1 |
538ee7a6
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
2 |
|
|
// Copyright 2021 Leszek Koltunski //
|
3 |
|
|
// //
|
4 |
|
|
// This file is part of Magic Cube. //
|
5 |
|
|
// //
|
6 |
|
|
// Magic Cube is free software: you can redistribute it and/or modify //
|
7 |
|
|
// it under the terms of the GNU General Public License as published by //
|
8 |
|
|
// the Free Software Foundation, either version 2 of the License, or //
|
9 |
|
|
// (at your option) any later version. //
|
10 |
|
|
// //
|
11 |
|
|
// Magic Cube is distributed in the hope that it will be useful, //
|
12 |
|
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of //
|
13 |
|
|
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //
|
14 |
|
|
// GNU General Public License for more details. //
|
15 |
|
|
// //
|
16 |
|
|
// You should have received a copy of the GNU General Public License //
|
17 |
|
|
// along with Magic Cube. If not, see <http://www.gnu.org/licenses/>. //
|
18 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
19 |
|
|
|
20 |
|
|
package org.distorted.objects;
|
21 |
|
|
|
22 |
|
|
import android.content.res.Resources;
|
23 |
|
|
|
24 |
|
|
import org.distorted.library.main.DistortedEffects;
|
25 |
|
|
import org.distorted.library.main.DistortedTexture;
|
26 |
|
|
import org.distorted.library.mesh.MeshSquare;
|
27 |
|
|
import org.distorted.library.type.Static4D;
|
28 |
|
|
import org.distorted.main.R;
|
29 |
|
|
|
30 |
eff371f4
|
Leszek Koltunski
|
import java.util.Random;
|
31 |
|
|
|
32 |
|
|
import static org.distorted.effects.scramble.ScrambleEffect.START_AXIS;
|
33 |
|
|
|
34 |
538ee7a6
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
35 |
|
|
|
36 |
|
|
class TwistyBandagedEvil extends TwistyBandagedAbstract
|
37 |
|
|
{
|
38 |
|
|
TwistyBandagedEvil(int size, Static4D quat, DistortedTexture texture, MeshSquare mesh,
|
39 |
|
|
DistortedEffects effects, int[][] moves, Resources res, int scrWidth)
|
40 |
|
|
{
|
41 |
|
|
super(size, quat, texture, mesh, effects, moves, ObjectList.BAN1, res, scrWidth);
|
42 |
|
|
}
|
43 |
|
|
|
44 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
45 |
|
|
|
46 |
|
|
int getCubitVariant(int cubit)
|
47 |
|
|
{
|
48 |
|
|
switch(cubit)
|
49 |
|
|
{
|
50 |
|
|
case 0: return 0;
|
51 |
|
|
case 1: return 3;
|
52 |
|
|
}
|
53 |
|
|
|
54 |
|
|
return 1;
|
55 |
|
|
}
|
56 |
|
|
|
57 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
58 |
|
|
|
59 |
|
|
int getNumCubits()
|
60 |
|
|
{
|
61 |
|
|
return 13;
|
62 |
|
|
}
|
63 |
|
|
|
64 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
65 |
|
|
|
66 |
|
|
float[] getCubitPosition(int cubit)
|
67 |
|
|
{
|
68 |
|
|
switch(cubit)
|
69 |
|
|
{
|
70 |
|
|
case 0: return new float[] { 1.0f, 1.0f, -1.0f};
|
71 |
92ec91b9
|
Leszek Koltunski
|
case 1: return new float[] {-1.0f, -1.0f, 0.0f,
|
72 |
|
|
-1.0f, 0.0f, 0.0f,
|
73 |
|
|
0.0f, -1.0f, 0.0f,
|
74 |
|
|
0.0f, 0.0f, 0.0f};
|
75 |
|
|
case 2: return new float[] {-1.0f, 1.0f, -1.0f,
|
76 |
|
|
0.0f, 1.0f, -1.0f};
|
77 |
|
|
case 3: return new float[] {-1.0f, 0.0f, -1.0f,
|
78 |
|
|
0.0f, 0.0f, -1.0f};
|
79 |
|
|
case 4: return new float[] {-1.0f, -1.0f, -1.0f,
|
80 |
|
|
0.0f, -1.0f, -1.0f};
|
81 |
|
|
case 5: return new float[] {-1.0f, 1.0f, 0.0f,
|
82 |
|
|
-1.0f, 1.0f, 1.0f};
|
83 |
|
|
case 6: return new float[] { 0.0f, 1.0f, 0.0f,
|
84 |
|
|
0.0f, 1.0f, 1.0f};
|
85 |
|
|
case 7: return new float[] { 1.0f, 1.0f, 0.0f,
|
86 |
|
|
1.0f, 1.0f, 1.0f};
|
87 |
|
|
case 8: return new float[] {-1.0f, -1.0f, 1.0f,
|
88 |
|
|
-1.0f, 0.0f, 1.0f};
|
89 |
|
|
case 9: return new float[] { 0.0f, -1.0f, 1.0f,
|
90 |
|
|
0.0f, 0.0f, 1.0f};
|
91 |
|
|
case 10: return new float[] { 1.0f, -1.0f, 1.0f,
|
92 |
|
|
1.0f, 0.0f, 1.0f};
|
93 |
|
|
case 11: return new float[] { 1.0f, -1.0f, 0.0f,
|
94 |
|
|
1.0f, 0.0f, 0.0f};
|
95 |
|
|
case 12: return new float[] { 1.0f, -1.0f, -1.0f,
|
96 |
|
|
1.0f, 0.0f, -1.0f};
|
97 |
538ee7a6
|
Leszek Koltunski
|
}
|
98 |
|
|
|
99 |
|
|
return null;
|
100 |
|
|
}
|
101 |
|
|
|
102 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
103 |
|
|
|
104 |
|
|
int getQuatIndex(int cubit)
|
105 |
|
|
{
|
106 |
|
|
switch(cubit)
|
107 |
|
|
{
|
108 |
|
|
case 1: return 1;
|
109 |
|
|
case 0:
|
110 |
|
|
case 2:
|
111 |
|
|
case 3:
|
112 |
|
|
case 4: return 0;
|
113 |
|
|
case 5:
|
114 |
|
|
case 6:
|
115 |
|
|
case 7: return 2;
|
116 |
|
|
default:return 3;
|
117 |
|
|
}
|
118 |
|
|
}
|
119 |
|
|
|
120 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
121 |
|
|
// PUBLIC API
|
122 |
eff371f4
|
Leszek Koltunski
|
// TODO
|
123 |
|
|
public int randomizeNewRotAxis(Random rnd, int oldRotAxis)
|
124 |
|
|
{
|
125 |
|
|
int numAxis = ROTATION_AXIS.length;
|
126 |
|
|
|
127 |
|
|
if( oldRotAxis == START_AXIS )
|
128 |
|
|
{
|
129 |
|
|
return rnd.nextInt(numAxis);
|
130 |
|
|
}
|
131 |
|
|
else
|
132 |
|
|
{
|
133 |
|
|
int newVector = rnd.nextInt(numAxis-1);
|
134 |
|
|
return (newVector>=oldRotAxis ? newVector+1 : newVector);
|
135 |
|
|
}
|
136 |
|
|
}
|
137 |
|
|
|
138 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
139 |
|
|
// TODO
|
140 |
|
|
|
141 |
|
|
public int randomizeNewRow(Random rnd, int oldRotAxis, int oldRow, int newRotAxis)
|
142 |
|
|
{
|
143 |
|
|
float rowFloat = rnd.nextFloat();
|
144 |
|
|
|
145 |
|
|
for(int row=0; row<mRowChances.length; row++)
|
146 |
|
|
{
|
147 |
|
|
if( rowFloat<=mRowChances[row] ) return row;
|
148 |
|
|
}
|
149 |
|
|
|
150 |
|
|
return 0;
|
151 |
|
|
}
|
152 |
|
|
|
153 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
154 |
538ee7a6
|
Leszek Koltunski
|
|
155 |
|
|
public int getObjectName(int numLayers)
|
156 |
|
|
{
|
157 |
|
|
return R.string.bandaged_evil;
|
158 |
|
|
}
|
159 |
|
|
|
160 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
161 |
|
|
|
162 |
|
|
public int getInventor(int numLayers)
|
163 |
|
|
{
|
164 |
|
|
return R.string.bandaged_evil_inventor;
|
165 |
|
|
}
|
166 |
|
|
|
167 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
168 |
|
|
|
169 |
|
|
public int getComplexity(int numLayers)
|
170 |
|
|
{
|
171 |
|
|
return 8;
|
172 |
|
|
}
|
173 |
|
|
}
|