryRandomPiece);
}
}
}
}
void Puzzle::printBox()
{
Shuffle();
for (vector<PuzzlePiece>::iterator i = Box.begin(); i != Box.end(); i++)
{
(*i).printPiece();
cout << ' ';
}
cout << endl;
}
vector<PuzzlePiece> Puzzle::Shuffle()
{
random_shuffle(Box.begin(),Box.end());
return Box;
}
bool Puzzle::testRotationPiece(unsigned int m, unsigned int n, PuzzlePiece& myPart)
{
for(int rotation=0; rotation < 4; rotation++)
{
myPart.Shift(1);
myPart.printPiece();
cout << endl;
if(PlaceOfPartGood(m,n, myPart))
{
return 1;
}
}
return 0;
}
//tries all pieces in box from separator to end and places fitting into matrix. removes fitting piece
//use separator if you have to retract to a position
unsigned int Puzzle::tryAllPieces(unsigned int m, unsigned int n, vector<PuzzlePiece>& myBox, unsigned int separator)
{
for(int i=separator; i<myBox.size();i++)
{
if(testRotationPiece(m,n,myBox[i]))
{
setPiece(m,n,myBox[i]);
myBox.erase(myBox.begin()+i);
return i;
}
}
return -1;
}
//insterts piece at position in box according to boxidentifier and removes piece from puzzle
//this returns the position the puzzle piece was put back in! not the boxidentifier of the piece. look that up in other function.
unsigned int Puzzle::putBackIntoBox(unsigned int m, unsigned int n, vector<PuzzlePiece>& myBox)
{
for(int i = 0; i < myBox.size();i++)
{
if(myBox[i].getBoxIdentifier()>getPiece(m,n).getBoxIdentifier())
{
myBox.insert(myBox.begin()+i,getPiece(m,n));
removePiece(m,n);
return i;
}
}
}
vector<PuzzlePiece> createBox(uint m, uint n)
{
Puzzle myFirstPuzzle(m,n);
myFirstPuzzle.createRandomPuzzle();
return myFirstPuzzle.Shuffle();
}