restructure puzzle space generation (for boards up to 5x5)
- uses a huge global seen-states-cache. Not scalable without more filtering
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@ -1,7 +1,8 @@
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#ifndef DISTANCE_HPP_
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#define DISTANCE_HPP_
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#include <cstddef>
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#include "cpu_spring_system.hpp"
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#include <vector>
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class graph_distances
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@ -15,7 +16,8 @@ public:
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auto clear() -> void;
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[[nodiscard]] auto empty() const -> bool;
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auto calculate_distances(size_t node_count, const std::vector<std::pair<size_t, size_t>>& edges,
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auto calculate_distances(size_t node_count,
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const std::vector<spring>& edges,
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const std::vector<size_t>& targets) -> void;
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[[nodiscard]] auto get_shortest_path(size_t source) const -> std::vector<size_t>;
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