PuzzleSolver/Source/functions/AbstractionLayers/DestructionPower/DestructionPower.cpp

90 lines
2.8 KiB
C++
Raw Normal View History

//
// Created by mpapa on 05.12.2017.
//
#include "DestructionPower.h"
//TODO! Add more layers here!
map<int,float> DestructionPower_Properties::SpeedTable =
{
{1,0.001}
};
2017-12-22 22:55:55 +01:00
void DestructionPower::PreProcessing(coor mySize,const vector<Part*>* partArray)
{
2017-12-22 22:55:55 +01:00
InitialiseConstraintMatrixSize(mySize.row,mySize.col);
}
//it through qualityVector and removes all that do not trigger PlaceOfPartGood
bool DestructionPower::EvaluateQuality (const coor constraintCoordinate, qualityVector& qVector)
{
}
bool DestructionPower::SetConstraintOnPosition(const coor constraintCoordinate, const AbstractionLayer_1_Properties constraint)
{
}
bool DestructionPower::RemoveConstraintOnPosition(const coor constraintCoordinate)
{
}
//gets destruction power from left and from top if possibe and normalizes
void DestructionPower::DestructionOfSurrounding(const coor constraintCoordinate) {
float newDestructionArray[DESTRUCTION_COUNT];
for (int i = 0; i < DESTRUCTION_COUNT; ++i) {
int divisor=0;
if(constraintCoordinate.row > 0)
{
divisor++;
newDestructionArray[i] += m_constraintMatrix[constraintCoordinate.col][constraintCoordinate.row-1].DestructionArray[i];
}
if(constraintCoordinate.col > 0)
{
divisor++;
newDestructionArray[i] += m_constraintMatrix[constraintCoordinate.col-1][constraintCoordinate.row].DestructionArray[i];
}
if(divisor)
newDestructionArray[i] /=divisor;
}
}
2017-12-22 22:55:55 +01:00
//gets next highest valued abstraction layer down from current one (if first, get highest)
int DestructionPower::getNextAbstractionLayer(coor newCoordinate, int currentAbstractionLayer)
{
float currentPower=-1;
int nextLayer=-1;
float nextLayerPower=0;
if (currentAbstractionLayer>=0)
currentPower = m_constraintMatrix[newCoordinate.row][newCoordinate.col].DestructionArray[currentAbstractionLayer];
int i=0;
for(float it:m_constraintMatrix[newCoordinate.row][newCoordinate.col].DestructionArray)
{
if(it <= currentPower)
{
//if equal, then has to be the next one (activated from left to right)
if(it == currentPower)
if(i>currentAbstractionLayer)
return i;
//if this one is bigger than previous biggest one, save
if(it>nextLayerPower)
{
nextLayerPower=it;
nextLayer=i;
}
i++;
}
}
return nextLayer;
}
DestructionPower_Properties::DestructionPower_Properties() {
float aging=1.001;
for(int i=0;i<DestructionArray.size();i++)
{
DestructionArray.emplace_back((DestructionPower_Properties::SpeedTable[i]*DESTRUCTION_INIT));
DestructionArray.back()<0.99 ? DestructionArray.back()*=aging:DestructionArray.back();
}
2017-12-22 22:55:55 +01:00
}