diff --git a/Source/functions/solve/classExtension.cpp b/Source/functions/solve/classExtension.cpp index fa96423..9c620af 100644 --- a/Source/functions/solve/classExtension.cpp +++ b/Source/functions/solve/classExtension.cpp @@ -59,6 +59,7 @@ bool Puzzle::testRotationPiece(unsigned int m, unsigned int n, PuzzlePiece& myPa { if(PlaceOfPartGood(m,n,myPart)) return 1; + //cout << "was rotated in testRotationPiece" << endl; myPart.shift(1); } diff --git a/Source/functions/solve/structure.cpp b/Source/functions/solve/structure.cpp index 0e8e95c..a965670 100644 --- a/Source/functions/solve/structure.cpp +++ b/Source/functions/solve/structure.cpp @@ -3,12 +3,10 @@ void status(vector& log, vector& p_Box, Puzzle& puzzleMa bool next(vector& log, vector& p_Box, Puzzle& puzzleMat) { - //status(log,p_Box,puzzleMat); //log not yet started if(!(log.size())) { - //cout << "creating new log" << endl; - log.push_back(LogEntry()); + log.push_back(LogEntry()); log.back().myCoor = calculateFirstCoor(log, p_Box, puzzleMat); solve(log, p_Box,puzzleMat); } @@ -28,10 +26,7 @@ bool next(vector& log, vector& p_Box, Puzzle& puzzleMat) //last log element is empty, backtrack else if(!(log.back().PieceCollector.size())) - { - //cout << "backtracking" << endl; backtrack(log,p_Box,puzzleMat); - } //case last log element has multiple entries else if(log.back().PieceCollector.size() > 1) @@ -39,14 +34,12 @@ bool next(vector& log, vector& p_Box, Puzzle& puzzleMat) //is not yet max abstracted if(log.back().abstractionLevel < MAX_ABSTRAX) { - //cout << "advancing abstraction layer" << endl; - log.back().advance(); + log.back().advance(); solve(log,p_Box,puzzleMat); } //no more layers, pick first else { - //cout << "setting first as solution" << endl; log.back().advanceRandomed(); setsolution(log,p_Box,puzzleMat); } @@ -55,32 +48,18 @@ bool next(vector& log, vector& p_Box, Puzzle& puzzleMat) //case last log exactly one solution else if(log.back().PieceCollector.size() == 1) { - //cout << "exactly one solution" << endl; if(log.back().hasRandomed()) { if(log.back().abstractionLevel < MAX_ABSTRAX) { - //cout << "advancing abstraction layer" << endl; - log.back().advance(); + log.back().advance(); solve(log,p_Box,puzzleMat); } else - { - //cout << "setting as solution bec fit" << endl; - setsolution(log,p_Box,puzzleMat); - } + setsolution(log,p_Box,puzzleMat); } else - { - //cout << "setting as solution bec trivial" << endl; - setsolution(log,p_Box,puzzleMat); - } - } - //cout << "next" << endl; - if(log.back().myCoor.n>8) - { - cout << "m: " << log.back().myCoor.m << " n: " << log.back().myCoor.n << endl; - // status(log,p_Box,puzzleMat); + setsolution(log,p_Box,puzzleMat); } return 1; } @@ -128,7 +107,6 @@ void solve(vector& log, vector& p_Box, Puzzle& puzzleMat default: break; } - //status(log,p_Box,puzzleMat); } void abstractionlayer0solver(vector& log, vector& p_Box, Puzzle& puzzleMat) @@ -146,17 +124,15 @@ void abstractionlayer1solver(vector& log, vector& p_Box, (*(log.back().PieceCollector[i])).resetShift(); //TODO: change checker from checking every box piece to only checking the simplifyed version ob the box with abstraction layer one if(!(puzzleMat.testRotationPiece(log.back().myCoor.m, log.back().myCoor.n, *(log.back().PieceCollector[i])))) - { log.back().PieceCollector.erase(log.back().PieceCollector.begin()+i); - } else + { i++; //otherwise loop stops before end! + //set shift to 0 so that we have a defined starting position for all pieces + while(log.back().PieceCollector[i]->getShift()) + log.back().PieceCollector[i]->shift(1); + } } - //for(int i=0;i& log, vector& p_Box, Puzzle& puzzleMat) @@ -184,69 +160,71 @@ void setsolution(vector& log, vector& p_Box, Puzzle& puz bool backtrack(vector& log, vector& p_Box, Puzzle& puzzleMat) { //following possibilities: - //last log entry empty - //delete last log + backtrack - + //last log entry empty - delete last log + backtrack if(!(log.back().PieceCollector.size())) - { - //cout << "none" << endl; + { puzzleMat.removePiece(log.back().myCoor.m, log.back().myCoor.n); - log.pop_back(); - //status(log,p_Box,puzzleMat); + log.pop_back(); backtrack(log,p_Box,puzzleMat); return 1; } - //last log entry only one solution - //delete last logd put back into box + backtrack + //last log entry only one solution - delete last logd put back into box + backtrack else if((log.back().PieceCollector.size())==1) { - (*(log.back().PieceCollector[0])).shift(1); - if(puzzleMat.testRotationPiece(log.back().myCoor.m, log.back().myCoor.n, *(log.back().PieceCollector[0]), 4-(*(log.back().PieceCollector[0])).getShift())) - setsolution(log,p_Box,puzzleMat); - else + (log.back().PieceCollector[0])->shift(1); + + while((log.back().PieceCollector[0])->getShift() !=0 && (log.back().PieceCollector[0])->getShift() !=3) { - //cout << "one" << endl; - p_Box.push_back(log.back().PieceCollector[0]); - //shuffleup - random_shuffle(p_Box.begin(),p_Box.end()); - puzzleMat.removePiece(log.back().myCoor.m, log.back().myCoor.n); - log.pop_back(); - //cout << "removed" << endl; - //status(log,p_Box,puzzleMat); - backtrack(log,p_Box,puzzleMat); + log.back().PieceCollector[0]->shift(1); + if(puzzleMat.testRotationPiece(log.back().myCoor.m, log.back().myCoor.n, *(log.back().PieceCollector[0]), 1)) + { + setsolution(log,p_Box,puzzleMat); + return 1; + } } + + p_Box.push_back(log.back().PieceCollector[0]); + //shuffleup + random_shuffle(p_Box.begin(),p_Box.end()); + puzzleMat.removePiece(log.back().myCoor.m, log.back().myCoor.n); + log.pop_back(); + //cout << "removed" << endl; + //status(log,p_Box,puzzleMat); + backtrack(log,p_Box,puzzleMat); + return 1; } - //last log entry multiple solutions (and current one was randomed) - //delete randomed piece from PieceCollector and go to next (which might random again depending on function) + + //last log entry multiple solutions (and current one was randomed) - delete randomed piece and go to next else if((log.back().PieceCollector.size())>1) { //check if piece has second rotation solution - (*(log.back().PieceCollector[0])).shift(1); - if(puzzleMat.testRotationPiece(log.back().myCoor.m, log.back().myCoor.n, *(log.back().PieceCollector[0]), 4-(*(log.back().PieceCollector[0])).getShift())) - setsolution(log,p_Box,puzzleMat); - else + (*(log.back().PieceCollector[0])).shift(1); + + while((log.back().PieceCollector[0])->getShift() !=0 && (log.back().PieceCollector[0])->getShift() !=3) { - - //cout << "multiple" << endl; - p_Box.push_back(log.back().PieceCollector[0]); - //shuffleup - random_shuffle(p_Box.begin(),p_Box.end()); - log.back().PieceCollector.erase(log.back().PieceCollector.begin()); - - if(log.back().PieceCollector.size()==1) - log.back().decreaseRandomed(); - - //for abstraction layer 1 so that first rotation solution is set. - (*(log.back().PieceCollector[0])).resetShift(); - //cout << "erased first element" << endl; - //status(log,p_Box,puzzleMat); - setsolution(log,p_Box,puzzleMat); - + log.back().PieceCollector[0]->shift(1); + if(puzzleMat.testRotationPiece(log.back().myCoor.m, log.back().myCoor.n, *(log.back().PieceCollector[0]), 1)) + { + setsolution(log,p_Box,puzzleMat); + return 1; + } } + p_Box.push_back(log.back().PieceCollector[0]); + //shuffleup + random_shuffle(p_Box.begin(),p_Box.end()); + log.back().PieceCollector.erase(log.back().PieceCollector.begin()); + + if(log.back().PieceCollector.size()==1) + log.back().decreaseRandomed(); + + //for abstraction layer 1 so that first rotation solution is set. + (*(log.back().PieceCollector[0])).resetShift(); + setsolution(log,p_Box,puzzleMat); + return 1; //no need to remove from puzzle mat, as sersolution overwrites it anyway } @@ -270,7 +248,7 @@ void status(vector& log, vector& p_Box, Puzzle& puzzleMa cout << "isset: 0" << endl; //cout << "Abstraction: " << log[i].abstractionLevel << endl; - //cout << "m: " << log[i].myCoor.m << " n: " << log[i].myCoor.n << endl; + cout << "m: " << log[i].myCoor.m << " n: " << log[i].myCoor.n << endl; /*for(int j=0;j myFirstPuzzle; Part myFirstPart; @@ -40,7 +40,8 @@ int main() Puzzle puzzleMat(cols, rows); //vector> ab1class = abstractionLayer1classify(log, p_myFirstBox,puzzleMat); - + for(int i=0;i