removed bugs. some puzzles take forever. most can be solved
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15940f41da
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aa00553bdb
@ -57,15 +57,12 @@ bool Puzzle::testRotationPiece(unsigned int m, unsigned int n, PuzzlePiece& myPa
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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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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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//cout << "Was a bad part" << endl;
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return 0;
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}
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@ -107,10 +104,9 @@ bool Puzzle::PlaceOfPartGood(unsigned int m,unsigned int n, PuzzlePiece& myPart)
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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) == 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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@ -126,13 +122,14 @@ bool Puzzle::PlaceOfPartGood(unsigned int m,unsigned int n, PuzzlePiece& myPart)
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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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//cout << "good Part: ";
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//myPart.printPiece();
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//cout << endl;
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return 1;
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}
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//cout << "bad Part: ";
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//myPart.printPiece();
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//cout << endl;
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return 0;
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@ -1,29 +1,55 @@
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void status(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzleMat);
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bool next(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzleMat)
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{
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//case first log entry empty
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//status(log,p_Box,puzzleMat);
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//log not yet started
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if(!(log.size()))
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{
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//cout << "creating new log" << endl;
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log.push_back(LogEntry());
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log.back().myCoor = calculateFirstCoor(log, p_Box, puzzleMat);
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solve(log, p_Box,puzzleMat);
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}
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//case puzzle solved
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else if(!(p_Box.size()))
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return 0;
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//case last log multiple entries
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//last log element is set, create new log element
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else if(log.back().isSet())
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{
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if(!(p_Box.size()))
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{
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cout << "box done" << endl;
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return 0;
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}
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log.push_back(LogEntry());
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log.back().myCoor = calculateNextCoor(log, p_Box, puzzleMat);
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solve(log, p_Box,puzzleMat);
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}
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//last log element is empty, backtrack
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else if(!(log.back().PieceCollector.size()))
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{
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//cout << "backtracking" << endl;
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backtrack(log,p_Box,puzzleMat);
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}
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//case last log element has multiple entries
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else if(log.back().PieceCollector.size() > 1)
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{
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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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//is not yet max abstracted
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if(log.back().abstractionLevel < MAX_ABSTRAX)
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{
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//cout << "advancing abstraction layer" << endl;
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log.back().advance();
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solve(log,p_Box,puzzleMat);
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}
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//no more layers, pick first
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else
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{
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//cout << "setting first as solution" << endl;
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log.back().advanceRandomed();
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setsolution(log,p_Box,puzzleMat);
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}
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}
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@ -31,18 +57,28 @@ bool next(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzleMat)
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//case last log exactly one solution
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else if(log.back().PieceCollector.size() == 1)
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{
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//create new log, put next coordinates in and go into solve. then git gud
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log.push_back(LogEntry());
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log.back().myCoor = calculateNextCoor(log, p_Box, puzzleMat);
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solve(log, p_Box,puzzleMat);
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}
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//case last log empty
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//backtrack
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else if(log.back().PieceCollector.size() == 0)
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{
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backtrack(log,p_Box,puzzleMat);
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//cout << "exactly one solution" << endl;
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if(log.back().hasRandomed())
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{
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if(log.back().abstractionLevel < MAX_ABSTRAX)
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{
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//cout << "advancing abstraction layer" << endl;
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log.back().advance();
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solve(log,p_Box,puzzleMat);
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}
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else
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{
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//cout << "setting as solution bec fit" << endl;
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setsolution(log,p_Box,puzzleMat);
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}
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}
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else
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{
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//cout << "setting as solution bec trivial" << endl;
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setsolution(log,p_Box,puzzleMat);
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}
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}
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//cout << "next" << endl;
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return 1;
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}
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@ -59,10 +95,10 @@ coor calculateNextCoor(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzl
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{
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//level 1:
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//go left to right, then increase current row
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int m= log.back().myCoor.m;
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int n= log.back().myCoor.n;
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if(m<puzzleMat.getCols()) m++;
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else if(n<puzzleMat.getRows()){ m=0; n++;}
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int m= log.rbegin()[1].myCoor.m;
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int n= log.rbegin()[1].myCoor.n;
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if(m<puzzleMat.getCols()-1) m++;
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else if(n<puzzleMat.getRows()-1){ m=0; n++;}
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else return coor();
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;
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@ -72,6 +108,7 @@ coor calculateNextCoor(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzl
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void solve(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzleMat)
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{
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//status(log,p_Box,puzzleMat);
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switch(log.back().abstractionLevel)
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{
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//abstraction layer = 0
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@ -88,35 +125,55 @@ void solve(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzleMat
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default:
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break;
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}
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//status(log,p_Box,puzzleMat);
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}
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void abstractionlayer0solver(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzleMat)
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{
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//throw all remaining puzzle pieces into newest log
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for(int i=0;i<p_Box.size();i++)
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log.back().PieceCollector[i]=p_Box[i];
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log.back().PieceCollector.push_back(p_Box[i]);
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}
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void abstractionlayer1solver(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzleMat)
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{
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//remove all that do not fit according to abstraction layer 0
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for(int i=0;i<log.back().PieceCollector.size();i++)
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for(int i=0;i<(log.back().PieceCollector.size());)
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{
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if(!(puzzleMat.testRotationPiece(log.back().myCoor.m, log.back().myCoor.n, *(log.back().PieceCollector[i]))))
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{
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log.back().PieceCollector.erase(log.back().PieceCollector.begin()+i);
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}
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else
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i++; //otherwise loop stops before end!
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}
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//for(int i=0;i<log.back().PieceCollector.size();i++)
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//{
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// (*(log.back().PieceCollector[i])).printPiece();
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// cout << endl;
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//}
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}
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void setsolution(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzleMat)
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{
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//remove first element in last logelement from box
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for(int i=0;i<p_Box.size();i++)
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for(int i=0;i<p_Box.size();)
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if(p_Box[i]==log.back().PieceCollector[0])
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p_Box.erase(p_Box.begin()+i);
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else
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i++;
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//set to this element into matrix
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//turn piece until it fits and then set element into matrix
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if(puzzleMat.testRotationPiece(log.back().myCoor.m, log.back().myCoor.n,*(log.back().PieceCollector[0])))
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puzzleMat.setPiece(log.back().myCoor.m, log.back().myCoor.n, *(log.back().PieceCollector[0]));
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else
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{
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cout << "fatal error, wrong piece saved" << endl;
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exit;
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}
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//tell log entry that it is set
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log.back().Set();
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}
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bool backtrack(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzleMat)
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@ -127,7 +184,10 @@ bool backtrack(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzl
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if(!(log.back().PieceCollector.size()))
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{
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log.back().PieceCollector.pop_back();
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//cout << "none" << endl;
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puzzleMat.removePiece(log.back().myCoor.m, log.back().myCoor.n);
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log.pop_back();
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//status(log,p_Box,puzzleMat);
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backtrack(log,p_Box,puzzleMat);
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return 1;
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}
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@ -136,9 +196,12 @@ bool backtrack(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzl
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//delete last logd put back into box + backtrack
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else if((log.back().PieceCollector.size())==1)
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{
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//cout << "one" << endl;
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p_Box.push_back(log.back().PieceCollector[0]);
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log.back().PieceCollector.pop_back();
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//TODO remove from puzzle as well!!!
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puzzleMat.removePiece(log.back().myCoor.m, log.back().myCoor.n);
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log.pop_back();
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//cout << "removed" << endl;
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//status(log,p_Box,puzzleMat);
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backtrack(log,p_Box,puzzleMat);
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return 1;
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}
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@ -146,8 +209,15 @@ bool backtrack(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzl
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//delete randomed piece from PieceCollector and go to next (which might random again depending on function)
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else if((log.back().PieceCollector.size())>1)
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{
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//cout << "multiple" << endl;
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p_Box.push_back(log.back().PieceCollector[0]);
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log.back().PieceCollector.erase(log.back().PieceCollector.begin());
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if(log.back().PieceCollector.size()==1)
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log.back().decreaseRandomed();
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//cout << "erased first element" << endl;
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//status(log,p_Box,puzzleMat);
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setsolution(log,p_Box,puzzleMat);
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return 1;
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//no need to remove from puzzle mat, as sersolution overwrites it anyway
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@ -156,3 +226,35 @@ bool backtrack(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzl
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return 0;
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}
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void status(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzleMat)
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{
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cout << "----------------------------" << endl;
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cout << "status:" << endl;
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cout << "hasrandomed: " << log[0].hasRandomed() << endl;
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for(int i=0;i<log.size();i++)
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{
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cout << "log #" << i << ":" << endl;
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cout << "piecenr " << log[i].PieceCollector.size() << endl;
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if(log[i].isSet())
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cout << "isset: 1" << endl;
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else
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cout << "isset: 0" << endl;
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cout << "Abstraction: " << log[i].abstractionLevel << endl;
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cout << "m: " << log[i].myCoor.m << " n: " << log[i].myCoor.n << endl;
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/*for(int j=0;j<log[i].PieceCollector.size();j++)
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{
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(*(log[i].PieceCollector[j])).printPiece();
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cout << endl;
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}*/
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}
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cout << endl;
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cout << "Box:" << endl;
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cout << "size: " << p_Box.size() << endl;
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cout << "Puzzle:" << endl;
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puzzleMat.printPuzzle();
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cout << "----------------------------" << endl;
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}
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@ -40,7 +40,7 @@ private:
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static unsigned int idcount;
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};
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unsigned int PuzzlePiece::idcount(0);
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class Puzzle
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{
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@ -139,14 +139,26 @@ public:
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coor myCoor = coor();
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void advance(){abstractionLevel++;}
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void Set(){set=1;}
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bool isSet(){return set;}
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void advanceRandomed() { randomed++;}
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void decreaseRandomed() { randomed--;}
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int hasRandomed(){return randomed;}
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LogEntry()
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{
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abstractionLevel=0;
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set=0;
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}
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private:
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bool set;
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static int randomed;
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};
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int LogEntry::randomed(0);
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unsigned int PuzzlePiece::idcount(0);
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void printBox(vector<PuzzlePiece> myBox);
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vector<PuzzlePiece> createBox(uint m, uint n);
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void numerateBox(vector<PuzzlePiece>& myBox);
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@ -1,4 +1,5 @@
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#define MAX_ABSTRAX 1
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#define structdebug
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#include "header.h"
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@ -7,7 +8,7 @@
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int main()
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{
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int cols=3, rows=2;
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int cols=10, rows=10;
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//some basic part stuff
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vector<Part> myFirstPuzzle;
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Part myFirstPart;
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@ -18,7 +19,6 @@ int main()
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randomBox myRandomBox(cols,rows);
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myRandomBox.createRandomPuzzle();
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vector<PuzzlePiece> myFirstBox = myRandomBox.shuffle();
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myRandomBox.printPuzzle();
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@ -26,9 +26,14 @@ int main()
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vector<LogEntry> log;
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vector<PuzzlePiece*> p_myFirstBox;
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cout << "original puzzle: " << endl;
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myRandomBox.printPuzzle();
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cout << endl;
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for(int i=0;i<myFirstBox.size();i++)
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p_myFirstBox[i] = &myFirstBox[i];
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p_myFirstBox.push_back(&myFirstBox[i]);
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Puzzle puzzleMat(cols, rows);
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while(next(log, p_myFirstBox,puzzleMat));
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puzzleMat.printPuzzle();
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}
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