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solver.hpp
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solver.hpp
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/*
* Copyright 2017-2018 Tom van Dijk, Johannes Kepler University Linz
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef SOLVER_HPP
#define SOLVER_HPP
#include "oink/game.hpp"
#include "oink/oink.hpp"
#include "oink/error.hpp"
namespace pg {
class Solver
{
public:
Solver(Oink *oink, Game *game) :
oink(oink), game(game), logger(oink->logger), trace(oink->trace),
disabled(oink->disabled)
{
#ifndef NDEBUG
// sanity check if the game is properly sorted
for (int i=1; i<nodecount(); i++) assert(priority(i-1) <= priority(i));
#endif
}
virtual ~Solver() { }
/**
* Run the solver.
*/
virtual void run() = 0;
/**
* Returns true if the solver always solves all enabled vertices
* before leaving run().
*/
virtual bool isFullSolver() { return true; }
Oink *oink;
Game *game;
std::ostream &logger;
int trace = 0;
const bitset &disabled; // TODO make function...
inline long nodecount() { return game->nodecount(); }
inline long edgecount() { return game->edgecount(); }
inline int priority(const int vertex) { return game->priority(vertex); }
inline int owner(const int vertex) { return game->owner(vertex); }
inline const int* outs(const int vertex) { return game->outedges() + game->firstout(vertex); }
inline const int* ins(const int vertex) { return game->inedges() + game->firstin(vertex); }
inline Game::_label_vertex label_vertex(int v) { return game->label_vertex(v); }
};
}
#endif