Ok, some random dude at CodeReview asked me to pass this over here, so be it.
I have a combination generation code based on this answer: StackOverflow answer
The basic idea is that I have a group of players (total of 6 - 14) and I need to form 2 teams each of having 3 players while the rest of the players are resting for that match. The code generates all the possible matches. The problem comes when I need to pick the next match setup randomly so that the players would only rest for, if possible, only 1 game. In addition, each teams should be as random as possible without having same players playing as a team as any previous game so far.
To clarify the problem this is a big no-no, that will happen if I just pick the next match from the array:
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
... while this looks ok:
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
I've modified the code so that now I have:
- players with bitmask
- teams with bitmask
- matches array with 2 teams and 1 resting group (each of them with bitmasks)
Question
Given that each of those match components, i.e. player, team and resting, have a mask value, how should I calculate the next game? With bitwise operators, how? Push every resting player into an array and exclude those from being resting next game. I've tried some multiarray thing which was a complete chaos and didn't end up well. So, I need some help with this. This is the first time I'm dealing with bitmasks.
Code
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];