improved random generator, made information call from Part more direct
todo: add indexing to puzzlepieces and all four rotation into puzzlebox (or maybe only log?). this needs to be done for random algorithm and for realPuzzle
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@ -18,7 +18,7 @@ bool AbstractionLayer_1::EvaluateQuality (const coor constraintCoordinate, quali
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{
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for(auto it = qVector.begin(); it != qVector.end(); it++)
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{
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if(PlaceOfPartGood(constraintCoordinate, it->first->myLayers->m_test1.m_connections))
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if(PlaceOfPartGood(constraintCoordinate, it->first->m_test1.m_connections))
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continue;
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qVector.erase(it++);
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}
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@ -92,7 +92,7 @@ qualityVector AbstractionLayer_1::returnInBox(vector<Part>& PuzzleBox)
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int i=0;
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for(int col=1;col<m_constraintMatrix.size()-1;col++)
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for(int row=1;row<m_constraintMatrix[col].size()-1;row++)
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PuzzleBox[i++].myLayers->m_test1.m_connections=m_constraintMatrix[col][row].m_connections;
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PuzzleBox[i++].m_test1.m_connections=m_constraintMatrix[col][row].m_connections;
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}
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@ -17,4 +17,7 @@ private:
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};
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#endif //SOURCE_ABSTRACTIONLAYER_1_PROPERTIES_H
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@ -5,25 +5,45 @@
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#include "../../header/solve.h"
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void Puzzle::printPuzzle() {}
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void Puzzle::putIntoBox() {}//puts a puzzlepiece back into its box
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void Puzzle::printPuzzle()
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{
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//print every layer individually for now and later make complete visual
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}
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//puts a puzzlepiece back into its box
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void Puzzle::putIntoBox()
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{
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Part tmpPart;
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for(int i=0;i<this->getSizeAsCoor().col;i++)
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{
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for(int j=0;j<this->getSizeAsCoor().row;j++)
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{
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//TODO! add rotation of all parts
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//TODO! add id to every part (how)
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tmpPart.m_test1=this->a1->m_constraintMatrix[i][j];
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//TODO! add all other layers here
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myBox.emplace_back(tmpPart);
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}
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}
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}
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//shuffles the existing box in Puzzle
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void Puzzle::shuffle()
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{
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random_shuffle(myBox.begin(),myBox.end());
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for (auto &i:myBox)
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}
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//deletes all constraints from all abstractionlayers
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void Puzzle::removeConstrains(coor removeCoordinates)
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{
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//i.myLayers->m_test1
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//shift(rand()%4,i);
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//i.resetShift();
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this->a1->RemoveConstraintOnPosition(removeCoordinates);
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}
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}
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void Puzzle::removeConstrains(coor removeCoordinates) {}//deletes all constraints from all abstractionlayers
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void Puzzle::createRandomPuzzle()
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{
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a1->CreateRandomPuzzle();
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}
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void Puzzle::createp_box()
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{
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}
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@ -38,7 +38,8 @@ public:
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m_numOfRotations = numOfRotations;
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}
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LayerContainer* myLayers;
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AbstractionLayer_1_Properties m_test1;
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DestructionPower_Properties m_destruction;
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private:
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int32_t m_partID;
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uint8_t m_numOfRotations;
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@ -50,10 +50,11 @@ public:
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void removeConstrains(coor removeCoordinates);
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void printPuzzle();
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void createRandomBox(){createRandomPuzzle();putIntoBox();shuffle();}
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void createRandomBox(){createRandomPuzzle();putIntoBox();shuffle();createp_box();}
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void createRandomPuzzle();
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void putIntoBox();
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void shuffle();
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void createp_box();
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vector<Part> myBox;
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vector<Part*> p_myBox;
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@ -64,14 +65,6 @@ private:
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unsigned int cols;
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};
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class LayerContainer
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{
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public:
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AbstractionLayer_1_Properties m_test1;
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DestructionPower_Properties m_destruction;
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};
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bool next(vector<LogEntry>& log, vector<Part*>& p_Box, Puzzle& puzzleMat);
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coor calculateNextCoor(vector<LogEntry>& log, vector<Part*>& p_Box, Puzzle& puzzleMat);
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void solve(vector<LogEntry>& log, vector<Part*>& p_Box, Puzzle& puzzleMat);
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@ -13,7 +13,6 @@ int main()
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//some advanced solver stuff
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vector<LogEntry> log;
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vector<Part*> p_myFirstBox;
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Puzzle puzzleMat(cols, rows);
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puzzleMat.createRandomBox();
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