/* This file is part of Eternity II Editor. * * Eternity II Editor is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * Eternity II Editor is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with Eternity II Editor. If not, see <http://www.gnu.org/licenses/>. * * Eternity II Editor project is hosted on SourceForge: * http://sourceforge.net/projects/eternityii/ * and maintained by Yannick Kirschhoffer <alcibiade@alcibiade.org> */ package org.alcibiade.eternity.editor.solver.path; import org.alcibiade.eternity.editor.model.GridModel; import org.alcibiade.eternity.editor.model.QuadModel; import org.alcibiade.eternity.editor.solver.collection.LightestSelector; import org.alcibiade.eternity.editor.solver.collection.Selector; public class HumanPathMkII extends HumanPathMkI { @Override public int getNextPathIndex(GridModel pieces, GridModel grid) { int gsize = grid.getSize(); int positions = gsize * gsize; int[] matches = new int[positions]; for (int i = 0; i < positions; i++) { QuadModel missingQuad = grid.getMissingQuad(i); matches[i] = getMatchingQuads(pieces, missingQuad); } // int[] blurred = matches; int[] blurred = blur(grid, matches); // blurred = blur(grid, blurred); Selector<Integer> possibleIndices = new LightestSelector<Integer>(); for (int i = 0; i < positions; i++) { QuadModel quad = grid.getQuad(i); if (quad.isClear()) { possibleIndices.put(i, blurred[i]); } } int result = possibleIndices.getSelected(); return result; } private int[] blur(GridModel grid, int[] matches) { int gsize = grid.getSize(); int positions = gsize * gsize; int[] blurred = new int[positions]; for (int i = 0; i < positions; i++) { blurred[i] = gsize * matches[i]; int nval = 1; for (int d = 0; d < 4; d++) { int nIndex = grid.computeNeighborIndex(i, d); if (nIndex >= 0) { blurred[i] += matches[nIndex]; nval += 1; } } blurred[i] /= nval; } return blurred; } }