- Rename Result to PackResult to avoid confusion with Result<T> - Add PackingRequest as immutable configuration replacing mutable engine state - Add PackingStrategy enum (AdvancedFit, BestFit, Exhaustive) - Implement pipeline pattern for composable packing steps - Rewrite AdvancedFitEngine as stateless using pipeline - Rewrite BestFitEngine as stateless - Add ExhaustiveFitEngine with symmetry breaking for optimal solutions - Tries all bin assignments to find minimum bins - Falls back to AdvancedFit for >20 items - Configurable threshold via constructor - Update IEngine/IEngineFactory interfaces for new pattern - Add strategy parameter to MCP tools Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
61 lines
2.0 KiB
C#
61 lines
2.0 KiB
C#
namespace CutList.Core.Nesting.Pipeline
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{
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/// <summary>
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/// Creates duplicate bins when the same packing pattern can be repeated.
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/// If there are enough remaining items to fill another bin identically,
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/// creates copies to reduce iteration overhead.
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/// </summary>
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public class DuplicateBinsStep : IPackingStep
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{
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public void Execute(PackingContext context)
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{
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// Process bins that were created before this step
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// We need a copy since we'll be adding new bins
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var originalBins = context.Bins.ToList();
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foreach (var originalBin in originalBins)
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{
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CreateDuplicateBins(originalBin, context);
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}
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}
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private static void CreateDuplicateBins(Bin originalBin, PackingContext context)
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{
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int duplicateCount = GetDuplicateCount(originalBin, context.RemainingItems);
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for (int i = 0; i < duplicateCount; i++)
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{
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if (!context.CanAddMoreBins())
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break;
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var newBin = context.CreateBin();
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foreach (var item in originalBin.Items)
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{
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var matchingItem = context.RemainingItems.FirstOrDefault(a => a.Length == item.Length);
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if (matchingItem != null)
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{
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newBin.AddItem(matchingItem);
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context.RemainingItems.Remove(matchingItem);
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}
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}
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context.Bins.Add(newBin);
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}
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}
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private static int GetDuplicateCount(Bin bin, List<BinItem> remainingItems)
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{
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int count = int.MaxValue;
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foreach (var lengthGroup in bin.Items.GroupBy(i => i.Length))
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{
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int availableCount = remainingItems.Count(i => i.Length == lengthGroup.Key);
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count = Math.Min(count, availableCount / lengthGroup.Count());
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}
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return count == int.MaxValue ? 0 : count;
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}
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}
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}
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