added basic construct to keep on turning puzzle piece. non functional as of yet.
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@ -53,9 +53,9 @@ unsigned int Puzzle::tryAllPieces(unsigned int m, unsigned int n, vector<PuzzleP
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}
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//tests the myPart in all 4 rotations at position m, n
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bool Puzzle::testRotationPiece(unsigned int m, unsigned int n, PuzzlePiece& myPart)
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bool Puzzle::testRotationPiece(unsigned int m, unsigned int n, PuzzlePiece& myPart, int nrOfRotations)
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{
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for(int rotation=0; rotation < 4; rotation++)
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for(int rotation=0; rotation < nrOfRotations; rotation++)
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{
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if(PlaceOfPartGood(m,n,myPart))
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return 1;
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@ -143,6 +143,7 @@ void abstractionlayer1solver(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box,
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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());)
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{
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(*(log.back().PieceCollector[i])).resetShift();
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//TODO: change checker from checking every box piece to only checking the simplifyed version ob the box with abstraction layer one
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if(!(puzzleMat.testRotationPiece(log.back().myCoor.m, log.back().myCoor.n, *(log.back().PieceCollector[i]))))
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{
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@ -200,33 +201,52 @@ bool backtrack(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzl
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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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//cout << "one" << endl;
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p_Box.push_back(log.back().PieceCollector[0]);
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//shuffleup
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random_shuffle(p_Box.begin(),p_Box.end());
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puzzleMat.removePiece(log.back().myCoor.m, log.back().myCoor.n);
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log.pop_back();
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//cout << "removed" << endl;
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//status(log,p_Box,puzzleMat);
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backtrack(log,p_Box,puzzleMat);
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(*(log.back().PieceCollector[0])).shift(1);
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if(puzzleMat.testRotationPiece(log.back().myCoor.m, log.back().myCoor.n, *(log.back().PieceCollector[0]), 4-(*(log.back().PieceCollector[0])).getShift()))
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setsolution(log,p_Box,puzzleMat);
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else
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{
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//cout << "one" << endl;
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p_Box.push_back(log.back().PieceCollector[0]);
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//shuffleup
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random_shuffle(p_Box.begin(),p_Box.end());
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puzzleMat.removePiece(log.back().myCoor.m, log.back().myCoor.n);
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log.pop_back();
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//cout << "removed" << endl;
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//status(log,p_Box,puzzleMat);
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backtrack(log,p_Box,puzzleMat);
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}
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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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//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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//cout << "multiple" << endl;
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p_Box.push_back(log.back().PieceCollector[0]);
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//shuffleup
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random_shuffle(p_Box.begin(),p_Box.end());
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log.back().PieceCollector.erase(log.back().PieceCollector.begin());
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if(log.back().PieceCollector.size()==1)
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log.back().decreaseRandomed();
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//cout << "erased first element" << endl;
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//status(log,p_Box,puzzleMat);
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setsolution(log,p_Box,puzzleMat);
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//check if piece has second rotation solution
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(*(log.back().PieceCollector[0])).shift(1);
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if(puzzleMat.testRotationPiece(log.back().myCoor.m, log.back().myCoor.n, *(log.back().PieceCollector[0]), 4-(*(log.back().PieceCollector[0])).getShift()))
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setsolution(log,p_Box,puzzleMat);
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else
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{
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//cout << "multiple" << endl;
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p_Box.push_back(log.back().PieceCollector[0]);
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//shuffleup
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random_shuffle(p_Box.begin(),p_Box.end());
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log.back().PieceCollector.erase(log.back().PieceCollector.begin());
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if(log.back().PieceCollector.size()==1)
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log.back().decreaseRandomed();
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//for abstraction layer 1 so that first rotation solution is set.
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(*(log.back().PieceCollector[0])).resetShift();
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//cout << "erased first element" << endl;
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//status(log,p_Box,puzzleMat);
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setsolution(log,p_Box,puzzleMat);
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}
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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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@ -22,7 +22,8 @@ public:
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break;
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}
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}
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unsigned int getShift(){return shifts;}
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void resetShift(){shifts=0;}
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void shift(unsigned int moves);
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void randomCenterPiece();
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void printPiece() { cout << bitset<sizeof(unsigned char)*8> (getConnections()); }
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@ -94,7 +95,7 @@ public:
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bool PlaceOfPartGood(unsigned int m, unsigned int n, PuzzlePiece& myPart);
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bool PlaceOfPart2Good(unsigned int m,unsigned int n, PuzzlePiece& myPart);
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bool testRotationPiece(unsigned int m, unsigned int n, PuzzlePiece& myPart);
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bool testRotationPiece(unsigned int m, unsigned int n, PuzzlePiece& myPart, int nrOfRotations=4);
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unsigned int tryAllPieces(unsigned int m, unsigned int n, vector<PuzzlePiece>& myBox, unsigned int separator);
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unsigned int putBackIntoBox(unsigned int m, unsigned int n, vector<PuzzlePiece>& myBox);
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@ -9,7 +9,7 @@
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int main()
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{
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int cols=40, rows=40;
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int cols=10, rows=10;
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//some basic part stuff
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vector<Part> myFirstPuzzle;
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Part myFirstPart;
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@ -24,7 +24,7 @@ int main()
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//undo everything and make this puzzle fucking imba hard!!!
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//need 40x40 for this, so check your status
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makehard4040puzzle(myFirstBox);
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//makehard4040puzzle(myFirstBox);
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//some advanced solver stuff
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vector<LogEntry> log;
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