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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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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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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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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float[][] getPositions()
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{
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return POSITIONS;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int[] getQuatIndices()
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{
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return QUAT_INDICES;
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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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