Layer logic done, dispatcher simplified

This commit is contained in:
Raphael Maenle
2018-01-22 19:20:25 +01:00
parent 1161b972ba
commit 7979d28422
7 changed files with 101 additions and 26 deletions

View File

@ -72,6 +72,7 @@ coor calculateNextCoor(vector<LogEntry>& log, Puzzle& puzzleMat)
void solve(vector<LogEntry>& log,Puzzle& puzzleMat)
{
log.back().abstractionLevel = puzzleMat.dp.getNextAbstractionLayer(log.back().myCoor,log.back().abstractionLevel); //sets in abstractionLevel
cout << "abs: " << log.back().abstractionLevel << endl;
//status(log,p_Box,puzzleMat);
//TODO!! Add more layers here
switch(log.back().abstractionLevel)
@ -80,7 +81,7 @@ void solve(vector<LogEntry>& log,Puzzle& puzzleMat)
puzzleMat.a1.EvaluateQuality(log.back().myCoor, log.back().PieceCollector);
break;
case 1://histogram
return;
puzzleMat.a3.EvaluateQuality(log.back().myCoor,log.back().PieceCollector);
break;
case -1://random
setsolution(log,puzzleMat);
@ -109,7 +110,7 @@ void setsolution(vector<LogEntry>& log, Puzzle& puzzleMat)
//tell log entry that it is set
log.back().Set();
puzzleMat.setConstraints(log.back().myCoor,log.back().PieceCollector.begin()->second);
//cout << "set:" << log.back().myCoor.col << "," << log.back().myCoor.row << endl;
cout << "set:" << log.back().myCoor.col << "," << log.back().myCoor.row << endl;
//cout << "ID: " << log.back().PieceCollector[0].second->GetPartID() << endl;
}
@ -131,10 +132,10 @@ bool backtrack(vector<LogEntry>& log, Puzzle& puzzleMat)
//remove similar in log
Part myPart = *log.back().PieceCollector[0].second;//tmpsaves bad part
log.back().PieceCollector.erase(log.back().PieceCollector.begin());//removes bad part from log
puzzleMat.removeSimilar(log.back().PieceCollector,myPart); //removes all pieces from log that are similar to bad part
//TODO remove this when further layers are added!!!
Part myPart = *log.back().PieceCollector[0].second;//tmpsaves bad part
log.back().PieceCollector.erase(log.back().PieceCollector.begin());//removes bad part from log
puzzleMat.removeSimilar(log.back().PieceCollector,myPart); //removes all pieces from log that are similar to bad part
//TODO reprogram similar removal to allow multilayer tracking
if(log.back().PieceCollector.size()) // this checks if 'removeSimilar' has cleared entire LogElement
{
if(log.back().PieceCollector.size()==1)
@ -298,12 +299,13 @@ void CalculateNewCombinedQuality(vector<LogEntry>& log, qualityVector& qVector,
}
else
{
for (unsigned int i = 0; i < cqVector.size(); i++) {
for (unsigned int i = 0; i < cqVector.size();) {
for (unsigned int j = 0; j < qVector.size(); j++) {
// search same PuzzlePart of qualityVector and combinedQualityVector
removePart=true;
if (cqVector.at(i).second->GetPartID() == qVector.at(j).second->GetPartID() && cqVector.at(i).second->GetNumOfRotations() == qVector.at(j).second->GetNumOfRotations()) {
// sum Quality of PieceCollector (qualityVector) to combinedQualityVector
cqVector.at(j).first += qVector.at(i).first;
cqVector.at(i).first += qVector.at(j).first;
countSummarizedVectors++;
removePart=false;
break; // skip remaining for loop => save time!
@ -318,7 +320,7 @@ void CalculateNewCombinedQuality(vector<LogEntry>& log, qualityVector& qVector,
{
swap(cqVector.at(i), cqVector.back());
cqVector.pop_back();
}
} else i++;
}