c0f0417d3b
a1 Solver finds solutions for puzzles, dispatcher correctly distributes layers.
118 lines
2.4 KiB
C++
118 lines
2.4 KiB
C++
//
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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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{
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cout << "a1: " << endl;
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a1.printConstraintMatrix();
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}
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void Puzzle::printBox()
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{
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int i=0;
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for(auto it:myBox)
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{
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cout << "Part " << i++ << ":" << endl;
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it.print(); cout << endl;
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}
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}
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//puts a puzzlepiece back into its box
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void Puzzle::putIntoBox()
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{
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Part tmpPart;
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int id = 0;
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for(int i=0;i<this->getSizeAsCoor().col;i++)
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{
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for(int j=0;j<this->getSizeAsCoor().row;j++)
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{
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tmpPart.m_a1=this->a1.m_constraintMatrix[i+1][j+1];
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//sets part id
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tmpPart.SetPartID(id++);
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// adds all 4 rotations to Box
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for(int rotations=0;rotations<4;rotations++)
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{
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tmpPart.m_a1.shift(1);
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//TODO! add all other layerswith their rotaionvariance here
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myBox.emplace_back(tmpPart);
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}
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}
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}
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}
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//shuffles the existing box in Puzzle
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void Puzzle::shuffle()
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{
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random_shuffle(myBox.begin(),myBox.end());
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}
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//deletes all constraints from all abstractionlayers
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void Puzzle::removeConstrains(coor removeCoordinates)
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{
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this->a1.RemoveConstraintOnPosition(removeCoordinates);
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}
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void Puzzle::setConstraints(coor setConstraints, Part* constraintPiece)
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{
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//dp
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this->dp.m_constraintMatrix[setConstraints.col][setConstraints.row].DestructionArray.clear();
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for(auto it:this->tmp_destructionArray)
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this->dp.m_constraintMatrix[setConstraints.col][setConstraints.row].DestructionArray.emplace_back(it);
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//a1
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this->a1.SetConstraintOnPosition(setConstraints,constraintPiece->m_a1);
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}
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void Puzzle::createRandomPuzzle()
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{
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a1.CreateRandomPuzzle();
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}
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void Puzzle::createp_box()
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{
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for(int i=0;i<cols*rows*4;i++)
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p_myBox.push_back(&myBox[i]);
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}
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//creates a box of puzzlepieces with nothing other than puzzle piece id and correct nr of pieces
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void Puzzle::createBox(){
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for(int i=0;i<cols*rows;i++)
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{
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Part temp;
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temp.SetPartID(i);
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for(uint8_t j=0;j<4;j++)
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{
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temp.SetNumOfRotations(j);
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myBox.push_back(temp);
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}
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}
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}
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bool Puzzle::allSet() {
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for(auto it:myBox)
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if(!it.set)
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return false;
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return true;
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}
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void Puzzle::clearMat()
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{
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for(unsigned int i=0;i<cols;i++)
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{
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for(unsigned int j=0;j<rows;j++)
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{
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this->removeConstrains({i,j});
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}
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}
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}
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