RM: added into dispatcher strucure

This commit is contained in:
Raphael Maenle
2018-01-19 21:36:31 +01:00
parent ddd5d80750
commit d91dded858
6 changed files with 43 additions and 16 deletions

View File

@ -46,7 +46,8 @@ void Puzzle::putIntoBox()
for(int rotations=0;rotations<4;rotations++)
{
tmpPart.m_a1.shift(1);
//TODO! add all other layers with their rotaionvariance here
//TODO! add all other layer with their rotaionvariance into "tmpPart"
//if it piece is roation invariant no need to do anything
myBox.emplace_back(tmpPart);
}
@ -65,6 +66,8 @@ void Puzzle::shuffle()
void Puzzle::removeConstrains(coor removeCoordinates)
{
this->a1.RemoveConstraintOnPosition(removeCoordinates);
this->a3.RemoveConstraintOnPosition(removeCoordinates);
//TODO!! Add other layer remove here
}
void Puzzle::setConstraints(coor setConstraints, Part* constraintPiece)
{
@ -75,6 +78,10 @@ void Puzzle::setConstraints(coor setConstraints, Part* constraintPiece)
//a1
this->a1.SetConstraintOnPosition(setConstraints,constraintPiece->m_a1);
//a3
this->a3.SetConstraintOnPosition(setConstraints,constraintPiece->m_Histogram);
//TODO!! Add other layer remove here
}
void Puzzle::createRandomPuzzle()

View File

@ -35,7 +35,10 @@ bool next(vector<LogEntry>& log,Puzzle& puzzleMat)
setsolution(log,puzzleMat);
else
setsolution(log,puzzleMat);
if(log.back().myCoor.row==26)
cout << log.back().myCoor.row << ", " << log.back().myCoor.col << endl;
return true;
}
void createNextLogElement(vector<LogEntry>& log, Puzzle& puzzleMat)
@ -55,7 +58,6 @@ coor calculateNextCoor(vector<LogEntry>& log, Puzzle& puzzleMat)
{
//level 1:
//go left to right, then increase current row
if (log.size() == 1)
return {0,0};
@ -73,11 +75,15 @@ void solve(vector<LogEntry>& log,Puzzle& puzzleMat)
{
log.back().abstractionLevel = puzzleMat.dp.getNextAbstractionLayer(log.back().myCoor,log.back().abstractionLevel); //sets in abstractionLevel
//status(log,p_Box,puzzleMat);
//TODO!! Add more layers here
switch(log.back().abstractionLevel)
{
case 0://pömpel
puzzleMat.a1.EvaluateQuality(log.back().myCoor, log.back().PieceCollector);
break;
case 1://
puzzleMat.a3.EvaluateQuality(log.back().myCoor,log.back().PieceCollector);
break;
case -1://random
setsolution(log,puzzleMat);
return;
@ -105,6 +111,8 @@ void setsolution(vector<LogEntry>& log, Puzzle& puzzleMat)
puzzleMat.combinedQualityVector.clear(); //clear data from temp variable
//tell log entry that it is set
log.back().Set();
if(log.back().myCoor.row==27)
cout << "hello" << endl;
puzzleMat.setConstraints(log.back().myCoor,log.back().PieceCollector.begin()->second);
//cout << "set:" << log.back().myCoor.col << "," << log.back().myCoor.row << endl;
}
@ -187,6 +195,9 @@ float capLogElements(vector<LogEntry>& log)
break;
}
int newid=0;
//check if all over
if(id==log.back().PieceCollector.size())
return 0;
if(id>0)
newid = --id; //set to the one just over limit
@ -241,6 +252,7 @@ bool SetBestOrMoreLayersArithmetical(vector<LogEntry>& log, qualityVector& cqVec
case 4: threshold = 0.60; break;
default: threshold = 0.5; break;
}
//TODO!! add more layers here!
// check Quality of current Puzzle Piece in combinedQualityVector with Threshold value
for (qualityVector::iterator it = cqVector.begin(); it != cqVector.end(); it++)
@ -269,6 +281,7 @@ void CalculateNewCombinedQuality(vector<LogEntry>& log, qualityVector& qVector,
{
bool summarizedVectors = false;
int countSummarizedVectors = 0;
bool removePart=true;
// check if both qualityVectors are not empty
if(qVector.empty())
@ -287,19 +300,25 @@ void CalculateNewCombinedQuality(vector<LogEntry>& log, qualityVector& qVector,
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) {
if (cqVector.at(i).second->GetPartID() == qVector.at(j).second->GetPartID() && cqVector.at(i).second->GetNumOfRotations() == qVector.at(j).second->GetNumOfRotations()) {
// sum Quality of PieceCollector (qualityVector) to combinedQualityVector
cqVector.at(j).first += qVector.at(i).first;
countSummarizedVectors++;
removePart=false;
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();
}
if(removePart)
{
swap(cqVector.at(i), cqVector.back());
cqVector.pop_back();
}
}
// cqVector should have the same size now as newest qVector