376 lines
9.9 KiB
C++
376 lines
9.9 KiB
C++
//Raphael Maenle - 11.11.2017
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#include <iostream>
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#include <bitset>
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#include <cstdlib>
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#include <time.h>
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#include <vector>
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#include <algorithm>
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using namespace std;
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class PuzzlePiece
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{
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public:
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unsigned char Ringbuffer;
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PuzzlePiece(unsigned int flag = 0)
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{
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shifts=0;
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boxidentifier=-1;
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switch(flag)
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{
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case 0:
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Ringbuffer=0b00000000;
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break;
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case 1:
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Ringbuffer=0b11111111;
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break;
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case 3:
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randomCenterPiece();
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break;
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}
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}
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void Shift(unsigned int moves)
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{
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//Shift ringbuffer to the right n number of times
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shifts = (shifts+moves)%4;
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Ringbuffer = ((Ringbuffer >> (moves*2)) | (Ringbuffer << sizeof(unsigned char)*8 - (moves*2)));
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}
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void printPiece()
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{
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cout << bitset<sizeof(unsigned char)*8> (Ringbuffer);
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}
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//makes piece to random center piece
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void randomCenterPiece()
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{
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this->Ringbuffer= 0b00000000;
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if(rand()%2)
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this->Ringbuffer |= 0b01000000;
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else
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this->Ringbuffer |= 0b10000000;
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if(rand()%2)
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this->Ringbuffer |= 0b00010000;
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else
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this->Ringbuffer |= 0b00100000;
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if(rand()%2)
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this->Ringbuffer |= 0b00000100;
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else
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this->Ringbuffer |= 0b00001000;
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if(rand()%2)
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this->Ringbuffer |= 0b00000001;
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else
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this->Ringbuffer |= 0b00000010;
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}
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void assignIdentifier()
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{
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identifier = idcount;
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idcount++;
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}
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unsigned int getIdentifier()
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{
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return identifier;
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}
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void setBoxIdentifier(int new_boxid)
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{
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boxidentifier = new_boxid;
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}
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int getBoxIdentifier()
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{
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return boxidentifier;
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}
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private:
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unsigned int shifts;
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unsigned int identifier;
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int boxidentifier;
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static unsigned int idcount;
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};
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unsigned int PuzzlePiece::idcount(0);
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//saves a matrix cluster of puzzlepieces
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class Puzzle
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{
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public:
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Puzzle(uint m = 7, uint n = 4): col(m), row(n)
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{
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Matrix = new PuzzlePiece* [n+2];
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//Box = new PuzzlePiece[n*m];
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for(int i = 0;i<n+2;i++)
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{
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Matrix[i] = new PuzzlePiece[m+2];
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for(int j = 0;j<m+2;j++)
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{
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if(i==0 || j==0 || i==n+1 || j==m+1)
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{
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Matrix[i][j] = PuzzlePiece(0);
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}
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else
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{
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Matrix[i][j] = PuzzlePiece(1);
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}
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/*else
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Matrix[i][j] = PuzzlePiece(1);*/
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}
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}
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}
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//this adds new piece end excludes the 0 bounds around the area
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bool setPiece(uint m,uint n,PuzzlePiece newPiece)
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{
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if(this->PlaceOfPartGood(m,n,newPiece))
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{
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Matrix[n+1][m+1] = newPiece;
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return 1;
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}
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return 0;
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}
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bool removePiece(uint m,uint n)
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{
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Matrix[n+1][m+1] = 0b11111111;
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return 1;
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}
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PuzzlePiece getPiece(uint m,uint n)
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{
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return Matrix[n+1][m+1];
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}
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PuzzlePiece sudogetPiece(uint m,uint n)
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{
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return Matrix[n][m];
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}
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//check if place of the part in the matrix is correct
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bool PlaceOfPartGood(unsigned int m, unsigned int n, PuzzlePiece& myPart);
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bool testRotationPiece(unsigned int m, unsigned int n, PuzzlePiece& myPart);
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unsigned int tryAllPieces(unsigned int m, unsigned int n, vector<PuzzlePiece>& myBox, unsigned int separator);
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unsigned int putBackIntoBox(unsigned int m, unsigned int n, vector<PuzzlePiece>& myBox);
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void printPuzzle();
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uint getCols()
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{
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return col;
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}
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uint getRows()
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{
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return row;
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}
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//creates a random puzzle of size m columns, n rows
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void createRandomPuzzle();
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//shuffles Box;
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vector<PuzzlePiece> Shuffle();
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//prints box
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void printBox();
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private:
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uint row;
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uint col;
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PuzzlePiece** Matrix;
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vector<PuzzlePiece> Box;
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void sudosetPiece(uint m,uint n,PuzzlePiece newPiece)
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{
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if(this->PlaceOfPartGood(m,n,newPiece))
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Matrix[n][m] = newPiece;
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}
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void sudoprintPuzzle()
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{
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for(int i=0;i<row+2;i++)
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{
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for(int j=0;j<col+2;j++)
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{
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Matrix[i][j].printPiece();
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cout << " ";
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}
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cout << endl;
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}
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}
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};
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//checks if piece fits into m n position in matrix;
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bool Puzzle::PlaceOfPartGood(unsigned int m,unsigned int n, PuzzlePiece& myPart)
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{
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PuzzlePiece tmpPuzzlePiece = myPart;
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PuzzlePiece negativePart(0);
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negativePart.Ringbuffer = negativePart.Ringbuffer | (getPiece(m,n+1).Ringbuffer & 0b11000000);
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negativePart.Ringbuffer = negativePart.Ringbuffer | (getPiece(m-1,n).Ringbuffer & 0b00110000);
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negativePart.Ringbuffer = negativePart.Ringbuffer | (getPiece(m,n-1).Ringbuffer & 0b00001100);
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negativePart.Ringbuffer = negativePart.Ringbuffer | (getPiece(m+1,n).Ringbuffer & 0b00000011);
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negativePart.Shift(2);
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/* cout << "negativePart: ";
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negativePart.printPiece();
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unsigned char topPart = ((negativePart.Ringbuffer & 0b11000000) ^ (tmpPuzzlePiece.Ringbuffer & 0b11000000));
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cout << "topPart: " << bitset<sizeof(unsigned char)*8> (topPart) << endl;
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unsigned char rightPart = ((negativePart.Ringbuffer & 0b00110000) ^ (tmpPuzzlePiece.Ringbuffer & 0b00110000));
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cout << "rightPart: " << bitset<sizeof(unsigned char)*8> (rightPart) << endl;
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unsigned char lowPart = ((negativePart.Ringbuffer & 0b00001100) ^ (tmpPuzzlePiece.Ringbuffer & 0b00001100));
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cout << "lowPart: " << bitset<sizeof(unsigned char)*8> (lowPart) << endl;
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unsigned char leftPart = ((negativePart.Ringbuffer & 0b00000011) ^ (tmpPuzzlePiece.Ringbuffer & 0b00000011));
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cout << "leftPart: " << bitset<sizeof(unsigned char)*8> (leftPart) << endl;
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*/
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if ( //simplify
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( ((((negativePart.Ringbuffer & 0b11000000) ^ (tmpPuzzlePiece.Ringbuffer & 0b11000000)) != 0b00000000) && (tmpPuzzlePiece.Ringbuffer & 0b11000000) != 0b00000000)
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|| ((((negativePart.Ringbuffer & 0b11000000) == 0b11000000) || ((tmpPuzzlePiece.Ringbuffer & 0b11000000) == 0b11000000)) && (tmpPuzzlePiece.Ringbuffer & 0b11000000) != 0b00000000)
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|| (((negativePart.Ringbuffer & 0b11000000) == 0b00000000) && ((tmpPuzzlePiece.Ringbuffer & 0b11000000) == 0b00000000)) )
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&&
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( ((((negativePart.Ringbuffer & 0b00110000) ^ (tmpPuzzlePiece.Ringbuffer & 0b00110000)) != 0b00000000) && (tmpPuzzlePiece.Ringbuffer & 0b001100) != 0b00000000)
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|| ((((negativePart.Ringbuffer & 0b00110000) == 0b00110000) || ((tmpPuzzlePiece.Ringbuffer & 0b00110000) == 0b00110000)) && (tmpPuzzlePiece.Ringbuffer & 0b00110000) != 0b00000000)
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|| (((negativePart.Ringbuffer & 0b00110000) == 0b00000000) && ((tmpPuzzlePiece.Ringbuffer & 0b00110000) == 0b00000000)) )
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&&
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( ((((negativePart.Ringbuffer & 0b00001100) ^ (tmpPuzzlePiece.Ringbuffer & 0b00001100)) != 0b00000000) && (tmpPuzzlePiece.Ringbuffer & 0b00001100) != 0b00000000)
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|| ((((negativePart.Ringbuffer & 0b00001100) == 0b00001100) || ((tmpPuzzlePiece.Ringbuffer & 0b00001100) == 0b00001100)) && (tmpPuzzlePiece.Ringbuffer & 0b00001100) != 0b00000000)
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|| (((negativePart.Ringbuffer & 0b00001100) == 0b00000000) && ((tmpPuzzlePiece.Ringbuffer & 0b00001100) == 0b00000000)) )
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&&
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( ((((negativePart.Ringbuffer & 0b00000011) ^ (tmpPuzzlePiece.Ringbuffer & 0b00000011)) != 0b00000000) && (tmpPuzzlePiece.Ringbuffer & 0b00000011) != 0b00000000)
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|| ((((negativePart.Ringbuffer & 0b00000011) == 0b00000011) || ((tmpPuzzlePiece.Ringbuffer & 0b00000011) == 0b00000011)) && (tmpPuzzlePiece.Ringbuffer & 0b00000011) != 0b00000000)
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|| (((negativePart.Ringbuffer & 0b00000011) == 0b00000000) && ((tmpPuzzlePiece.Ringbuffer & 0b00000011) == 0b00000000)) )
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)
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return 1;
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return 0;
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}
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void Puzzle::printPuzzle()
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{
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for(int i=1;i<row+1;i++)
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{
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for(int j=1;j<col+1;j++)
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{
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Matrix[i][j].printPiece();
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cout << " ";
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}
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cout << endl;
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}
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}
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void Puzzle::createRandomPuzzle()
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{
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PuzzlePiece temporaryRandomPiece(0);
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for(int i=0;i<getRows();i++)
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{
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for(int j = 0; j < getCols();)
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{
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//create random piece, set edges according to position and check if piece is good
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temporaryRandomPiece.randomCenterPiece();
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if(i==0)
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temporaryRandomPiece.Ringbuffer &= 0b00111111;
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if(i==getRows()-1)
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temporaryRandomPiece.Ringbuffer &= 0b11110011;
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if(j==0)
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temporaryRandomPiece.Ringbuffer &= 0b11111100;
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if(j==getCols()-1)
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temporaryRandomPiece.Ringbuffer &= 0b11001111;
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if(PlaceOfPartGood(j,i,temporaryRandomPiece))
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{
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temporaryRandomPiece.assignIdentifier();
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setPiece(j,i,temporaryRandomPiece);
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j++;
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Box.push_back(temporaryRandomPiece);
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}
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}
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}
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}
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void Puzzle::printBox()
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{
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Shuffle();
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for (vector<PuzzlePiece>::iterator i = Box.begin(); i != Box.end(); i++)
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{
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(*i).printPiece();
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cout << ' ';
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}
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cout << endl;
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}
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vector<PuzzlePiece> Puzzle::Shuffle()
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{
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random_shuffle(Box.begin(),Box.end());
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return Box;
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}
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bool Puzzle::testRotationPiece(unsigned int m, unsigned int n, PuzzlePiece& myPart)
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{
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for(int rotation=0; rotation < 4; rotation++)
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{
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myPart.Shift(1);
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myPart.printPiece();
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cout << endl;
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if(PlaceOfPartGood(m,n, myPart))
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{
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return 1;
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}
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}
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return 0;
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}
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//tries all pieces in box from separator to end and places fitting into matrix. removes fitting piece
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//use separator if you have to retract to a position
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unsigned int Puzzle::tryAllPieces(unsigned int m, unsigned int n, vector<PuzzlePiece>& myBox, unsigned int separator)
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{
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for(int i=separator; i<myBox.size();i++)
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{
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if(testRotationPiece(m,n,myBox[i]))
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{
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setPiece(m,n,myBox[i]);
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myBox.erase(myBox.begin()+i);
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return i;
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}
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}
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return -1;
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}
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//insterts piece at position in box according to boxidentifier and removes piece from puzzle
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//this returns the position the puzzle piece was put back in! not the boxidentifier of the piece. look that up in other function.
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unsigned int Puzzle::putBackIntoBox(unsigned int m, unsigned int n, vector<PuzzlePiece>& myBox)
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{
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for(int i = 0; i < myBox.size();i++)
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{
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if(myBox[i].getBoxIdentifier()>getPiece(m,n).getBoxIdentifier())
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{
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myBox.insert(myBox.begin()+i,getPiece(m,n));
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removePiece(m,n);
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return i;
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}
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}
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}
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vector<PuzzlePiece> createBox(uint m, uint n)
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{
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Puzzle myFirstPuzzle(m,n);
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myFirstPuzzle.createRandomPuzzle();
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return myFirstPuzzle.Shuffle();
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}
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