NON FINAL: added dp calculation and most of RW code, included david code

still not runable code as dispatcher functions are only placeholders!
This commit is contained in:
Raphael Maenle 2017-12-23 21:46:41 +01:00
parent 7c5cfc8c6b
commit caa74198bd
3 changed files with 54 additions and 41 deletions

View File

@ -25,5 +25,8 @@ public:
void DestructionOfSurrounding(coor constraintCoordinate);
int getNextAbstractionLayer(coor newCoordinate, int currentAbstractionLayer);
void setDestructionPower(coor myCoor, int AbstractionLevel, float destructionPower)
{ m_constraintMatrix[myCoor.col][myCoor.row].DestructionArray[AbstractionLevel] = destructionPower;}
private:
};

View File

@ -14,13 +14,13 @@ class DestructionPower_Properties
{
public:
explicit DestructionPower_Properties();
map<int,float> getSpeedTable() {return SpeedTable;}
void setSpeedTable();
static map<int,float> SpeedTable;
vector<float> DestructionArray;
private:
static map<int,float> SpeedTable;
vector<float> DestructionArray;
friend class DestructionPower;
};

View File

@ -2,7 +2,10 @@
void status(vector<LogEntry>& log, vector<Part*>& p_Box);
bool setBestOrMoreLayers(vector<LogEntry>& log);
void calculateTrueDestructionPower(vector<LogEntry>& log, Puzzle& puzzleMat, float Layerworth);
void capLogElements(vector<LogEntry>& log);
void sort(vector<LogEntry>& log);
void cut(vector<LogEntry>& log, Part* cutID);
float capLogElements(vector<LogEntry>& log);
void calculateNewCombinedProbabilityForPuzzlePiecesArithmetic(vector<LogEntry>& log);
bool next(vector<LogEntry>& log, vector<Part*>& p_Box,Puzzle& puzzleMat)
{
@ -18,8 +21,8 @@ bool next(vector<LogEntry>& log, vector<Part*>& p_Box,Puzzle& puzzleMat)
else if(log.back().PieceCollector.size() > 1)
{
//moreLayers is 0, setbest is 1
if(setBestOrMoreLayers(log)) setsolution(log,p_Box,puzzleMat);
else solve(log,p_Box,puzzleMat);
if (setBestOrMoreLayers(log)) setsolution(log, p_Box, puzzleMat);
else solve(log, p_Box, puzzleMat);
}
//case last log exactly one solution
else if(log.back().PieceCollector.size() == 1)
@ -81,10 +84,10 @@ void solve(vector<LogEntry>& log, vector<Part*>& p_Box, Puzzle& puzzleMat)
break;
}
//capLogElements(log);
//calculateWorth(log);
//calculateTrueDestructionPower(log,puzzleMat);
//calculateNewCombinedProbablility(log);
capLogElements(log);
float worth = capLogElements(log);
calculateTrueDestructionPower(log,puzzleMat, worth);
calculateNewCombinedProbabilityForPuzzlePiecesArithmetic(log);
}
@ -156,24 +159,16 @@ void status(vector<LogEntry>& log, vector<Part*>& p_Box, Puzzle& puzzleMat)
cout << "----------------------------" << endl;
}
void calculateTrueDestructionPower(vector<LogEntry>& log, Puzzle& puzzleMat, float Layerworth)
{
//hier muss noch rein, wo die zeit der Abstractionlevels gespeichter wird
float destructionPower=sqrt(Layerworth * log.back().abstractionLevel);
//puzzleMat.setdestructionPower(log.back().myCoor,log.back().abstractionLevel,destructionPower);
//this is addon stuff that should later all be extracted into a sererate cpp as it is not core dispatcher functionality
void calculateTrueDestructionPower(vector<LogEntry>& log, Puzzle& puzzleMat, float Layerworth) {
float destructionPower = sqrt(
Layerworth * puzzleMat.dp.m_constraintMatrix[0][0].SpeedTable[log.back().abstractionLevel]);
puzzleMat.dp.setDestructionPower(log.back().myCoor, log.back().abstractionLevel, destructionPower);
}
// PART RAUER_WEIDINGER
/*
void sort()
{
}
void cut()
{
}
void capLogElements(vector<LogEntry>& log)
float capLogElements(vector<LogEntry>& log)
{
// Till Now only ground structure -> incorrect variable ans vector names
double limit = 0.6;
@ -186,34 +181,50 @@ void capLogElements(vector<LogEntry>& log)
vectorsizeBefore = log.back().PieceCollector.size();
sort(); // Sort the vector after probabilities
auto idxcut;
for(idxcut:log.back().PieceCollector)
if(idxcut.second < limit)
sort(log); // Sort the vector after probabilities
std::map<Part*,float>::const_iterator idxcut =log.back().PieceCollector.begin();
for(;idxcut !=log.back().PieceCollector.end();idxcut++)
if(idxcut->second < limit)
break;
auto newidxcut = idxcut;
while(idxcut != log.back().PieceCollector.end())
{
diff = part[i] - part[i+1];
diff = idxcut->second - (++idxcut)->second;
if(diff > maxdiff)
{
maxdiff = diff;
idxcut = i;
newidxcut = idxcut;
}
i++;
}
cut();
cut(log,newidxcut->first);
vectorsizeAfter = vector.size();
vectorsizeAfter = log.back().PieceCollector.size();
destroyed = (vectorsizeBefore - vectorsizeAfter) / vectorsizeBefore;
worth = sqrt(destroyed*maxdiff);
return (float)sqrt(destroyed*maxdiff);
//return worth;
}
void sort(vector<LogEntry>& log)
{
//this does all the sorting that needs to happen
//saddly this is a false statement
//the monkey desperately tried to hold on to the flying dorm room.
}
void cut(vector<LogEntry>& log, Part* cutID)
{
auto it = log.back().PieceCollector.find(cutID)++;
while(it != log.back().PieceCollector.end())
log.back().PieceCollector.erase(it++);
}
} */
//partdavid
bool setBestOrMoreLayers(vector<LogEntry>& log)
@ -248,11 +259,10 @@ void calculateNewCombinedProbabilityForPuzzlePiecesArithmetic(vector<LogEntry>&
{
float totalValue = 0.0;
int i;
for(int i; i < log.back().PieceCollector.size(); i++)
{
for(int i; i < log.back().PieceCollector.size(); i++);
// sum Probability of current Puzzle Piece in PieceCollector vector
//totalValue += *(log.back().PieceCollector.);
}
//return totalValue / i;
}