Layer logic done, dispatcher simplified
This commit is contained in:
@ -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++;
|
||||
|
||||
}
|
||||
|
||||
|
Reference in New Issue
Block a user