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.
This commit is contained in:
Raphael Maenle
2017-12-20 18:23:39 +01:00
parent c885e472fb
commit ce5e007bc7
5 changed files with 53 additions and 497 deletions

View File

@@ -1,15 +1,15 @@
#include "../../header.h"
void status(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzleMat);
void status(vector<LogEntry>& log, vector<Part*>& p_Box);
bool next(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzleMat)
bool next(vector<LogEntry>& log, vector<Part*>& 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<LogEntry>& log, vector<PuzzlePiece*>& 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<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzleMat)
void createNextLogElement(vector<LogEntry>& log, vector<Part*>& 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<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzleMat)
coor calculateNextCoor(vector<LogEntry>& log, vector<Part*>& p_Box)
{
//level 1:
//go left to right, then increase current row
@@ -68,15 +68,14 @@ coor calculateNextCoor(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzl
//return nextCoor;
}
void solve(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzleMat)
void solve(vector<LogEntry>& log, vector<Part*>& 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<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzleMat
}
void abstractionlayer0solver(vector<LogEntry>& log, vector<PuzzlePiece*>& 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<LogEntry>& log, vector<PuzzlePiece*>& 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<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzleMat)
//removes from box and makes log "set"
void setsolution(vector<LogEntry>& log, vector<Part*>& 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;i<p_Box.size();)
if(p_Box[i]==log.back().PieceCollector[0])
if(p_Box[i]==log.back().PieceCollector.begin()->first)//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<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzleMat)
bool backtrack(vector<LogEntry>& log, vector<Part*>& 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<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzleMat)
void status(vector<LogEntry>& log, vector<Part*>& p_Box, puzzleMat)
{
cout << "----------------------------" << endl;
cout << "status:" << endl;
@@ -254,7 +162,7 @@ void status(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzleMa
cout << "----------------------------" << endl;
}
void calculateTrueDestructionPower(vector<LogEntry>& log, Puzzle& puzzleMat, float Layerworth)
void calculateTrueDestructionPower(vector<LogEntry>& log, puzzleMat, float Layerworth)
{
//hier muss noch rein, wo die zeit der Abstractionlevels gespeichter wird
float destructionPower=sqrt(Layerworth * log.back().abstractionLevel);