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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2021 Leszek Koltunski //
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// //
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// This file is part of Magic Cube. //
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// //
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// Magic Cube is free software: you can redistribute it and/or modify //
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// it under the terms of the GNU General Public License as published by //
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// the Free Software Foundation, either version 2 of the License, or //
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// (at your option) any later version. //
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// //
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// Magic Cube is distributed in the hope that it will be useful, //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //
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// GNU General Public License for more details. //
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// //
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// You should have received a copy of the GNU General Public License //
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// along with Magic Cube. If not, see <http://www.gnu.org/licenses/>. //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.objects;
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import android.content.res.Resources;
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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.Static4D;
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import org.distorted.main.R;
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import java.util.Random;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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class TwistyBandagedEvil extends TwistyBandagedAbstract
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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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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int getCubitVariant(int cubit)
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{
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switch(cubit)
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{
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case 0: return 0;
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case 1: return 3;
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}
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return 1;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int getNumCubits()
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{
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return 13;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float[] getCubitPosition(int cubit)
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{
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switch(cubit)
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{
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case 0: return new float[] { 1.0f, 1.0f, -1.0f};
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case 1: return new float[] {-1.0f, -1.0f, 0.0f,
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-1.0f, 0.0f, 0.0f,
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0.0f, -1.0f, 0.0f,
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0.0f, 0.0f, 0.0f};
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case 2: return new float[] {-1.0f, 1.0f, -1.0f,
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0.0f, 1.0f, -1.0f};
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case 3: return new float[] {-1.0f, 0.0f, -1.0f,
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0.0f, 0.0f, -1.0f};
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case 4: return new float[] {-1.0f, -1.0f, -1.0f,
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0.0f, -1.0f, -1.0f};
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case 5: return new float[] {-1.0f, 1.0f, 0.0f,
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-1.0f, 1.0f, 1.0f};
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case 6: return new float[] { 0.0f, 1.0f, 0.0f,
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0.0f, 1.0f, 1.0f};
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case 7: return new float[] { 1.0f, 1.0f, 0.0f,
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1.0f, 1.0f, 1.0f};
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case 8: return new float[] {-1.0f, -1.0f, 1.0f,
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-1.0f, 0.0f, 1.0f};
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case 9: return new float[] { 0.0f, -1.0f, 1.0f,
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0.0f, 0.0f, 1.0f};
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case 10: return new float[] { 1.0f, -1.0f, 1.0f,
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1.0f, 0.0f, 1.0f};
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case 11: return new float[] { 1.0f, -1.0f, 0.0f,
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1.0f, 0.0f, 0.0f};
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case 12: return new float[] { 1.0f, -1.0f, -1.0f,
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1.0f, 0.0f, -1.0f};
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}
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return null;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int getQuatIndex(int cubit)
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{
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switch(cubit)
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{
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case 1: return 1;
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case 0:
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case 2:
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case 3:
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case 4: return 0;
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case 5:
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case 6:
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case 7: return 2;
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default:return 3;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// PUBLIC API
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// TODO
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public void randomizeNewScramble(int[][] scramble, Random rnd, int num)
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{
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if( num==0 )
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{
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scramble[num][0] = rnd.nextInt(ROTATION_AXIS.length);
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}
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else
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{
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int newVector = rnd.nextInt(ROTATION_AXIS.length-1);
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scramble[num][0] = (newVector>=scramble[num-1][0] ? newVector+1 : newVector);
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}
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float rowFloat = rnd.nextFloat();
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for(int row=0; row<mRowChances.length; row++)
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{
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if( rowFloat<=mRowChances[row] )
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{
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scramble[num][1] = row;
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break;
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}
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}
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switch( rnd.nextInt(4) )
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{
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case 0: scramble[num][2] = -2; break;
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case 1: scramble[num][2] = -1; break;
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case 2: scramble[num][2] = 1; break;
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case 3: scramble[num][2] = 2; break;
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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_evil;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int getInventor(int numLayers)
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{
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return R.string.bandaged_evil_inventor;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int getComplexity(int numLayers)
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{
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return 8;
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}
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}
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