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authorKelly Rauchenberger <fefferburbia@gmail.com>2018-07-13 17:06:48 -0400
committerKelly Rauchenberger <fefferburbia@gmail.com>2018-07-13 17:06:48 -0400
commit4e8f554286593ec8aca6c61fa0fb9c4934bd640c (patch)
tree438b87e7003f2ca38b9973543bda8509ff2e9efa /util.h
parentb64ada0dfec5895d14bd0d41cb83779d093970fe (diff)
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Redesigned the solver algorithm
The new solver algorithm decreases the size of the search space by combining states. A flood fill is used to find all of the positions accessible by the player without changing the board state, and that flood is considered a node in the search graph, rather than there being a node for every position on every board state. Other optimizations are implemented too, like checking for changes locally instead of using tick, and using unordered_map/unordered_set because bitsets are hashable.

Also changed wrap to use references, finally.

refs #1
Diffstat (limited to 'util.h')
-rw-r--r--util.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/util.h b/util.h index 365a759..0e1fa2e 100644 --- a/util.h +++ b/util.h
@@ -5,7 +5,7 @@
5#ifndef UTIL_H 5#ifndef UTIL_H
6#define UTIL_H 6#define UTIL_H
7 7
8void wrap(int* x, int* y); 8void wrap(int& x, int& y);
9TTF_Font* loadFont(int size); 9TTF_Font* loadFont(int size);
10const char* getDataFile(); 10const char* getDataFile();
11SDL_Texture* loadImage(SDL_Renderer* renderer, std::string file); 11SDL_Texture* loadImage(SDL_Renderer* renderer, std::string file);