Revision 91792184
Added by Leszek Koltunski over 2 years ago
src/main/java/org/distorted/objects/TwistyUltimate.java | ||
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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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import static org.distorted.objects.TwistyMinx.MINX_DBLUE; |
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import static org.distorted.objects.TwistyMinx.MINX_DGREEN; |
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import static org.distorted.objects.TwistyMinx.MINX_DRED; |
... | ... | |
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MINX_DBLUE , MINX_DYELLOW, MINX_WHITE , MINX_GREY |
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}; |
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private int mCurrState; |
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private int mIndexExcluded; |
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private final ScrambleState[] mStates; |
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private int[][] mScrambleTable; |
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private int[] mNumOccurences; |
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private ScrambleState[] mStates; |
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private int[] mBasicAngle; |
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private Static4D[] mQuats; |
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private int[][] mFaceMap; |
... | ... | |
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MeshSquare mesh, DistortedEffects effects, int[][] moves, Resources res, int scrWidth) |
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{ |
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super(size, size, quat, texture, mesh, effects, moves, ObjectList.ULTI, res, scrWidth); |
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} |
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int[] tmp = {0,-1,0, 0,1,0, 1,-1,0, 1,1,0 };
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///////////////////////////////////////////////////////////////////////////////////////////////////
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mStates = new ScrambleState[] |
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ScrambleState[] getScrambleStates() |
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{ |
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if( mStates==null ) |
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{ |
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new ScrambleState( new int[][] {tmp,tmp,tmp,tmp} ) |
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}; |
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int[] tmp = {0,-1,0, 0,1,0, 1,-1,0, 1,1,0 }; |
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mStates = new ScrambleState[] |
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{ |
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new ScrambleState( new int[][] {tmp,tmp,tmp,tmp} ) |
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}; |
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} |
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return mStates; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
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return 0.67f; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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private void initializeScrambling() |
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{ |
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int numLayers = getNumLayers(); |
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if( mScrambleTable ==null ) |
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{ |
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mScrambleTable = new int[NUM_AXIS][numLayers]; |
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} |
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if( mNumOccurences ==null ) |
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{ |
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int max=0; |
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for (ScrambleState mState : mStates) |
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{ |
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int tmp = mState.getTotal(-1); |
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if (max < tmp) max = tmp; |
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} |
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mNumOccurences = new int[max]; |
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} |
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for(int i=0; i<NUM_AXIS; i++) |
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for(int j=0; j<numLayers; j++) mScrambleTable[i][j] = 0; |
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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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initializeScrambling(); |
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} |
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int[] info= mStates[mCurrState].getRandom(rnd, mIndexExcluded, mScrambleTable, mNumOccurences); |
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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; |
Also available in: Unified diff
Make object scrambling abstract (well, almost - with exception of Square-1 - this theoretically could also be done the generic way, but this would require almost 20000 'ScrambleStates')