all layers activated
beware
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38a621380c
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@ -1,6 +1,6 @@
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#pragma once
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#pragma once
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//TODO!! increase Destructioncount
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//TODO!! increase Destructioncount
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#define DESTRUCTION_COUNT 2
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#define DESTRUCTION_COUNT 5
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#include "DestructionPower_Properties.h"
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#include "DestructionPower_Properties.h"
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#include "../AbstraktionLayer_Base.h"
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#include "../AbstraktionLayer_Base.h"
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@ -105,14 +105,14 @@ void solve(vector<LogEntry>& log,Puzzle& puzzleMat)
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case 0://pömpel
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case 0://pömpel
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puzzleMat.a1.EvaluateQuality(log.back().myCoor,log.back().PieceCollector);
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puzzleMat.a1.EvaluateQuality(log.back().myCoor,log.back().PieceCollector);
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break;
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break;
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case 4://SURFFeature
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case 1://SURFFeature
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// return;
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// return;
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puzzleMat.a4.EvaluateQuality(log.back().myCoor,log.back().PieceCollector);
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puzzleMat.a4.EvaluateQuality(log.back().myCoor,log.back().PieceCollector);
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break;
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break;
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case 3://poempelposition
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case 3://poempelposition
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puzzleMat.a3.EvaluateQuality(log.back().myCoor,log.back().PieceCollector);
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puzzleMat.a3.EvaluateQuality(log.back().myCoor,log.back().PieceCollector);
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break;
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break;
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case 1://color
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case 4://color
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puzzleMat.acm.EvaluateQuality(log.back().myCoor,log.back().PieceCollector);
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puzzleMat.acm.EvaluateQuality(log.back().myCoor,log.back().PieceCollector);
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break;
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break;
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case 2://KantenLaenge
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case 2://KantenLaenge
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@ -148,7 +148,7 @@ void setsolution(vector<LogEntry>& log, Puzzle& puzzleMat)
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puzzleMat.setConstraints(log.back().myCoor,log.back().PieceCollector.begin()->second);
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puzzleMat.setConstraints(log.back().myCoor,log.back().PieceCollector.begin()->second);
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cout << "set:" << log.back().myCoor.col << "," << log.back().myCoor.row << endl;
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cout << "set:" << log.back().myCoor.col << "," << log.back().myCoor.row << endl;
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//cout << "ID: " << log.back().PieceCollector[0].second->GetPartID() << endl;
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//cout << "ID: " << log.back().PieceCollector[0].second->GetPartID() << endl;
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puzzleMat.resultImage(log);
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//puzzleMat.resultImage(log);
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}
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}
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