added basic construct to keep on turning puzzle piece. non functional as of yet.
This commit is contained in:
@ -53,9 +53,9 @@ unsigned int Puzzle::tryAllPieces(unsigned int m, unsigned int n, vector<PuzzleP
|
||||
}
|
||||
|
||||
//tests the myPart in all 4 rotations at position m, n
|
||||
bool Puzzle::testRotationPiece(unsigned int m, unsigned int n, PuzzlePiece& myPart)
|
||||
bool Puzzle::testRotationPiece(unsigned int m, unsigned int n, PuzzlePiece& myPart, int nrOfRotations)
|
||||
{
|
||||
for(int rotation=0; rotation < 4; rotation++)
|
||||
for(int rotation=0; rotation < nrOfRotations; rotation++)
|
||||
{
|
||||
if(PlaceOfPartGood(m,n,myPart))
|
||||
return 1;
|
||||
|
@ -143,6 +143,7 @@ void abstractionlayer1solver(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box,
|
||||
//remove all that do not fit according to abstraction layer 0
|
||||
for(int i=0;i<(log.back().PieceCollector.size());)
|
||||
{
|
||||
(*(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]))))
|
||||
{
|
||||
@ -200,33 +201,52 @@ bool backtrack(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzl
|
||||
//delete last logd put back into box + backtrack
|
||||
else if((log.back().PieceCollector.size())==1)
|
||||
{
|
||||
//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]), 4-(*(log.back().PieceCollector[0])).getShift()))
|
||||
setsolution(log,p_Box,puzzleMat);
|
||||
else
|
||||
{
|
||||
//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);
|
||||
}
|
||||
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)
|
||||
else if((log.back().PieceCollector.size())>1)
|
||||
{
|
||||
//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();
|
||||
|
||||
//cout << "erased first element" << endl;
|
||||
//status(log,p_Box,puzzleMat);
|
||||
setsolution(log,p_Box,puzzleMat);
|
||||
|
||||
//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
|
||||
{
|
||||
|
||||
//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);
|
||||
|
||||
}
|
||||
|
||||
return 1;
|
||||
//no need to remove from puzzle mat, as sersolution overwrites it anyway
|
||||
}
|
||||
|
Reference in New Issue
Block a user