From ce5e007bc79e9021703be8c3b415503d565f80c2 Mon Sep 17 00:00:00 2001 From: Raphael Maenle <17550607+g-spacewhale@users.noreply.github.com> Date: Wed, 20 Dec 2017 18:23:39 +0100 Subject: [PATCH] Removed lots of slack, edited map functions into dispatcher, puzzleMat missing Removed overconstructed logic, changed vector to map. PuzzleMat object not defined yet, for implementation, make the functions that have already been called through it. --- .../Layer1/AbstractionLayer_1.cpp | 12 + Source/functions/solve/classExtension.cpp | 238 +----------------- Source/functions/solve/structure.cpp | 160 +++--------- Source/header/solve.h | 136 +--------- Source/main.cpp | 4 +- 5 files changed, 53 insertions(+), 497 deletions(-) diff --git a/Source/functions/AbstractionLayers/Layer1/AbstractionLayer_1.cpp b/Source/functions/AbstractionLayers/Layer1/AbstractionLayer_1.cpp index aa6aaaf..f7b766f 100644 --- a/Source/functions/AbstractionLayers/Layer1/AbstractionLayer_1.cpp +++ b/Source/functions/AbstractionLayers/Layer1/AbstractionLayer_1.cpp @@ -40,6 +40,7 @@ bool AbstractionLayer_1::CreateRandomPuzzle() for(int col=1;col> (moves*2)) | (getConnections() << sizeof(unsigned char)*8 - (moves*2)))); -} -//creates random centerpiece -void PuzzlePiece::randomCenterPiece() -{ - setConnections(0b00000000); - - if(rand()%2) - setConnections(getConnections() | (uint8_t)0b01000000); - else - setConnections(getConnections() | (uint8_t)0b10000000); - - if(rand()%2) - setConnections(getConnections() | (uint8_t)0b00010000); - else - setConnections(getConnections() | (uint8_t)0b00100000); - - if(rand()%2) - setConnections(getConnections() | (uint8_t)0b00000100); - else - setConnections(getConnections() | (uint8_t)0b00001000); - - if(rand()%2) - setConnections(getConnections() | (uint8_t)0b00000001); - else - setConnections(getConnections() | (uint8_t)0b00000010); -} - -//tests the myPart in all 4 rotations at position m, n -bool Puzzle::testRotationPiece(coor myCoor, PuzzlePiece& myPart, int nrOfRotations) -{ - for(int rotation=0; rotation < nrOfRotations; rotation++) - { - //coor myCoor(m,n); - if(PlaceOfPartGood(myCoor,myPart)) - return true; - //cout << "was rotated in testRotationPiece" << endl; - myPart.shift(1); - } - - //cout << "Was a bad part" << endl; - return false; -} - -//insterts piece at position in box according to boxidentifier and removes piece from puzzle -//this returns the position after!! the puzzle piece was put back in! not the boxidentifier of the piece. look that up in other function. -unsigned int Puzzle::putBackIntoBox(coor myCoor, vector& myBox) -{ -#ifdef debug -cout << "putting back" << endl; -cout << "Old Box: "; -printBox(myBox); -cout << endl; -#endif - for(unsigned int i = 0; i < myBox.size();i++) - { - if(myBox[i].getBoxIdentifier()>getPiece(myCoor.col,myCoor.row).getBoxIdentifier()) - { - myBox.insert(myBox.begin()+i,getPiece(myCoor.col,myCoor.row)); - removePiece(myCoor); - return i+1; - } - } - //using push back, if the element was the last element in the vector chain - myBox.push_back(getPiece(myCoor.col,myCoor.row)); - removePiece(myCoor); - return myBox.size(); -} - -//checks if the myPart in its current orientation is legal in position m, n -bool Puzzle::PlaceOfPartGood(coor myCoor, PuzzlePiece& myPart) -{ - - PuzzlePiece negativePart(0); - - negativePart.setConnections(negativePart.getConnections() | (getPiece(myCoor.col,myCoor.row+1).getConnections() & (uint8_t)0b11000000)); - negativePart.setConnections(negativePart.getConnections() | (getPiece(myCoor.col-1,myCoor.row).getConnections() & (uint8_t)0b00110000)); - negativePart.setConnections(negativePart.getConnections() | (getPiece(myCoor.col,myCoor.row-1).getConnections() & (uint8_t)0b00001100)); - negativePart.setConnections(negativePart.getConnections() | (getPiece(myCoor.col+1,myCoor.row).getConnections() & (uint8_t)0b00000011)); - negativePart.shift(2); - - - if ( - ( ((((negativePart.getConnections() & 0b11000000) ^ (myPart.getConnections() & 0b11000000)) != 0b00000000) && (((myPart.getConnections() & 0b11000000) != 0b00000000) && (negativePart.getConnections() & 0b11000000) != 0b00000000)) - || ((((negativePart.getConnections() & 0b11000000) == 0b11000000) || ((myPart.getConnections() & 0b11000000) == 0b11000000)) && (((myPart.getConnections() & 0b11000000) != 0b00000000) && (negativePart.getConnections() & 0b11000000) != 0b00000000)) - || (((negativePart.getConnections() & 0b11000000) == 0b00000000) && ((myPart.getConnections() & 0b11000000) == 0b00000000)) ) - && - ( ((((negativePart.getConnections() & 0b00110000) ^ (myPart.getConnections() & 0b00110000)) != 0b00000000) && (((myPart.getConnections() & 0b00110000) != 0b00000000) && (negativePart.getConnections() & 0b00110000) != 0b00000000)) - || ((((negativePart.getConnections() & 0b00110000) == 0b00110000) || ((myPart.getConnections() & 0b00110000) == 0b00110000)) && (((myPart.getConnections() & 0b00110000) != 0b00000000) && (negativePart.getConnections() & 0b00110000) != 0b00000000)) - || (((negativePart.getConnections() & 0b00110000) == 0b00000000) && ((myPart.getConnections() & 0b00110000) == 0b00000000)) ) - && - ( ((((negativePart.getConnections() & 0b00001100) ^ (myPart.getConnections() & 0b00001100)) != 0b00000000) && (((myPart.getConnections() & 0b00001100) != 0b00000000) && (negativePart.getConnections() & 0b00001100) != 0b00000000)) - || ((((negativePart.getConnections() & 0b00001100) == 0b00001100) || ((myPart.getConnections() & 0b00001100) == 0b00001100)) && (((myPart.getConnections() & 0b00001100) != 0b00000000) && (negativePart.getConnections() & 0b00001100) != 0b00000000)) - || (((negativePart.getConnections() & 0b00001100) == 0b00000000) && ((myPart.getConnections() & 0b00001100) == 0b00000000)) ) - && - ( ((((negativePart.getConnections() & 0b00000011) ^ (myPart.getConnections() & 0b00000011)) != 0b00000000) && (((myPart.getConnections() & 0b00000011) != 0b00000000) && (negativePart.getConnections() & 0b00000011) != 0b00000000)) - || ((((negativePart.getConnections() & 0b00000011) == 0b00000011) || ((myPart.getConnections() & 0b00000011) == 0b00000011)) && (((myPart.getConnections() & 0b00000011) != 0b00000000) && (negativePart.getConnections() & 0b00000011) != 0b00000000)) - || (((negativePart.getConnections() & 0b00000011) == 0b00000000) && ((myPart.getConnections() & 0b00000011) == 0b00000000)) ) - ) - { - //cout << "good Part: "; - //myPart.printPiece(); - //cout << endl; - return true; - } - //cout << "bad Part: "; - //myPart.printPiece(); - //cout << endl; - - return false; - -} -//prints the true puzzle (without 0 edges) -void Puzzle::printPuzzle() -{ - cout << "current Puzzle: " << endl; - for(int i=1;i randomBox::shuffle() +vector randomBox::shuffle() { random_shuffle(Box.begin(),Box.end()); for (auto &i:Box) @@ -241,48 +53,4 @@ vector randomBox::shuffle() numerateBox(Box); return Box; -} - -//creates a random box size m, n, shuffles it, and then retuns it -vector createBox(coor myCoor) -{ - randomBox myFirstPuzzleBox(myCoor.col,myCoor.row); - myFirstPuzzleBox.createRandomAbstraction1(); - myFirstPuzzleBox.createRandomAbstraction2(); - myFirstPuzzleBox.putAllIntoBox(); - - myFirstPuzzleBox.printPuzzle(); - return myFirstPuzzleBox.shuffle(); -} - -//prints contents of box -void printBox(vector myBox) -{ - cout << "current Box: " << endl; - for (auto &i:myBox) - { - i.printPiece(); - cout << ' '; - } - cout << endl; -} - -//gives every element in box a box identifier. -void numerateBox(vector& myBox) -{ - for(int i = 0; i< myBox.size();i++) - myBox[i].setBoxIdentifier(i); - -} - -std::vector convertPart2PuzzlePiece(std::vector simplePartBox) -{ - std::vector advancedPartBox; - for(auto const &i:simplePartBox) - { - PuzzlePiece tmpNewPiece(0); - tmpNewPiece.setConnections(i.getConnections()); - advancedPartBox.push_back(tmpNewPiece); - } - return advancedPartBox; } \ No newline at end of file diff --git a/Source/functions/solve/structure.cpp b/Source/functions/solve/structure.cpp index dd10799..83997a1 100755 --- a/Source/functions/solve/structure.cpp +++ b/Source/functions/solve/structure.cpp @@ -1,15 +1,15 @@ #include "../../header.h" -void status(vector& log, vector& p_Box, Puzzle& puzzleMat); +void status(vector& log, vector& p_Box); -bool next(vector& log, vector& p_Box, Puzzle& puzzleMat) +bool next(vector& log, vector& p_Box) { //last log element is set, create new log element or log not yet started if(!(log.size()) || log.back().isSet()) { if(!(p_Box.size())) return false; //puzzle solved - else createNextLogElement(log,p_Box,puzzleMat); + else createNextLogElement(log,p_Box); } //last log element is empty, backtrack else if(!(log.back().PieceCollector.size())) backtrack(log,p_Box,puzzleMat); @@ -28,27 +28,27 @@ bool next(vector& log, vector& p_Box, Puzzle& puzzleMat) if(log.back().abstractionLevel < MAX_ABSTRAX) { log.back().advance(); - solve(log,p_Box,puzzleMat); + solve(log,p_Box); } else - setsolution(log,p_Box,puzzleMat); + setsolution(log,p_Box); } else - setsolution(log,p_Box,puzzleMat); + setsolution(log,p_Box); } return true; } -void createNextLogElement(vector& log, vector& p_Box, Puzzle& puzzleMat) +void createNextLogElement(vector& log, vector& p_Box) { log.emplace_back(LogEntry()); - log.back().myCoor = calculateNextCoor(log, p_Box, puzzleMat); + log.back().myCoor = calculateNextCoor(log, p_Box); //getLayerDestructionPowerfromSurrounding(); - solve(log, p_Box,puzzleMat); + solve(log, p_Box); } -coor calculateNextCoor(vector& log, vector& p_Box, Puzzle& puzzleMat) +coor calculateNextCoor(vector& log, vector& p_Box) { //level 1: //go left to right, then increase current row @@ -68,15 +68,14 @@ coor calculateNextCoor(vector& log, vector& p_Box, Puzzl //return nextCoor; } -void solve(vector& log, vector& p_Box, Puzzle& puzzleMat) +void solve(vector& log, vector& p_Box) { //getNextHighestLayerworth(puzzleMat); //sets in abstractionLevel //status(log,p_Box,puzzleMat); switch(log.back().abstractionLevel) { - case 0: abstractionlayer0solver(log,p_Box,puzzleMat); - break; - case 1: abstractionlayer1solver(log,p_Box,puzzleMat); + case 1: + puzzleMat.AbstractionLayer_1solver.EvalueteQuality(log.back().PieceCollector); break; default: @@ -90,141 +89,50 @@ void solve(vector& log, vector& p_Box, Puzzle& puzzleMat } -void abstractionlayer0solver(vector& log, vector& p_Box, Puzzle& puzzleMat) -{ - //throw all remaining puzzle pieces into newest log - for(auto i:p_Box) - log.back().PieceCollector.push_back(i); -} - -void abstractionlayer1solver(vector& log, vector& p_Box, Puzzle& puzzleMat) -{ - //remove all that do not fit according to abstraction layer 0 - for(int i=0;i<(log.back().PieceCollector.size());) - { - (*(log.back().PieceCollector[i])).resetShift(); - //TODO: change checker from checking every box piece to only checking the simplifyed version ob the box with abstraction layer one - if(!(puzzleMat.testRotationPiece(log.back().myCoor, *(log.back().PieceCollector[i])))) - log.back().PieceCollector.erase(log.back().PieceCollector.begin()+i); - else - { - //set shift to 0 so that we have a defined starting position for all pieces - while(log.back().PieceCollector[i]->getShift()) - log.back().PieceCollector[i]->shift(1); - i++; //otherwise loop stops before end! - } - } -} - -void setsolution(vector& log, vector& p_Box, Puzzle& puzzleMat) +//removes from box and makes log "set" +void setsolution(vector& log, vector& p_Box) { //advance number of randomed part count if(log.back().PieceCollector.size()>1) log.back().advanceRandomed(); //remove first element in last logelement from box for(int i=0;ifirst)//mach ich das richtig so?! p_Box.erase(p_Box.begin()+i); else i++; - //turn piece until it fits and then set element into matrix - if(puzzleMat.testRotationPiece(log.back().myCoor,*(log.back().PieceCollector[0]))) - //error if it turned - //puzzleMat.setPiece(log.back().myCoor.m, log.back().myCoor.n, *(log.back().PieceCollector[0])); - puzzleMat.setPiece(log.back().myCoor, *(log.back().PieceCollector[0])); - else - { - cout << "fatal error, wrong piece saved" << endl; - exit; - } //tell log entry that it is set log.back().Set(); - } -bool backtrack(vector& log, vector& p_Box, Puzzle& puzzleMat) +bool backtrack(vector& log, vector& p_Box, puzzleMat) { - //following possibilities: - //last log entry empty - delete last log + backtrack - if(!(log.back().PieceCollector.size())) - { - puzzleMat.removePiece(log.back().myCoor); - log.pop_back(); - backtrack(log,p_Box,puzzleMat); - return true; - } - - //last log entry only one solution - delete last logd put back into box + backtrack - else if((log.back().PieceCollector.size())==1) - { - (log.back().PieceCollector[0])->shift(1); - - //check rotion - while((log.back().PieceCollector[0])->getShift() !=0 && (log.back().PieceCollector[0])->getShift() !=3) - { - log.back().PieceCollector[0]->shift(1); - if(puzzleMat.testRotationPiece(log.back().myCoor, *(log.back().PieceCollector[0]), 1)) - { - setsolution(log,p_Box,puzzleMat); - return true; - } - } - - p_Box.push_back(log.back().PieceCollector[0]); - //shuffleup - std::random_device rd; - std::mt19937 g(rd()); - std::shuffle(p_Box.begin(),p_Box.end(),g); - puzzleMat.removePiece(log.back().myCoor); - log.pop_back(); - //cout << "removed" << endl; - //status(log,p_Box,puzzleMat); - backtrack(log,p_Box,puzzleMat); - - return true; - } - - //last log entry multiple solutions (and current one was randomed) - delete randomed piece and go to next - else if((log.back().PieceCollector.size())>1) - { - - //check if piece has second rotation solution - (*(log.back().PieceCollector[0])).shift(1); - - while((log.back().PieceCollector[0])->getShift() !=0 && (log.back().PieceCollector[0])->getShift() !=3) - { - log.back().PieceCollector[0]->shift(1); - if(puzzleMat.testRotationPiece(log.back().myCoor, *(log.back().PieceCollector[0]), 1)) - { - setsolution(log,p_Box,puzzleMat); - return true; - } - } - - p_Box.push_back(log.back().PieceCollector[0]); - //shuffleup - std::random_device rd; - std::mt19937 g(rd()); - std::shuffle(p_Box.begin(),p_Box.end(),g); + //if more pieces possible, take next piece + if((log.back().PieceCollector.size())>1) + { + p_Box.push_back(log.back().PieceCollector.begin()->first); log.back().PieceCollector.erase(log.back().PieceCollector.begin()); if(log.back().PieceCollector.size()==1) log.back().decreaseRandomed(); - //for abstraction layer 1 so that first rotation solution is set. - (*(log.back().PieceCollector[0])).resetShift(); setsolution(log,p_Box,puzzleMat); - return true; - //no need to remove from puzzle mat, as setsolution overwrites it anyway - } - else - return false; - + return true; + } + //else remove log element and backtrack once more + else + { + puzzleMat.removePiece(log.back().myCoor); //this should remove constraints from all layers + if(!(log.back().PieceCollector.size())) + p_Box.emplace_back(log.back().PieceCollector[0]); + log.pop_back(); + backtrack(log,p_Box,puzzleMat); + } } -void status(vector& log, vector& p_Box, Puzzle& puzzleMat) +void status(vector& log, vector& p_Box, puzzleMat) { cout << "----------------------------" << endl; cout << "status:" << endl; @@ -254,7 +162,7 @@ void status(vector& log, vector& p_Box, Puzzle& puzzleMa cout << "----------------------------" << endl; } -void calculateTrueDestructionPower(vector& log, Puzzle& puzzleMat, float Layerworth) +void calculateTrueDestructionPower(vector& log, puzzleMat, float Layerworth) { //hier muss noch rein, wo die zeit der Abstractionlevels gespeichter wird float destructionPower=sqrt(Layerworth * log.back().abstractionLevel); diff --git a/Source/header/solve.h b/Source/header/solve.h index a54d4ff..71ad5e8 100755 --- a/Source/header/solve.h +++ b/Source/header/solve.h @@ -14,136 +14,10 @@ public: {} }; -class PuzzlePiece: public Part -{ -public: - - PuzzlePiece(unsigned int flag = 0) - { - shifts=0; - boxidentifier=-1; - switch(flag) - { - case 0: - setConnections(0b00000000); - break; - case 1: - setConnections(0b11111111); - break; - case 3: - randomCenterPiece(); - break; - } - } - unsigned int getShift(){return shifts;} - void resetShift(){shifts=0;} - void shift(unsigned int moves); - void randomCenterPiece(); - void printPiece() { cout << bitset (getConnections()); } - - void setBoxIdentifier(int new_boxid) { boxidentifier = new_boxid; } - int getBoxIdentifier() { return boxidentifier; } - void assignIdentifier() { identifier = idcount;idcount++; } - unsigned int getIdentifier() { return identifier;} - -private: - unsigned int shifts; - unsigned int boxidentifier; - unsigned int identifier; - - static unsigned int idcount; -}; - - - -class Puzzle -{ - friend class randomBox; -public: - //constructor creates matrix with 00 outside and 11 inside - Puzzle(unsigned int m = 7, unsigned int n = 4): col(m), row(n) - { - Matrix = new PuzzlePiece* [n+2]; - for(int i = 0;i& myBox, unsigned int separator); // 3rd change: works - unsigned int putBackIntoBox(coor myCoor, vector& myBox); // 4th change: works - - -private: - unsigned int row; - unsigned int col; - - PuzzlePiece** Matrix; - -}; - -//use this for random puzzle creation -class randomBox: public Puzzle -{ -public: - - randomBox(unsigned int m, unsigned int n) : Puzzle(m,n) {srand(time(0));} //passed m n to puzzle constructor - - void createRandomAbstraction1(); - void createRandomAbstraction2(); - void putAllIntoBox(); - vector shuffle(); - void printBox(); - -private: - vector Box; - -}; - - class LogEntry { public: - vector PieceCollector; + map PieceCollector; int abstractionLevel; coor myCoor; @@ -165,16 +39,10 @@ private: static int randomed; }; -void printBox(vector myBox); -vector createBox(coor myCoor); -void numerateBox(vector& myBox); - bool next(vector& log, vector& p_Box, Puzzle& puzzleMat); coor calculateNextCoor(vector& log, vector& p_Box, Puzzle& puzzleMat); void solve(vector& log, vector& p_Box, Puzzle& puzzleMat); -void abstractionlayer0solver(vector& log, vector& p_Box, Puzzle& puzzleMat); -void abstractionlayer1solver(vector& log, vector& p_Box, Puzzle& puzzleMat); void setsolution(vector& log, vector& p_Box, Puzzle& puzzleMat); -bool backtrack(vector& log, vector& p_Box, Puzzle& puzzleMat); +bool backtrack(vector& log, vector& p_Box, puzzleMat); void createNextLogElement(vector& log, vector& p_Box, Puzzle& puzzleMat); \ No newline at end of file diff --git a/Source/main.cpp b/Source/main.cpp index bde85f6..72e2ef7 100644 --- a/Source/main.cpp +++ b/Source/main.cpp @@ -10,11 +10,11 @@ int main() unsigned int cols=5, rows=6; //some basic random puzzle stuff - vector myFirstBox = createBox(coor(cols,rows)); + vector myFirstBox = createBox(coor(cols,rows)); //some advanced solver stuff vector log; - vector p_myFirstBox; + vector p_myFirstBox; //BoxClassify myFirstBox(); cout << endl;