public MiniBoard(MiniBoard board) { this.rows = board.rows; this.cols = board.cols; this.b1 = board.b1; this.b2 = board.b2; }
public BFSNode MoveDown(int partition) { MiniBoard b = new MiniBoard(board); int index = (empty_row * db.cols) + empty_col; UInt64 tile = b.Get(index + db.cols); b.Set(index + db.cols, b.Get(index)); b.Set(index, tile); int dist = distance + ((db.partitioning[tile] == partition) ? 1 : 0); return(new BFSNode(db, b, empty_row + 1, empty_col, dist, Direction.DOWN)); }
public BFSNode MoveLeft(int partition) { MiniBoard b = new MiniBoard(board); int index = (empty_row * db.cols) + empty_col; UInt64 tile = b.Get(index - 1); b.Set(index - 1, b.Get(index)); b.Set(index, tile); int dist = distance + ((db.partitioning[tile] == partition) ? 1 : 0); return(new BFSNode(db, b, empty_row, empty_col - 1, dist, Direction.LEFT)); }
private BFSNode(PatternDatabase db, MiniBoard board, int empty_row, int empty_col, int distance, Direction direction) { this.db = db; this.empty_row = empty_row; this.empty_col = empty_col; this.board = board; this.distance = distance; this.direction = direction; }
public BFSNode(PatternDatabase db) // initial state --> the empty tile is in the bottom right corner { this.db = db; this.empty_row = db.rows - 1; this.empty_col = db.cols - 1; this.direction = Direction.NONE; this.board = new MiniBoard(db.rows, db.cols); this.distance = 0; }