PuzzleSolver/TeamCMU/Revision_02/puzzle.h
2017-11-17 22:10:36 +01:00

469 lines
17 KiB
C++

#include <stdint.h>
#define NR_PARTS 1008
#define NR_CORNERS 4
#define NR_EDGES 120
#define NR_INNERS 884
using namespace std;
//part from group header file
class Part
{
public:
Part(): connections(0){}
~Part() {}
uint8_t getConnections() const
{
return connections;
}
void setConnections(uint8_t newconnections)
{
connections = newconnections;
}
private:
uint8_t connections;
};
//puzzlepiece extens part with essential identifiers and functions
class PuzzlePiece: public Part
{
public:
PuzzlePiece(unsigned int flag = 0)
{
shifts=0;
boxidentifier=-1;
switch(flag)
{
case 0:
setConnections(0b00000000);
break;
case 1:
setConnections(0b11111111);
break;
case 3:
randomCenterPiece();
break;
}
}
void shift(unsigned int moves);
void randomCenterPiece();
void printPiece() { cout << bitset<sizeof(unsigned char)*8> (getConnections()); }
void setBoxIdentifier(int new_boxid) { boxidentifier = new_boxid; }
int getBoxIdentifier() { return boxidentifier; }
void assignIdentifier() { identifier = idcount;idcount++; }
unsigned int getIdentifier() { return identifier;}
private:
unsigned int shifts;
unsigned int boxidentifier;
unsigned int identifier;
static unsigned int idcount;
};
unsigned int PuzzlePiece::idcount(0);
class Puzzle
{
friend class randomBox;
public:
//constructor creates matrix with 00 outside and 11 inside
Puzzle(uint m = 7, uint n = 4): col(m), row(n)
{
Matrix = new PuzzlePiece* [n+2];
for(int i = 0;i<n+2;i++)
{
Matrix[i] = new PuzzlePiece[m+2];
for(int j = 0;j<m+2;j++)
{
if(i==0 || j==0 || i==n+1 || j==m+1)
{
Matrix[i][j] = PuzzlePiece(0);
}
else
{
Matrix[i][j] = PuzzlePiece(1);
}
}
}
}
bool setPiece(uint m,uint n,PuzzlePiece newPiece)
{
if(PlaceOfPartGood(m,n,newPiece))
{
Matrix[n+1][m+1] = newPiece;
return 1;
}
return 0;
}
//removes piece and instead puts undefined piece
bool removePiece(uint m,uint n)
{
Matrix[n+1][m+1].setConnections(0b11111111);
return 1;
}
//getter
PuzzlePiece getPiece(uint m,uint n) { return Matrix[n+1][m+1]; }
uint getCols(){ return col; }
uint getRows(){ return row; }
//functtion definitions
void printPuzzle();
bool PlaceOfPartGood(unsigned int m, unsigned int n, PuzzlePiece& myPart);
bool PlaceOfPart2Good(unsigned int m,unsigned int n, PuzzlePiece& myPart);
bool testRotationPiece(unsigned int m, unsigned int n, PuzzlePiece& myPart);
unsigned int tryAllPieces(unsigned int m, unsigned int n, vector<PuzzlePiece>& myBox, unsigned int separator);
unsigned int putBackIntoBox(unsigned int m, unsigned int n, vector<PuzzlePiece>& myBox);
private:
uint row;
uint col;
PuzzlePiece** Matrix;
};
//use this for random puzzle creation
class randomBox: public Puzzle
{
public:
randomBox(unsigned int m, unsigned int n) : Puzzle(m,n) {} //passed m n to puzzle constructor
void createRandomPuzzle();
vector<PuzzlePiece> shuffle();
void printBox();
private:
vector<PuzzlePiece> Box;
};
//functiondefinitions
void printBox(vector<PuzzlePiece> myBox);
vector<PuzzlePiece> createBox(uint m, uint n);
void numerateBox(vector<PuzzlePiece>& myBox);
//functions
//shifts puzzle piece one to the right
void PuzzlePiece::shift(unsigned int moves)
{
shifts = (shifts+moves)%4;
setConnections(((getConnections() >> (moves*2)) | (getConnections() << sizeof(unsigned char)*8 - (moves*2))));
}
//creates random centerpiece
void PuzzlePiece::randomCenterPiece()
{
setConnections(0b00000000);
if(rand()%2)
setConnections(getConnections() | 0b01000000);
else
setConnections(getConnections() | 0b10000000);
if(rand()%2)
setConnections(getConnections() | 0b00010000);
else
setConnections(getConnections() | 0b00100000);
if(rand()%2)
setConnections(getConnections() | 0b00000100);
else
setConnections(getConnections() | 0b00001000);
if(rand()%2)
setConnections(getConnections() | 0b00000001);
else
setConnections(getConnections() | 0b00000010);
}
//tries all pieces in box from separator to end and places fitting into matrix. removes fitting piece
//use separator if you have to retract to a position
//seperator may be bigger than box size, if all puzzle pieces have already been looked at.
// it immediately retracts again then (returns -1)
unsigned int Puzzle::tryAllPieces(unsigned int m, unsigned int n, vector<PuzzlePiece>& myBox, unsigned int separator)
{
for(int i=separator; i<myBox.size();i++)
{
if(testRotationPiece(m,n,myBox[i]))
{
setPiece(m,n,myBox[i]);
myBox.erase(myBox.begin()+i);
return i;
}
}
return -1;
}
//tests the myPart in all 4 rotations at position m, n
bool Puzzle::testRotationPiece(unsigned int m, unsigned int n, PuzzlePiece& myPart)
{
for(int rotation=0; rotation < 4; rotation++)
{
if(PlaceOfPartGood(m,n, myPart))
return 1;
myPart.shift(1);
}
#ifdef debug
cout << "bad part: ";
myPart.printPiece();
cout << endl;
#endif
return 0;
}
//insterts piece at position in box according to boxidentifier and removes piece from puzzle
//this returns the position after!! the puzzle piece was put back in! not the boxidentifier of the piece. look that up in other function.
unsigned int Puzzle::putBackIntoBox(unsigned int m, unsigned int n, vector<PuzzlePiece>& myBox)
{
#ifdef debug
cout << "putting back" << endl;
cout << "Old Box: ";
printBox(myBox);
cout << endl;
#endif
for(int i = 0; i < myBox.size();i++)
{
if(myBox[i].getBoxIdentifier()>getPiece(m,n).getBoxIdentifier())
{
myBox.insert(myBox.begin()+i,getPiece(m,n));
removePiece(m,n);
return i+1;
}
}
//using push back, if the element was the last element in the vector chain
myBox.push_back(getPiece(m,n));
removePiece(m,n);
return myBox.size();
}
//checks if the myPart in its current orientation is legal in position m, n
bool Puzzle::PlaceOfPartGood(unsigned int m,unsigned int n, PuzzlePiece& myPart)
{
PuzzlePiece negativePart(0);
negativePart.setConnections(negativePart.getConnections() | (getPiece(m,n+1).getConnections() & 0b11000000));
negativePart.setConnections(negativePart.getConnections() | (getPiece(m-1,n).getConnections() & 0b00110000));
negativePart.setConnections(negativePart.getConnections() | (getPiece(m,n-1).getConnections() & 0b00001100));
negativePart.setConnections(negativePart.getConnections() | (getPiece(m+1,n).getConnections() & 0b00000011));
negativePart.shift(2);
if (
( ((((negativePart.getConnections() & 0b11000000) ^ (myPart.getConnections() & 0b11000000)) != 0b00000000) && (((myPart.getConnections() & 0b11000000) != 0b00000000) && (negativePart.getConnections() & 0b11000000) != 0b00000000))
|| ((((negativePart.getConnections() & 0b11000000) == 0b11000000) || ((myPart.getConnections() & 0b11000000) == 0b11000000)) && (( myPart.getConnections() & 0b11000000) != 0b00000000) && (negativePart.getConnections() & 0b11000000) != 0b00000000)
|| (((negativePart.getConnections() & 0b11000000) == 0b00000000) && ((myPart.getConnections() & 0b11000000) == 0b00000000)) )
&&
( ((((negativePart.getConnections() & 0b00110000) ^ (myPart.getConnections() & 0b00110000)) != 0b00000000) && (((myPart.getConnections() & 0b00110000) != 0b00000000) && (negativePart.getConnections() & 0b00110000) != 0b00000000))
|| ((((negativePart.getConnections() & 0b00110000) == 0b00110000) || ((myPart.getConnections() & 0b00110000) == 0b00110000)) && (((myPart.getConnections() & 0b00110000) != 0b00000000) && (negativePart.getConnections() & 0b00110000) != 0b00000000))
|| (((negativePart.getConnections() & 0b00110000) == 0b00000000) && ((myPart.getConnections() & 0b00110000) == 0b00000000)) )
&&
( ((((negativePart.getConnections() & 0b00001100) ^ (myPart.getConnections() & 0b00001100)) != 0b00000000) && (((myPart.getConnections() & 0b00001100) != 0b00000000) && (negativePart.getConnections() & 0b00001100) != 0b00000000))
|| ((((negativePart.getConnections() & 0b00001100) == 0b00001100) || ((myPart.getConnections() & 0b00001100) == 0b00001100)) && (((myPart.getConnections() & 0b00001100) != 0b00000000) && (negativePart.getConnections() & 0b00001100) != 0b00000000))
|| (((negativePart.getConnections() & 0b00001100) == 0b00000000) && ((myPart.getConnections() & 0b00001100) == 0b00000000)) )
&&
( ((((negativePart.getConnections() & 0b00000011) ^ (myPart.getConnections() & 0b00000011)) != 0b00000000) && (((myPart.getConnections() & 0b00000011) != 0b00000000) && (negativePart.getConnections() & 0b00000011) != 0b00000000))
|| ((((negativePart.getConnections() & 0b00000011) == 0b00000011) || ((myPart.getConnections() & 0b00000011) == 0b00000011)) && (((myPart.getConnections() & 0b00000011) != 0b00000000) && (negativePart.getConnections() & 0b00000011) != 0b00000000))
|| (((negativePart.getConnections() & 0b00000011) == 0b00000000) && ((myPart.getConnections() & 0b00000011) == 0b00000000)) )
)
{
#ifdef debug
cout << "good Part: ";
myPart.printPiece();
cout << endl;
#endif
return 1;
}
return 0;
}
//TODO!!
//simpler algorithm to the first placeofpartgood
//not yet functional!!!
bool Puzzle::PlaceOfPart2Good(unsigned int m,unsigned int n, PuzzlePiece& myPart)
{
/*
PuzzlePiece negativePart(0);
negativePart.setConnections(negativePart.getConnections() | (getPiece(m,n+1).getConnections() & 0b11000000));
negativePart.setConnections(negativePart.getConnections() | (getPiece(m-1,n).getConnections() & 0b00110000));
negativePart.setConnections(negativePart.getConnections() | (getPiece(m,n-1).getConnections() & 0b00001100));
negativePart.setConnections(negativePart.getConnections() | (getPiece(m+1,n).getConnections() & 0b00000011));
negativePart.shift(2);
//A and D or B and C or not A and not B and not C and not D
if (
( ( (negativePart.getConnections() & 0b10000000) & (myPart.getConnections() & 0b01000000))
|| ( (negativePart.getConnections() & 0b01000000) & (myPart.getConnections() & 0b10000000))
|| ((!(negativePart.getConnections() & 0b10000000) & !(myPart.getConnections() & 0b10000000)) & (!(negativePart.getConnections() & 0b01000000) & !(myPart.getConnections() & 0b01000000)))
)
&&
( ( (negativePart.getConnections() & 0b00100000) & (myPart.getConnections() & 0b00010000))
|| ( (negativePart.getConnections() & 0b00010000) & (myPart.getConnections() & 0b00100000))
|| ((!(negativePart.getConnections() & 0b00100000) & !(myPart.getConnections() & 0b00100000)) & (!(negativePart.getConnections() & 0b00010000) & !(myPart.getConnections() & 0b00010000)))
)
&&
( ( (negativePart.getConnections() & 0b00001000) & (myPart.getConnections() & 0b00000100))
|| ( (negativePart.getConnections() & 0b00000100) & (myPart.getConnections() & 0b00001000))
|| ((!(negativePart.getConnections() & 0b00001000) & !(myPart.getConnections() & 0b00001000)) & (!(negativePart.getConnections() & 0b00000100) & !(myPart.getConnections() & 0b00000100)))
)
&&
( ( (negativePart.getConnections() & 0b00000010) & (myPart.getConnections() & 0b00000001))
|| ( (negativePart.getConnections() & 0b00000001) & (myPart.getConnections() & 0b00000010))
|| ((!(negativePart.getConnections() & 0b00000010) & !(myPart.getConnections() & 0b00000010)) & (!(negativePart.getConnections() & 0b00000001) & !(myPart.getConnections() & 0b00000001)))
)
)
return 1;
cout << "nogood" << endl;
return 0;
*/
PuzzlePiece tmpPuzzlePiece = myPart;
//make tmp a negativ part
if((tmpPuzzlePiece.Ringbuffer & 0b11000000) != 192 || 0)
tmpPuzzlePiece.Ringbuffer = (tmpPuzzlePiece.Ringbuffer ^ 0b11000000);
if((tmpPuzzlePiece.Ringbuffer & 0b00110000) != 48 || 0)
tmpPuzzlePiece.Ringbuffer = (tmpPuzzlePiece.Ringbuffer ^ 0b00110000);
if((tmpPuzzlePiece.Ringbuffer & 0b00001100) != 12 || 0)
tmpPuzzlePiece.Ringbuffer = (tmpPuzzlePiece.Ringbuffer ^ 0b00001100);
if((tmpPuzzlePiece.Ringbuffer & 0b00000011) != 3 || 0)
tmpPuzzlePiece.Ringbuffer = (tmpPuzzlePiece.Ringbuffer ^ 0b00000011);
PuzzlePiece negativePart(0);
negativePart.Ringbuffer = negativePart.Ringbuffer | (this->sudogetPiece(m,n+1).Ringbuffer & 0b11000000);
negativePart.Ringbuffer = negativePart.Ringbuffer | (this->sudogetPiece(m-1,n).Ringbuffer & 0b00110000);
negativePart.Ringbuffer = negativePart.Ringbuffer | (this->sudogetPiece(m,n-1).Ringbuffer & 0b00001100);
negativePart.Ringbuffer = negativePart.Ringbuffer | (this->sudogetPiece(m+1,n).Ringbuffer & 0b00000011);
negativePart.Shift(2);
//check tmp part with environment
if(((negativePart.Ringbuffer & 0b11000000) == (tmpPuzzlePiece & 0b11000000)) && ((negativePart.Ringbuffer & 0b00110000) == (tmpPuzzlePiece & 0b00110000))
&& ((negativePart.Ringbuffer & 0b00001100) == (tmpPuzzlePiece & 0b00001100)) && ((negativePart.Ringbuffer & 0b00000011) == (tmpPuzzlePiece & 0b00000011)))
return 1;
return 0;
}
//prints the true puzzle (without 0 edges)
void Puzzle::printPuzzle()
{
cout << "current Puzzle: " << endl;
for(int i=1;i<row+1;i++)
{
for(int j=1;j<col+1;j++)
{
Matrix[i][j].printPiece();
cout << " ";
}
cout << endl;
}
cout << endl;
}
//creates a legal puzzle out of random pieces
void randomBox::createRandomPuzzle()
{
PuzzlePiece temporaryRandomPiece(0);
for(int i=0;i<getRows();i++)
{
for(int j = 0; j < getCols();)
{
//create random piece, set edges according to position and check if piece is good
temporaryRandomPiece.randomCenterPiece();
if(i==0)
temporaryRandomPiece.setConnections(0b00111111 & temporaryRandomPiece.getConnections());
if(i==getRows()-1)
temporaryRandomPiece.setConnections(0b11110011 & temporaryRandomPiece.getConnections());
if(j==0)
temporaryRandomPiece.setConnections(0b11111100 & temporaryRandomPiece.getConnections());
if(j==getCols()-1)
temporaryRandomPiece.setConnections(0b11001111 & temporaryRandomPiece.getConnections());
if(PlaceOfPartGood(j,i,temporaryRandomPiece))
{
temporaryRandomPiece.assignIdentifier();
setPiece(j,i,temporaryRandomPiece);
j++;
Box.push_back(temporaryRandomPiece);
}
}
}
}
//prints a box contents on console
void randomBox::printBox()
{
shuffle();
for (vector<PuzzlePiece>::iterator i = Box.begin(); i != Box.end(); i++)
{
(*i).printPiece();
cout << ' ';
}
cout << endl;
}
//shuffles around a box, randomizing pieces and orientation
vector<PuzzlePiece> randomBox::shuffle()
{
random_shuffle(Box.begin(),Box.end());
for (vector<PuzzlePiece>::iterator i = Box.begin(); i != Box.end(); i++)
(*i).shift(rand()%4);
numerateBox(Box);
return Box;
}
//creates a random box size m, n, shuffles it, and then retuns it
vector<PuzzlePiece> createBox(uint m, uint n)
{
randomBox myFirstPuzzleBox(m,n);
myFirstPuzzleBox.createRandomPuzzle();
return myFirstPuzzleBox.shuffle();
}
//prints contents of box
void printBox(vector<PuzzlePiece> myBox)
{
cout << "current Box: " << endl;
for (vector<PuzzlePiece>::iterator i = myBox.begin(); i != myBox.end(); i++)
{
(*i).printPiece();
cout << ' ';
}
cout << endl;
return;
}
//gives every element in box a box identifier.
void numerateBox(vector<PuzzlePiece>& myBox)
{
for(int i = 0; i< myBox.size();i++)
myBox[i].setBoxIdentifier(i);
return;
}