116 lines
4.4 KiB
C++
116 lines
4.4 KiB
C++
#include "DestructionPower.h"
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//TODO! Add more layers here!
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//sets relations of speed for the different layers
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map<int,float> DestructionPower_Properties::SpeedTable =
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{
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{0,0.99},
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{1,0.7},
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{2,0.7}
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};
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bool DestructionPower::PreProcessing(coor mySize,const vector<Part*>* partArray)
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{
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cout << "DestructionPower Preprocessing... ";
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InitialiseConstraintMatrixSize(mySize.col,mySize.row);
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cout << "Done!" << endl;
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return true;
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}
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//it through qualityVector and removes all that do not trigger PlaceOfPartGood
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bool DestructionPower::EvaluateQuality (const coor constraintCoordinate, qualityVector& qVector)
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{
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}
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bool DestructionPower::SetConstraintOnPosition(const coor constraintCoordinate, const DestructionPower_Properties constraint)
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{
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}
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bool DestructionPower::RemoveConstraintOnPosition(const coor constraintCoordinate)
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{
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}
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//gets destruction power from left and from top if possible and normalizes
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void DestructionPower::DestructionOfSurrounding(const coor constraintCoordinate) {
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for(int i = 0; i < m_constraintMatrix[constraintCoordinate.col][constraintCoordinate.row].DestructionArray.size(); ++i)
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m_constraintMatrix[constraintCoordinate.col][constraintCoordinate.row].DestructionArray.pop_back();
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for (int i = 0; i < DESTRUCTION_COUNT; ++i) {
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m_constraintMatrix[constraintCoordinate.col][constraintCoordinate.row].DestructionArray.push_back(0);
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int divisor=0;
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if(constraintCoordinate.row > 0)
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{
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divisor++;
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m_constraintMatrix[constraintCoordinate.col][constraintCoordinate.row].DestructionArray[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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m_constraintMatrix[constraintCoordinate.col][constraintCoordinate.row].DestructionArray[i] += m_constraintMatrix[constraintCoordinate.col-1][constraintCoordinate.row].DestructionArray[i];
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}
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if(divisor)
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m_constraintMatrix[constraintCoordinate.col][constraintCoordinate.row].DestructionArray[i] /=divisor;
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else
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//create default destructionPower //TODO find some better solution for default
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m_constraintMatrix[constraintCoordinate.col][constraintCoordinate.row].DestructionArray[i] = m_constraintMatrix[constraintCoordinate.col][constraintCoordinate.row].SpeedTable[i];
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//aging
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if(m_constraintMatrix[constraintCoordinate.col][constraintCoordinate.row].DestructionArray[i]<0.9)
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m_constraintMatrix[constraintCoordinate.col][constraintCoordinate.row].DestructionArray[i]=m_constraintMatrix[constraintCoordinate.col][constraintCoordinate.row].DestructionArray[i]*(float)1.001+(float)0.01;
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}
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}
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float DestructionPower::defaultDestructionPower(int i)
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{
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}
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//gets next highest valued abstraction layer down from current one (if first, get highest)
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int DestructionPower::getNextAbstractionLayer(coor newCoordinate, int currentAbstractionLayer)
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{
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if(++currentAbstractionLayer>=DESTRUCTION_COUNT)
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return -1;
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else
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return currentAbstractionLayer;
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float currentPower = 1;
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int nextLayer=-1;
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float nextLayerPower=0;
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if (currentAbstractionLayer>=0)
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currentPower = m_constraintMatrix[newCoordinate.col][newCoordinate.row].DestructionArray[currentAbstractionLayer];
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int i=0;
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//giff next most valuable layer
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for(auto it:m_constraintMatrix[newCoordinate.col][newCoordinate.row].DestructionArray)
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{
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if(it <= currentPower)
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{//if equal, then has to be the next one (activated from left to right)
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if(it == currentPower) {
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if (i > currentAbstractionLayer)
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return i;
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}
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//if this one is bigger than previous biggest one, save
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else if(it>nextLayerPower)
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{
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nextLayerPower=it;
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nextLayer=i;
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}
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}
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i++;
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}
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return nextLayer;
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}
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DestructionPower_Properties::DestructionPower_Properties() {
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float aging=1.001;
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for(int i=0;i<DestructionArray.size();i++)
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{
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DestructionArray.emplace_back((DestructionPower_Properties::SpeedTable[i]*DESTRUCTION_INIT));
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DestructionArray.back()<0.8 ? DestructionArray.back()=aging*DestructionArray.back()+(float)0.01:DestructionArray.back();
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}
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}
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