PuzzleSolver/Source/functions/solve/structure.cpp

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#include "../../header.h"
void status(vector<LogEntry>& log, vector<Part*>& p_Box);
bool next(vector<LogEntry>& log, vector<Part*>& p_Box)
{
//last log element is set, create new log element or log not yet started
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if(!(log.size()) || log.back().isSet())
{
if(!(p_Box.size())) return false; //puzzle solved
else createNextLogElement(log,p_Box);
}
//last log element is empty, backtrack
else if(!(log.back().PieceCollector.size())) backtrack(log,p_Box,puzzleMat);
//case last log element has multiple entries
else if(log.back().PieceCollector.size() > 1)
{
//moreLayers is 0, setbest is 1
//if(SetBestorMoreLayers()) setsolution(log,p_Box,puzzleMat);
//else solve(log,p_Box,puzzleMat);
}
//case last log exactly one solution
else if(log.back().PieceCollector.size() == 1)
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{
if(log.back().hasRandomed())
{
if(log.back().abstractionLevel < MAX_ABSTRAX)
{
log.back().advance();
solve(log,p_Box);
}
else
setsolution(log,p_Box);
}
else
setsolution(log,p_Box);
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}
return true;
}
void createNextLogElement(vector<LogEntry>& log, vector<Part*>& p_Box)
{
log.emplace_back(LogEntry());
log.back().myCoor = calculateNextCoor(log, p_Box);
//getLayerDestructionPowerfromSurrounding();
solve(log, p_Box);
}
coor calculateNextCoor(vector<LogEntry>& log, vector<Part*>& p_Box)
{
//level 1:
//go left to right, then increase current row
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if (log.size() == 1)
return {0,0};
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int m= log.rbegin()[1].myCoor.col;
int n= log.rbegin()[1].myCoor.row;
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if(m<puzzleMat.getCols()-1) m++;
else if(n<puzzleMat.getRows()-1){ m=0; n++;}
else return {};
return {m,n};
//return nextCoor;
}
void solve(vector<LogEntry>& log, vector<Part*>& p_Box)
{
//getNextHighestLayerworth(puzzleMat); //sets in abstractionLevel
//status(log,p_Box,puzzleMat);
switch(log.back().abstractionLevel)
{
case 1:
puzzleMat.AbstractionLayer_1solver.EvalueteQuality(log.back().PieceCollector);
break;
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default:
break;
}
//capLogElements(log);
//calculateWorth(log);
//calculateTrueDestructionPower(log,puzzleMat);
//calculateNewCombinedProbablility(log);
}
//removes from box and makes log "set"
void setsolution(vector<LogEntry>& log, vector<Part*>& p_Box)
{
//advance number of randomed part count
if(log.back().PieceCollector.size()>1) log.back().advanceRandomed();
//remove first element in last logelement from box
for(int i=0;i<p_Box.size();)
if(p_Box[i]==log.back().PieceCollector.begin()->first)//mach ich das richtig so?!
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p_Box.erase(p_Box.begin()+i);
else
i++;
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//tell log entry that it is set
log.back().Set();
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}
bool backtrack(vector<LogEntry>& log, vector<Part*>& p_Box, puzzleMat)
{
//if more pieces possible, take next piece
if((log.back().PieceCollector.size())>1)
{
p_Box.push_back(log.back().PieceCollector.begin()->first);
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log.back().PieceCollector.erase(log.back().PieceCollector.begin());
if(log.back().PieceCollector.size()==1)
log.back().decreaseRandomed();
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setsolution(log,p_Box,puzzleMat);
return true;
}
//else remove log element and backtrack once more
else
{
puzzleMat.removePiece(log.back().myCoor); //this should remove constraints from all layers
if(!(log.back().PieceCollector.size()))
p_Box.emplace_back(log.back().PieceCollector[0]);
log.pop_back();
backtrack(log,p_Box,puzzleMat);
}
}
void status(vector<LogEntry>& log, vector<Part*>& p_Box, puzzleMat)
{
cout << "----------------------------" << endl;
cout << "status:" << endl;
cout << "hasrandomed: " << log[0].hasRandomed() << endl;
for(int i=0;i<log.size();i++)
{
cout << "log #" << i << ":" << endl;
cout << "piecenr " << log[i].PieceCollector.size() << endl;
if(log[i].isSet())
cout << "isset: 1" << endl;
else
cout << "isset: 0" << endl;
cout << "col: " << log[i].myCoor.col<< " row: " << log[i].myCoor.row << endl;
}
cout << endl;
cout << "Box:" << endl;
cout << "size: " << p_Box.size() << endl;
for(auto i:p_Box)
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{
i->printPiece();
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cout << endl;
}
cout << "Puzzle:" << endl;
puzzleMat.printPuzzle();
cout << "----------------------------" << endl;
}
void calculateTrueDestructionPower(vector<LogEntry>& log, puzzleMat, float Layerworth)
{
//hier muss noch rein, wo die zeit der Abstractionlevels gespeichter wird
float destructionPower=sqrt(Layerworth * log.back().abstractionLevel);
//puzzleMat.setdestructionPower(log.back().myCoor,log.back().abstractionLevel,destructionPower);
}