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node.h
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node.h
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#include <utility>
#include <vector>
#include <cmath>
#include <stack>
using namespace std;
const int rows = 3;
const int cols = 3;
int maxNum = 9;
int solutionArry[3][3] = {{1, 2, 3}, {4, 5, 6}, {7, 8, 0}};
class node{
private:
node* left;
node* right;
node* up;
node* down;
int weight;
int nodeDepth;
int puzzle[rows][cols];
bool Solution;
bool lastLeft, lastRight, lastUp, lastDown;
//function to find where the blank tile is. used to calculate where you can move in createing nodes.
pair<int, int> findBlank(){
for(int i = 0; i < rows;++i){
for(int j = 0; j < cols; ++j){
if(puzzle[i][j] == 0){
return make_pair(i, j);
}
}
}
};
//uses nested loops to determine which nodes are misplaced
int misplacedTile(){
int misplaced = 0;
int position = 1;
for(int i = 0; i < rows; ++i){
for(int j = 0; j < cols; ++j){
if(puzzle[i][j] != solutionArry[i][j] && (i + j) != 4){
++misplaced;
}
}
}
return misplaced;
};
//calculates the manhatten distance with a nested loops. Keeps track of what row and col
//that each number should be in and compares it to where it was found.
int manhattenDistance(){
int manhatten = 0;
int R = 0;
int C = 0;
int i = 0;
int j = 0;
bool eq = false;
for(int k = 1; k < maxNum; ++k){
eq = false;
for(i = 0; i < rows; ++i){
for(j = 0; j < cols; ++j){
if(puzzle[i][j] == solutionArry[R][C]) eq = true;
if(eq) break;
}
if(eq) break;
}
if(i == rows) i = rows -1;
if(j == cols) j = cols - 1;
manhatten += (abs(i-R)+abs(j-C));
if(C == (cols-1)){
C = 0;
++R;
}
else ++C;
}
return manhatten;
};
//old function to get the depth before the varriable was added
int getDepth(int depth, int deepest){
++depth;
int tmp = 0;
if(depth > deepest) deepest = depth;
if(left != NULL) tmp = left->getDepth(depth, deepest);
if(tmp > deepest) deepest = tmp;
if(right != NULL) tmp = right->getDepth(depth, deepest);
if(tmp > deepest) deepest = tmp;
if(up != NULL) tmp = up->getDepth(depth, deepest);
if(tmp > deepest) deepest = tmp;
if(down != NULL) tmp = down->getDepth(depth, deepest);
if(tmp > deepest) deepest = tmp;
return deepest;
}
//sets the varriable that keeps track of the last move so that it is not repeated
void setLeft(){lastLeft = true;};
void setRight(){lastRight = true;};
void setUp(){lastUp = true;};
void setDown(){lastDown = true;};
public:
//constructors for the nodes.
node(){Solution = false;};
node(int puz[][cols], int depth){
for(int i = 0; i < rows; ++i){
for(int j = 0;j < cols; ++j){
puzzle[i][j] = puz[i][j];
}
}
left = NULL;
right = NULL;
up = NULL;
down = NULL;
weight = 0;
nodeDepth = depth;
Solution = lastLeft = lastRight = lastUp = lastDown = false;
};
//allows the weight to be set for the node
void setWeight(int i){
weight = i;
};
// another getter
int getDepth(){
return getDepth(-1, 0);
}
//recursive function to go through the tree and find the solution. When it finds it prints solution to initial puzzle
bool traceSolution(stack<node*>* solutionStack){
if(Solution){
cout << "Solution at depth: " << nodeDepth << endl;
solutionStack->push(this);
return Solution;
}
bool solutionFound = false;
if(left != NULL){
solutionFound = left->traceSolution(solutionStack);
}
if(!solutionFound && right != NULL){
solutionFound = right->traceSolution(solutionStack);
}
if(!solutionFound && up != NULL){
solutionFound = up->traceSolution(solutionStack);
}
if(!solutionFound && down != NULL){
solutionFound = down->traceSolution(solutionStack);
}
if(solutionFound){
solutionStack->push(this);
}
return solutionFound;
}
//utiltiy function to print the current puzzle
void printPuzzle(){
for(int i = 0; i < rows; ++i){
for(int j = 0; j < cols; ++j){
cout << puzzle[i][j] << ' ';
}
cout << endl;
}
}
//uses misplaced tile to tell if the nodes puzzle is a solution
bool isSolution(){
Solution = (misplacedTile() == 0);
return Solution;
}
//the 4 create functions create nodes that will be added to the path. since there is not
//tree class in this implementation there is no tree class the just expands on the node
node* createLeft(int type){
pair<int, int> tmp = findBlank();
if(tmp.second != 0 && !lastRight){
int tmp2[rows][cols];
for(int i = 0; i < rows; ++i){
for(int j = 0; j < cols; ++j){
tmp2[i][j] = puzzle[i][j];
}
}
swap(tmp2[tmp.first][tmp.second], tmp2[tmp.first][tmp.second - 1]);
if(type == 1){
node* child = new node(tmp2, nodeDepth+1);
left = child;
}
else if(type == 2){
node* child = new node(tmp2, nodeDepth+1);
child->setWeight(child->misplacedTile());
left = child;
}
else if(type == 3){
node* child = new node(tmp2, nodeDepth+1);
child->setWeight(child->manhattenDistance());
left = child;
}
left->setLeft();
}
return left;
};
node* createRight(int type){
pair<int, int> tmp = findBlank();
if(tmp.second != 2 && !lastLeft){
int tmp2[rows][cols];
for(int i = 0; i < rows; ++i){
for(int j = 0; j < cols; ++j){
tmp2[i][j] = puzzle[i][j];
}
}
swap(tmp2[tmp.first][tmp.second], tmp2[tmp.first][tmp.second + 1]);
node* child;
if(type == 1){
node* child = new node(tmp2, nodeDepth+1);
right = child;
}
else if(type == 2){
node* child = new node(tmp2, nodeDepth+1);
child->setWeight(child->misplacedTile());
right = child;
}
else if(type == 3){
node* child = new node(tmp2, nodeDepth+1);
child->setWeight(child->manhattenDistance());
right = child;
}
right->setRight();
}
return right;
};
node* createUp(int type){
pair<int, int> tmp = findBlank();
if(tmp.first != 0 && !lastDown){
int tmp2[rows][cols];
for(int i = 0; i < rows; ++i){
for(int j = 0; j < cols; ++j){
tmp2[i][j] = puzzle[i][j];
}
}
swap(tmp2[tmp.first][tmp.second], tmp2[tmp.first - 1][tmp.second]);
if(type == 1){
node* child = new node(tmp2, nodeDepth+1);
up = child;
}
else if(type == 2){
node* child = new node(tmp2, nodeDepth+1);
child->setWeight(child->misplacedTile());
up = child;
}
else if(type == 3){
node* child = new node(tmp2, nodeDepth+1);
child->setWeight(child->manhattenDistance());
up = child;
}
up->setUp();
}
return up;
};
node* createDown(int type){
pair<int, int> tmp = findBlank();
if(tmp.first != 2 && !lastUp){
int tmp2[rows][cols];
for(int i = 0; i < rows; ++i){
for(int j = 0; j < cols; ++j){
tmp2[i][j] = puzzle[i][j];
}
}
swap(tmp2[tmp.first][tmp.second], tmp2[tmp.first + 1][tmp.second]);
if(type == 1){
node* child = new node(tmp2, nodeDepth+1);
down = child;
}
else if(type == 2){
node* child = new node(tmp2, nodeDepth+1);
child->setWeight(child->misplacedTile());
down = child;
}
else if(type == 3){
node* child = new node(tmp2, nodeDepth+1);
child->setWeight(child->manhattenDistance());
down = child;
}
down->setDown();
}
return down;
}
//getters and setters for the varriables that might need to be acessed
node* getLeft(){return left;};
node* getRight(){return right;};
node* getUp(){return up;};
node* getDown(){return down;};
int getWeight(){return weight;};
int* getPuzzle(){return &puzzle[0][0];};
int getPathDepth(){return nodeDepth;};
};