removed surf layer
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		@@ -1,6 +1,6 @@
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#pragma once
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//TODO!! increase Destructioncount
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#define DESTRUCTION_COUNT 3
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#define DESTRUCTION_COUNT 2
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#include "DestructionPower_Properties.h"
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#include "../AbstraktionLayer_Base.h"
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@@ -177,7 +177,7 @@ bool AbstractionLayer_ColorMatching::EvaluateQuality (const coor constraintCoord
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        float value3 = (float)(1-(abs(m_constraintMatrix[constraintCoordinate.col][constraintCoordinate.row].m_centerColor.v-qVector[i].second->m_acm.m_centerColor.v))/255);
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        qVector[i].first = (value1*4+value2*2+value3*1)/6;
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        qVector[i].first = (value1*2+value2*2+value3*2)/6;
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    }
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}
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@@ -169,9 +169,9 @@ bool backtrack(vector<LogEntry>& log, Puzzle& puzzleMat)
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        //remove similar in log
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        Part myPart = *log.back().PieceCollector[0].second;//tmpsaves bad part
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        //Part myPart = *log.back().PieceCollector[0].second;//tmpsaves bad part
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        log.back().PieceCollector.erase(log.back().PieceCollector.begin());//removes bad part from log
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         puzzleMat.removeSimilar(log.back().PieceCollector,myPart); //removes all pieces from log that are similar to bad part
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        //puzzleMat.removeSimilar(log.back().PieceCollector,myPart); //removes all pieces from log that are similar to bad part
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        //TODO reprogram similar removal to allow multilayer tracking
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        if(log.back().PieceCollector.size()) // this checks if 'removeSimilar' has cleared entire LogElement
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        {
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@@ -216,7 +216,7 @@ float capLogElements(vector<LogEntry>& log)
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{
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    // Till Now only ground structure -> incorrect variable ans vector names
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    double limit = 0.1;
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    double limit = 0.8;
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    double diff = 0;
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    int id=0;
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