edited file structure to better represent our current system. added entire code base
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283
Source/functions/solve/classExtension.cpp
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283
Source/functions/solve/classExtension.cpp
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//shifts puzzle piece one to the right
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void PuzzlePiece::shift(unsigned int moves)
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{
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shifts = (shifts+moves)%4;
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setConnections(((getConnections() >> (moves*2)) | (getConnections() << sizeof(unsigned char)*8 - (moves*2))));
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}
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//creates random centerpiece
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void PuzzlePiece::randomCenterPiece()
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{
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setConnections(0b00000000);
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if(rand()%2)
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setConnections(getConnections() | 0b01000000);
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else
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setConnections(getConnections() | 0b10000000);
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if(rand()%2)
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setConnections(getConnections() | 0b00010000);
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else
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setConnections(getConnections() | 0b00100000);
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if(rand()%2)
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setConnections(getConnections() | 0b00000100);
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else
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setConnections(getConnections() | 0b00001000);
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if(rand()%2)
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setConnections(getConnections() | 0b00000001);
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else
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setConnections(getConnections() | 0b00000010);
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}
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//tries all pieces in box from separator to end and places fitting into matrix. removes fitting piece
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//use separator if you have to retract to a position
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//seperator may be bigger than box size, if all puzzle pieces have already been looked at.
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// it immediately retracts again then (returns -1)
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unsigned int Puzzle::tryAllPieces(unsigned int m, unsigned int n, vector<PuzzlePiece>& myBox, unsigned int separator)
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{
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for(int i=separator; i<myBox.size();i++)
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{
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if(testRotationPiece(m,n,myBox[i]))
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{
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setPiece(m,n,myBox[i]);
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myBox.erase(myBox.begin()+i);
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return i;
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}
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}
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return -1;
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}
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//tests the myPart in all 4 rotations at position m, n
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bool Puzzle::testRotationPiece(unsigned int m, unsigned int n, PuzzlePiece& myPart)
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{
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for(int rotation=0; rotation < 4; rotation++)
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{
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if(PlaceOfPartGood(m,n, myPart))
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return 1;
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myPart.shift(1);
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}
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#ifdef debug
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cout << "bad part: ";
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myPart.printPiece();
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cout << endl;
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#endif
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return 0;
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}
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//insterts piece at position in box according to boxidentifier and removes piece from puzzle
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//this returns the position after!! the puzzle piece was put back in! not the boxidentifier of the piece. look that up in other function.
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unsigned int Puzzle::putBackIntoBox(unsigned int m, unsigned int n, vector<PuzzlePiece>& myBox)
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{
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#ifdef debug
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cout << "putting back" << endl;
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cout << "Old Box: ";
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printBox(myBox);
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cout << endl;
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#endif
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for(int i = 0; i < myBox.size();i++)
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{
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if(myBox[i].getBoxIdentifier()>getPiece(m,n).getBoxIdentifier())
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{
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myBox.insert(myBox.begin()+i,getPiece(m,n));
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removePiece(m,n);
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return i+1;
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}
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}
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//using push back, if the element was the last element in the vector chain
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myBox.push_back(getPiece(m,n));
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removePiece(m,n);
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return myBox.size();
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}
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//checks if the myPart in its current orientation is legal in position m, n
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bool Puzzle::PlaceOfPartGood(unsigned int m,unsigned int n, PuzzlePiece& myPart)
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{
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PuzzlePiece negativePart(0);
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negativePart.setConnections(negativePart.getConnections() | (getPiece(m,n+1).getConnections() & 0b11000000));
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negativePart.setConnections(negativePart.getConnections() | (getPiece(m-1,n).getConnections() & 0b00110000));
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negativePart.setConnections(negativePart.getConnections() | (getPiece(m,n-1).getConnections() & 0b00001100));
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negativePart.setConnections(negativePart.getConnections() | (getPiece(m+1,n).getConnections() & 0b00000011));
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negativePart.shift(2);
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if (
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( ((((negativePart.getConnections() & 0b11000000) ^ (myPart.getConnections() & 0b11000000)) != 0b00000000) && (((myPart.getConnections() & 0b11000000) != 0b00000000) && (negativePart.getConnections() & 0b11000000) != 0b00000000))
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|| ((((negativePart.getConnections() & 0b11000000) == 0b11000000) || ((myPart.getConnections() & 0b11000000) == 0b11000000)) && (( myPart.getConnections() & 0b11000000) != 0b00000000) && (negativePart.getConnections() & 0b11000000) != 0b00000000)
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|| (((negativePart.getConnections() & 0b11000000) == 0b00000000) && ((myPart.getConnections() & 0b11000000) == 0b00000000)) )
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&&
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( ((((negativePart.getConnections() & 0b00110000) ^ (myPart.getConnections() & 0b00110000)) != 0b00000000) && (((myPart.getConnections() & 0b00110000) != 0b00000000) && (negativePart.getConnections() & 0b00110000) != 0b00000000))
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|| ((((negativePart.getConnections() & 0b00110000) == 0b00110000) || ((myPart.getConnections() & 0b00110000) == 0b00110000)) && (((myPart.getConnections() & 0b00110000) != 0b00000000) && (negativePart.getConnections() & 0b00110000) != 0b00000000))
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|| (((negativePart.getConnections() & 0b00110000) == 0b00000000) && ((myPart.getConnections() & 0b00110000) == 0b00000000)) )
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&&
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( ((((negativePart.getConnections() & 0b00001100) ^ (myPart.getConnections() & 0b00001100)) != 0b00000000) && (((myPart.getConnections() & 0b00001100) != 0b00000000) && (negativePart.getConnections() & 0b00001100) != 0b00000000))
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|| ((((negativePart.getConnections() & 0b00001100) == 0b00001100) || ((myPart.getConnections() & 0b00001100) == 0b00001100)) && (((myPart.getConnections() & 0b00001100) != 0b00000000) && (negativePart.getConnections() & 0b00001100) != 0b00000000))
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|| (((negativePart.getConnections() & 0b00001100) == 0b00000000) && ((myPart.getConnections() & 0b00001100) == 0b00000000)) )
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&&
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( ((((negativePart.getConnections() & 0b00000011) ^ (myPart.getConnections() & 0b00000011)) != 0b00000000) && (((myPart.getConnections() & 0b00000011) != 0b00000000) && (negativePart.getConnections() & 0b00000011) != 0b00000000))
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|| ((((negativePart.getConnections() & 0b00000011) == 0b00000011) || ((myPart.getConnections() & 0b00000011) == 0b00000011)) && (((myPart.getConnections() & 0b00000011) != 0b00000000) && (negativePart.getConnections() & 0b00000011) != 0b00000000))
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|| (((negativePart.getConnections() & 0b00000011) == 0b00000000) && ((myPart.getConnections() & 0b00000011) == 0b00000000)) )
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)
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{
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#ifdef debug
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cout << "good Part: ";
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myPart.printPiece();
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cout << endl;
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#endif
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return 1;
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}
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return 0;
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}
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//TODO!!
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//simpler algorithm to the first placeofpartgood
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//not yet functional!!!
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bool Puzzle::PlaceOfPart2Good(unsigned int m,unsigned int n, PuzzlePiece& myPart)
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{
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PuzzlePiece negativePart(0);
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negativePart.setConnections(negativePart.getConnections() | (getPiece(m,n+1).getConnections() & 0b11000000));
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negativePart.setConnections(negativePart.getConnections() | (getPiece(m-1,n).getConnections() & 0b00110000));
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negativePart.setConnections(negativePart.getConnections() | (getPiece(m,n-1).getConnections() & 0b00001100));
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negativePart.setConnections(negativePart.getConnections() | (getPiece(m+1,n).getConnections() & 0b00000011));
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negativePart.shift(2);
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//A and D or B and C or not A and not B and not C and not D
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if (
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( ( (negativePart.getConnections() & 0b10000000) & (myPart.getConnections() & 0b01000000))
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|| ( (negativePart.getConnections() & 0b01000000) & (myPart.getConnections() & 0b10000000))
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|| ((!(negativePart.getConnections() & 0b10000000) & !(myPart.getConnections() & 0b10000000)) & (!(negativePart.getConnections() & 0b01000000) & !(myPart.getConnections() & 0b01000000)))
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)
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&&
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( ( (negativePart.getConnections() & 0b00100000) & (myPart.getConnections() & 0b00010000))
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|| ( (negativePart.getConnections() & 0b00010000) & (myPart.getConnections() & 0b00100000))
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|| ((!(negativePart.getConnections() & 0b00100000) & !(myPart.getConnections() & 0b00100000)) & (!(negativePart.getConnections() & 0b00010000) & !(myPart.getConnections() & 0b00010000)))
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)
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&&
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( ( (negativePart.getConnections() & 0b00001000) & (myPart.getConnections() & 0b00000100))
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|| ( (negativePart.getConnections() & 0b00000100) & (myPart.getConnections() & 0b00001000))
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|| ((!(negativePart.getConnections() & 0b00001000) & !(myPart.getConnections() & 0b00001000)) & (!(negativePart.getConnections() & 0b00000100) & !(myPart.getConnections() & 0b00000100)))
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)
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&&
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( ( (negativePart.getConnections() & 0b00000010) & (myPart.getConnections() & 0b00000001))
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|| ( (negativePart.getConnections() & 0b00000001) & (myPart.getConnections() & 0b00000010))
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|| ((!(negativePart.getConnections() & 0b00000010) & !(myPart.getConnections() & 0b00000010)) & (!(negativePart.getConnections() & 0b00000001) & !(myPart.getConnections() & 0b00000001)))
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)
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)
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return 1;
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cout << "nogood" << endl;
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return 0;
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}
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//prints the true puzzle (without 0 edges)
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void Puzzle::printPuzzle()
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{
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cout << "current Puzzle: " << endl;
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for(int i=1;i<row+1;i++)
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{
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for(int j=1;j<col+1;j++)
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{
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Matrix[i][j].printPiece();
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cout << " ";
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}
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cout << endl;
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}
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cout << endl;
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}
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//creates a legal puzzle out of random pieces
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void randomBox::createRandomPuzzle()
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{
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PuzzlePiece temporaryRandomPiece(0);
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for(int i=0;i<getRows();i++)
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{
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for(int j = 0; j < getCols();)
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{
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//create random piece, set edges according to position and check if piece is good
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temporaryRandomPiece.randomCenterPiece();
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if(i==0)
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temporaryRandomPiece.setConnections(0b00111111 & temporaryRandomPiece.getConnections());
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if(i==getRows()-1)
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temporaryRandomPiece.setConnections(0b11110011 & temporaryRandomPiece.getConnections());
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if(j==0)
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temporaryRandomPiece.setConnections(0b11111100 & temporaryRandomPiece.getConnections());
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if(j==getCols()-1)
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temporaryRandomPiece.setConnections(0b11001111 & temporaryRandomPiece.getConnections());
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if(PlaceOfPartGood(j,i,temporaryRandomPiece))
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{
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temporaryRandomPiece.assignIdentifier();
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setPiece(j,i,temporaryRandomPiece);
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j++;
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Box.push_back(temporaryRandomPiece);
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}
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}
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}
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}
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//prints a box contents on console
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void randomBox::printBox()
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{
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shuffle();
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for (vector<PuzzlePiece>::iterator i = Box.begin(); i != Box.end(); i++)
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{
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(*i).printPiece();
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cout << ' ';
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}
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cout << endl;
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}
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//shuffles around a box, randomizing pieces and orientation
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vector<PuzzlePiece> randomBox::shuffle()
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{
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random_shuffle(Box.begin(),Box.end());
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for (vector<PuzzlePiece>::iterator i = Box.begin(); i != Box.end(); i++)
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(*i).shift(rand()%4);
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numerateBox(Box);
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return Box;
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}
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//creates a random box size m, n, shuffles it, and then retuns it
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vector<PuzzlePiece> createBox(uint m, uint n)
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{
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randomBox myFirstPuzzleBox(m,n);
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myFirstPuzzleBox.createRandomPuzzle();
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return myFirstPuzzleBox.shuffle();
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}
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//prints contents of box
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void printBox(vector<PuzzlePiece> myBox)
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{
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cout << "current Box: " << endl;
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for (vector<PuzzlePiece>::iterator i = myBox.begin(); i != myBox.end(); i++)
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{
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(*i).printPiece();
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cout << ' ';
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}
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cout << endl;
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return;
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}
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//gives every element in box a box identifier.
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void numerateBox(vector<PuzzlePiece>& myBox)
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{
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for(int i = 0; i< myBox.size();i++)
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myBox[i].setBoxIdentifier(i);
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return;
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}
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63
Source/functions/solve/structure.cpp
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63
Source/functions/solve/structure.cpp
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@ -0,0 +1,63 @@
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bool next()
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{
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//calculates next move according to log
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//case puzzle solved
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//return 0;
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//case last log empty
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//backtrack
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//case last log exactly one solution
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//put all remaining puzzle pieces into new log entry
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//try next piece/place with solve abstraction level 0
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//case last log multiple entries
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//advance abstraction layer of last log by one and solve()
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//or pick first if highest level reached
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//return 1;
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}
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void solve()
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{
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//case
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//abstraction layer = 0
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//go to abstraction layer 0 solver
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//case
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//abstraction layer = 1
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//go to abstraction layer 1 solver
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//default
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//random one of the parts
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}
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void abstractionlayer0solver()
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{
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//throw all remaining puzzle pieces into log
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//remove all impossible
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}
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void abstractionlayer1solver()
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{
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//remove all impossible according to abstraction layer one
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}
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void setsolution()
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{
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//put
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//set pointer to log into matrix
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}
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void backtrack()
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{
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//following possibilities:
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//last log entry empty
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//delete last log + backtrack
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//last log entry only one solution
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//delete last log + backtrack
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//last log entry multiple solutions (and current one was randomed)
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//delete randomed piece from puzzleCollector and go to next (which might random again depending on function)
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}
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19
Source/header.h
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19
Source/header.h
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#include <iostream>
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#include <bitset>
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#include <cstdlib>
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#include <time.h>
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#include <vector>
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#include <algorithm>
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using namespace std;
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#include "header/input.h"
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#include "header/solve.h"
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#include "header/output.h"
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#include "functions/input/input.cpp"
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#include "functions/solve/classExtension.cpp"
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#include "functions/solve/structure.cpp"
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#include "functions/output/output.cpp"
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