added a simple converter from part to puzzlepiece called convertPart2PuzzlePiece. takes and gives vectors only
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@ -270,3 +270,15 @@ void numerateBox(vector<PuzzlePiece>& myBox)
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return;
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return;
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}
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}
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std::vector<PuzzlePiece> convertPart2PuzzlePiece(std::vector<Part> simplePartBox)
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{
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std::vector<PuzzlePiece> advancedPartBox;
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for(int i=0;i<simplePartBox.size();i++)
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{
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PuzzlePiece tmpNewPiece(0);
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tmpNewPiece.setConnections(simplePartBox[i].getConnections());
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advancedPartBox.push_back(tmpNewPiece);
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}
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return advancedPartBox;
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}
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@ -174,6 +174,7 @@ bool backtrack(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzl
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{
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{
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(log.back().PieceCollector[0])->shift(1);
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(log.back().PieceCollector[0])->shift(1);
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//check rotion
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while((log.back().PieceCollector[0])->getShift() !=0 && (log.back().PieceCollector[0])->getShift() !=3)
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while((log.back().PieceCollector[0])->getShift() !=0 && (log.back().PieceCollector[0])->getShift() !=3)
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{
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{
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log.back().PieceCollector[0]->shift(1);
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log.back().PieceCollector[0]->shift(1);
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@ -3,13 +3,13 @@
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#include "header.h"
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#include "header.h"
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#include "../Codicil/test_puzzle_long40x40.h"
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//#include "../Codicil/test_puzzle_long40x40.h"
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int main()
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int main()
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{
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{
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int cols=4, rows=4;
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int cols=20, rows=20;
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//some basic part stuff
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//some basic part stuff
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vector<Part> myFirstPuzzle;
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vector<Part> myFirstPuzzle;
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Part myFirstPart;
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Part myFirstPart;
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@ -40,8 +40,6 @@ int main()
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Puzzle puzzleMat(cols, rows);
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Puzzle puzzleMat(cols, rows);
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//vector<vector<PuzzlePiece*>> ab1class = abstractionLayer1classify(log, p_myFirstBox,puzzleMat);
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//vector<vector<PuzzlePiece*>> ab1class = abstractionLayer1classify(log, p_myFirstBox,puzzleMat);
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for(int i=0;i<myFirstBox.size();i++)
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cout << (*p_myFirstBox[i]).getShift() << endl;
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while(next(log, p_myFirstBox,puzzleMat));
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while(next(log, p_myFirstBox,puzzleMat));
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puzzleMat.printPuzzle();
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puzzleMat.printPuzzle();
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