code now functional
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fc9743a77a
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c78518b1e9
@ -13,8 +13,10 @@ map<int,float> DestructionPower_Properties::SpeedTable =
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bool DestructionPower::PreProcessing(coor mySize,const vector<Part*>* partArray)
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{
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InitialiseConstraintMatrixSize(mySize.row,mySize.col);
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cout << "DestructionPower Preprocessing... ";
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InitialiseConstraintMatrixSize(mySize.row,mySize.col);
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cout << "Done!" << endl;
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return true;
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}
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@ -33,7 +35,6 @@ bool DestructionPower::RemoveConstraintOnPosition(const coor constraintCoordinat
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//gets destruction power from left and from top if possible and normalizes
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void DestructionPower::DestructionOfSurrounding(const coor constraintCoordinate) {
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float newDestructionArray[DESTRUCTION_COUNT];
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for (int i = 0; i < DESTRUCTION_COUNT; ++i) {
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m_constraintMatrix[constraintCoordinate.col][constraintCoordinate.row].DestructionArray.push_back(0);
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@ -68,24 +69,25 @@ int DestructionPower::getNextAbstractionLayer(coor newCoordinate, int currentAbs
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int nextLayer=-1;
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float nextLayerPower=0;
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if (currentAbstractionLayer>=0)
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currentPower = m_constraintMatrix[newCoordinate.row][newCoordinate.col].DestructionArray[currentAbstractionLayer];
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currentPower = m_constraintMatrix[newCoordinate.col][newCoordinate.row].DestructionArray[currentAbstractionLayer];
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int i=0;
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//giff next most valuable layer
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for(auto it:m_constraintMatrix[newCoordinate.row][newCoordinate.col].DestructionArray)
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for(auto it:m_constraintMatrix[newCoordinate.col][newCoordinate.row].DestructionArray)
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{
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if(it <= currentPower)
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{//if equal, then has to be the next one (activated from left to right)
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if(it == currentPower)
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if(i>currentAbstractionLayer)
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if(it == currentPower) {
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if (i > currentAbstractionLayer)
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return i;
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//if this one is bigger than previous biggest one, save
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if(it>nextLayerPower)
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{
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nextLayerPower=it;
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nextLayer=i;
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}
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//if this one is bigger than previous biggest one, save
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else if(it>nextLayerPower)
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{
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nextLayerPower=it;
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nextLayer=i;
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}
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}
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i++;
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}
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@ -10,8 +10,9 @@
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bool AbstractionLayer_1::PreProcessing(coor mySize, const vector<Part*>* partArray)
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{
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cout << "Abstraction 1 Preprocessing... " << flush;
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const vector<Part*>& ref_partArray = *partArray;
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analyseParts analyse(1008);
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analyseParts analyse(mySize.row*mySize.col);
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Part buf;
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int iterator=0;
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if(!analyse.getImages())
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@ -20,7 +21,8 @@ bool AbstractionLayer_1::PreProcessing(coor mySize, const vector<Part*>* partAr
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return false;
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}
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else // hier werden alle vier verschiedenen Rotationsarten 'gleichzeitig' abgespeichert
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for(int i = 0; i < 1008; i++)
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//TODO rows and cols
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for(int i = 0; i < mySize.row*mySize.col; i++)
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{
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unsigned char poempel = analyse.getTabs(i);;
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for (int j=0;j<4;j++)
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@ -35,9 +37,10 @@ bool AbstractionLayer_1::PreProcessing(coor mySize, const vector<Part*>* partAr
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InitialiseConstraintMatrixSize(mySize.col+2, mySize.row+2);
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InitialiseConstraintMatrixSize(mySize.col+2, mySize.row+2); //col row switched in this function
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setEdgeZero();
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cout << "Done!" << endl;
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return true;
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}
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@ -58,12 +61,12 @@ bool AbstractionLayer_1::EvaluateQuality (const coor constraintCoordinate, quali
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bool AbstractionLayer_1::SetConstraintOnPosition(const coor constraintCoordinate, const AbstractionLayer_1_Properties constraint)
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{
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m_constraintMatrix[constraintCoordinate.col][constraintCoordinate.row].m_connections=constraint.m_connections;
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m_constraintMatrix[constraintCoordinate.col+1][constraintCoordinate.row+1].m_connections=constraint.m_connections;
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}
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bool AbstractionLayer_1::RemoveConstraintOnPosition(const coor constraintCoordinate)
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{
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m_constraintMatrix[constraintCoordinate.col][constraintCoordinate.row].m_connections=0b11111111;
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m_constraintMatrix[constraintCoordinate.col+1][constraintCoordinate.row+1].m_connections=0b11111111;
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}
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void AbstractionLayer_1::CreateRandomPuzzle()
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@ -107,9 +110,9 @@ void AbstractionLayer_1::CreateRandomPuzzle()
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tempPiece and_eq (uint8_t)0b11001111;
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//set piece if piece good
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if(PlaceOfPartGood(coor(col,row),tempPiece))
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if(PlaceOfPartGood(coor((unsigned int)col,(unsigned int)row),tempPiece))
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{
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m_constraintMatrix[row][col].m_connections = tempPiece;
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m_constraintMatrix[col][row].m_connections = tempPiece;
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col++;
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}
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}
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@ -163,8 +166,6 @@ bool AbstractionLayer_1::PlaceOfPartGood(coor myCoor, uint8_t& myPart)
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negativePart or_eq (m_constraintMatrix[myCoor.row-1][myCoor.col].m_connections & 0b00001100);
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negativePart or_eq (m_constraintMatrix[myCoor.row][myCoor.col+1].m_connections & 0b00000011);
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shift(negativePart,2);
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if(negativePart & 0b11000000)
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return 1;
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if (
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( ((((negativePart & 0b11000000) ^ (myPart & 0b11000000)) != 0b00000000) && (((myPart & 0b11000000) != 0b00000000) && (negativePart & 0b11000000) != 0b00000000))
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|| ((((negativePart & 0b11000000) == 0b11000000) || ((myPart & 0b11000000) == 0b11000000)) && (((myPart & 0b11000000) != 0b00000000) && (negativePart & 0b11000000) != 0b00000000))
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@ -220,8 +221,6 @@ Mat analyseParts::readImages(int count)
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Mat ref_gray;
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sprintf(name, PATH, count);
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cout << "path" << name << endl;
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Mat src = imread(name, 1);
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if (!src.data)
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{
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@ -12,6 +12,7 @@ class AbstractionLayer_1_Properties
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public:
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AbstractionLayer_1_Properties() : m_connections(0b11111111) {}
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void shift(int shifts);
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uint8_t getConnections(){return m_connections;};
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void print();
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private:
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@ -59,6 +59,10 @@ void Puzzle::removeConstrains(coor removeCoordinates)
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{
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this->a1.RemoveConstraintOnPosition(removeCoordinates);
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}
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void Puzzle::setConstraints(coor setConstraints, Part* constraintPiece)
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{
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this->a1.SetConstraintOnPosition(setConstraints,constraintPiece->m_a1);
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}
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void Puzzle::createRandomPuzzle()
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{
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@ -67,13 +71,13 @@ void Puzzle::createRandomPuzzle()
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void Puzzle::createp_box()
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{
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for(int i=0;i<rows*cols*4;i++)
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for(int i=0;i<cols*rows*4;i++)
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p_myBox.push_back(&myBox[i]);
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}
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//creates a box of puzzlepieces with nothing other than puzzle piece id and correct nr of pieces
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void Puzzle::createBox(){
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for(int i=0;i<rows*cols*4;i++)
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for(int i=0;i<cols*rows;i++)
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{
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Part temp;
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temp.SetPartID(i);
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@ -89,6 +93,8 @@ void Puzzle::createBox(){
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}
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bool Puzzle::allSet() {
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//TODO! check if all puzzlepieces are set
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return false;
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for(auto it:myBox)
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if(!it.set)
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return false;
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return true;
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}
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@ -1,8 +1,6 @@
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#include "../../header.h"
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void status(vector<LogEntry>& log, vector<Part*>& p_Box);
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bool SetBestOrMoreLayersArithmetical(vector<LogEntry>& log, qualityVector& cqVector);
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void calculateTrueDestructionPower(vector<LogEntry>& log, Puzzle& puzzleMat, float Layerworth);
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void sort(vector<LogEntry>& log);
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void cut(vector<LogEntry>& log, int& cutID);
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float capLogElements(vector<LogEntry>& log);
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void CalculateNewCombinedQuality(vector<LogEntry>& log, qualityVector& qVector, qualityVector& cqVector);
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@ -11,35 +9,31 @@ bool next(vector<LogEntry>& log,Puzzle& puzzleMat)
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{
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//last log element is set, create new log element or log not yet started
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if(!(log.size()) || log.back().isSet())
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{
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if((puzzleMat.allSet())) return false; //puzzle solved
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else createNextLogElement(log,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())) backtrack(log,puzzleMat);
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else if(!(log.back().PieceCollector.size()))
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{
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if(!(backtrack(log,puzzleMat)))
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return false;
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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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//moreLayers is 0, setbest is 1
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if (SetBestOrMoreLayersArithmetical(log, puzzleMat.combinedQualityVector)) setsolution(log, puzzleMat);
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else solve(log, puzzleMat);
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}
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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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if(log.back().hasRandomed())
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{
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if(log.back().abstractionLevel < 2)//do 2 at least two best abstractions to check if part is okay
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{
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log.back().advance();
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solve(log,puzzleMat);
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}
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else
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setsolution(log,puzzleMat);
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}
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else
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setsolution(log,puzzleMat);
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}
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return true;
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}
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@ -48,10 +42,10 @@ void createNextLogElement(vector<LogEntry>& log, Puzzle& puzzleMat)
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log.emplace_back(LogEntry(coor(0, 0)));
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log.back().myCoor = calculateNextCoor(log, puzzleMat);
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puzzleMat.dp.DestructionOfSurrounding(log.back().myCoor);//calculate dp from surrounding
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//get all not set pieces
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for(auto it:puzzleMat.p_myBox)
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log.back().PieceCollector.emplace_back(pair<float,Part*>(0,it));
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cout << puzzleMat.p_myBox.size() << endl;
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cout << log.back().PieceCollector.size() << endl;
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if(!it->set)
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log.back().PieceCollector.emplace_back(pair<float,Part*>(0,it));
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solve(log,puzzleMat);
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}
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@ -65,25 +59,27 @@ coor calculateNextCoor(vector<LogEntry>& log, Puzzle& puzzleMat)
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return {0,0};
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unsigned int m= log.rbegin()[1].myCoor.col;
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unsigned int n= log.rbegin()[1].myCoor.row;
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unsigned int col= log.rbegin()[1].myCoor.col;
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unsigned int row= log.rbegin()[1].myCoor.row;
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if(m<puzzleMat.getSizeAsCoor().col-1) m++;
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else if(n<puzzleMat.getSizeAsCoor().row-1){ m=0; n++;}
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return {m,n};
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if(row<puzzleMat.getSizeAsCoor().row-1) row++;
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else if(col<puzzleMat.getSizeAsCoor().col-1){ row=0; col++;}
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return {col,row};
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}
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void solve(vector<LogEntry>& log, vector<Part*>& p_Box, Puzzle& puzzleMat)
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void solve(vector<LogEntry>& log,Puzzle& puzzleMat)
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{
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log.back().abstractionLevel = puzzleMat.dp.getNextAbstractionLayer(log.back().myCoor,log.back().abstractionLevel); //sets in abstractionLevel
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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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case 0:
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case 0://pömpel
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puzzleMat.a1.EvaluateQuality(log.back().myCoor, log.back().PieceCollector);
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break;
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case -1://random
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setsolution(log,puzzleMat);
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return;
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default:
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break;
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}
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@ -100,19 +96,26 @@ void setsolution(vector<LogEntry>& log, Puzzle& puzzleMat)
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//advance number of randomed part count
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if(log.back().PieceCollector.size()>1) log.back().advanceRandomed();
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//remove first element in last logelement from box
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for(int i=0;i<puzzleMat.p_myBox.size();)
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if(puzzleMat.p_myBox[i]==log.back().PieceCollector.begin()->second)//mach ich das richtig so?!
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puzzleMat.p_myBox.erase(puzzleMat.p_myBox.begin()+i);
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else
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i++;
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//'set=true' all 4 rotations of pieces in puzzleBox
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for(int i=0;i<puzzleMat.p_myBox.size();i++)
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if(puzzleMat.p_myBox[i]->GetPartID()==log.back().PieceCollector.begin()->second->GetPartID())
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puzzleMat.p_myBox[i]->set=true;
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puzzleMat.combinedQualityVector.clear(); //clear data from temp variable
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//tell log entry that it is set
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log.back().Set();
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puzzleMat.setConstraints(log.back().myCoor,log.back().PieceCollector.begin()->second);
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cout << "set:" << log.back().myCoor.col << "," << log.back().myCoor.row << endl;
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}
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bool backtrack(vector<LogEntry>& log, Puzzle& puzzleMat)
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{
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if(log.empty())
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{
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cout << "Puzzle not solveable!" << endl;
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return false;
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}
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puzzleMat.combinedQualityVector.clear(); //remove all data from temp quality save
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//if more pieces possible, take next piece
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if((log.back().PieceCollector.size())>1)
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{
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@ -131,42 +134,22 @@ bool backtrack(vector<LogEntry>& log, Puzzle& puzzleMat)
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{
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puzzleMat.removeConstrains(log.back().myCoor); //this should remove constraints from all layers
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if((log.back().PieceCollector.size()))
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puzzleMat.p_myBox.emplace_back(log.back().PieceCollector.begin()->second);
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for(int i=0;i<puzzleMat.p_myBox.size();i++)
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if(puzzleMat.p_myBox[i]->GetPartID()==log.back().PieceCollector.begin()->second->GetPartID())//sets all with partid
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puzzleMat.p_myBox[i]->set=false;
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log.pop_back();
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backtrack(log,puzzleMat);
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if(!backtrack(log,puzzleMat))
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return false;
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return true;
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}
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}
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void status(vector<LogEntry>& log, 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 << "col: " << log[i].myCoor.col<< " row: " << log[i].myCoor.row << endl;
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}
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cout << endl;
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cout << "Box:" << endl;
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cout << "size: " << puzzleMat.p_myBox.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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//this is addon stuff that should later all be extracted into a sererate cpp as it is not core dispatcher functionality
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void calculateTrueDestructionPower(vector<LogEntry>& log, Puzzle& puzzleMat, float Layerworth) {
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float destructionPower = sqrt(
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Layerworth * puzzleMat.dp.m_constraintMatrix[0][0].SpeedTable[log.back().abstractionLevel]);
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Layerworth * puzzleMat.dp.m_constraintMatrix[0][0].SpeedTable[log.back().abstractionLevel+1]);
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puzzleMat.dp.setDestructionPower(log.back().myCoor, log.back().abstractionLevel, destructionPower);
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}
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@ -193,13 +176,14 @@ float capLogElements(vector<LogEntry>& log)
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if(log.back().PieceCollector[id].first < limit)
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break;
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}
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int newid=0;
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if(id>0)
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newid = --id; //set to the one just over limit
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int newid = --id; //set to the one just over limit
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while(id<log.back().PieceCollector.size()-1) //find maximum difference in function
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while(id<(log.back().PieceCollector.size()-1)) //find maximum difference in function
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{
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if(!log.back().PieceCollector[id].first)
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break;
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diff = log.back().PieceCollector[id].first - log.back().PieceCollector[++id].first;
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if(diff > maxdiff)
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@ -217,21 +201,6 @@ float capLogElements(vector<LogEntry>& log)
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}
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qualityVector::iterator FindPartInLog(vector<LogEntry>& log, Part* wishedPartPointer)
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{
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qualityVector::iterator partOnPositionIterator = log.back().PieceCollector.begin();
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while (partOnPositionIterator != log.back().PieceCollector.end())
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{
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if(partOnPositionIterator->second == wishedPartPointer)
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break;
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else
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partOnPositionIterator++;
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}
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return partOnPositionIterator;
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}
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void cut(vector<LogEntry>& log, int& cutID)
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{
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while(cutID<log.back().PieceCollector.size())
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@ -243,17 +212,17 @@ void cut(vector<LogEntry>& log, int& cutID)
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// geeignete Threshold values muessen noch getestet werden
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bool SetBestOrMoreLayersArithmetical(vector<LogEntry>& log, qualityVector& cqVector)
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{
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float threshold = 1.0, tempBest = 0.0;
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float threshold, tempBest = 0.0;
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unsigned int countHigherThreshold = 0;
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if(cqVector.empty())
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{
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cerr << "combinedQualityVector is empty." << endl; // should not be empty => backtrack?
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//cerr << "combinedQualityVector is empty." << endl; // should not be empty => backtrack?
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return false; // Warning: can only return true or false. What return for error?
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}
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else
|
||||
{
|
||||
switch(log.back().abstractionLevel)
|
||||
switch(log.back().abstractionLevel+1)
|
||||
{
|
||||
case 1: threshold = 0.90; break;
|
||||
case 2: threshold = 0.80; break;
|
||||
@ -263,22 +232,14 @@ bool SetBestOrMoreLayersArithmetical(vector<LogEntry>& log, qualityVector& cqVec
|
||||
default: threshold = 0.5; break;
|
||||
}
|
||||
|
||||
// check Quality of current Puzzle Piece in combinedQualityVector with Threshold value
|
||||
// check Quality of current Puzzle Piece in combinedQualityVector with Threshold value
|
||||
for (qualityVector::iterator it = cqVector.begin(); it != cqVector.end(); it++)
|
||||
{
|
||||
if ((cqVector.back().first / log.back().abstractionLevel) >= threshold) // const threshold values
|
||||
{
|
||||
// count how many Pieces are greater than the threshold value
|
||||
countHigherThreshold++;
|
||||
}
|
||||
else
|
||||
{
|
||||
if ((cqVector.back().first / log.back().abstractionLevel) > tempBest)
|
||||
{
|
||||
tempBest = cqVector.back().first; // could be used, for additional constraints
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// return true if only one piece is left
|
||||
if (1 == countHigherThreshold)
|
||||
@ -302,52 +263,41 @@ void CalculateNewCombinedQuality(vector<LogEntry>& log, qualityVector& qVector,
|
||||
// check if both qualityVectors are not empty
|
||||
if(qVector.empty())
|
||||
{
|
||||
cerr << "qualityVector is empty." << endl; // should not be empty => backtrack?
|
||||
//cerr << "qualityVector is empty." << endl; // should not be empty => backtrack?
|
||||
return;
|
||||
}
|
||||
else if(cqVector.empty())
|
||||
if(cqVector.empty())
|
||||
{
|
||||
cerr << "combinedQualityVector is empty." << endl; // should not be empty => backtrack?
|
||||
return;
|
||||
//cout << "combinedQualityVector was initialized." << endl; //first layer stuff eh
|
||||
for(auto it:qVector)
|
||||
cqVector.emplace_back(it);
|
||||
}
|
||||
else
|
||||
{
|
||||
for (unsigned int i = 0; i < cqVector.size(); i++)
|
||||
{
|
||||
summarizedVectors = false;
|
||||
else
|
||||
{
|
||||
for (unsigned int i = 0; i < cqVector.size(); i++) {
|
||||
for (unsigned int j = 0; j < qVector.size(); j++) {
|
||||
// search same PuzzlePart of qualityVector and combinedQualityVector
|
||||
if (&cqVector.at(i).second == &qVector.at(j).second) {
|
||||
// sum Quality of PieceCollector (qualityVector) to combinedQualityVector
|
||||
cqVector.at(j).first += qVector.at(i).first;
|
||||
countSummarizedVectors++;
|
||||
break; // skip remaining for loop => save time!
|
||||
}
|
||||
// remove element at poisition X in combinedQualityVector, because it was not summarized
|
||||
// inefficient way to delete element X
|
||||
//cqVector->erase(cqVector->begin()+i);
|
||||
// efficient way, but no sorted cqVector => wayne //echt? lol
|
||||
swap(cqVector.at(i), cqVector.back());
|
||||
cqVector.pop_back();
|
||||
}
|
||||
}
|
||||
|
||||
for (unsigned int j = 0; j < qVector.size(); j++)
|
||||
{
|
||||
// search same PuzzlePart of qualityVector and combinedQualityVector
|
||||
if (&cqVector.at(i).second == &qVector.at(j).second)
|
||||
{
|
||||
// sum Quality of PieceCollector (qualityVector) to combinedQualityVector
|
||||
cqVector.at(j).first += qVector.at(i).first;
|
||||
countSummarizedVectors++;
|
||||
summarizedVectors = true;
|
||||
continue; // skip remaining for loop => save time!
|
||||
}
|
||||
}
|
||||
|
||||
// remove element at poisition X in combinedQualityVector, because it was not summarized
|
||||
if (!summarizedVectors)
|
||||
{
|
||||
// inefficient way to delete element X
|
||||
//cqVector->erase(cqVector->begin()+i);
|
||||
|
||||
// efficient way, but no sorted cqVector => wayne
|
||||
swap(cqVector.at(i), cqVector.back());
|
||||
cqVector.pop_back();
|
||||
}
|
||||
}
|
||||
|
||||
// cqVector should have the same size now as newest qVector
|
||||
if (cqVector.size() != qVector.size())
|
||||
{
|
||||
cerr << "Size of combinedQualityVector doenst match with size of qualityVector!" << endl;
|
||||
cout << "Size of combinedQualityVector: " << cqVector.size() << endl;
|
||||
cout << "Size of qualityVector: " << qVector.size() << endl;
|
||||
cout << "Size of countSummarizedVectors: " << countSummarizedVectors << endl;
|
||||
}
|
||||
}
|
||||
// cqVector should have the same size now as newest qVector
|
||||
if (cqVector.size() != qVector.size()) {
|
||||
cerr << "Size of combinedQualityVector doenst match with size of qualityVector!" << endl;
|
||||
cout << "Size of combinedQualityVector: " << cqVector.size() << endl;
|
||||
cout << "Size of qualityVector: " << qVector.size() << endl;
|
||||
cout << "Size of countSummarizedVectors: " << countSummarizedVectors << endl;
|
||||
}
|
||||
}
|
||||
}
|
@ -14,7 +14,7 @@ class LayerContainer;
|
||||
class Part
|
||||
{
|
||||
public:
|
||||
Part() : m_partID(0), m_numOfRotations(0)
|
||||
Part() : m_partID(0), m_numOfRotations(0), set(false)
|
||||
{}
|
||||
~Part() = default;
|
||||
|
||||
@ -40,8 +40,8 @@ public:
|
||||
|
||||
void print(){m_a1.print();}
|
||||
|
||||
bool set;
|
||||
AbstractionLayer_1_Properties m_a1;
|
||||
DestructionPower_Properties m_destruction;
|
||||
private:
|
||||
int32_t m_partID;
|
||||
uint8_t m_numOfRotations;
|
||||
|
@ -39,13 +39,13 @@ class Puzzle
|
||||
{
|
||||
public:
|
||||
|
||||
Puzzle(unsigned int newcols,unsigned int newrows):rows(newrows),cols(newcols) {}
|
||||
Puzzle(unsigned int newcols,unsigned int newrows):cols(newcols),rows(newrows) {}
|
||||
|
||||
bool PreProcessing()
|
||||
{
|
||||
createBox(); createp_box();
|
||||
dp.PreProcessing({rows,cols}, nullptr);
|
||||
a1.PreProcessing({rows,cols}, &p_myBox);
|
||||
dp.PreProcessing({cols,rows}, nullptr);
|
||||
a1.PreProcessing({cols,rows}, &p_myBox);
|
||||
return true;
|
||||
}
|
||||
|
||||
@ -55,6 +55,7 @@ public:
|
||||
AbstractionLayer_1 a1;
|
||||
|
||||
void removeConstrains(coor removeCoordinates);
|
||||
void setConstraints(coor setConstraints, Part *constraintPiece);
|
||||
void printPuzzle();
|
||||
void printBox();
|
||||
|
||||
@ -74,8 +75,8 @@ public:
|
||||
|
||||
private:
|
||||
|
||||
unsigned int rows;
|
||||
unsigned int cols;
|
||||
unsigned int rows;
|
||||
};
|
||||
|
||||
bool next(vector<LogEntry>& log,Puzzle& puzzleMat);
|
||||
|
@ -5,7 +5,7 @@ int LogEntry::randomed(0);
|
||||
int main()
|
||||
{
|
||||
|
||||
unsigned int cols=36, rows=28;
|
||||
unsigned int cols=36,rows=28;
|
||||
|
||||
vector<LogEntry> log;
|
||||
Puzzle puzzleMat(cols, rows);
|
||||
@ -16,10 +16,11 @@ int main()
|
||||
}
|
||||
|
||||
//puzzleMat.createRandomBox();
|
||||
puzzleMat.a1.printConstraintMatrix();
|
||||
|
||||
cout << "Solving Puzzle now...";
|
||||
while(next(log, puzzleMat));
|
||||
|
||||
cout << "Done!" << endl;
|
||||
puzzleMat.printPuzzle();
|
||||
return 0;
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user