2024-03-12 23:06:47 +00:00
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#include "queens.hh"
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#include <cstdlib>
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#include <iostream>
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#include <vector>
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#include <random>
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using namespace queens;
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Configuration::Configuration(int m, int n, int number_of_pieces) {
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this->number_of_pieces = number_of_pieces;
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this->board = new Board;
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this->board->m = m; //x direction
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this->board->n = n; //y direction
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//get a random number generator:
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//the random device that will seed the generator
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std::random_device seeder;
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//then make a mersenne twister engine
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std::mt19937 engine(seeder());
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//then the easy part... the distribution
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std::uniform_int_distribution<int> m_rand(1, m);
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std::uniform_int_distribution<int> n_rand(1, n);
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for (int i=0; i<number_of_pieces; i++)
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{
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this->pieces.push_back(Queen(m_rand(engine), n_rand(engine)));
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}
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}
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2024-03-13 00:52:23 +00:00
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Configuration::~Configuration()
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{
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delete this->board;
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}
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/*
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Configuration::Configuration(Configuration& t)
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{
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this->board = t.board;
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}
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*/
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2024-03-12 23:06:47 +00:00
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std::vector<Conflict> Configuration::get_conflicts()
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{
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std::vector<Conflict> conflicts;
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for (int i = 0; i<this->number_of_pieces; i++)
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{
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// The piece we will check against the others:
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Piece* piece = &this->pieces[i];
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// For every new i we need to check one fewer i
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for (int j = i+1; j<number_of_pieces; j++)
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{
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Piece* enemy_piece = &this->pieces[j];
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if (piece->x == enemy_piece->x or
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piece->y == enemy_piece->y or
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piece->x - enemy_piece->x == piece->y - enemy_piece->x)
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{
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Conflict conflict;
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conflict.piece_1 = i;
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conflict.piece_1_x = piece->x;
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conflict.piece_1_y = piece->y;
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conflict.piece_2 = j;
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conflict.piece_2_x = enemy_piece->x;
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conflict.piece_2_y = enemy_piece->y;
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conflicts.push_back(conflict);
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}
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}
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}
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return conflicts;
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}
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Piece::Piece(int x, int y)
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{
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this->x = x;
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this->y = y;
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}
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