e66aa080bb
changed every unsigned int m,n to coor myCoor. except of getPiece
186 lines
5.1 KiB
C++
Executable File
186 lines
5.1 KiB
C++
Executable File
using namespace std;
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class coor
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{
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public:
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int m, n;
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coor(int newm=-1,int newn=-1): m(newm), n(newn)
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{}
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};
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class PuzzlePiece: public Part
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{
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public:
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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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setConnections(0b00000000);
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break;
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case 1:
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setConnections(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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unsigned int getShift(){return shifts;}
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void resetShift(){shifts=0;}
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void shift(unsigned int moves);
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void randomCenterPiece();
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void printPiece() { cout << bitset<sizeof(unsigned char)*8> (getConnections()); }
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void setBoxIdentifier(int new_boxid) { boxidentifier = new_boxid; }
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int getBoxIdentifier() { return boxidentifier; }
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void assignIdentifier() { identifier = idcount;idcount++; }
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unsigned int getIdentifier() { return identifier;}
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private:
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unsigned int shifts;
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unsigned int boxidentifier;
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unsigned int identifier;
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static unsigned int idcount;
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};
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class Puzzle
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{
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friend class randomBox;
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public:
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//constructor creates matrix with 00 outside and 11 inside
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Puzzle(unsigned int m = 7, unsigned int n = 4): col(m), row(n)
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{
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Matrix = new PuzzlePiece* [n+2];
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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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}
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}
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}
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bool setPiece(coor myCoor,PuzzlePiece newPiece) // 5th change: works
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{
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if(PlaceOfPartGood(myCoor,newPiece))
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{
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Matrix[myCoor.n+1][myCoor.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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//removes piece and instead puts undefined piece
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bool removePiece(coor myCoor) // 6th change: works
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{
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Matrix[myCoor.n+1][myCoor.m+1].setConnections(0b11111111);
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return 1;
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}
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//getter
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PuzzlePiece getPiece(unsigned int m, unsigned int n) { return Matrix[n+1][m+1]; } // 7th change: error m+1, n+1
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unsigned int getCols(){ return col; }
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unsigned int getRows(){ return row; }
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//functtion definitions
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void printPuzzle();
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bool PlaceOfPartGood(coor myCoor, PuzzlePiece& myPart); // 8th change: works
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bool PlaceOfPart2Good(coor myCoor, PuzzlePiece& myPart); // 2nd change: works
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bool testRotationPiece(coor myCoor, PuzzlePiece& myPart, int nrOfRotations=4); // 9th change: works
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unsigned int tryAllPieces(coor myCoor, vector<PuzzlePiece>& myBox, unsigned int separator); // 3rd change: works
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unsigned int putBackIntoBox(coor myCoor, vector<PuzzlePiece>& myBox); // 4th change: works
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private:
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unsigned int row;
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unsigned int col;
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PuzzlePiece** Matrix;
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};
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//use this for random puzzle creation
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class randomBox: public Puzzle
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{
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public:
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randomBox(unsigned int m, unsigned int n) : Puzzle(m,n) {srand(time(0));} //passed m n to puzzle constructor
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void createRandomPuzzle();
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vector<PuzzlePiece> shuffle();
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void printBox();
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private:
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vector<PuzzlePiece> Box;
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};
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class LogEntry
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{
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public:
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vector<PuzzlePiece*> PieceCollector;
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int abstractionLevel;
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coor myCoor;
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void advance(){abstractionLevel++;}
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void Set(){set=1;}
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bool isSet(){return set;}
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void advanceRandomed() { randomed++;}
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void decreaseRandomed() { randomed--;}
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int hasRandomed(){return randomed;}
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LogEntry()
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{
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myCoor = coor();
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abstractionLevel=0;
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set=0;
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}
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private:
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bool set;
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static int randomed;
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};
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class BoxClassify
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{
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vector<PuzzlePiece*> p_Box;
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vector<vector<PuzzlePiece*>> ab1class;
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};
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int LogEntry::randomed(0);
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unsigned int PuzzlePiece::idcount(0);
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void printBox(vector<PuzzlePiece> myBox);
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vector<PuzzlePiece> createBox(coor boxCoor); // 1st change: works
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void numerateBox(vector<PuzzlePiece>& myBox);
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bool next(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzleMat);
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coor calculateFirstCoor(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzleMat);
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coor calculateNextCoor(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzleMat);
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void solve(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzleMat);
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void abstractionlayer0solver(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzleMat);
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void abstractionlayer1solver(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzleMat);
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void setsolution(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzleMat);
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bool backtrack(vector<LogEntry>& log, vector<PuzzlePiece*>& p_Box, Puzzle& puzzleMat);
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