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.
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@@ -1,15 +1,15 @@
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#include "../../header.h"
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void status(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzleMat);
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void status(vector<LogEntry>& log, vector<Part*>& p_Box);
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bool next(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzleMat)
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bool next(vector<LogEntry>& log, vector<Part*>& p_Box)
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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(!(p_Box.size())) return false; //puzzle solved
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else createNextLogElement(log,p_Box,puzzleMat);
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else createNextLogElement(log,p_Box);
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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,p_Box,puzzleMat);
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@@ -28,27 +28,27 @@ bool next(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzleMat)
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if(log.back().abstractionLevel < MAX_ABSTRAX)
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{
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log.back().advance();
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solve(log,p_Box,puzzleMat);
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solve(log,p_Box);
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}
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else
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setsolution(log,p_Box,puzzleMat);
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setsolution(log,p_Box);
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}
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else
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setsolution(log,p_Box,puzzleMat);
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setsolution(log,p_Box);
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}
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return true;
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}
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void createNextLogElement(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzleMat)
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void createNextLogElement(vector<LogEntry>& log, vector<Part*>& p_Box)
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{
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log.emplace_back(LogEntry());
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log.back().myCoor = calculateNextCoor(log, p_Box, puzzleMat);
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log.back().myCoor = calculateNextCoor(log, p_Box);
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//getLayerDestructionPowerfromSurrounding();
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solve(log, p_Box,puzzleMat);
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solve(log, p_Box);
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}
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coor calculateNextCoor(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzleMat)
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coor calculateNextCoor(vector<LogEntry>& log, vector<Part*>& p_Box)
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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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@@ -68,15 +68,14 @@ coor calculateNextCoor(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzl
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//return nextCoor;
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}
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void solve(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzleMat)
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void solve(vector<LogEntry>& log, vector<Part*>& p_Box)
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{
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//getNextHighestLayerworth(puzzleMat); //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: abstractionlayer0solver(log,p_Box,puzzleMat);
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break;
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case 1: abstractionlayer1solver(log,p_Box,puzzleMat);
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case 1:
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puzzleMat.AbstractionLayer_1solver.EvalueteQuality(log.back().PieceCollector);
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break;
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default:
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@@ -90,141 +89,50 @@ void solve(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& 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(auto i:p_Box)
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log.back().PieceCollector.push_back(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());)
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{
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(*(log.back().PieceCollector[i])).resetShift();
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//TODO: change checker from checking every box piece to only checking the simplifyed version ob the box with abstraction layer one
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if(!(puzzleMat.testRotationPiece(log.back().myCoor, *(log.back().PieceCollector[i]))))
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log.back().PieceCollector.erase(log.back().PieceCollector.begin()+i);
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else
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{
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//set shift to 0 so that we have a defined starting position for all pieces
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while(log.back().PieceCollector[i]->getShift())
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log.back().PieceCollector[i]->shift(1);
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i++; //otherwise loop stops before end!
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}
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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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//removes from box and makes log "set"
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void setsolution(vector<LogEntry>& log, vector<Part*>& p_Box)
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{
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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<p_Box.size();)
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if(p_Box[i]==log.back().PieceCollector[0])
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if(p_Box[i]==log.back().PieceCollector.begin()->first)//mach ich das richtig so?!
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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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//turn piece until it fits and then set element into matrix
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if(puzzleMat.testRotationPiece(log.back().myCoor,*(log.back().PieceCollector[0])))
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//error if it turned
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//puzzleMat.setPiece(log.back().myCoor.m, log.back().myCoor.n, *(log.back().PieceCollector[0]));
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puzzleMat.setPiece(log.back().myCoor, *(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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bool backtrack(vector<LogEntry>& log, vector<Part*>& p_Box, puzzleMat)
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{
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//following possibilities:
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//last log entry empty - delete last log + backtrack
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if(!(log.back().PieceCollector.size()))
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{
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puzzleMat.removePiece(log.back().myCoor);
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log.pop_back();
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backtrack(log,p_Box,puzzleMat);
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return true;
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}
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//last log entry only one solution - 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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(log.back().PieceCollector[0])->shift(1);
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//check rotion
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while((log.back().PieceCollector[0])->getShift() !=0 && (log.back().PieceCollector[0])->getShift() !=3)
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{
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log.back().PieceCollector[0]->shift(1);
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if(puzzleMat.testRotationPiece(log.back().myCoor, *(log.back().PieceCollector[0]), 1))
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{
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setsolution(log,p_Box,puzzleMat);
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return true;
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}
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}
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p_Box.push_back(log.back().PieceCollector[0]);
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//shuffleup
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std::random_device rd;
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std::mt19937 g(rd());
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std::shuffle(p_Box.begin(),p_Box.end(),g);
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puzzleMat.removePiece(log.back().myCoor);
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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 true;
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}
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//last log entry multiple solutions (and current one was randomed) - delete randomed piece and go to next
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else if((log.back().PieceCollector.size())>1)
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{
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//check if piece has second rotation solution
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(*(log.back().PieceCollector[0])).shift(1);
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while((log.back().PieceCollector[0])->getShift() !=0 && (log.back().PieceCollector[0])->getShift() !=3)
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{
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log.back().PieceCollector[0]->shift(1);
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if(puzzleMat.testRotationPiece(log.back().myCoor, *(log.back().PieceCollector[0]), 1))
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{
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setsolution(log,p_Box,puzzleMat);
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return true;
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}
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}
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p_Box.push_back(log.back().PieceCollector[0]);
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//shuffleup
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std::random_device rd;
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std::mt19937 g(rd());
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std::shuffle(p_Box.begin(),p_Box.end(),g);
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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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p_Box.push_back(log.back().PieceCollector.begin()->first);
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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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//for abstraction layer 1 so that first rotation solution is set.
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(*(log.back().PieceCollector[0])).resetShift();
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setsolution(log,p_Box,puzzleMat);
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return true;
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//no need to remove from puzzle mat, as setsolution overwrites it anyway
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}
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else
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return false;
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return true;
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}
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//else remove log element and backtrack once more
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else
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{
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puzzleMat.removePiece(log.back().myCoor); //this should remove constraints from all layers
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if(!(log.back().PieceCollector.size()))
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p_Box.emplace_back(log.back().PieceCollector[0]);
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log.pop_back();
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backtrack(log,p_Box,puzzleMat);
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}
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}
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void status(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzleMat)
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void status(vector<LogEntry>& log, vector<Part*>& p_Box, puzzleMat)
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{
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cout << "----------------------------" << endl;
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cout << "status:" << endl;
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@@ -254,7 +162,7 @@ void status(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzleMa
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cout << "----------------------------" << endl;
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}
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void calculateTrueDestructionPower(vector<LogEntry>& log, Puzzle& puzzleMat, float Layerworth)
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void calculateTrueDestructionPower(vector<LogEntry>& log, puzzleMat, float Layerworth)
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{
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//hier muss noch rein, wo die zeit der Abstractionlevels gespeichter wird
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float destructionPower=sqrt(Layerworth * log.back().abstractionLevel);
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