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Thread: How to make combinable objects

  1. #1
    Senior Member bluemagica's Avatar
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    How to make combinable objects

    This question is not specific to a game, I want to know what is the best way to make combinable objects.

    Say I have 3 objects A,B,C, if i combine
    A+B = AB
    A+C = AC
    B+C = BC

    But if I had 4 objects, the number of possible combinations increase even more( limited to 2 objects per combinations)! Now what if I had 50 objects? The number of combinations possible just goes beyond what I can hardcode in the game, so is there any possible formula such that the combinations are automatically calculated? This migh be really simple, but i can't think of a very innovative way to handle this....please help!
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  2. #2
    FK'n_dog a_modified_dog's Avatar
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    can you use this method (testing with an array of "strings" in AS2)
    PHP Code:
    tmp = [];
    arr = ["A","B","C","D","E","F"];
    len arr.length;

    for(var 
    n=0;n!=len;n++){
    for(var 
    m=0;m!=len;m++){
    if(
    arr[n]!=arr[m]){
    tmp.push(arr[n]+arr[m]);
    }
    }
    }
    trace(tmp);

    /* - output -
    AB,AC,AD,AE,AF,
    BA,BC,BD,BE,BF,
    CA,CB,CD,CE,CF,
    DA,DB,DC,DE,DF,
    EA,EB,EC,ED,EF,
    FA,FB,FC,FD,FE
    */ 

  3. #3
    Senior Member bluemagica's Avatar
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    hmm, thanks, but what about the duplicates? AB is same as BA!
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  4. #4
    Pumpkin Carving 2008 ImprisonedPride's Avatar
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    Code:
    tmp = [];
    arr = ["A","B","C","D","E","F"];
    len = arr.length;
    
    for(var n=0;n!=len;n++){
    for(var m=n;m!=len;m++){
    if(arr[n]!=arr[m]){
    tmp.push(arr[n]+arr[m]);
    }
    }
    }
    trace(tmp);
    /*
    AB,AC,AD,AE,
    AF,BC,BD,BE,
    BF,CD,CE,CF,
    DE,DF,EF
    */
    Start the inner loop at the outer loops index.
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  5. #5
    FK'n_dog a_modified_dog's Avatar
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    Quote Originally Posted by ImprisonedPride View Post
    /*
    AB,AC,AD,AE,
    AF,BC,BD,BE,
    BF,CD,CE,CF,
    DE,DF,EF
    */

    Start the inner loop at the outer loops index.
    good catch
    though in theory AB != BA
    Last edited by a_modified_dog; 09-09-2009 at 05:22 PM.

  6. #6
    Senior Member bluemagica's Avatar
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    Thanks guys! The first part is solved!

    Next is how should I define properties to combine, but that won't be hard after this!
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  7. #7
    Pumpkin Carving 2008 ImprisonedPride's Avatar
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    Code:
    var objA:Object = {n:"A", x:1, y:2, z:3};
    var objB:Object = {n:"B", x:3, y:1, z:2};
    var objC:Object = {n:"C", x:4, y:1, z:3};
    var objD:Object = {n:"D", x:0, y:3, z:1};
    var objE:Object = {n:"E", x:2, y:1, z:2};
    
    Object.prototype.toString = function():String {
    	var out:String = "{";
    	for (var i in this) {
    		out +=i + ":" + this[i] +",";
    	}
    	out = out.substr(0, out.length-1);
    	out += "};";
    	return out;
    }
    
    function run():Void {
    	tmp = [];
    	arr = [objA, objB, objC, objD, objE];
    	len = arr.length;
    	
    	for(var n=0;n!=len;n++){
    		for(var m=n;m!=len;m++){
    			if(arr[n]!=arr[m]){
    				tmp.push(combineObjects(arr[n], arr[m]));
    			}
    		}
    	}
    	trace(tmp);
    }
    
    function combineObjects(a:Object, b:Object):Object {
    	var out:Object = {};
    	for (var i in a) {
    		out[i] = a[i]+b[i];
    	}
    	return out;
    }
    
    run();
    /*
    {z:5,y:3,x:4,n:AB};,
    {z:6,y:3,x:5,n:AC};,
    {z:4,y:5,x:1,n:AD};,
    {z:5,y:3,x:3,n:AE};,
    {z:5,y:2,x:7,n:BC};,
    {z:3,y:4,x:3,n:BD};,
    {z:4,y:2,x:5,n:BE};,
    {z:4,y:4,x:4,n:CD};,
    {z:5,y:2,x:6,n:CE};,
    {z:3,y:4,x:2,n:DE};
    */
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  8. #8
    Senior Member bluemagica's Avatar
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    Thanks, but I didn't exactly mean that kind of properties! Anyway, I guess this solves this entire matter. Thanks again!
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  9. #9
    Pumpkin Carving 2008 ImprisonedPride's Avatar
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    What DID you mean then?
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  10. #10
    Senior Member bluemagica's Avatar
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    umm, by properties I meant a set of rules that define an object....when two objects combine these rules or behaviours come together to create a new object!
    Like say, i define a "plank" as something which is solid and on which you can stand upon, and a "wheel" as something which can move in a direction! When we combine these two we get a skateboard(sort of).... meaning a movable plank on which the player can stand!

    So this is kindof like what you did, but with a set of rules, instead of simple attributes!
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  11. #11
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    you can represent an object as a bit-array and use bitwise logic to combine attributes. so, let's say bit 1 is whether you can stand on an object, bit 2 is whether it moves left and bit 3 is whether it moves right.

    001 //plank
    110 //wheels

    now a bitwise OR defines their combination of properties

    111 //plank + wheels (001 | 110)

    so let's say you're only going to have 32 different properties, then you can forget about the hassle of writing a bit-array class and just use uints. this same example, ActionScript looks like this:
    Code:
    const STANDABLE:uint = 1; //001
    const MOVES_LEFT:uint = 1 << 1; //010
    const MOVES_RIGHT:uint = 1 << 2; //100
    
    var plank:uint;
    var wheels:uint;
    
    //to illustrate setting the bits
    plank  |= STANDABLE; //001
    wheels |= MOVES_LEFT | MOVES_RIGHT; //110
    
    var skateboard:uint = combine( plank, wheels ); //111
    var canMoveLeft:Boolean = hasAttribute( skateboard, MOVES_LEFT ); //true!
    
    public function combine( obj1:uint, obj2:uint ) : uint
    {
       return obj1 | obj2;
    }
    
    public function hasAttribute( object:uint, attribute:uint ) : Boolean
    {
       return ( object & attribute ) == attribute;
    }
    Last edited by newblack; 09-09-2009 at 06:49 PM.

  12. #12
    Senior Member bluemagica's Avatar
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    Yeh, I am planning on using the same approach( i actually found this two days ago while looking up uses of bitwise operators).....but thanks for the example code!


    It gets a little more difficult when you have a few opposing properties though, and then there's a thing about prioritization!
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  13. #13
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    it's not really any more complicated in those cases. for mutually exclusive attributes, you store a bit mask and since you're working with uints, priority can be handled natively by the value of the attribute.

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