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 | RestingGame 1: A B C D E F G H I JGame 2: A B D C E F G H I JGame 3: A B E C D F G H I J``

... while this looks ok:

`` Team 1 | Team 2 | RestingGame 1: A B C D E F G H I JGame 2: C G H F I J A B D EGame 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 startedvar 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 creationfor (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 inif (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 nowvar gamesPlayed = GAME.gamesPlayed,match = GAME.matches[gamesPlayed];``

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