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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.helpers.ScrambleStateGraph;
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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 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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{ 1.0f, 0.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 0.0f},
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{-1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f},
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{ 1.0f, 1.0f, 1.0f},
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{ 1.0f, 0.0f, 1.0f},
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{ 1.0f, -1.0f, 1.0f},
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{-1.0f, -1.0f, 1.0f},
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{ 0.0f, -1.0f, 1.0f},
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{ 1.0f, -1.0f, 0.0f},
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{ 1.0f, -1.0f, -1.0f},
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{-1.0f, 1.0f, -1.0f},
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{-1.0f, 1.0f, 0.0f},
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{ 0.0f, 1.0f, -1.0f},
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{ 0.0f, 1.0f, 0.0f},
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{-1.0f, 0.0f, -1.0f},
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{-1.0f, 0.0f, 0.0f},
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{ 0.0f, 0.0f, -1.0f}
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};
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private static final int[] QUAT_INDICES = new int[] { 1, 3 };
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///////////////////////////////////////////////////////////////////////////////////////////////////
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TwistyBandaged3Plate(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.BAN3, 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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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;
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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_3plate_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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