redid some of the includes and changed way statics are saved
This commit is contained in:
parent
0faadc8c25
commit
dd9f8f3250
@ -7,10 +7,14 @@ set(CMAKE_CXX_STANDARD 11)
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set(SOURCE_FILES
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main.cpp
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header.h
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functions/solve/classExtension.cpp
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functions/solve/structure.cpp
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functions/AbstractionLayers/AbstraktionLayer_Base.h
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)
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functions/AbstractionLayers/Layer1/AbstractionLayer_1.cpp
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functions/AbstractionLayers/DestructionPower/DestructionPower.cpp
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header/solve.h
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header/input.h
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functions/solve/puzzleExtension.cpp)
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add_executable(PuzzleSolver ${SOURCE_FILES})
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include_directories(${OpenCV_INCLUDE_DIRS})
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target_link_libraries(PuzzleSolver ${OpenCV_LIBS})
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@ -3,7 +3,7 @@
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#include <map>
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#include <vector>
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#include "../../header/solve.h"
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#include "../../header/input.h"
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using namespace std;
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@ -19,7 +19,7 @@ typedef map<Part*, float> qualityVector;
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* @tparam T template parameter which should be the property class of the layer
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*/
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template<typename T>
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class AbstraktionLayer_Base
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class AbstractionLayer_Base
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{
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public:
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/**
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@ -63,7 +63,7 @@ public:
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m_constraintMatrix = vector<vector<T>>(collumns, vector<T>(rows));
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}
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vector<vector<T>> m_constraintMatrix; //!<-- Matrix where the constraints of the layer will be saved
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vector<vector<T>> m_constraintMatrix{}; //!<-- Matrix where the constraints of the layer will be saved
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};
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@ -3,7 +3,13 @@
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//
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#include "DestructionPower.h"
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#include <iostream>
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map<int,float> DestructionPower_Properties::SpeedTable =
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{
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{1,0.001}
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};
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void DestructionPower::PreProcessing(const vector<Part*>* partArray)
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{
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@ -31,14 +37,18 @@ void DestructionPower::DestructionOfSurrounding(const coor constraintCoordinate)
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if(constraintCoordinate.row > 0)
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{
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divisor++;
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newDestructionArray[i] += m_constraintMatrix[constraintCoordinate.col][constraintCoordinate.row-1].m_destruction.DestructionArray[i];
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newDestructionArray[i] += m_constraintMatrix[constraintCoordinate.col][constraintCoordinate.row-1].DestructionArray[i];
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}
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if(constraintCoordinate.col > 0)
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{
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divisor++;
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newDestructionArray[i] += m_constraintMatrix[constraintCoordinate.col-1][constraintCoordinate.row].m_destruction.DestructionArray[i];
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newDestructionArray[i] += m_constraintMatrix[constraintCoordinate.col-1][constraintCoordinate.row].DestructionArray[i];
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}
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if(divisor)
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newDestructionArray[i] /=divisor;
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}
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}
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DestructionPower_Properties::DestructionPower_Properties() {
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for(int i=0;i<sizeof(DestructionArray);i++)
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DestructionArray.emplace_back(DestructionPower_Properties::SpeedTable[i]*DESTRUCTION_INIT);
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}
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@ -5,25 +5,25 @@
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#ifndef SOURCE_DESTRUCTIONPOWER_H
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#define SOURCE_DESTRUCTIONPOWER_H
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#define DESTRUCTION_INIT 0.5
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#define DESTRUCTION_COUNT 1
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#include "../AbstraktionLayer_Base.h"
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#include "DestructionPower_Properties.h"
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#include "../AbstraktionLayer_Base.h"
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#include <vector>
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#include <iostream>
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#include <bitset>
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#include <random>
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class DestructionPower : public AbstraktionLayer_Base<DestructionPower_Properties>
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class DestructionPower : public AbstractionLayer_Base<DestructionPower_Properties>
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{
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public:
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void PreProcessing(const vector<Part*>* partArray);//override
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bool EvaluateQuality (const coor constraintCoordinate, qualityVector& qVector);
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bool SetConstraintOnPosition(const coor constraintCoordinate, const AbstractionLayer_1_Properties constraint);
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bool RemoveConstraintOnPosition(const coor constraintCoordinate);
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void PreProcessing(const vector<Part*>* partArray) override;
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bool EvaluateQuality (coor constraintCoordinate, qualityVector& qVector) override;
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bool SetConstraintOnPosition(coor constraintCoordinate, AbstractionLayer_1_Properties constraint);
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bool RemoveConstraintOnPosition(coor constraintCoordinate)override;
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void DestructionOfSurrounding(const coor constraintCoordinate);
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void DestructionOfSurrounding(coor constraintCoordinate);
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private:
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};
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@ -1,47 +1,29 @@
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//
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// Created by mpapa on 05.12.2017.
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//
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#pragma once
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#ifndef SOURCE_DESTRUCTIONPOWER_PROPERTIES_H
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#define SOURCE_DESTRUCTIONPOWER_PROPERTIES_H
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#define DESTRUCTION_INIT 0.5
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#include <stdint.h>
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#include "DestructionPower.h"
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#include <map>
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#include <vector>
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using namespace std;
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class DestructionPower_Properties
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{
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public:
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DestructionPower_Properties()
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{
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for(int i=0;i<sizeof(DestructionArray);i++)
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DestructionArray[i]=(SpeedTable[i]*DESTRUCTION_INIT);
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setSpeedTable();
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}
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explicit DestructionPower_Properties();
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map<int,float> getSpeedTable()
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{
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return SpeedTable;
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}
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void setSpeedTable()
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{ SpeedTable=create_SpeedTable();}
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void setSpeedTable();
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private:
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static map<int,float> create_SpeedTable();
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static map<int,float> SpeedTable;
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float DestructionArray[DESTRUCTION_COUNT];
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vector<float> DestructionArray;
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friend class DestructionPower;
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};
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map<int,float> DestructionPower_Properties::create_SpeedTable()
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{
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map<int, float> m;
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m[1] = 0.001;
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return m;
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}
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#endif //SOURCE_DESTRUCTIONPOWER_PROPERTIES_H
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};
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@ -3,6 +3,8 @@
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//
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#include "AbstractionLayer_1.h"
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#include "../../../header.h"
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#include <iostream>
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void AbstractionLayer_1::PreProcessing(const vector<Part*>* partArray)
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@ -16,7 +18,7 @@ bool AbstractionLayer_1::EvaluateQuality (const coor constraintCoordinate, quali
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{
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for(auto it = qVector.begin(); it != qVector.end(); it++)
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{
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if(PlaceOfPartGood(constraintCoordinate, it->first->m_test1.m_connections))
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if(PlaceOfPartGood(constraintCoordinate, it->first->myLayers->m_test1.m_connections))
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continue;
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qVector.erase(it++);
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}
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@ -90,7 +92,7 @@ qualityVector AbstractionLayer_1::returnInBox(vector<Part>& PuzzleBox)
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int i=0;
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for(int col=1;col<m_constraintMatrix.size()-1;col++)
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for(int row=1;row<m_constraintMatrix[col].size()-1;row++)
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PuzzleBox[i++].m_test1.m_connections=m_constraintMatrix[col][row].m_connections;
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PuzzleBox[i++].myLayers->m_test1.m_connections=m_constraintMatrix[col][row].m_connections;
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}
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@ -106,7 +108,7 @@ void AbstractionLayer_1::setEdgeZero()
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bool AbstractionLayer_1::PlaceOfPartGood(coor myCoor, uint8_t& myPart)
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{
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uint8_t negativePart(0)=0b00000000;
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uint8_t negativePart=0b00000000;
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negativePart or_eq (m_constraintMatrix[myCoor.col][myCoor.row+1].m_connections & 0b11000000);
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negativePart or_eq (m_constraintMatrix[myCoor.col-1][myCoor.row].m_connections & 0b00110000);
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@ -5,14 +5,15 @@
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#ifndef SOURCE_ABSTRACTIONLAYER_1_H
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#define SOURCE_ABSTRACTIONLAYER_1_H
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#include "../AbstraktionLayer_Base.h"
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#include "AbstractionLayer_1_Properties.h"
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#include "../AbstraktionLayer_Base.h"
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#include <vector>
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#include <iostream>
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#include <bitset>
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#include <random>
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class AbstractionLayer_1 : public AbstraktionLayer_Base<AbstractionLayer_1_Properties>
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class AbstractionLayer_1 : public AbstractionLayer_Base<AbstractionLayer_1_Properties>
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{
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public:
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void PreProcessing(const vector<Part*>* partArray);//override
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@ -6,7 +6,6 @@
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#define SOURCE_ABSTRACTIONLAYER_1_PROPERTIES_H
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#include <stdint.h>
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#include "AbstractionLayer_1.h"
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class AbstractionLayer_1_Properties
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{
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11
Source/functions/solve/puzzleExtension.cpp
Normal file
11
Source/functions/solve/puzzleExtension.cpp
Normal file
@ -0,0 +1,11 @@
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//
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// Created by Raphael Maenle on 21/12/2017.
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//
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#include "../../header/solve.h"
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void Puzzle::printPuzzle() {}
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void Puzzle::putIntoBox() {}//puts a puzzlepiece back into its box
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void Puzzle::shuffle() {}//shuffles the existing box in Puzzle
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void Puzzle::removeConstrains(coor removeCoordinates) {}//deletes all constraints from all abstractionlayers
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@ -1,15 +1,14 @@
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#include "../../header.h"
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void status(vector<LogEntry>& log, vector<Part*>& p_Box);
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bool next(vector<LogEntry>& log, vector<Part*>& p_Box)
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bool next(vector<LogEntry>& log, vector<Part*>& p_Box,Puzzle& puzzleMat)
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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);
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else createNextLogElement(log,p_Box,puzzleMat);
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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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@ -25,30 +24,30 @@ bool next(vector<LogEntry>& log, vector<Part*>& p_Box)
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{
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if(log.back().hasRandomed())
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{
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if(log.back().abstractionLevel < MAX_ABSTRAX)
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if(log.back().abstractionLevel < 2)//do 2 at least two best abstractions to check if part is okay
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{
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log.back().advance();
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solve(log,p_Box);
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solve(log,p_Box,puzzleMat);
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}
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else
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setsolution(log,p_Box);
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setsolution(log,p_Box,puzzleMat);
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}
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else
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setsolution(log,p_Box);
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setsolution(log,p_Box,puzzleMat);
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}
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return true;
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}
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void createNextLogElement(vector<LogEntry>& log, vector<Part*>& p_Box)
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void createNextLogElement(vector<LogEntry>& log, vector<Part*>& p_Box, Puzzle& puzzleMat)
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{
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log.emplace_back(LogEntry());
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log.back().myCoor = calculateNextCoor(log, p_Box);
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log.back().myCoor = calculateNextCoor(log, p_Box,puzzleMat);
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//getLayerDestructionPowerfromSurrounding();
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solve(log, p_Box);
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solve(log, p_Box,puzzleMat);
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}
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coor calculateNextCoor(vector<LogEntry>& log, vector<Part*>& p_Box)
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coor calculateNextCoor(vector<LogEntry>& log, vector<Part*>& p_Box, Puzzle& puzzleMat)
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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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@ -57,25 +56,25 @@ coor calculateNextCoor(vector<LogEntry>& log, vector<Part*>& p_Box)
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return {0,0};
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int m= log.rbegin()[1].myCoor.col;
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int n= log.rbegin()[1].myCoor.row;
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unsigned int m= log.rbegin()[1].myCoor.col;
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unsigned int n= log.rbegin()[1].myCoor.row;
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if(m<puzzleMat.getCols()-1) m++;
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else if(n<puzzleMat.getRows()-1){ m=0; n++;}
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if(m<puzzleMat.getSizeAsCoor().col-1) m++;
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else if(n<puzzleMat.getSizeAsCoor().row-1){ m=0; n++;}
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else return {};
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return {m,n};
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//return nextCoor;
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}
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void solve(vector<LogEntry>& log, vector<Part*>& p_Box)
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void solve(vector<LogEntry>& log, vector<Part*>& p_Box, Puzzle& puzzleMat)
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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 1:
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puzzleMat.AbstractionLayer_1solver.EvalueteQuality(log.back().PieceCollector);
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puzzleMat.a1->EvaluateQuality(log.back().myCoor, log.back().PieceCollector);
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break;
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default:
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@ -90,7 +89,7 @@ void solve(vector<LogEntry>& log, vector<Part*>& p_Box)
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}
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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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void setsolution(vector<LogEntry>& log, vector<Part*>& p_Box, Puzzle& puzzleMat)
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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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@ -106,7 +105,7 @@ void setsolution(vector<LogEntry>& log, vector<Part*>& p_Box)
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log.back().Set();
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}
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bool backtrack(vector<LogEntry>& log, vector<Part*>& p_Box, puzzleMat)
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bool backtrack(vector<LogEntry>& log, vector<Part*>& p_Box, Puzzle& puzzleMat)
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{
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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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@ -124,15 +123,15 @@ bool backtrack(vector<LogEntry>& log, vector<Part*>& p_Box, puzzleMat)
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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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puzzleMat.removeConstrains(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.begin()->first);
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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<Part*>& p_Box, puzzleMat)
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void status(vector<LogEntry>& log, vector<Part*>& p_Box, Puzzle& puzzleMat)
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{
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cout << "----------------------------" << endl;
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cout << "status:" << endl;
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@ -151,18 +150,13 @@ void status(vector<LogEntry>& log, vector<Part*>& p_Box, puzzleMat)
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cout << endl;
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cout << "Box:" << endl;
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cout << "size: " << p_Box.size() << endl;
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for(auto i:p_Box)
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{
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i->printPiece();
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cout << endl;
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}
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cout << "Puzzle:" << endl;
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puzzleMat.printPuzzle();
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cout << "----------------------------" << endl;
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}
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void calculateTrueDestructionPower(vector<LogEntry>& log, puzzleMat, float Layerworth)
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void calculateTrueDestructionPower(vector<LogEntry>& log, Puzzle& 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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@ -1,3 +1,6 @@
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#ifndef HEADER_H
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#define HEADER_H
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#include <iostream>
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#include <bitset>
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#include <cstdlib>
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@ -6,14 +9,9 @@
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#include <algorithm>
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#include <random>
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#define MAX_ABSTRAX 1
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#define structdebug
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using namespace std;
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/**
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* IMPORTANT: Each new layer must be included there, to avoid compile errors
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*/
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#include "functions/AbstractionLayers/Layer1/AbstractionLayer_1.h"
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#include "functions/AbstractionLayers/DestructionPower/DestructionPower.h"
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#include "header/input.h"
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#include "header/solve.h"
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#endif //HEADER_H
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@ -1,7 +1,18 @@
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//
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// Created by mpapa on 05.12.2017.
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//
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#ifndef SOURCE_INPUT_H
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#define SOURCE_INPUT_H
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#include <stdint.h>
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#include "../functions/AbstractionLayers/Layer1/AbstractionLayer_1_Properties.h"
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#include "../functions/AbstractionLayers/DestructionPower/DestructionPower_Properties.h"
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class LayerContainer;
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class Part
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{
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public:
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@ -28,10 +39,19 @@ public:
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m_numOfRotations = numOfRotations;
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}
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AbstractionLayer_1_Properties m_test1;
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DestructionPower_Properties m_destruction;
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LayerContainer* myLayers;
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private:
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int32_t m_partID;
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uint8_t m_numOfRotations;
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};
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class coor
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{
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public:
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unsigned int col, row;
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coor(unsigned int newcol=-1,unsigned int newrow=-1): col(newcol), row(newrow)
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{}
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};
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#endif //SOURCE_INPUT_H
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|
@ -1,3 +1,7 @@
|
||||
//
|
||||
// Created by mpapa on 05.12.2017.
|
||||
//
|
||||
|
||||
#ifndef SOURCE_SOLVE_H
|
||||
#define SOURCE_SOLVE_H
|
||||
|
||||
@ -6,18 +10,12 @@
|
||||
#include <opencv2/highgui/highgui.hpp>
|
||||
#include <opencv2/imgproc/imgproc.hpp>
|
||||
|
||||
class Part;
|
||||
#include "../functions/AbstractionLayers/Layer1/AbstractionLayer_1.h"
|
||||
#include "../functions/AbstractionLayers/DestructionPower/DestructionPower.h"
|
||||
|
||||
|
||||
using namespace std;
|
||||
|
||||
class coor
|
||||
{
|
||||
public:
|
||||
unsigned int col, row;
|
||||
coor(int newcol=-1,int newrow=-1): col(newcol), row(newrow)
|
||||
{}
|
||||
};
|
||||
|
||||
class LogEntry
|
||||
{
|
||||
public:
|
||||
@ -34,7 +32,7 @@ public:
|
||||
|
||||
LogEntry()
|
||||
{
|
||||
myCoor = coor();
|
||||
myCoor = coor(0,0);
|
||||
abstractionLevel=0;
|
||||
set=0;
|
||||
}
|
||||
@ -43,11 +41,47 @@ private:
|
||||
static int randomed;
|
||||
};
|
||||
|
||||
class Puzzle
|
||||
{
|
||||
public:
|
||||
Puzzle(unsigned int newcols,unsigned int newrows):rows(newrows),cols(newcols){}
|
||||
|
||||
coor getSizeAsCoor()
|
||||
{return {cols,rows};}
|
||||
|
||||
DestructionPower* dp;
|
||||
AbstractionLayer_1* a1;
|
||||
|
||||
void removeConstrains(coor removeCoordinates);
|
||||
void printPuzzle();
|
||||
|
||||
void createRandomBox(){createRandomPuzzle();putIntoBox();shuffle();}
|
||||
void createRandomPuzzle(){a1->CreateRandomPuzzle();}
|
||||
void putIntoBox();
|
||||
void shuffle();
|
||||
|
||||
vector<Part> myBox;
|
||||
vector<Part*> p_myBox;
|
||||
|
||||
private:
|
||||
|
||||
unsigned int rows;
|
||||
unsigned int cols;
|
||||
};
|
||||
|
||||
class LayerContainer
|
||||
{
|
||||
public:
|
||||
AbstractionLayer_1_Properties m_test1;
|
||||
DestructionPower_Properties m_destruction;
|
||||
};
|
||||
|
||||
|
||||
bool next(vector<LogEntry>& log, vector<Part*>& p_Box, Puzzle& puzzleMat);
|
||||
coor calculateNextCoor(vector<LogEntry>& log, vector<Part*>& p_Box, Puzzle& puzzleMat);
|
||||
void solve(vector<LogEntry>& log, vector<Part*>& p_Box, Puzzle& puzzleMat);
|
||||
void setsolution(vector<LogEntry>& log, vector<Part*>& p_Box, Puzzle& puzzleMat);
|
||||
bool backtrack(vector<LogEntry>& log, vector<Part*>& p_Box, puzzleMat);
|
||||
bool backtrack(vector<LogEntry>& log, vector<Part*>& p_Box, Puzzle& puzzleMat);
|
||||
|
||||
void createNextLogElement(vector<LogEntry>& log, vector<Part*>& p_Box, Puzzle& puzzleMat);
|
||||
|
||||
|
@ -1,8 +1,6 @@
|
||||
#include "header.h"
|
||||
#include "header/input.h"
|
||||
|
||||
int LogEntry::randomed(0);
|
||||
unsigned int PuzzlePiece::idcount(0);
|
||||
|
||||
int main()
|
||||
{
|
||||
@ -10,21 +8,17 @@ int main()
|
||||
unsigned int cols=5, rows=6;
|
||||
|
||||
//some basic random puzzle stuff
|
||||
vector<Part> myFirstBox = createBox(coor(cols,rows));
|
||||
Puzzle myFirstPuzzle(cols,rows);
|
||||
myFirstPuzzle.createRandomBox();
|
||||
|
||||
//some advanced solver stuff
|
||||
vector<LogEntry> log;
|
||||
vector<Part*> p_myFirstBox;
|
||||
|
||||
//BoxClassify myFirstBox();
|
||||
cout << endl;
|
||||
for(auto &i:myFirstBox)
|
||||
p_myFirstBox.push_back(&i);
|
||||
|
||||
Puzzle puzzleMat(cols, rows);
|
||||
|
||||
//vector<vector<PuzzlePiece*>> ab1class = abstractionLayer1classify(log, p_myFirstBox,puzzleMat);
|
||||
while(next(log, p_myFirstBox,puzzleMat));
|
||||
while(next(log, puzzleMat.p_myBox,puzzleMat));
|
||||
|
||||
puzzleMat.printPuzzle();
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user