Dispatcherprobleme bestehen
Springt momentan nicht in die nächste Reihe. Debugging gehört hier weiter gemacht.
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@ -15,7 +15,7 @@ bool DestructionPower::PreProcessing(coor mySize,const vector<Part*>* partArray)
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{
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cout << "DestructionPower Preprocessing... ";
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InitialiseConstraintMatrixSize(mySize.row,mySize.col);
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InitialiseConstraintMatrixSize(mySize.col,mySize.row);
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cout << "Done!" << endl;
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return true;
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}
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@ -74,8 +74,8 @@ void AbstractionLayer_1::CreateRandomPuzzle()
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std::minstd_rand simple_rand;
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simple_rand.seed((unsigned int)"dumbo");
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for(int row = 1; row < m_constraintMatrix.size()-1; row++){
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for(int col = 1; col < (m_constraintMatrix[row].size() - 1);)
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for(int col = 0; col < m_constraintMatrix.size()-2; col++){
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for(int row = 0; row < (m_constraintMatrix[col].size() - 2);)
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{
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//create random piece
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uint8_t tempPiece = 0b00000000;
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@ -100,20 +100,20 @@ void AbstractionLayer_1::CreateRandomPuzzle()
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tempPiece|=0b00000010;
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//set edges and corners to 00
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if(row == 1)
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if(row == 0)
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tempPiece and_eq (uint8_t)0b00111111;
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if(row == (m_constraintMatrix.size() - 2))
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if(row == (m_constraintMatrix[col].size() - 3))
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tempPiece and_eq (uint8_t)0b11110011;
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if(col == 1)
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if(col == 0)
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tempPiece and_eq (uint8_t)0b11111100;
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if(col == (m_constraintMatrix[row].size() - 2))
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if(col == (m_constraintMatrix.size() - 3))
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tempPiece and_eq (uint8_t)0b11001111;
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//set piece if piece good
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if(PlaceOfPartGood(coor((unsigned int)col,(unsigned int)row),tempPiece))
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{
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m_constraintMatrix[col][row].m_connections = tempPiece;
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col++;
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m_constraintMatrix[col+1][row+1].m_connections = tempPiece;
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row++;
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}
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}
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}
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@ -137,9 +137,10 @@ qualityVector AbstractionLayer_1::returnInBox(vector<Part>& PuzzleBox)
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}
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void AbstractionLayer_1::printConstraintMatrix() {
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for (auto it1:m_constraintMatrix) {
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for (auto it2:it1)
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std::cout << std::bitset<8>(it2.m_connections) << " ";
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for (int j=0;j<m_constraintMatrix[0].size();j++) {
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for (int i=0;i<m_constraintMatrix.size();i++)
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std::cout << std::bitset<8>(m_constraintMatrix[i][j].m_connections) << " ";
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std::cout << std::endl;
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}
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cout.flush();
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@ -161,10 +162,10 @@ bool AbstractionLayer_1::PlaceOfPartGood(coor myCoor, uint8_t& myPart)
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uint8_t negativePart=0b00000000;
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negativePart or_eq (m_constraintMatrix[myCoor.row+1][myCoor.col].m_connections & 0b11000000);
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negativePart or_eq (m_constraintMatrix[myCoor.row][myCoor.col-1].m_connections & 0b00110000);
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negativePart or_eq (m_constraintMatrix[myCoor.row-1][myCoor.col].m_connections & 0b00001100);
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negativePart or_eq (m_constraintMatrix[myCoor.row][myCoor.col+1].m_connections & 0b00000011);
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negativePart or_eq (m_constraintMatrix[myCoor.col+1][myCoor.row].m_connections & 0b00000011);
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negativePart or_eq (m_constraintMatrix[myCoor.col][myCoor.row-1].m_connections & 0b00001100);
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negativePart or_eq (m_constraintMatrix[myCoor.col-1][myCoor.row].m_connections & 0b00110000);
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negativePart or_eq (m_constraintMatrix[myCoor.col][myCoor.row+1].m_connections & 0b11000000);
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shift(negativePart,2);
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if (
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( ((((negativePart & 0b11000000) ^ (myPart & 0b11000000)) != 0b00000000) && (((myPart & 0b11000000) != 0b00000000) && (negativePart & 0b11000000) != 0b00000000))
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@ -39,7 +39,7 @@ void Puzzle::putIntoBox()
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for(int rotations=0;rotations<4;rotations++)
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{
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tmpPart.m_a1.shift(1);
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//TODO! add all other layers and rotationvariance here
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//TODO! add all other layerswith their rotaionvariance here
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myBox.emplace_back(tmpPart);
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}
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@ -61,6 +61,12 @@ void Puzzle::removeConstrains(coor removeCoordinates)
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}
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void Puzzle::setConstraints(coor setConstraints, Part* constraintPiece)
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{
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//dp
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this->dp.m_constraintMatrix[setConstraints.col][setConstraints.row].DestructionArray.clear();
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for(auto it:this->tmp_destructionArray)
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this->dp.m_constraintMatrix[setConstraints.col][setConstraints.row].DestructionArray.emplace_back(it);
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//a1
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this->a1.SetConstraintOnPosition(setConstraints,constraintPiece->m_a1);
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}
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@ -98,3 +104,14 @@ bool Puzzle::allSet() {
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return false;
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return true;
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}
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void Puzzle::clearMat()
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{
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for(unsigned int i=0;i<cols;i++)
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{
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for(unsigned int j=0;j<rows;j++)
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{
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this->removeConstrains({i,j});
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}
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}
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}
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@ -150,7 +150,14 @@ bool backtrack(vector<LogEntry>& log, Puzzle& puzzleMat)
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void calculateTrueDestructionPower(vector<LogEntry>& log, Puzzle& puzzleMat, float Layerworth) {
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float destructionPower = sqrt(
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Layerworth * puzzleMat.dp.m_constraintMatrix[0][0].SpeedTable[log.back().abstractionLevel+1]);
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puzzleMat.dp.setDestructionPower(log.back().myCoor, log.back().abstractionLevel, destructionPower);
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//save destructionArray for when coor is done
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if(puzzleMat.tmp_destructionArray.empty())
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for(auto it:puzzleMat.dp.m_constraintMatrix[log.back().myCoor.col][log.back().myCoor.row].DestructionArray)
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puzzleMat.tmp_destructionArray.emplace_back(it);
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puzzleMat.tmp_destructionArray[log.back().abstractionLevel]=destructionPower;
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}
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// PART RAUER_WEIDINGER
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@ -59,12 +59,16 @@ public:
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void printPuzzle();
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void printBox();
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void createRandomBox(){createRandomPuzzle();putIntoBox();shuffle();createp_box();}
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void createRandomBox(){
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myBox.clear();p_myBox.clear();
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createRandomPuzzle();putIntoBox();
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printPuzzle();shuffle();createp_box(); clearMat();}
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void createRandomPuzzle();
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void putIntoBox();
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void shuffle();
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void createBox();
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void createp_box();
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void clearMat();
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bool allSet();
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@ -73,6 +77,8 @@ public:
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qualityVector combinedQualityVector;
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vector<float> tmp_destructionArray;
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private:
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unsigned int cols;
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@ -5,7 +5,7 @@ int LogEntry::randomed(0);
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int main()
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{
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unsigned int cols=36,rows=28;
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unsigned int cols=6,rows=8;
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vector<LogEntry> log;
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Puzzle puzzleMat(cols, rows);
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@ -15,7 +15,7 @@ int main()
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return 0;
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}
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//puzzleMat.createRandomBox();
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puzzleMat.createRandomBox();
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cout << "Solving Puzzle now...";
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while(next(log, puzzleMat));
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