added more strucuture to strucutur.cpp. commiting now to extract new debugging branch
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@ -2,14 +2,14 @@
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bool next(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzleMat)
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bool next(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzleMat)
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{
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{
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//case first log entry empty
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//case first log entry empty
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if(!(log.size())
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if(!(log.size()))
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{
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{
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log.push_back(LogEntry());
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log.push_back(LogEntry());
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solve(log, p_Box,puzzleMat);
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solve(log, p_Box,puzzleMat);
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}
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}
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//case puzzle solved
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//case puzzle solved
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else if(!(p_Box.size())
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else if(!(p_Box.size()))
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return 0;
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return 0;
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//case last log multiple entries
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//case last log multiple entries
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@ -17,7 +17,7 @@ bool next(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzleMat)
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{
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{
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//advance abstraction layer of last log by one and solve()
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//advance abstraction layer of last log by one and solve()
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//or pick first if highest level reached
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//or pick first if highest level reached
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if(log.back().abstractionLayer < MAX_ABSTRAX)
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if(log.back().abstractionLevel < MAX_ABSTRAX)
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{
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{
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log.back().advance();
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log.back().advance();
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solve(log,p_Box,puzzleMat);
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solve(log,p_Box,puzzleMat);
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@ -33,7 +33,7 @@ bool next(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzleMat)
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{
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{
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//create new log, put next coordinates in and go into solve. then git gud
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//create new log, put next coordinates in and go into solve. then git gud
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log.push_back(LogEntry());
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log.push_back(LogEntry());
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log.back().myCoor = getNextCoor(log, p_Box, puzzleMat);
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log.back().myCoor = calculateNextCoor(log, p_Box, puzzleMat);
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solve(log, p_Box,puzzleMat);
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solve(log, p_Box,puzzleMat);
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}
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}
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@ -59,56 +59,100 @@ coor calculateNextCoor(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzl
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{
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{
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//level 1:
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//level 1:
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//go left to right, then increase current row
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//go left to right, then increase current row
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int m= log.back().myCoor.m;
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int n= log.back().myCoor.n;
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if(m<puzzleMat.getCols()) m++;
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else if(n<puzzleMat.getRows()){ m=0; n++;}
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else return coor();
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//if
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;
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return coor(m,n);
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//return nextCoor;
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//return nextCoor;
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}
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}
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void solve(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzleMat)
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void solve(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzleMat)
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{
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{
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switch(log.back().abstraction==0)
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switch(log.back().abstractionLevel)
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{
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{
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case 0:
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break;
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case 1:
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break;
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}
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if()
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//abstraction layer = 0
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//abstraction layer = 0
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//go to abstraction layer 0 solver
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//go to abstraction layer 0 solver
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case 0:
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abstractionlayer0solver(log,p_Box,puzzleMat);
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break;
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//case
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//abstraction layer = 1
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//abstraction layer = 1
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//go to abstraction layer 1 solver
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//go to abstraction layer 1 solver
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//default
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case 1:
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//random one of the parts
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abstractionlayer1solver(log,p_Box,puzzleMat);
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break;
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default:
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break;
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}
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}
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}
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void abstractionlayer0solver()
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void abstractionlayer0solver(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzleMat)
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{
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{
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//throw all remaining puzzle pieces into newest log
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//throw all remaining puzzle pieces into newest log
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for(int i=0;i<p_Box.size();i++)
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log.back().PieceCollector[i]=p_Box[i];
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}
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}
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void abstractionlayer1solver()
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void abstractionlayer1solver(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzleMat)
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{
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{
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//remove all impossible from newest log according to abstraction layer one
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//remove all that do not fit according to abstraction layer 0
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for(int i=0;i<log.back().PieceCollector.size();i++)
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{
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if(!(puzzleMat.testRotationPiece(log.back().myCoor.m, log.back().myCoor.n, *(log.back().PieceCollector[i]))))
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log.back().PieceCollector.erase(log.back().PieceCollector.begin()+i);
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}
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}
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}
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void setsolution()
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void setsolution(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzleMat)
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{
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{
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//remove first element in last logelement from box
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//remove first element in last logelement from box
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//set pointer to this element into matrix
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for(int i=0;i<p_Box.size();i++)
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if(p_Box[i]==log.back().PieceCollector[0])
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p_Box.erase(p_Box.begin()+i);
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//set to this element into matrix
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puzzleMat.setPiece(log.back().myCoor.m, log.back().myCoor.n, *(log.back().PieceCollector[0]));
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}
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}
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void backtrack()
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bool backtrack(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzleMat)
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{
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{
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//following possibilities:
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//following possibilities:
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//last log entry empty
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//last log entry empty
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//delete last log + backtrack
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//delete last log + backtrack
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//last log entry only one solution
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//delete last log + backtrack
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if(!(log.back().PieceCollector.size()))
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{
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log.back().PieceCollector.pop_back();
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backtrack(log,p_Box,puzzleMat);
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return 1;
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}
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//last log entry only one solution
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//delete last logd put back into box + backtrack
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else if((log.back().PieceCollector.size())==1)
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{
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p_Box.push_back(log.back().PieceCollector[0]);
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log.back().PieceCollector.pop_back();
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//TODO remove from puzzle as well!!!
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backtrack(log,p_Box,puzzleMat);
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return 1;
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}
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//last log entry multiple solutions (and current one was randomed)
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//last log entry multiple solutions (and current one was randomed)
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//delete randomed piece from puzzleCollector and go to next (which might random again depending on function)
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//delete randomed piece from PieceCollector and go to next (which might random again depending on function)
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else if((log.back().PieceCollector.size())>1)
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{
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p_Box.push_back(log.back().PieceCollector[0]);
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log.back().PieceCollector.erase(log.back().PieceCollector.begin());
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setsolution(log,p_Box,puzzleMat);
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return 1;
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//no need to remove from puzzle mat, as sersolution overwrites it anyway
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}
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else
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return 0;
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}
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}
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@ -136,13 +136,12 @@ class LogEntry
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public:
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public:
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vector<PuzzlePiece*> PieceCollector;
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vector<PuzzlePiece*> PieceCollector;
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int abstractionLevel;
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int abstractionLevel;
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coor myCoor;
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coor myCoor = coor();
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void advance(){abstractionLevel++;}
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void advance(){abstractionLevel++;}
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LogEntry()
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LogEntry()
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{
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{
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myCoor();
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abstractionLevel=0;
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abstractionLevel=0;
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}
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}
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private:
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private:
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@ -151,3 +150,14 @@ private:
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void printBox(vector<PuzzlePiece> myBox);
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void printBox(vector<PuzzlePiece> myBox);
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vector<PuzzlePiece> createBox(uint m, uint n);
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vector<PuzzlePiece> createBox(uint m, uint n);
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void numerateBox(vector<PuzzlePiece>& myBox);
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void numerateBox(vector<PuzzlePiece>& myBox);
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bool next(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzleMat);
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coor calculateFirstCoor(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzleMat);
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coor calculateNextCoor(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzleMat);
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void solve(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzleMat);
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void abstractionlayer0solver(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzleMat);
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void abstractionlayer1solver(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzleMat);
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void setsolution(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzleMat);
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bool backtrack(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzleMat);
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@ -1,4 +1,4 @@
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#define MAX_ABSTRAX = 1
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#define MAX_ABSTRAX 1
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#include "header.h"
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#include "header.h"
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@ -15,17 +15,17 @@ int main()
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myFirstPuzzle.push_back(myFirstPart);
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myFirstPuzzle.push_back(myFirstPart);
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//some basic random puzzle stuff
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//some basic random puzzle stuff
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randomBox myFirstBox(cols,rows);
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randomBox myRandomBox(cols,rows);
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myFirstBox.createRandomPuzzle();
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myRandomBox.createRandomPuzzle();
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myFirstBox.shuffle();
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vector<PuzzlePiece> myFirstBox = myRandomBox.shuffle();
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myFirstBox.printPuzzle();
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myRandomBox.printPuzzle();
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//some advanced solver stuff
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//some advanced solver stuff
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vector<LogEntry> log;
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vector<LogEntry> log;
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vector<PuzzlePiece*> p_myFirstBox;
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vector<PuzzlePiece*> p_myFirstBox;
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for(int i=0;i<myFirstBox.size();i++)
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for(int i=0;i<myFirstBox.size();i++)
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p_myFirstBox[i] = &myFirstBox[i];
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p_myFirstBox[i] = &myFirstBox[i];
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Puzzle puzzleMat(cols, rows);
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Puzzle puzzleMat(cols, rows);
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