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Revision aa26ba7f

Added by Leszek Koltunski about 3 years ago

Convert the 4 Minx'es to the new scrambling paradigm.

View differences:

src/main/java/org/distorted/objects/TwistyMinx.java
21 21

  
22 22
import android.content.res.Resources;
23 23

  
24
import org.distorted.helpers.ScrambleState;
24 25
import org.distorted.library.main.DistortedEffects;
25 26
import org.distorted.library.main.DistortedTexture;
26 27
import org.distorted.library.mesh.MeshSquare;
......
216 217
        36, 34, 56, 32, 43, 21, 48, 28, 42, 23
217 218
      };
218 219

  
219
  static final boolean[][] OPPOSITE_ROWS =
220
      {
221
          {false,  true, false,  true, false, false},
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          { true, false, false,  true,  true,  true},
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          {false, false, false,  true, false,  true},
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          { true,  true,  true, false, false,  true},
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          {false,  true, false, false, false,  true},
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          {false,  true,  true,  true,  true, false}
227
      };
228

  
229 220
  // the quadruple ( corner1, corner2, face1, face2 ) defining an edge.
230 221
  // In fact the 2 corners already define it, the faces only provide easy
231 222
  // way to get to know the colors. Order: arbitrary. Face1 arbitrarily on
......
326 317
    mBasicCornerV[2] = new Static4D(              0,        -0.500f,    0.0f, 0.0f );
327 318
    }
328 319

  
329
  private static int[][] mScrambleTable;
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  private static int[] mPossibleAxis, mPossibleLayers;
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  private static int[] mNumOccurences;
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  private int mCurrState;
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  private int mIndexExcluded;
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  private ScrambleState[] mStates;
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  private int[][] mScrambleTable;
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  private int[] mNumOccurences;
332 325

  
333 326
///////////////////////////////////////////////////////////////////////////////////////////////////
334 327

  
......
336 329
             DistortedEffects effects, int[][] moves, ObjectList obj, Resources res, int scrWidth)
337 330
    {
338 331
    super(numLayers, realSize, quat, texture, mesh, effects, moves, obj, res, scrWidth);
332

  
333
    initializeScrambleStates(numLayers);
339 334
    }
340 335

  
341 336
///////////////////////////////////////////////////////////////////////////////////////////////////
342 337

  
343
  int[] getSolvedQuats(int cubit, int numLayers)
338
  private int[] generateL(int numLayers, int index)
344 339
    {
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    int status = retCubitSolvedStatus(cubit,numLayers);
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    return status<0 ? null : buildSolvedQuats(MovementMinx.FACE_AXIS[mFaceMap[status]],QUATS);
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    int rows = (numLayers-1)/2;
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    int[] ret = new int[3*4*rows];
342

  
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    for(int i=0; i<rows; i++)
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      {
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      ret[12*i   ] = i;
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      ret[12*i+ 1] =-2;
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      ret[12*i+ 2] = index;
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      ret[12*i+ 3] = i;
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      ret[12*i+ 4] =-1;
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      ret[12*i+ 5] = index;
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      ret[12*i+ 6] = i;
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      ret[12*i+ 7] =+1;
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      ret[12*i+ 8] = index;
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      ret[12*i+ 9] = i;
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      ret[12*i+10] =+2;
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      ret[12*i+11] = index;
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      }
358

  
359
    return ret;
347 360
    }
348 361

  
349 362
///////////////////////////////////////////////////////////////////////////////////////////////////
350 363

  
351
  Static4D[] getQuats()
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  private int[] generateR(int numLayers, int index)
352 365
    {
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    return QUATS;
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    int rows = (numLayers-1)/2;
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    int[] ret = new int[3*4*rows];
368

  
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    for(int i=0; i<rows; i++)
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      {
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      int lay = rows+i+1;
372

  
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      ret[12*i   ] = lay;
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      ret[12*i+ 1] =-2;
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      ret[12*i+ 2] = index;
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      ret[12*i+ 3] = lay;
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      ret[12*i+ 4] =-1;
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      ret[12*i+ 5] = index;
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      ret[12*i+ 6] = lay;
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      ret[12*i+ 7] =+1;
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      ret[12*i+ 8] = index;
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      ret[12*i+ 9] = lay;
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      ret[12*i+10] =+2;
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      ret[12*i+11] = index;
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      }
386

  
387
    return ret;
354 388
    }
355 389

  
356 390
///////////////////////////////////////////////////////////////////////////////////////////////////
357 391

  
358
  int getNumFaces()
392
  private int[] generateB(int numLayers, int index)
359 393
    {
360
    return FACE_COLORS.length;
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    int rows = (numLayers-1);
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    int half = rows/2;
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    int[] ret = new int[3*4*rows];
397

  
398
    for(int i=0; i<rows; i++)
399
      {
400
      int ind = i<half? index : index+1;
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      int lay = i<half? i : i+1;
402

  
403
      ret[12*i   ] = lay;
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      ret[12*i+ 1] =-2;
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      ret[12*i+ 2] = ind;
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      ret[12*i+ 3] = lay;
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      ret[12*i+ 4] =-1;
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      ret[12*i+ 5] = ind;
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      ret[12*i+ 6] = lay;
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      ret[12*i+ 7] =+1;
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      ret[12*i+ 8] = ind;
412
      ret[12*i+ 9] = lay;
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      ret[12*i+10] =+2;
414
      ret[12*i+11] = ind;
415
      }
416

  
417
    return ret;
361 418
    }
362 419

  
363 420
///////////////////////////////////////////////////////////////////////////////////////////////////
364 421

  
365
  int getSolvedFunctionIndex()
422
  private void initializeScrambleStates(int numLayers)
366 423
    {
367
    return 0;
424
    int[] LEFT0 = generateL(numLayers,1);
425
    int[] RIGH0 = generateR(numLayers,2);
426
    int[] LEFT1 = generateL(numLayers,3);
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    int[] RIGH1 = generateR(numLayers,4);
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    int[] LEFT2 = generateL(numLayers,5);
429
    int[] RIGH2 = generateR(numLayers,6);
430
    int[] LEFT3 = generateL(numLayers,7);
431
    int[] RIGH3 = generateR(numLayers,8);
432
    int[] LEFT4 = generateL(numLayers,9);
433
    int[] RIGH4 = generateR(numLayers,10);
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    int[] LEFT5 = generateL(numLayers,11);
435
    int[] RIGH5 = generateR(numLayers,12);
436

  
437
    int[] BOTH1 = generateB(numLayers,1);
438
    int[] BOTH3 = generateB(numLayers,3);
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    int[] BOTH5 = generateB(numLayers,5);
440
    int[] BOTH7 = generateB(numLayers,7);
441
    int[] BOTH9 = generateB(numLayers,9);
442
    int[] BOTH11= generateB(numLayers,11);
443

  
444
    mStates = new ScrambleState[]
445
      {
446
      new ScrambleState( new int[][] { BOTH1,BOTH3,BOTH5,BOTH7,BOTH9,BOTH11 } ), // beg
447
      new ScrambleState( new int[][] { {}   ,RIGH1,LEFT2,RIGH3,LEFT4,LEFT5  } ), // 0L
448
      new ScrambleState( new int[][] { {}   ,LEFT1,RIGH2,LEFT3,RIGH4,RIGH5  } ), // 0R
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      new ScrambleState( new int[][] { RIGH0,{}   ,LEFT2,RIGH3,RIGH4,RIGH5  } ), // 1L
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      new ScrambleState( new int[][] { LEFT0,{}   ,RIGH2,LEFT3,LEFT4,LEFT5  } ), // 1R
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      new ScrambleState( new int[][] { LEFT0,LEFT1,{}   ,RIGH3,LEFT4,RIGH5  } ), // 2L
452
      new ScrambleState( new int[][] { RIGH0,RIGH1,{}   ,LEFT3,RIGH4,LEFT5  } ), // 2R
453
      new ScrambleState( new int[][] { RIGH0,RIGH1,RIGH2,{}   ,LEFT4,RIGH5  } ), // 3L
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      new ScrambleState( new int[][] { LEFT0,LEFT1,LEFT2,{}   ,RIGH4,LEFT5  } ), // 3R
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      new ScrambleState( new int[][] { LEFT0,RIGH1,LEFT2,LEFT3,{}   ,RIGH5  } ), // 4L
456
      new ScrambleState( new int[][] { RIGH0,LEFT1,RIGH2,RIGH3,{}   ,LEFT5  } ), // 4R
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      new ScrambleState( new int[][] { LEFT0,RIGH1,RIGH2,RIGH3,RIGH4,{}     } ), // 5L
458
      new ScrambleState( new int[][] { RIGH0,LEFT1,LEFT2,LEFT3,LEFT4,{}     } ), // 5R
459
      };
368 460
    }
369 461

  
370 462
///////////////////////////////////////////////////////////////////////////////////////////////////
371 463

  
372
  boolean shouldResetTextureMaps()
464
  int[] getSolvedQuats(int cubit, int numLayers)
373 465
    {
374
    return false;
466
    int status = retCubitSolvedStatus(cubit,numLayers);
467
    return status<0 ? null : buildSolvedQuats(MovementMinx.FACE_AXIS[mFaceMap[status]],QUATS);
375 468
    }
376 469

  
377 470
///////////////////////////////////////////////////////////////////////////////////////////////////
378 471

  
379
  int getNumCubitFaces()
472
  Static4D[] getQuats()
380 473
    {
381
    return FACES_PER_CUBIT;
474
    return QUATS;
382 475
    }
383 476

  
384 477
///////////////////////////////////////////////////////////////////////////////////////////////////
385 478

  
386
  float returnMultiplier()
479
  int getNumFaces()
387 480
    {
388
    return 2.0f;
481
    return FACE_COLORS.length;
389 482
    }
390 483

  
391 484
///////////////////////////////////////////////////////////////////////////////////////////////////
392 485

  
393
  private void initializeScrambleTable(int[] first, int numLayers)
486
  int getSolvedFunctionIndex()
394 487
    {
395
    if( mScrambleTable ==null ) mScrambleTable = new int[NUM_AXIS][2];
396
    if( mPossibleAxis  ==null ) mPossibleAxis  = new int[NUM_AXIS-1];
397
    if( mPossibleLayers==null ) mPossibleLayers= new int[NUM_AXIS-1];
398
    if( mNumOccurences ==null ) mNumOccurences = new int[NUM_AXIS-1];
399

  
400
    for(int i=0; i<NUM_AXIS; i++)
401
      for(int j=0; j<2; j++)
402
        {
403
        mScrambleTable[i][j] = 0;
404
        }
405

  
406
    int layer = convertRowIntoLayer(first[1],numLayers);
407

  
408
    mScrambleTable[first[0]][layer] = 1;
488
    return 0;
409 489
    }
410 490

  
411 491
///////////////////////////////////////////////////////////////////////////////////////////////////
412 492

  
413
  private int convertRowIntoLayer(int row, int numLayers)
493
  boolean shouldResetTextureMaps()
414 494
    {
415
    return row>(numLayers-1)/2 ? 1 : 0;
495
    return false;
416 496
    }
417 497

  
418 498
///////////////////////////////////////////////////////////////////////////////////////////////////
419 499

  
420
  private int convertLayerIntoRow(Random rnd, int layer, int numLayers)
500
  int getNumCubitFaces()
421 501
    {
422
    int ran = numLayers>3 ? rnd.nextInt((numLayers-1)/2) : 0;
423
    return layer==0 ? ran : numLayers-1-ran;
502
    return FACES_PER_CUBIT;
424 503
    }
425 504

  
426 505
///////////////////////////////////////////////////////////////////////////////////////////////////
427 506

  
428
  private boolean areOpposite(int oldAxis, int newAxis, int oldRow, int nom)
507
  float returnMultiplier()
429 508
    {
430
    return OPPOSITE_ROWS[oldAxis][newAxis]^(oldRow<nom);
509
    return 2.0f;
431 510
    }
432 511

  
433 512
///////////////////////////////////////////////////////////////////////////////////////////////////
434 513

  
435
  private int retNewRotationIndex(Random rnd, int nom, int[] oldRot)
514
  private void initializeScrambling()
436 515
    {
437
    int index=0, max=0;
516
    int numLayers = getNumLayers();
438 517

  
439
    for(int ax=0; ax<NUM_AXIS; ax++)
518
    if( mScrambleTable ==null )
440 519
      {
441
      if( ax!=oldRot[0] )
442
        {
443
        mPossibleAxis[index] = ax;
444
        mPossibleLayers[index] = areOpposite(oldRot[0],ax,oldRot[1],nom) ? 0:1;
445
        int tmp = mScrambleTable[mPossibleAxis[index]][mPossibleLayers[index]];
446
        if( tmp>max ) max=tmp;
447
        index++;
448
        }
520
      mScrambleTable = new int[NUM_AXIS][numLayers];
449 521
      }
450

  
451
    for(int ax=0; ax<NUM_AXIS-1; ax++)
522
    if( mNumOccurences ==null )
452 523
      {
453
      int value = mScrambleTable[mPossibleAxis[ax]][mPossibleLayers[ax]];
454
      mNumOccurences[ax] = max - value + (ax==0 ? 0 : mNumOccurences[ax-1]);
455
      }
524
      int max=0;
456 525

  
457
    float random= rnd.nextFloat()*mNumOccurences[NUM_AXIS-2];
458

  
459
    for(int ax=0; ax<NUM_AXIS-1; ax++)
460
      {
461
      if( random <= mNumOccurences[ax] )
526
      for (ScrambleState mState : mStates)
462 527
        {
463
        index=ax;
464
        break;
528
        int tmp = mState.getTotal(-1);
529
        if (max < tmp) max = tmp;
465 530
        }
466
      }
467 531

  
468
    mScrambleTable[mPossibleAxis[index]][mPossibleLayers[index]]++;
532
      mNumOccurences = new int[max];
533
      }
469 534

  
470
    return index;
535
    for(int i=0; i<NUM_AXIS; i++)
536
      for(int j=0; j<numLayers; j++) mScrambleTable[i][j] = 0;
471 537
    }
472 538

  
473 539
///////////////////////////////////////////////////////////////////////////////////////////////////
474 540
// PUBLIC API
475 541

  
476
  public void randomizeNewScramble(int[][] scramble, Random rnd, int curr, int total)
542
  public void randomizeNewScramble(int[][] scramble, Random rnd, int curr, int totalScrambles)
477 543
    {
478
    int numLayers = getNumLayers();
479
    int nom = (numLayers-1)/2;
480

  
481 544
    if( curr==0 )
482 545
      {
483
      int lf = rnd.nextInt(2);
484
      int row= rnd.nextInt(nom);
485
      scramble[curr][0] = rnd.nextInt(NUM_AXIS);
486
      scramble[curr][1] = (lf==0 ? row : numLayers-1-row);
487
      initializeScrambleTable(scramble[curr],numLayers);
488
      }
489
    else
490
      {
491
      int index = retNewRotationIndex(rnd,nom,scramble[curr-1]);
492
      scramble[curr][0] = mPossibleAxis[index];
493
      scramble[curr][1] = convertLayerIntoRow(rnd, mPossibleLayers[index], numLayers);
546
      mCurrState     = 0;
547
      mIndexExcluded =-1;
548
      initializeScrambling();
494 549
      }
495 550

  
496
    switch( rnd.nextInt(4) )
497
      {
498
      case 0: scramble[curr][2] = -2; break;
499
      case 1: scramble[curr][2] = -1; break;
500
      case 2: scramble[curr][2] =  1; break;
501
      case 3: scramble[curr][2] =  2; break;
502
      }
551
    int[] info= mStates[mCurrState].getRandom(rnd, mIndexExcluded, mScrambleTable, mNumOccurences);
552

  
553
    scramble[curr][0] = info[0];
554
    scramble[curr][1] = info[1];
555
    scramble[curr][2] = info[2];
556

  
557
    mCurrState     = info[3];
558
    mIndexExcluded = info[0];
503 559
    }
504 560

  
505 561
///////////////////////////////////////////////////////////////////////////////////////////////////

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