组合发电机改进

时间:2012-08-23 12:41:26

标签: javascript optimization bit-manipulation combinations

好的,CodeReview的一些随意的老兄要我把这个传递到这里,就这样吧。

我有一个基于这个答案的组合生成代码:StackOverflow answer

基本的想法是我有一组球员(总共6到14次),我需要组建2支球队,每支球队有3名球员,其余的球员都在休息。代码生成所有可能的匹配。当我需要随机选择下一个比赛设置时,问题就出现了,这样玩家只会休息,如果可能的话,只有1场比赛。此外,每支球队应该尽可能随机,不要像以前任何一场比赛那样拥有同样的球员。

为了澄清这个问题,这是一个很大的禁忌,如果我从阵列中选择下一场比赛就会发生这种情况:

        Team 1 | Team 2 | Resting
Game 1: A B C    D E F    G H I J
Game 2: A B D    C E F    G H I J
Game 3: A B E    C D F    G H I J

......虽然看起来不错:

        Team 1 | Team 2 | Resting
Game 1: A B C    D E F    G H I J
Game 2: C G H    F I J    A B D E
Game 3: A D I    B E J    C F G H

我修改了代码,现在我已经:

  • 使用位掩码的玩家
  • 使用位掩码的团队
  • 将数组与2个团队和1个休息组匹配(每个团队都使用位掩码)

问题
鉴于每个匹配组件,即玩家,团队和休息,都有掩码值,我该如何计算下一个游戏?使用按位运算符,如何?将每个休息的玩家推入阵列并排除那些在下一场比赛中休息的人。我已经尝试了一些多元化的事情,这是一个完整的混乱,并没有很好地结束。所以,我需要一些帮助。这是我第一次使用位掩码。

代码

players: [],
teams: [],
matches: [],
Team: function () {
    this.list           = [];
    this.mask           = 0;
    this.count          = 0;
    this.full           = false;
    this.Add            = function (i) {
        this.list.push(GAME.players[i]);
        this.mask       |= GAME.players[i].mask;
        this.full       = ++this.count === 3;
    }
},

Resting: function () {
    this.list           = [];
    this.mask           = 0;
    this.count          = 0;
    this.full           = false;
    this.Add            = function (i) {
        this.list.push(GAME.players[i]);
        this.mask       |= GAME.players[i].mask;
        this.full       = ++this.count === (GAME.players.length - 2*3);
    }
},

addPlayers: function () {
    var indexes         = [],
        p,
        playersPerTeam  = 3,
        l               = playersPerTeam - 1;

    for (var p = 0; p < playersPerTeam; p += 1) {
        indexes[p] = p;
    }

    function addteam() {
        var team = new GAME.Team();

        for (var p = 0; p < playersPerTeam; p++) {
            team.Add(indexes[p]);
        }

        GAME.teams.push(team);
    }

    function addplayer(start, depth) {
        var target = GAME.players.length - playersPerTeam + depth + 1;

        for (var i = start; i < target; i++) {
            indexes[depth] = i;
            if (depth == l) {
                addteam();
            } else {
                addplayer(i + 1, depth + 1);
            }
        }
    }

    addplayer(0, 0);
}

// The code below runs during game initializing,
// before any round has started
var playerCount         = GAME.addedPlayers.length,
    i;

for (i = 0; i < playerCount; i += 1) {
    GAME.players[i] = {
        index: i,
        mask: 1 << i,
        name: GAME.addedPlayers[i].name
    };
}

GAME.addPlayers();

// The matches creation
for (var i = 0; i < GAME.teams.length; i++) {
    for (var j = i + 1; j < GAME.teams.length; j++) {
        var t1      = GAME.teams[i],
            t2      = GAME.teams[j],
            r1      = (GAME.players.length > 2*3) ? new GAME.Resting() : false;

        if ((t1.mask & t2.mask) === 0) { //this is where the masks come in
            if (r1) {
                var resting = t1.mask ^ t2.mask;

                for (var k = 0; k < GAME.players.length; k++) {
                    if ((resting & 1) === 0) {
                        r1.Add(k);
                    }
                    resting >>>= 1;
                }
            }

            GAME.matches.push({
                Team1: t1,
                Team2: t2,
                Resting: r1
            });
        }
    }
}

// The code below start a new round
// This should start a new randomly selected game described in my question
// and not like I'm doing it now
var gamesPlayed         = GAME.gamesPlayed,
    match               = GAME.matches[gamesPlayed];

0 个答案:

没有答案