Add Piece and Board class

This commit is contained in:
2025-11-27 14:03:17 +08:00
parent 5da6fe579f
commit e4c8325d33
8 changed files with 71 additions and 40 deletions

View File

@@ -0,0 +1,238 @@
#include "ComponentManager.h"
ComponentManager::ComponentManager(int numPieces)
: m_totalPieces(numPieces) {
//初始化数组大小 ROWS * COLS
m_parent.resize(numPieces);
m_rank.resize(numPieces, 0);
m_adjacentList.resize(numPieces);
//初始化每个棋子为独立组件
for (int i = 0; i < numPieces; i++) {
m_parent[i] = i;
m_componentPieces[i] = {i}; //每个组件初始包含一个棋子
m_pieceToComponent[i] = i; //棋子指向的组件
}
}
int ComponentManager::find(int pieceId) {
if (m_parent[pieceId] != pieceId) {
m_parent[pieceId] = find(m_parent[pieceId]);
}
return m_parent[pieceId];
}
void ComponentManager::unite(int pieceId1, int pieceId2) {
int root1 = find(pieceId1);
int root2 = find(pieceId2);
if (root1 == root2) {
return;
}
if (m_rank[root1] < m_rank[root2]) {
m_parent[root1] = root2;
// 合并棋子集合
m_componentPieces[root2].merge(m_componentPieces[root1]);
m_componentPieces.erase(root1);
// 更新棋子到组件的映射
for (int piece : m_componentPieces[root2]) {
m_pieceToComponent[piece] = root2;
}
} else {
m_parent[root2] = root1;
m_componentPieces[root1].merge(m_componentPieces[root2]);
m_componentPieces.erase(root2);
for (int piece : m_componentPieces[root1]) {
m_pieceToComponent[piece] = root1;
}
}
addConnection(pieceId1, pieceId2);
}
void ComponentManager::addConnection(int pieceId1, int pieceId2) {
//将元素放入邻接表
m_adjacentList[pieceId1].insert(pieceId2);
m_adjacentList[pieceId2].insert(pieceId1);
}
bool ComponentManager::disconnectFromNeighbor(int pieceId, int neighborId){
// 检查是否真的相连
if (!areDirectlyConnected(pieceId, neighborId)) {
return false;
}
// 从邻接表中移除连接
m_adjacentList[pieceId].erase(neighborId);
m_adjacentList[neighborId].erase(pieceId);
// 重新计算连通性
recomputeComponentsAfterDisconnection(pieceId);
return true;
}
bool ComponentManager::disconnectFromComponent(int pieceId) {
int oldComponentId = find(pieceId);
if (oldComponentId == -1) return false;
// 记录所有直接连接
auto neighbors = m_adjacentList[pieceId];
// 断开所有连接
for (int neighborId : neighbors) {
m_adjacentList[pieceId].erase(neighborId);
m_adjacentList[neighborId].erase(pieceId);
}
// 将被断开的棋子设为独立组件
m_parent[pieceId] = pieceId;
m_rank[pieceId] = 0;
m_componentPieces[pieceId] = {pieceId};
m_pieceToComponent[pieceId] = pieceId;
// 如果原组件还有其他棋子,需要重新计算连通性
if (!neighbors.empty()) {
recomputeComponentsAfterDisconnection(pieceId);
}
return true;
}
void ComponentManager::recomputeComponentsAfterDisconnection(int disconnectedPiece) {
int oldComponentId = find(disconnectedPiece);
if (oldComponentId == -1 || m_componentPieces[disconnectedPiece].size() <= 1) {
return;
}
// 获取原组件中除断开棋子外的所有棋子
std::unordered_set<int> remainingPieces = m_componentPieces[oldComponentId];
remainingPieces.erase(disconnectedPiece);
//处理组件分裂
handleComponentSplit(oldComponentId, remainingPieces);
}
void ComponentManager::handleComponentSplit(int oldComponentId, const std:: unordered_set<int>& remainingPieces ) {
std::unordered_set<int> visited;
std::vector<std::unordered_set<int>> newComponents;
//;// 对剩余棋子进行BFS找到所有连通区域
for (int piece : remainingPieces) {
if (visited.find(piece) != visited.end()) {
continue;
}
// 找到一个新的连通区域
std::unordered_set<int> connectedRegion = bfsConnectedRegion(piece, remainingPieces);
// 标记为已访问
visited.insert(connectedRegion.begin(), connectedRegion.end());
newComponents.push_back(connectedRegion);
}
// 删除原组件
m_componentPieces.erase(oldComponentId);
// 为每个新连通区域创建组件
for (const auto& region : newComponents) {
if (!region.empty()) {
int newRoot = *region.begin();
createNewComponent(newRoot);
// 设置新组件的父节点和棋子集合
for (int piece : region) {
m_parent[piece] = newRoot;
m_pieceToComponent[piece] = newRoot;
}
m_componentPieces[newRoot] = region;
}
}
}
std::unordered_set<int> ComponentManager::bfsConnectedRegion(int startPiece, const std::unordered_set<int>& availablepieces) {
std::unordered_set<int> connectedRegion;
std::queue<int> queue;
queue.push(startPiece);
connectedRegion.insert(startPiece);
while(!queue.empty()) {
int current = queue.front();
queue.pop();
// 遍历当前棋子的所有邻居
for (int neighbor : m_adjacentList[current]) {
// 如果邻居在可用棋子中且未被访问
if (availablepieces.find(neighbor) != availablepieces.end() &&
connectedRegion.find(neighbor) == connectedRegion.end()) {
connectedRegion.insert(neighbor);
queue.push(neighbor);
}
}
}
return connectedRegion;
}
int ComponentManager::createNewComponent(int rootPiece) {
m_parent[rootPiece] = rootPiece;
m_rank[rootPiece] = 0;
m_componentPieces[rootPiece] = {rootPiece};
m_pieceToComponent[rootPiece] = rootPiece;
return rootPiece;
}
void ComponentManager::selectComponentByPiece(int pieceId) {
m_selectedComponentId = find(pieceId);
}
const std::unordered_set<int>& ComponentManager::getSelectedComponent() const {
static std::unordered_set<int> emptySet;
if (m_selectedComponentId == -1 ||
m_componentPieces.find(m_selectedComponentId) == m_componentPieces.end()) {
return emptySet;
}
return m_componentPieces.at(m_selectedComponentId);
}
int ComponentManager::getComponentId(int pieceId) const {
auto it = m_pieceToComponent.find(pieceId);
return (it != m_pieceToComponent.end()) ? it->second : -1;
}
const std::unordered_set<int>& ComponentManager::getPiecesInComponent(int componentId) const {
static std::unordered_set<int> emptySet;
auto it = m_componentPieces.find(componentId);
return (it != m_componentPieces.end()) ? it->second : emptySet;
}
bool ComponentManager::areConnected(int pieceId1, int pieceId2) {
return find(pieceId1) == find(pieceId2);
}
const std::unordered_set<int>& ComponentManager::getPieceConnections(int pieceId) const {
static std::unordered_set<int> emptySet;
if (pieceId < 0 || pieceId >= m_totalPieces) return emptySet;
return m_adjacentList[pieceId];
}
bool ComponentManager::areDirectlyConnected(int pieceId1, int pieceId2) const {
if (pieceId1 < 0 || pieceId1 >= m_totalPieces ||
pieceId2 < 0 || pieceId2 >= m_totalPieces) {
return false;
}
return m_adjacentList[pieceId1].find(pieceId2) != m_adjacentList[pieceId1].end();
}
void ComponentManager::clearSelection() {
m_selectedComponentId = -1;
}
std:: unordered_map<int, std::unordered_set<int>> ComponentManager::getAllComponents() const {
return m_componentPieces;
}