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magiccube / src / main / java / org / distorted / solvers / SolverMain.java @ bb62ca3f

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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2020 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 proprietary software licensed under an EULA which you should have received      //
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// along with the code. If not, check https://distorted.org/magic/License-Magic-Cube.html        //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.solvers;
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import android.content.res.Resources;
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import org.distorted.objectlib.main.ObjectSignatures;
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import org.distorted.objectlib.main.TwistyObject;
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import org.distorted.main.R;
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import org.distorted.screens.ScreenList;
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import org.distorted.screens.RubikScreenSolver;
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import org.distorted.solvers.cube3.SolverSearch;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public class SolverMain implements Runnable
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{
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  private final Resources mRes;
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  private final TwistyObject mObject;
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  private final long mSignature;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public SolverMain(Resources res, TwistyObject object)
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    {
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    mRes       = res;
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    mObject    = object;
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    mSignature = object.getSignature().getLong3();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// certain objects have certain cubits locked - for example, the Cube3's centers of
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// sides always have the same color.
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// If a certain cubit is locked, return the color (index into it's FACE_COLORS array) it
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// must have. Otherwise return -1.
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  public static int cubitIsLocked(int object, int cubit)
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    {
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    if( object == ObjectSignatures.CUBE_3 )
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      {
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      if( cubit==20 ) return 0; // center of the right  face
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      if( cubit==21 ) return 1; // center of the left   face
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      if( cubit==22 ) return 2; // center of the up     face
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      if( cubit==23 ) return 3; // center of the bottom face
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      if( cubit==24 ) return 4; // center of the front  face
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      if( cubit==25 ) return 5; // center of the back   face
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      }
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    return -1;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private void solveCube3(RubikScreenSolver solver)
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    {
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    String result;
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    SolverSearch.prepare(mRes);
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    String objectPosition = prepareCube3position();
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    result = SolverSearch.solution(objectPosition, 24, 20);
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    if (result.contains("Error"))
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      {
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      switch (result.charAt(result.length() - 1))
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        {
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        case '1': result = mRes.getString(R.string.solver_cube3_error1); break;
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        case '2': result = mRes.getString(R.string.solver_cube3_error2); break;
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        case '3': result = mRes.getString(R.string.solver_cube3_error3); break;
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        case '4': result = mRes.getString(R.string.solver_cube3_error4); break;
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        case '5': result = mRes.getString(R.string.solver_cube3_error5); break;
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        case '6': result = mRes.getString(R.string.solver_cube3_error6); break;
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        case '7': result = mRes.getString(R.string.solver_cube3_error7); break;
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        case '8': result = mRes.getString(R.string.solver_cube3_error8); break;
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        case '9': result = mRes.getString(R.string.solver_cube3_error9); break;
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        }
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      solver.displayErrorDialog(result);
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      }
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    else
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      {
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      solver.setSolved(result);
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private int mapCubitToFace(int cubit, int face)
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    {
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    if( cubit<8 )
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      {
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      switch(face)
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        {
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        case 0: return 1;
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        case 1: if( cubit==2 ) return 5;
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                if( cubit==1 ) return 3;
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                return 1;
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        case 2: return cubit==7 ? 5 : 3;
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        case 3: if( cubit==1 ) return 1;
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                return cubit==4 ? 5 : 3;
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        case 4: return cubit==7 ? 3 : 5;
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        case 5: if( cubit==2 ) return 1;
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                if( cubit==4 ) return 3;
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                return 5;
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        }
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      }
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    if( cubit>19 ) return 4;
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    switch(face)
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      {
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      case 0: return cubit==15 || cubit==18 ? 3 : 5;
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      case 1: return cubit==13 || cubit==16 ? 3 : 5;
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      case 2: return cubit==10              ? 5 : 3;
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      case 3: return cubit== 8              ? 3 : 5;
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      case 4: return cubit== 9              ? 3 : 5;
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      case 5: return cubit== 8              ? 5 : 3;
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      }
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    return -1;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// order: Up --> Right --> Front --> Down --> Left --> Back
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// (because the first implemented Solver - the two-phase Cube3 one - expects such order)
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//
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// Solved 3x3x3 Cube maps to "UUUUUUUUURRRRRRRRRFFFFFFFFFDDDDDDDDDLLLLLLLLLBBBBBBBBB"
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  private String prepareCube3position()
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    {
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    StringBuilder objectString = new StringBuilder();
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    final int R = 0;
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    final int L = 1;
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    final int U = 2;
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    final int D = 3;
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    final int F = 4;
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    final int B = 5;
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    // 'I' - interior, theoretically can happen
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    final char[] FACE_NAMES = { 'R', 'L', 'U', 'D', 'F', 'B', 'I'};
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    final int[] U_INDEX = { 2,10, 6,17,22,19, 3,11, 7};
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    final int[] R_INDEX = { 7,19, 6,15,20,14, 5,18, 4};
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    final int[] F_INDEX = { 3,11, 7,13,24,15, 1, 9, 5};
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    final int[] D_INDEX = { 1, 9, 5,16,23,18, 0, 8, 4};
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    final int[] L_INDEX = { 2,17, 3,12,21,13, 0,16, 1};
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    final int[] B_INDEX = { 6,10, 2,14,25,12, 4, 8, 0};
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    for(int i=0; i<9; i++)
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      {
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      int face = mapCubitToFace(U_INDEX[i],U);
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      int color = mObject.getCubitFaceColorIndex(U_INDEX[i], face);
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      objectString.append(FACE_NAMES[color]);
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      }
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    for(int i=0; i<9; i++)
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      {
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      int face = mapCubitToFace(R_INDEX[i],R);
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      int color = mObject.getCubitFaceColorIndex(R_INDEX[i], face);
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      objectString.append(FACE_NAMES[color]);
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      }
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    for(int i=0; i<9; i++)
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      {
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      int face = mapCubitToFace(F_INDEX[i],F);
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      int color = mObject.getCubitFaceColorIndex(F_INDEX[i], face);
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      objectString.append(FACE_NAMES[color]);
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      }
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    for(int i=0; i<9; i++)
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      {
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      int face = mapCubitToFace(D_INDEX[i],D);
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      int color = mObject.getCubitFaceColorIndex(D_INDEX[i], face);
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      objectString.append(FACE_NAMES[color]);
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      }
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    for(int i=0; i<9; i++)
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      {
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      int face = mapCubitToFace(L_INDEX[i],L);
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      int color = mObject.getCubitFaceColorIndex(L_INDEX[i], face);
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      objectString.append(FACE_NAMES[color]);
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      }
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    for(int i=0; i<9; i++)
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      {
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      int face = mapCubitToFace(B_INDEX[i],B);
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      int color = mObject.getCubitFaceColorIndex(B_INDEX[i], face);
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      objectString.append(FACE_NAMES[color]);
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      }
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    return objectString.toString();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public void start()
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    {
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    Thread thr = new Thread(this);
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    thr.start();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public void run()
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    {
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    RubikScreenSolver solver = (RubikScreenSolver) ScreenList.SVER.getScreenClass();
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    if( mSignature==ObjectSignatures.CUBE_3 )
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      {
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      solveCube3(solver);
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      }
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    else
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      {
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      solver.displayErrorDialog(mRes.getString(R.string.solver_generic_error1));
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      }
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    }
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}  
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