Revision 38589947
Added by Leszek Koltunski over 3 years ago
src/main/java/org/distorted/objects/TwistyBandaged2Bar.java | ||
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import android.content.res.Resources; |
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import org.distorted.helpers.ScrambleStateGraph; |
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import org.distorted.library.main.DistortedEffects; |
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import org.distorted.library.main.DistortedTexture; |
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import org.distorted.library.mesh.MeshSquare; |
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DistortedEffects effects, int[][] moves, Resources res, int scrWidth) |
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{ |
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super(size, quat, texture, mesh, effects, moves, ObjectList.BAN2, res, scrWidth); |
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mStates = new ScrambleStateGraph[] |
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{ |
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new ScrambleStateGraph( new int[][] { {} , {0,1,1, 0,-1,1, 2,1,2, 2,-1,2}, {} }), |
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new ScrambleStateGraph( new int[][] { {0,-1,1, 0,1,1, 0,2,1, 2,-1,1, 2,1,1, 2,2,1}, {0,2,1, 2,2,1} , {} }), |
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new ScrambleStateGraph( new int[][] { {}, {0,2,2, 2,2,2} , {0,-1,2, 0,1,2, 0,2,2, 2,-1,2, 2,1,2, 2,2,2} }) |
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}; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// PUBLIC API |
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public void randomizeNewScramble(int[][] scramble, Random rnd, int curr, int totalScrambles) |
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{ |
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if( curr==0 ) |
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{ |
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int random = rnd.nextInt(4); |
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scramble[curr][0] = 1; |
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scramble[curr][1] = random>1 ? 2:0; |
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scramble[curr][2] = random%2 == 0 ? -1:1; |
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} |
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else |
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{ |
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boolean even = ((curr%2) == 0); |
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int angle = rnd.nextInt(4); |
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scramble[curr][0] = even ? 1 : scramble[0][1]; |
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scramble[curr][1] = rnd.nextInt(3); |
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if( even == (scramble[curr][1]==1) ) |
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{ |
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switch(angle) |
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{ |
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case 0: scramble[curr][2] = -2; break; |
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case 1: scramble[curr][2] = -1; break; |
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case 2: scramble[curr][2] = 1; break; |
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case 3: scramble[curr][2] = 2; break; |
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} |
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} |
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else |
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{ |
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scramble[curr][2] = angle>1 ? 2:-2; |
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} |
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} |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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public int getObjectName(int numLayers) |
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{ |
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return R.string.bandaged_2bar; |
src/main/java/org/distorted/objects/TwistyBandaged3Plate.java | ||
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class TwistyBandaged3Plate extends TwistyBandagedAbstract |
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{ |
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private int mCurrState; |
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private int mIndexExcluded; |
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// The 16 'significant' states of the 3Plate bandaged cube. |
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// One State means one arrangement of the three 2x2 'plates'. Such State precisely defines which |
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// rotations of the Cube are possible. |
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// There are 27 such states in total, but 2 of them are unreachable from the initial State, and |
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// 9 more are 'insignificant' - i.e. States which only permit rotation along a single axis. |
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// When doing an automatic scramble, we never want to enter such 'insignificant' states because |
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// that would mean we'd have to do two rotations in a row along the same axis. |
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// |
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// 4th State's first 'x' array being '2,-1,10, 2, 2,13' means the following: |
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// if we are in the 4th state, and make move (2,-1) [i.e. rotation along the X axis, 2nd row, -1 angle] |
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// then we will land in state 10. If we make move (2,2), we will land in state 13. There are no other |
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// 'x' moves that lead to a 'significant' state. |
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private final ScrambleStateGraph[] mStates = new ScrambleStateGraph[] |
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{ |
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new ScrambleStateGraph( new int[][] {{ 2,-1, 1, 2, 1, 6 }, { 0,-1, 5, 0, 1, 3 }, { 2,-1, 2, 2, 1, 4 }} ), |
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new ScrambleStateGraph( new int[][] {{ 2, 1, 0 }, { }, { 2, 1,10, 2, 2, 7 }} ), |
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new ScrambleStateGraph( new int[][] {{ }, { 0,-1,11, 0, 2, 8 }, { 2, 1, 0 }} ), |
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new ScrambleStateGraph( new int[][] {{ 2, 1,12, 2, 2, 9 }, { 0,-1, 0 }, { }} ), |
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new ScrambleStateGraph( new int[][] {{ 2,-1,10, 2, 2,13 }, { }, { 2,-1, 0 }} ), |
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new ScrambleStateGraph( new int[][] {{ }, { 0, 1, 0 }, { 2,-1,11, 2, 2,14 }} ), |
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new ScrambleStateGraph( new int[][] {{ 2,-1, 0 }, { 0, 1,12, 0, 2,15 }, { }} ), |
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new ScrambleStateGraph( new int[][] {{ }, { 2,-2, 7, 2,-1, 7, 2, 1, 7, 2, 2, 7}, { 2,-1,10, 2, 2, 1 }} ), |
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new ScrambleStateGraph( new int[][] {{ 0,-2, 8, 0,-1, 8, 0, 1, 8, 0, 2, 8}, { 0, 1,11, 0, 2, 2 }, { }} ), |
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new ScrambleStateGraph( new int[][] {{ 2,-1,12, 2, 2, 3 }, { }, { 0,-2, 9, 0,-1, 9, 0, 1, 9, 0, 2, 9}} ), |
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new ScrambleStateGraph( new int[][] {{ 2,-1,13, 2, 1, 4 }, { 2,-2,10, 2,-1,10, 2, 1,10, 2, 2,10}, { 2,-1, 1, 2, 1, 7 }} ), |
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new ScrambleStateGraph( new int[][] {{ 0,-2,11, 0,-1,11, 0, 1,11, 0, 2,11}, { 0,-1, 8, 0, 1, 2 }, { 2,-1,14, 2, 1, 5 }} ), |
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new ScrambleStateGraph( new int[][] {{ 2,-1, 3, 2, 1, 9 }, { 0,-1, 6, 0, 1,15 }, { 0,-2,12, 0,-1,12, 0, 1,12, 0, 2,12}} ), |
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new ScrambleStateGraph( new int[][] {{ 2, 1,10, 2, 2, 4 }, { 2,-2,13, 2,-1,13, 2, 1,13, 2, 2,13}, { }} ), |
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new ScrambleStateGraph( new int[][] {{ 0,-2,14, 0,-1,14, 0, 1,14, 0, 2,14}, { }, { 2, 1,11, 2, 2, 5 }} ), |
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new ScrambleStateGraph( new int[][] {{ }, { 0,-1,12, 0, 2, 6 }, { 0,-2,15, 0,-1,15, 0, 1,15, 0, 2,15}} ) |
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}; |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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private static final float[][] POSITIONS = new float[][] |
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{ |
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{-1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f}, |
... | ... | |
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DistortedEffects effects, int[][] moves, Resources res, int scrWidth) |
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{ |
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super(size, quat, texture, mesh, effects, moves, ObjectList.BAN3, res, scrWidth); |
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mStates = new ScrambleStateGraph[] |
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{ |
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new ScrambleStateGraph( new int[][] {{ 2,-1, 1, 2, 1, 6 }, { 0,-1, 5, 0, 1, 3 }, { 2,-1, 2, 2, 1, 4 }} ), |
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new ScrambleStateGraph( new int[][] {{ 2, 1, 0 }, { }, { 2, 1,10, 2, 2, 7 }} ), |
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new ScrambleStateGraph( new int[][] {{ }, { 0,-1,11, 0, 2, 8 }, { 2, 1, 0 }} ), |
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new ScrambleStateGraph( new int[][] {{ 2, 1,12, 2, 2, 9 }, { 0,-1, 0 }, { }} ), |
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new ScrambleStateGraph( new int[][] {{ 2,-1,10, 2, 2,13 }, { }, { 2,-1, 0 }} ), |
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new ScrambleStateGraph( new int[][] {{ }, { 0, 1, 0 }, { 2,-1,11, 2, 2,14 }} ), |
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new ScrambleStateGraph( new int[][] {{ 2,-1, 0 }, { 0, 1,12, 0, 2,15 }, { }} ), |
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new ScrambleStateGraph( new int[][] {{ }, { 2,-2, 7, 2,-1, 7, 2, 1, 7, 2, 2, 7}, { 2,-1,10, 2, 2, 1 }} ), |
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new ScrambleStateGraph( new int[][] {{ 0,-2, 8, 0,-1, 8, 0, 1, 8, 0, 2, 8}, { 0, 1,11, 0, 2, 2 }, { }} ), |
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new ScrambleStateGraph( new int[][] {{ 2,-1,12, 2, 2, 3 }, { }, { 0,-2, 9, 0,-1, 9, 0, 1, 9, 0, 2, 9}} ), |
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new ScrambleStateGraph( new int[][] {{ 2,-1,13, 2, 1, 4 }, { 2,-2,10, 2,-1,10, 2, 1,10, 2, 2,10}, { 2,-1, 1, 2, 1, 7 }} ), |
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new ScrambleStateGraph( new int[][] {{ 0,-2,11, 0,-1,11, 0, 1,11, 0, 2,11}, { 0,-1, 8, 0, 1, 2 }, { 2,-1,14, 2, 1, 5 }} ), |
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new ScrambleStateGraph( new int[][] {{ 2,-1, 3, 2, 1, 9 }, { 0,-1, 6, 0, 1,15 }, { 0,-2,12, 0,-1,12, 0, 1,12, 0, 2,12}} ), |
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new ScrambleStateGraph( new int[][] {{ 2, 1,10, 2, 2, 4 }, { 2,-2,13, 2,-1,13, 2, 1,13, 2, 2,13}, { }} ), |
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new ScrambleStateGraph( new int[][] {{ 0,-2,14, 0,-1,14, 0, 1,14, 0, 2,14}, { }, { 2, 1,11, 2, 2, 5 }} ), |
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new ScrambleStateGraph( new int[][] {{ }, { 0,-1,12, 0, 2, 6 }, { 0,-2,15, 0,-1,15, 0, 1,15, 0, 2,15}} ) |
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}; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// PUBLIC API |
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public void randomizeNewScramble(int[][] scramble, Random rnd, int curr, int totalScrambles) |
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{ |
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if( curr==0 ) |
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{ |
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mCurrState = 0; |
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mIndexExcluded =-1; |
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} |
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int total = mStates[mCurrState].getTotal(mIndexExcluded); |
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int random= rnd.nextInt(total); |
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int[] info= mStates[mCurrState].getInfo(random,mIndexExcluded); |
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scramble[curr][0] = info[0]; |
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scramble[curr][1] = info[1]; |
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scramble[curr][2] = info[2]; |
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mCurrState = info[3]; |
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mIndexExcluded = info[0]; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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public int getObjectName(int numLayers) |
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{ |
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return R.string.bandaged_3plate; |
src/main/java/org/distorted/objects/TwistyBandagedAbstract.java | ||
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import org.distorted.helpers.ObjectShape; |
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import org.distorted.helpers.ObjectSticker; |
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import org.distorted.helpers.ScrambleStateGraph; |
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import org.distorted.library.main.DistortedEffects; |
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import org.distorted.library.main.DistortedTexture; |
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import org.distorted.library.mesh.MeshSquare; |
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import org.distorted.library.type.Static3D; |
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import org.distorted.library.type.Static4D; |
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import java.util.Random; |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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abstract class TwistyBandagedAbstract extends TwistyObject |
... | ... | |
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} |
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} |
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private int mCurrState; |
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private int mIndexExcluded; |
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ScrambleStateGraph[] mStates; |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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TwistyBandagedAbstract(int size, Static4D quat, DistortedTexture texture, MeshSquare mesh, |
... | ... | |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// PUBLIC API |
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public void randomizeNewScramble(int[][] scramble, Random rnd, int curr, int totalScrambles) |
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{ |
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if( curr==0 ) |
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{ |
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mCurrState = 0; |
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mIndexExcluded =-1; |
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} |
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int total = mStates[mCurrState].getTotal(mIndexExcluded); |
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int random= rnd.nextInt(total); |
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int[] info= mStates[mCurrState].getInfo(random,mIndexExcluded); |
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scramble[curr][0] = info[0]; |
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scramble[curr][1] = info[1]; |
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scramble[curr][2] = info[2]; |
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mCurrState = info[3]; |
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mIndexExcluded = info[0]; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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public Static3D[] getRotationAxis() |
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{ |
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return ROT_AXIS; |
src/main/java/org/distorted/objects/TwistyBandagedEvil.java | ||
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class TwistyBandagedEvil extends TwistyBandagedAbstract |
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{ |
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private int mCurrState; |
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private int mIndexExcluded; |
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private static final float[][] POSITIONS = new float[][] |
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{ |
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{ 1.0f, 1.0f, -1.0f}, |
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{-1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f}, |
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{-1.0f, 1.0f, -1.0f, 0.0f, 1.0f, -1.0f}, |
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{-1.0f, 0.0f, -1.0f, 0.0f, 0.0f, -1.0f}, |
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{-1.0f, -1.0f, -1.0f, 0.0f, -1.0f, -1.0f}, |
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{-1.0f, 1.0f, 0.0f, -1.0f, 1.0f, 1.0f}, |
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{ 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f}, |
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{ 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f}, |
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{-1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 1.0f}, |
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{ 0.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f}, |
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{ 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 1.0f}, |
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{ 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f}, |
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{ 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, -1.0f} |
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}; |
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// The list of all 'significant' states of the Evil Cube, just like in the 3Plate Cube class. |
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// This time the list got computed automatically - by the ScrambleStateGraphProducer.computeGraph(). |
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private static final int[] QUAT_INDICES = new int[] |
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{ 0, 1, 0, 0, 0, 2, 2, 2, 3, 3, 3, 3, 3 }; |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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TwistyBandagedEvil(int size, Static4D quat, DistortedTexture texture, MeshSquare mesh, |
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DistortedEffects effects, int[][] moves, Resources res, int scrWidth) |
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{ |
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super(size, quat, texture, mesh, effects, moves, ObjectList.BAN4, res, scrWidth); |
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private final ScrambleStateGraph[] mStates = new ScrambleStateGraph[]
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mStates = new ScrambleStateGraph[] |
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{ |
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new ScrambleStateGraph( new int[][] {{2, 1, 1,2,-1, 2} , {2, 2,142,2,-1, 28} , {0, 1,114} }), //0 |
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new ScrambleStateGraph( new int[][] {{2, 2, 2} , {2,-1,143} , {} }), |
... | ... | |
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new ScrambleStateGraph( new int[][] {{} , {2, 1, 28} , {2,-1, 18} }), |
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new ScrambleStateGraph( new int[][] {{} , {2, 1, 1} , {2, 2, 12,2,-1, 13} }) |
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}; |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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private static final float[][] POSITIONS = new float[][] |
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{ |
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{ 1.0f, 1.0f, -1.0f}, |
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{-1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f}, |
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{-1.0f, 1.0f, -1.0f, 0.0f, 1.0f, -1.0f}, |
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{-1.0f, 0.0f, -1.0f, 0.0f, 0.0f, -1.0f}, |
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{-1.0f, -1.0f, -1.0f, 0.0f, -1.0f, -1.0f}, |
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{-1.0f, 1.0f, 0.0f, -1.0f, 1.0f, 1.0f}, |
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{ 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f}, |
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{ 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f}, |
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{-1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 1.0f}, |
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{ 0.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f}, |
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{ 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 1.0f}, |
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{ 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f}, |
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{ 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, -1.0f} |
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}; |
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209 |
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210 |
private static final int[] QUAT_INDICES = new int[] |
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{ 0, 1, 0, 0, 0, 2, 2, 2, 3, 3, 3, 3, 3 }; |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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TwistyBandagedEvil(int size, Static4D quat, DistortedTexture texture, MeshSquare mesh, |
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DistortedEffects effects, int[][] moves, Resources res, int scrWidth) |
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{ |
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super(size, quat, texture, mesh, effects, moves, ObjectList.BAN4, res, scrWidth); |
|
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} |
220 | 212 |
|
221 | 213 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
235 | 227 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
236 | 228 |
// PUBLIC API |
237 | 229 |
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public void randomizeNewScramble(int[][] scramble, Random rnd, int curr, int totalScrambles) |
|
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{ |
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if( curr==0 ) |
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{ |
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mCurrState = 0; |
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mIndexExcluded =-1; |
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} |
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int total = mStates[mCurrState].getTotal(mIndexExcluded); |
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int random= rnd.nextInt(total); |
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int[] info= mStates[mCurrState].getInfo(random,mIndexExcluded); |
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scramble[curr][0] = info[0]; |
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scramble[curr][1] = info[1]; |
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scramble[curr][2] = info[2]; |
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mCurrState = info[3]; |
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mIndexExcluded = info[0]; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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|
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260 | 230 |
public int getObjectName(int numLayers) |
261 | 231 |
{ |
262 | 232 |
return R.string.bandaged_evil; |
src/main/java/org/distorted/objects/TwistyBandagedFused.java | ||
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21 | 21 |
|
22 | 22 |
import android.content.res.Resources; |
23 | 23 |
|
24 |
import org.distorted.helpers.ScrambleStateGraph; |
|
24 | 25 |
import org.distorted.library.main.DistortedEffects; |
25 | 26 |
import org.distorted.library.main.DistortedTexture; |
26 | 27 |
import org.distorted.library.mesh.MeshSquare; |
... | ... | |
72 | 73 |
DistortedEffects effects, int[][] moves, Resources res, int scrWidth) |
73 | 74 |
{ |
74 | 75 |
super(size, quat, texture, mesh, effects, moves, ObjectList.BAN1, res, scrWidth); |
76 |
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77 |
mStates = new ScrambleStateGraph[] |
|
78 |
{ |
|
79 |
new ScrambleStateGraph( new int[][] { |
|
80 |
{0,-1,0, 0,1,0, 0,2,0, 2,-1,0, 2,1,0, 2,2,0}, |
|
81 |
{0,-1,0, 0,1,0, 0,2,0, 2,-1,0, 2,1,0, 2,2,0}, |
|
82 |
{0,-1,0, 0,1,0, 0,2,0, 2,-1,0, 2,1,0, 2,2,0}, |
|
83 |
} |
|
84 |
) |
|
85 |
}; |
|
75 | 86 |
} |
76 | 87 |
|
77 | 88 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
89 | 100 |
} |
90 | 101 |
|
91 | 102 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
92 |
|
|
93 |
public void randomizeNewScramble(int[][] scramble, Random rnd, int curr, int totalScrambles) |
|
94 |
{ |
|
95 |
if( curr==0 ) |
|
96 |
{ |
|
97 |
scramble[curr][0] = rnd.nextInt(NUM_AXIS); |
|
98 |
} |
|
99 |
else |
|
100 |
{ |
|
101 |
int newVector = rnd.nextInt(NUM_AXIS -1); |
|
102 |
scramble[curr][0] = (newVector>=scramble[curr-1][0] ? newVector+1 : newVector); |
|
103 |
} |
|
104 |
|
|
105 |
float rowFloat = rnd.nextFloat(); |
|
106 |
int numLayers = getNumLayers(); |
|
107 |
|
|
108 |
for(int row=0; row<numLayers; row++) |
|
109 |
{ |
|
110 |
if( rowFloat*numLayers <= row+1 ) |
|
111 |
{ |
|
112 |
scramble[curr][1] = row; |
|
113 |
break; |
|
114 |
} |
|
115 |
} |
|
116 |
|
|
117 |
switch( rnd.nextInt(4) ) |
|
118 |
{ |
|
119 |
case 0: scramble[curr][2] = -2; break; |
|
120 |
case 1: scramble[curr][2] = -1; break; |
|
121 |
case 2: scramble[curr][2] = 1; break; |
|
122 |
case 3: scramble[curr][2] = 2; break; |
|
123 |
} |
|
124 |
} |
|
125 |
|
|
126 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
103 |
// PUBLIC APi |
|
127 | 104 |
|
128 | 105 |
public int getObjectName(int numLayers) |
129 | 106 |
{ |
Also available in: Unified diff
Unify scrambling across all 4 bandaged objects.