Dispatcherprobleme bestehen

Springt momentan nicht in die nächste Reihe. Debugging gehört hier weiter gemacht.
This commit is contained in:
Raphael Maenle 2018-01-07 21:58:16 +01:00
parent c78518b1e9
commit 6754873cfd
6 changed files with 52 additions and 21 deletions

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@ -15,7 +15,7 @@ bool DestructionPower::PreProcessing(coor mySize,const vector<Part*>* partArray)
{
cout << "DestructionPower Preprocessing... ";
InitialiseConstraintMatrixSize(mySize.row,mySize.col);
InitialiseConstraintMatrixSize(mySize.col,mySize.row);
cout << "Done!" << endl;
return true;
}

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@ -74,8 +74,8 @@ void AbstractionLayer_1::CreateRandomPuzzle()
std::minstd_rand simple_rand;
simple_rand.seed((unsigned int)"dumbo");
for(int row = 1; row < m_constraintMatrix.size()-1; row++){
for(int col = 1; col < (m_constraintMatrix[row].size() - 1);)
for(int col = 0; col < m_constraintMatrix.size()-2; col++){
for(int row = 0; row < (m_constraintMatrix[col].size() - 2);)
{
//create random piece
uint8_t tempPiece = 0b00000000;
@ -100,20 +100,20 @@ void AbstractionLayer_1::CreateRandomPuzzle()
tempPiece|=0b00000010;
//set edges and corners to 00
if(row == 1)
if(row == 0)
tempPiece and_eq (uint8_t)0b00111111;
if(row == (m_constraintMatrix.size() - 2))
if(row == (m_constraintMatrix[col].size() - 3))
tempPiece and_eq (uint8_t)0b11110011;
if(col == 1)
if(col == 0)
tempPiece and_eq (uint8_t)0b11111100;
if(col == (m_constraintMatrix[row].size() - 2))
if(col == (m_constraintMatrix.size() - 3))
tempPiece and_eq (uint8_t)0b11001111;
//set piece if piece good
if(PlaceOfPartGood(coor((unsigned int)col,(unsigned int)row),tempPiece))
{
m_constraintMatrix[col][row].m_connections = tempPiece;
col++;
m_constraintMatrix[col+1][row+1].m_connections = tempPiece;
row++;
}
}
}
@ -137,9 +137,10 @@ qualityVector AbstractionLayer_1::returnInBox(vector<Part>& PuzzleBox)
}
void AbstractionLayer_1::printConstraintMatrix() {
for (auto it1:m_constraintMatrix) {
for (auto it2:it1)
std::cout << std::bitset<8>(it2.m_connections) << " ";
for (int j=0;j<m_constraintMatrix[0].size();j++) {
for (int i=0;i<m_constraintMatrix.size();i++)
std::cout << std::bitset<8>(m_constraintMatrix[i][j].m_connections) << " ";
std::cout << std::endl;
}
cout.flush();
@ -161,10 +162,10 @@ bool AbstractionLayer_1::PlaceOfPartGood(coor myCoor, uint8_t& myPart)
uint8_t negativePart=0b00000000;
negativePart or_eq (m_constraintMatrix[myCoor.row+1][myCoor.col].m_connections & 0b11000000);
negativePart or_eq (m_constraintMatrix[myCoor.row][myCoor.col-1].m_connections & 0b00110000);
negativePart or_eq (m_constraintMatrix[myCoor.row-1][myCoor.col].m_connections & 0b00001100);
negativePart or_eq (m_constraintMatrix[myCoor.row][myCoor.col+1].m_connections & 0b00000011);
negativePart or_eq (m_constraintMatrix[myCoor.col+1][myCoor.row].m_connections & 0b00000011);
negativePart or_eq (m_constraintMatrix[myCoor.col][myCoor.row-1].m_connections & 0b00001100);
negativePart or_eq (m_constraintMatrix[myCoor.col-1][myCoor.row].m_connections & 0b00110000);
negativePart or_eq (m_constraintMatrix[myCoor.col][myCoor.row+1].m_connections & 0b11000000);
shift(negativePart,2);
if (
( ((((negativePart & 0b11000000) ^ (myPart & 0b11000000)) != 0b00000000) && (((myPart & 0b11000000) != 0b00000000) && (negativePart & 0b11000000) != 0b00000000))

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@ -39,7 +39,7 @@ void Puzzle::putIntoBox()
for(int rotations=0;rotations<4;rotations++)
{
tmpPart.m_a1.shift(1);
//TODO! add all other layers and rotationvariance here
//TODO! add all other layerswith their rotaionvariance here
myBox.emplace_back(tmpPart);
}
@ -61,6 +61,12 @@ void Puzzle::removeConstrains(coor removeCoordinates)
}
void Puzzle::setConstraints(coor setConstraints, Part* constraintPiece)
{
//dp
this->dp.m_constraintMatrix[setConstraints.col][setConstraints.row].DestructionArray.clear();
for(auto it:this->tmp_destructionArray)
this->dp.m_constraintMatrix[setConstraints.col][setConstraints.row].DestructionArray.emplace_back(it);
//a1
this->a1.SetConstraintOnPosition(setConstraints,constraintPiece->m_a1);
}
@ -98,3 +104,14 @@ bool Puzzle::allSet() {
return false;
return true;
}
void Puzzle::clearMat()
{
for(unsigned int i=0;i<cols;i++)
{
for(unsigned int j=0;j<rows;j++)
{
this->removeConstrains({i,j});
}
}
}

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@ -150,7 +150,14 @@ bool backtrack(vector<LogEntry>& log, Puzzle& puzzleMat)
void calculateTrueDestructionPower(vector<LogEntry>& log, Puzzle& puzzleMat, float Layerworth) {
float destructionPower = sqrt(
Layerworth * puzzleMat.dp.m_constraintMatrix[0][0].SpeedTable[log.back().abstractionLevel+1]);
puzzleMat.dp.setDestructionPower(log.back().myCoor, log.back().abstractionLevel, destructionPower);
//save destructionArray for when coor is done
if(puzzleMat.tmp_destructionArray.empty())
for(auto it:puzzleMat.dp.m_constraintMatrix[log.back().myCoor.col][log.back().myCoor.row].DestructionArray)
puzzleMat.tmp_destructionArray.emplace_back(it);
puzzleMat.tmp_destructionArray[log.back().abstractionLevel]=destructionPower;
}
// PART RAUER_WEIDINGER

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@ -59,12 +59,16 @@ public:
void printPuzzle();
void printBox();
void createRandomBox(){createRandomPuzzle();putIntoBox();shuffle();createp_box();}
void createRandomBox(){
myBox.clear();p_myBox.clear();
createRandomPuzzle();putIntoBox();
printPuzzle();shuffle();createp_box(); clearMat();}
void createRandomPuzzle();
void putIntoBox();
void shuffle();
void createBox();
void createp_box();
void clearMat();
bool allSet();
@ -73,6 +77,8 @@ public:
qualityVector combinedQualityVector;
vector<float> tmp_destructionArray;
private:
unsigned int cols;

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@ -5,7 +5,7 @@ int LogEntry::randomed(0);
int main()
{
unsigned int cols=36,rows=28;
unsigned int cols=6,rows=8;
vector<LogEntry> log;
Puzzle puzzleMat(cols, rows);
@ -15,7 +15,7 @@ int main()
return 0;
}
//puzzleMat.createRandomBox();
puzzleMat.createRandomBox();
cout << "Solving Puzzle now...";
while(next(log, puzzleMat));