Ejemplo n.º 1
0
        //前面一层顺时针转动
        public void F(Cube cube, int n)
        {
            char t1, t2, t3;
            for (int i = 0; i < n; i++)
            {
                t1 = cube.up[2, 0];
                t2 = cube.up[2, 1];
                t3 = cube.up[2, 2];
                cube.up[2, 0] = cube.left[2, 0];
                cube.up[2, 1] = cube.left[2, 1];
                cube.up[2, 2] = cube.left[2, 2];
                cube.left[2, 0] = cube.down[2, 0];
                cube.left[2, 1] = cube.down[2, 1];
                cube.left[2, 2] = cube.down[2, 2];
                cube.down[2, 0] = cube.right[2, 0];
                cube.down[2, 1] = cube.right[2, 1];
                cube.down[2, 2] = cube.right[2, 2];
                cube.right[2, 0] = t1;
                cube.right[2, 1] = t2;
                cube.right[2, 2] = t3;
                Rotate(cube.front);

                sequence[count] = 'F';
                count++;
            }
        }
Ejemplo n.º 2
0
        //x轴顺时针转动魔方
        public void Y(Cube cube, int n)
        {
            char[,] surface = new char[3, 3];
            surface = cube.front;
            Rotate(cube.right);
            cube.front = cube.right;
            Rotate(cube.back);
            cube.right = cube.back;
            Rotate(cube.left);
            cube.back = cube.left;
            Rotate(surface);
            cube.left = surface;
            Rotate(cube.up);
            rotate(cube.down);

            sequence[count] = 'Y';
            count++;
        }
Ejemplo n.º 3
0
        private void btn_ok_Click(object sender, EventArgs e)
        {
            Cube mycube = new Cube();
            mycube.front[0, 0] = 'r';
            mycube.front[0, 1] = 'r';
            mycube.front[0, 2] = 'r';
            mycube.front[1, 0] = 'r';
            mycube.front[1, 1] = 'r';
            mycube.front[1, 2] = 'r';
            mycube.front[2, 0] = 'r';
            mycube.front[2, 1] = 'r';
            mycube.front[2, 2] = 'r';

            mycube.back[0, 0] = 'o';
            mycube.back[0, 1] = 'o';
            mycube.back[0, 2] = 'o';
            mycube.back[1, 0] = 'o';
            mycube.back[1, 1] = 'o';
            mycube.back[1, 2] = 'o';
            mycube.back[2, 0] = 'o';
            mycube.back[2, 1] = 'o';
            mycube.back[2, 2] = 'o';

            mycube.left[0, 0] = 'b';
            mycube.left[0, 1] = 'b';
            mycube.left[0, 2] = 'b';
            mycube.left[1, 0] = 'b';
            mycube.left[1, 1] = 'b';
            mycube.left[1, 2] = 'b';
            mycube.left[2, 0] = 'b';
            mycube.left[2, 1] = 'b';
            mycube.left[2, 2] = 'b';

            mycube.right[0, 0] = 'g';
            mycube.right[0, 1] = 'g';
            mycube.right[0, 2] = 'g';
            mycube.right[1, 0] = 'g';
            mycube.right[1, 1] = 'g';
            mycube.right[1, 2] = 'g';
            mycube.right[2, 0] = 'g';
            mycube.right[2, 1] = 'g';
            mycube.right[2, 2] = 'g';

            mycube.up[0, 0] = 'y';
            mycube.up[0, 1] = 'y';
            mycube.up[0, 2] = 'y';
            mycube.up[1, 0] = 'y';
            mycube.up[1, 1] = 'y';
            mycube.up[1, 2] = 'y';
            mycube.up[2, 0] = 'y';
            mycube.up[2, 1] = 'y';
            mycube.up[2, 2] = 'y';

            mycube.down[0, 0] = 'w';
            mycube.down[0, 1] = 'w';
            mycube.down[0, 2] = 'w';
            mycube.down[1, 0] = 'w';
            mycube.down[1, 1] = 'w';
            mycube.down[1, 2] = 'w';
            mycube.down[2, 0] = 'w';
            mycube.down[2, 1] = 'w';
            mycube.down[2, 2] = 'w';

            //按空格分隔公式,并删除多余空格
            string[] exp = txt_upset.Text.Trim().Split(" ".ToCharArray(), StringSplitOptions.RemoveEmptyEntries);

            for (int i = 0; i < exp.Length; i++)
            {
                if (exp[i] == "F")
                    mycube.F(mycube, 1);
                else if (exp[i] == "F2")
                    mycube.F(mycube, 2);
                else if (exp[i] == "F'")
                    mycube.f(mycube, 1);
                else if (exp[i] == "F2'")
                    mycube.f(mycube, 2);

                else if (exp[i] == "B")
                    mycube.B(mycube, 1);
                else if (exp[i] == "B2")
                    mycube.B(mycube, 2);
                else if (exp[i] == "B'")
                    mycube.b(mycube, 1);
                else if (exp[i] == "B2'")
                    mycube.b(mycube, 2);

                else if (exp[i] == "L")
                    mycube.L(mycube, 1);
                else if (exp[i] == "L2")
                    mycube.L(mycube, 2);
                else if (exp[i] == "L'")
                    mycube.l(mycube, 1);
                else if (exp[i] == "L2'")
                    mycube.l(mycube, 2);

                else if (exp[i] == "R")
                    mycube.R(mycube, 1);
                else if (exp[i] == "R2")
                    mycube.R(mycube, 2);
                else if (exp[i] == "R'")
                    mycube.r(mycube, 1);
                else if (exp[i] == "R2'")
                    mycube.r(mycube, 2);

                else if (exp[i] == "U")
                    mycube.U(mycube, 1);
                else if (exp[i] == "U2")
                    mycube.U(mycube, 2);
                else if (exp[i] == "U'")
                    mycube.u(mycube, 1);
                else if (exp[i] == "U2'")
                    mycube.u(mycube, 2);

                else if (exp[i] == "D")
                    mycube.D(mycube, 1);
                else if (exp[i] == "D2")
                    mycube.D(mycube, 2);
                else if (exp[i] == "D'")
                    mycube.d(mycube, 1);
                else if (exp[i] == "D2'")
                    mycube.d(mycube, 2);
            }
            for (int i = 0; i < backcolor.Length; )
            {
                for (int j = 0; j < 3; j++)
                    for (int k = 0; k < 3; k++)
                        backcolor[i++] = rechange(mycube.up[j, k]);
                for (int j = 0; j < 3; j++)
                    for (int k = 0; k < 3; k++)
                        backcolor[i++] = rechange(mycube.down[j, k]);
                for (int j = 0; j < 3; j++)
                    for (int k = 0; k < 3; k++)
                        backcolor[i++] = rechange(mycube.left[j, k]);
                for (int j = 0; j < 3; j++)
                    for (int k = 0; k < 3; k++)
                        backcolor[i++] = rechange(mycube.right[j, k]);
                for (int j = 0; j < 3; j++)
                    for (int k = 0; k < 3; k++)
                        backcolor[i++] = rechange(mycube.front[j, k]);
                for (int j = 0; j < 3; j++)
                    for (int k = 0; k < 3; k++)
                        backcolor[i++] = rechange(mycube.back[j, k]);
            }
            this.Close();
        }
Ejemplo n.º 4
0
        private void btn_start_Click(object sender, EventArgs e)
        {
            Cube mycube = new Cube();
            mycube.front[0, 0] = change(pnl_front1);
            mycube.front[0, 1] = change(pnl_front2);
            mycube.front[0, 2] = change(pnl_front3);
            mycube.front[1, 0] = change(pnl_front4);
            mycube.front[1, 1] = 'r';
            mycube.front[1, 2] = change(pnl_front5);
            mycube.front[2, 0] = change(pnl_front6);
            mycube.front[2, 1] = change(pnl_front7);
            mycube.front[2, 2] = change(pnl_front8);

            mycube.back[0, 0] = change(pnl_back1);
            mycube.back[0, 1] = change(pnl_back2);
            mycube.back[0, 2] = change(pnl_back3);
            mycube.back[1, 0] = change(pnl_back4);
            mycube.back[1, 1] = 'o';
            mycube.back[1, 2] = change(pnl_back5);
            mycube.back[2, 0] = change(pnl_back6);
            mycube.back[2, 1] = change(pnl_back7);
            mycube.back[2, 2] = change(pnl_back8);

            mycube.left[0, 0] = change(pnl_left1);
            mycube.left[0, 1] = change(pnl_left2);
            mycube.left[0, 2] = change(pnl_left3);
            mycube.left[1, 0] = change(pnl_left4);
            mycube.left[1, 1] = 'b';
            mycube.left[1, 2] = change(pnl_left5);
            mycube.left[2, 0] = change(pnl_left6);
            mycube.left[2, 1] = change(pnl_left7);
            mycube.left[2, 2] = change(pnl_left8);

            mycube.right[0, 0] = change(pnl_right1);
            mycube.right[0, 1] = change(pnl_right2);
            mycube.right[0, 2] = change(pnl_right3);
            mycube.right[1, 0] = change(pnl_right4);
            mycube.right[1, 1] = 'g';
            mycube.right[1, 2] = change(pnl_right5);
            mycube.right[2, 0] = change(pnl_right6);
            mycube.right[2, 1] = change(pnl_right7);
            mycube.right[2, 2] = change(pnl_right8);

            mycube.up[0, 0] = change(pnl_up1);
            mycube.up[0, 1] = change(pnl_up2);
            mycube.up[0, 2] = change(pnl_up3);
            mycube.up[1, 0] = change(pnl_up4);
            mycube.up[1, 1] = 'y';
            mycube.up[1, 2] = change(pnl_up5);
            mycube.up[2, 0] = change(pnl_up6);
            mycube.up[2, 1] = change(pnl_up7);
            mycube.up[2, 2] = change(pnl_up8);

            mycube.down[0, 0] = change(pnl_down1);
            mycube.down[0, 1] = change(pnl_down2);
            mycube.down[0, 2] = change(pnl_down3);
            mycube.down[1, 0] = change(pnl_down4);
            mycube.down[1, 1] = 'w';
            mycube.down[1, 2] = change(pnl_down5);
            mycube.down[2, 0] = change(pnl_down6);
            mycube.down[2, 1] = change(pnl_down7);
            mycube.down[2, 2] = change(pnl_down8);
            //还原魔方
            listview.Items.Clear();
            mycube.count = 0;
            mycube.sequence[0] = '\0';
            try
            {                
                mycube.Cross(mycube);
                mycube.F2L(mycube);
                mycube.OLL(mycube);
                mycube.PLL(mycube);
                mycube.cut(mycube);

                for (int i = 0;  mycube.str[i] != null; i++)
                {
                    listview.Items.Add((i + 1).ToString());
                    listview.Items[i].SubItems.Add(mycube.str[i]);
                    listview.Items[i].SubItems.Add(mycube.sign[i]);
                }
            }
            catch
            {
                MessageBox.Show("请检查颜色是否填充正确!");
            }         
        }
Ejemplo n.º 5
0
 //OLL顶部朝向调整(57种情况)
 public void OLL(Cube cube)
 {
     while (!(cube.up[0, 0] == cube.up[1, 1] && cube.up[0, 1] == cube.up[1, 1] && cube.up[0, 2] == cube.up[1, 1] && cube.up[1, 0] == cube.up[1, 1] && cube.up[1, 2] == cube.up[1, 1] && cube.up[2, 0] == cube.up[1, 1] && cube.up[2, 1] == cube.up[1, 1] && cube.up[2, 2] == cube.up[1, 1]))
     {
         //OLL1
         if (cube.back[2, 1] == cube.up[1, 1] && cube.right[0, 0] == cube.up[1, 1] && cube.right[1, 0] == cube.up[1, 1] && cube.right[2, 0] == cube.up[1, 1] && cube.front[0, 1] == cube.up[1, 1] && cube.left[0, 2] == cube.up[1, 1] && cube.left[1, 2] == cube.up[1, 1] && cube.left[2, 2] == cube.up[1, 1])
         {
             cube.R(cube, 1);
             cube.U(cube, 2);
             cube.r(cube, 2);
             cube.F(cube, 1);
             cube.R(cube, 1);
             cube.f(cube, 1);
             cube.U(cube, 2);
             cube.r(cube, 1);
             cube.F(cube, 1);
             cube.R(cube, 1);
             cube.f(cube, 1);
         }
         //OLL2    
         else if (cube.back[2, 1] == cube.up[1, 1] && cube.back[2, 2] == cube.up[1, 1] && cube.right[1, 0] == cube.up[1, 1] && cube.front[0, 1] == cube.up[1, 1] && cube.front[0, 2] == cube.up[1, 1] && cube.left[0, 2] == cube.up[1, 1] && cube.left[1, 2] == cube.up[1, 1] && cube.left[2, 2] == cube.up[1, 1])
         {
             cube.F(cube, 1);
             cube.R(cube, 1);
             cube.U(cube, 1);
             cube.r(cube, 1);
             cube.u(cube, 1);
             cube.f(cube, 1);
             cube.B(cube, 1);
             cube.U(cube, 1);
             cube.L(cube, 1);
             cube.u(cube, 1);
             cube.l(cube, 1);
             cube.b(cube, 1);
         }
         //OLL3
         else if (cube.back[2, 0] == cube.up[1, 1] && cube.back[2, 1] == cube.up[1, 1] && cube.right[0, 0] == cube.up[1, 1] && cube.right[1, 0] == cube.up[1, 1] && cube.front[0, 1] == cube.up[1, 1] && cube.left[2, 2] == cube.up[1, 1] && cube.left[1, 2] == cube.up[1, 1] && cube.up[2, 2] == cube.up[1, 1])
         {
             cube.B(cube, 1);
             cube.U(cube, 1);
             cube.L(cube, 1);
             cube.u(cube, 1);
             cube.l(cube, 1);
             cube.b(cube, 1);
             cube.u(cube, 1);
             cube.F(cube, 1);
             cube.R(cube, 1);
             cube.U(cube, 1);
             cube.r(cube, 1);
             cube.u(cube, 1);
             cube.f(cube, 1);
         }
         //OLL4
         else if (cube.back[2, 1] == cube.up[1, 1] && cube.right[1, 0] == cube.up[1, 1] && cube.right[2, 0] == cube.up[1, 1] && cube.front[0, 1] == cube.up[1, 1] && cube.front[0, 0] == cube.up[1, 1] && cube.left[0, 2] == cube.up[1, 1] && cube.left[1, 2] == cube.up[1, 1] && cube.up[0, 2] == cube.up[1, 1])
         {
             cube.B(cube, 1);
             cube.U(cube, 1);
             cube.L(cube, 1);
             cube.u(cube, 1);
             cube.l(cube, 1);
             cube.b(cube, 1);
             cube.R(cube, 1);
             cube.B(cube, 1);
             cube.U(cube, 1);
             cube.b(cube, 1);
             cube.u(cube, 1);
             cube.r(cube, 1);
         }
         //OLL5
         else if (cube.back[2, 1] == cube.up[1, 1] && cube.right[0, 0] == cube.up[1, 1] && cube.right[1, 0] == cube.up[1, 1] && cube.front[0, 1] == cube.up[1, 1] && cube.front[0, 0] == cube.up[1, 1] && cube.left[1, 2] == cube.up[1, 1] && cube.up[0, 0] == cube.up[1, 1] && cube.up[2, 2] == cube.up[1, 1])
         {
             cube.F(cube, 1);
             cube.U(cube, 1);
             cube.r(cube, 1);
             cube.u(cube, 1);
             cube.f(cube, 1);
             cube.U(cube, 1);
             cube.F(cube, 1);
             cube.R(cube, 2);
             cube.U(cube, 1);
             cube.r(cube, 1);
             cube.u(cube, 1);
             cube.f(cube, 1);
         }
         //OLL6
         else if (cube.back[2, 0] == cube.up[1, 1] && cube.back[2, 1] == cube.up[1, 1] && cube.back[2, 2] == cube.up[1, 1] && cube.right[1, 0] == cube.up[1, 1] && cube.front[0, 1] == cube.up[1, 1] && cube.left[1, 2] == cube.up[1, 1] && cube.up[2, 0] == cube.up[1, 1] && cube.up[2, 2] == cube.up[1, 1])
         {
             cube.F(cube, 1);
             cube.R(cube, 1);
             cube.U(cube, 1);
             cube.r(cube, 1);
             cube.U(cube, 1);
             cube.f(cube, 1);
             cube.U(cube, 2);
             cube.f(cube, 1);
             cube.L(cube, 1);
             cube.F(cube, 1);
             cube.l(cube, 1);
         }
         //OLL7
         else if (cube.back[2, 1] == cube.up[1, 1] && cube.right[1, 0] == cube.up[1, 1] && cube.right[2, 0] == cube.up[1, 1] && cube.front[0, 1] == cube.up[1, 1] && cube.left[2, 2] == cube.up[1, 1] && cube.left[1, 2] == cube.up[1, 1] && cube.up[0, 0] == cube.up[1, 1] && cube.up[0, 2] == cube.up[1, 1])
         {
             cube.l(cube, 1);
             cube.R(cube, 1);
             cube.B(cube, 1);
             cube.R(cube, 1);
             cube.B(cube, 1);
             cube.r(cube, 1);
             cube.b(cube, 1);
             cube.L(cube, 1);
             cube.r(cube, 2);
             cube.F(cube, 1);
             cube.R(cube, 1);
             cube.f(cube, 1);
         }
         //OLL8
         else if (cube.back[2, 1] == cube.up[1, 1] && cube.right[1, 0] == cube.up[1, 1] && cube.front[0, 1] == cube.up[1, 1] && cube.left[1, 2] == cube.up[1, 1] && cube.up[0, 0] == cube.up[1, 1] && cube.up[0, 2] == cube.up[1, 1] && cube.up[2, 0] == cube.up[1, 1] && cube.up[2, 2] == cube.up[1, 1])
         {
             cube.l(cube, 1);
             cube.R(cube, 1);
             cube.B(cube, 1);
             cube.R(cube, 1);
             cube.B(cube, 1);
             cube.r(cube, 1);
             cube.b(cube, 1);
             cube.L(cube, 2);
             cube.r(cube, 2);
             cube.F(cube, 1);
             cube.R(cube, 1);
             cube.f(cube, 1);
             cube.l(cube, 1);
         }
         //OLL9
         else if (cube.back[2, 1] == cube.up[1, 1] && cube.right[0, 0] == cube.up[1, 1] && cube.right[2, 0] == cube.up[1, 1] && cube.front[0, 1] == cube.up[1, 1] && cube.left[0, 2] == cube.up[1, 1] && cube.left[2, 2] == cube.up[1, 1] && cube.up[1, 0] == cube.up[1, 1] && cube.up[1, 2] == cube.up[1, 1])
         {
             cube.F(cube, 1);
             cube.R(cube, 1);
             cube.U(cube, 1);
             cube.r(cube, 1);
             cube.u(cube, 1);
             cube.R(cube, 1);
             cube.f(cube, 1);
             cube.L(cube, 1);
             cube.F(cube, 1);
             cube.r(cube, 1);
             cube.f(cube, 1);
             cube.l(cube, 1);
         }
         //OLL10
         else if (cube.right[0, 0] == cube.up[1, 1] && cube.right[1, 0] == cube.up[1, 1] && cube.right[2, 0] == cube.up[1, 1] && cube.left[0, 2] == cube.up[1, 1] && cube.left[1, 2] == cube.up[1, 1] && cube.left[2, 2] == cube.up[1, 1] && cube.up[0, 1] == cube.up[1, 1] && cube.up[2, 1] == cube.up[1, 1])
         {
             cube.R(cube, 1);
             cube.U(cube, 2);
             cube.r(cube, 2);
             cube.u(cube, 1);
             cube.R(cube, 1);
             cube.u(cube, 1);
             cube.r(cube, 1);
             cube.U(cube, 2);
             cube.F(cube, 1);
             cube.R(cube, 1);
             cube.f(cube, 1);
         }
         //OLL11
         else if (cube.back[2, 0] == cube.up[1, 1] && cube.back[2, 1] == cube.up[1, 1] && cube.right[0, 0] == cube.up[1, 1] && cube.right[2, 0] == cube.up[1, 1] && cube.front[0, 1] == cube.up[1, 1] && cube.front[0, 0] == cube.up[1, 1] && cube.up[1, 0] == cube.up[1, 1] && cube.up[1, 2] == cube.up[1, 1])
         {
             cube.F(cube, 1);
             cube.U(cube, 1);
             cube.R(cube, 1);
             cube.u(cube, 1);
             cube.r(cube, 1);
             cube.U(cube, 1);
             cube.R(cube, 1);
             cube.u(cube, 1);
             cube.r(cube, 1);
             cube.f(cube, 1);
         }
         //OLL12
         else if (cube.back[2, 0] == cube.up[1, 1] && cube.right[0, 0] == cube.up[1, 1] && cube.right[1, 0] == cube.up[1, 1] && cube.right[2, 0] == cube.up[1, 1] && cube.front[0, 0] == cube.up[1, 1] && cube.left[1, 2] == cube.up[1, 1] && cube.up[0, 1] == cube.up[1, 1] && cube.up[2, 1] == cube.up[1, 1])
         {
             cube.r(cube, 1);
             cube.u(cube, 1);
             cube.R(cube, 1);
             cube.u(cube, 1);
             cube.r(cube, 1);
             cube.U(cube, 1);
             cube.f(cube, 1);
             cube.U(cube, 1);
             cube.F(cube, 1);
             cube.B(cube, 1);
         }
         //OLL13
         else if (cube.back[2, 0] == cube.up[1, 1] && cube.back[2, 2] == cube.up[1, 1] && cube.right[1, 0] == cube.up[1, 1] && cube.front[0, 0] == cube.up[1, 1] && cube.front[0, 1] == cube.up[1, 1] && cube.front[0, 2] == cube.up[1, 1] && cube.up[0, 1] == cube.up[1, 1] && cube.up[1, 0] == cube.up[1, 1])
         {
             cube.L(cube, 1);
             cube.F(cube, 2);
             cube.r(cube, 1);
             cube.f(cube, 1);
             cube.R(cube, 1);
             cube.F(cube, 1);
             cube.r(cube, 1);
             cube.f(cube, 1);
             cube.R(cube, 1);
             cube.f(cube, 1);
             cube.l(cube, 1);
         }
         //OLL14
         else if (cube.back[2, 0] == cube.up[1, 1] && cube.back[2, 1] == cube.up[1, 1] && cube.back[2, 2] == cube.up[1, 1] && cube.right[1, 0] == cube.up[1, 1] && cube.front[0, 0] == cube.up[1, 1] && cube.front[0, 2] == cube.up[1, 1] && cube.up[1, 0] == cube.up[1, 1] && cube.up[2, 1] == cube.up[1, 1])
         {
             cube.l(cube, 1);
             cube.B(cube, 2);
             cube.R(cube, 1);
             cube.B(cube, 1);
             cube.r(cube, 1);
             cube.b(cube, 1);
             cube.R(cube, 1);
             cube.B(cube, 1);
             cube.r(cube, 1);
             cube.B(cube, 1);
             cube.L(cube, 1);
         }
         //OLL15
         else if (cube.back[2, 0] == cube.up[1, 1] && cube.back[2, 1] == cube.up[1, 1] && cube.right[0, 0] == cube.up[1, 1] && cube.right[1, 0] == cube.up[1, 1] && cube.right[2, 0] == cube.up[1, 1] && cube.front[0, 0] == cube.up[1, 1] && cube.up[1, 0] == cube.up[1, 1] && cube.up[2, 1] == cube.up[1, 1])
         {
             cube.R(cube, 1);
             cube.b(cube, 1);
             cube.R(cube, 2);
             cube.F(cube, 1);
             cube.R(cube, 2);
             cube.B(cube, 1);
             cube.R(cube, 2);
             cube.f(cube, 1);
             cube.R(cube, 1);
         }
         //OLL16
         else if (cube.back[2, 0] == cube.up[1, 1] && cube.right[0, 0] == cube.up[1, 1] && cube.right[1, 0] == cube.up[1, 1] && cube.right[2, 0] == cube.up[1, 1] && cube.front[0, 1] == cube.up[1, 1] && cube.front[0, 0] == cube.up[1, 1] && cube.up[0, 1] == cube.up[1, 1] && cube.up[1, 0] == cube.up[1, 1])
         {
             cube.r(cube, 1);
             cube.F(cube, 1);
             cube.R(cube, 2);
             cube.b(cube, 1);
             cube.R(cube, 2);
             cube.f(cube, 1);
             cube.R(cube, 2);
             cube.B(cube, 1);
             cube.r(cube, 1);
         }
         //OLL17
         else if (cube.back[2, 2] == cube.up[1, 1] && cube.right[1, 0] == cube.up[1, 1] && cube.front[0, 1] == cube.up[1, 1] && cube.front[0, 2] == cube.up[1, 1] && cube.left[0, 2] == cube.up[1, 1] && cube.left[2, 2] == cube.up[1, 1] && cube.up[0, 1] == cube.up[1, 1] && cube.up[1, 0] == cube.up[1, 1])
         {
             cube.F(cube, 1);
             cube.R(cube, 1);
             cube.U(cube, 1);
             cube.r(cube, 1);
             cube.u(cube, 1);
             cube.R(cube, 1);
             cube.U(cube, 1);
             cube.r(cube, 1);
             cube.u(cube, 1);
             cube.f(cube, 1);
         }
         //OLL18
         else if (cube.back[2, 1] == cube.up[1, 1] && cube.back[2, 2] == cube.up[1, 1] && cube.right[1, 0] == cube.up[1, 1] && cube.front[0, 2] == cube.up[1, 1] && cube.left[0, 2] == cube.up[1, 1] && cube.left[2, 2] == cube.up[1, 1] && cube.up[1, 0] == cube.up[1, 1] && cube.up[2, 1] == cube.up[1, 1])
         {
             cube.b(cube, 1);
             cube.r(cube, 1);
             cube.u(cube, 1);
             cube.R(cube, 1);
             cube.U(cube, 1);
             cube.r(cube, 1);
             cube.u(cube, 1);
             cube.R(cube, 1);
             cube.U(cube, 1);
             cube.B(cube, 1);
         }
         //OLL19
         else if (cube.back[2, 0] == cube.up[1, 1] && cube.right[0, 0] == cube.up[1, 1] && cube.right[1, 0] == cube.up[1, 1] && cube.front[0, 1] == cube.up[1, 1] && cube.front[0, 2] == cube.up[1, 1] && cube.up[0, 1] == cube.up[1, 1] && cube.up[1, 0] == cube.up[1, 1] && cube.up[2, 0] == cube.up[1, 1])
         {
             cube.L(cube, 1);
             cube.F(cube, 1);
             cube.r(cube, 1);
             cube.F(cube, 1);
             cube.R(cube, 1);
             cube.F(cube, 2);
             cube.l(cube, 1);
         }
         //OLL20
         else if (cube.back[2, 1] == cube.up[1, 1] && cube.back[2, 2] == cube.up[1, 1] && cube.right[1, 0] == cube.up[1, 1] && cube.right[2, 0] == cube.up[1, 1] && cube.front[0, 0] == cube.up[1, 1] && cube.up[0, 0] == cube.up[1, 1] && cube.up[1, 0] == cube.up[1, 1] && cube.up[2, 1] == cube.up[1, 1])
         {
             cube.l(cube, 1);
             cube.b(cube, 1);
             cube.R(cube, 1);
             cube.b(cube, 1);
             cube.r(cube, 1);
             cube.B(cube, 2);
             cube.L(cube, 1);
         }
         //OLL21
         else if (cube.back[2, 2] == cube.up[1, 1] && cube.right[2, 0] == cube.up[1, 1] && cube.front[0, 1] == cube.up[1, 1] && cube.front[0, 0] == cube.up[1, 1] && cube.left[1, 2] == cube.up[1, 1] && cube.up[0, 0] == cube.up[1, 1] && cube.up[0, 1] == cube.up[1, 1] && cube.up[1, 2] == cube.up[1, 1])
         {
             cube.L(cube, 1);
             cube.R(cube, 2);
             cube.f(cube, 1);
             cube.R(cube, 1);
             cube.f(cube, 1);
             cube.r(cube, 1);
             cube.F(cube, 2);
             cube.R(cube, 1);
             cube.f(cube, 1);
             cube.R(cube, 1);
             cube.l(cube, 1);
         }
         //OLL22
         else if (cube.back[2, 0] == cube.up[1, 1] && cube.back[2, 1] == cube.up[1, 1] && cube.right[0, 0] == cube.up[1, 1] && cube.front[0, 2] == cube.up[1, 1] && cube.left[1, 2] == cube.up[1, 1] && cube.up[1, 2] == cube.up[1, 1] && cube.up[2, 0] == cube.up[1, 1] && cube.up[2, 1] == cube.up[1, 1])
         {
             cube.l(cube, 1);
             cube.R(cube, 2);
             cube.B(cube, 1);
             cube.r(cube, 1);
             cube.B(cube, 1);
             cube.R(cube, 1);
             cube.B(cube, 2);
             cube.r(cube, 1);
             cube.B(cube, 1);
             cube.L(cube, 1);
             cube.r(cube, 1);
         }
         //OLL23
         else if (cube.back[2, 2] == cube.up[1, 1] && cube.right[1, 0] == cube.up[1, 1] && cube.front[0, 1] == cube.up[1, 1] && cube.front[0, 0] == cube.up[1, 1] && cube.left[0, 2] == cube.up[1, 1] && cube.up[0, 1] == cube.up[1, 1] && cube.up[1, 0] == cube.up[1, 1] && cube.up[2, 2] == cube.up[1, 1])
         {
             cube.r(cube, 1);
             cube.u(cube, 1);
             cube.R(cube, 1);
             cube.F(cube, 1);
             cube.r(cube, 1);
             cube.f(cube, 1);
             cube.U(cube, 1);
             cube.F(cube, 1);
             cube.R(cube, 1);
             cube.f(cube, 1);
         }
         //OLL24
         else if (cube.back[2, 0] == cube.up[1, 1] && cube.back[2, 1] == cube.up[1, 1] && cube.right[1, 0] == cube.up[1, 1] && cube.front[0, 2] == cube.up[1, 1] && cube.left[2, 2] == cube.up[1, 1] && cube.up[0, 2] == cube.up[1, 1] && cube.up[1, 0] == cube.up[1, 1] && cube.up[2, 1] == cube.up[1, 1])
         {
             cube.R(cube, 1);
             cube.U(cube, 1);
             cube.r(cube, 1);
             cube.U(cube, 1);
             cube.r(cube, 1);
             cube.F(cube, 1);
             cube.R(cube, 1);
             cube.f(cube, 1);
             cube.R(cube, 1);
             cube.U(cube, 2);
             cube.r(cube, 1);
         }
         //OLL25
         else if (cube.back[2, 0] == cube.up[1, 1] && cube.back[2, 1] == cube.up[1, 1] && cube.right[0, 0] == cube.up[1, 1] && cube.left[2, 2] == cube.up[1, 1] && cube.left[1, 2] == cube.up[1, 1] && cube.up[1, 2] == cube.up[1, 1] && cube.up[2, 1] == cube.up[1, 1] && cube.up[2, 2] == cube.up[1, 1])
         {
             cube.l(cube, 1);
             cube.B(cube, 2);
             cube.R(cube, 1);
             cube.B(cube, 1);
             cube.r(cube, 1);
             cube.B(cube, 1);
             cube.L(cube, 1);
         }
         //OLL26
         else if (cube.right[2, 0] == cube.up[1, 1] && cube.front[0, 1] == cube.up[1, 1] && cube.front[0, 0] == cube.up[1, 1] && cube.left[0, 2] == cube.up[1, 1] && cube.left[1, 2] == cube.up[1, 1] && cube.up[0, 2] == cube.up[1, 1] && cube.up[0, 1] == cube.up[1, 1] && cube.up[1, 2] == cube.up[1, 1])
         {
             cube.L(cube, 1);
             cube.F(cube, 2);
             cube.r(cube, 1);
             cube.f(cube, 1);
             cube.R(cube, 1);
             cube.f(cube, 1);
             cube.l(cube, 1);
         }
         //OLL27
         else if (cube.back[2, 0] == cube.up[1, 1] && cube.back[2, 1] == cube.up[1, 1] && cube.right[0, 0] == cube.up[1, 1] && cube.front[0, 1] == cube.up[1, 1] && cube.front[0, 2] == cube.up[1, 1] && cube.up[1, 0] == cube.up[1, 1] && cube.up[1, 2] == cube.up[1, 1] && cube.up[2, 0] == cube.up[1, 1])
         {
             cube.L(cube, 1);
             cube.f(cube, 1);
             cube.l(cube, 1);
             cube.u(cube, 1);
             cube.L(cube, 1);
             cube.F(cube, 1);
             cube.l(cube, 1);
             cube.f(cube, 1);
             cube.U(cube, 1);
             cube.F(cube, 1);
         }
         //OLL28
         else if (cube.back[2, 2] == cube.up[1, 1] && cube.back[2, 1] == cube.up[1, 1] && cube.front[0, 1] == cube.up[1, 1] && cube.front[0, 0] == cube.up[1, 1] && cube.left[0, 2] == cube.up[1, 1] && cube.up[1, 0] == cube.up[1, 1] && cube.up[1, 2] == cube.up[1, 1] && cube.up[2, 2] == cube.up[1, 1])
         {
             cube.r(cube, 1);
             cube.F(cube, 1);
             cube.R(cube, 1);
             cube.U(cube, 1);
             cube.r(cube, 1);
             cube.f(cube, 1);
             cube.R(cube, 1);
             cube.F(cube, 1);
             cube.u(cube, 1);
             cube.f(cube, 1);
         }
         //OLL29
         else if (cube.back[2, 1] == cube.up[1, 1] && cube.right[2, 0] == cube.up[1, 1] && cube.front[0, 1] == cube.up[1, 1] && cube.front[0, 0] == cube.up[1, 1] && cube.left[0, 2] == cube.up[1, 1] && cube.up[1, 0] == cube.up[1, 1] && cube.up[1, 2] == cube.up[1, 1] && cube.up[0, 2] == cube.up[1, 1])
         {
             cube.L(cube, 1);
             cube.F(cube, 1);
             cube.l(cube, 1);
             cube.R(cube, 1);
             cube.U(cube, 1);
             cube.r(cube, 1);
             cube.u(cube, 1);
             cube.L(cube, 1);
             cube.f(cube, 1);
             cube.l(cube, 1);
         }
         //OLL30
         else if (cube.back[2, 1] == cube.up[1, 1] && cube.right[0, 0] == cube.up[1, 1] && cube.front[0, 1] == cube.up[1, 1] && cube.front[0, 2] == cube.up[1, 1] && cube.left[2, 2] == cube.up[1, 1] && cube.up[1, 0] == cube.up[1, 1] && cube.up[1, 2] == cube.up[1, 1] && cube.up[0, 0] == cube.up[1, 1])
         {
             cube.r(cube, 1);
             cube.f(cube, 1);
             cube.R(cube, 1);
             cube.l(cube, 1);
             cube.u(cube, 1);
             cube.L(cube, 1);
             cube.U(cube, 1);
             cube.r(cube, 1);
             cube.F(cube, 1);
             cube.R(cube, 1);
         }
         //OLL31
         else if (cube.back[2, 0] == cube.up[1, 1] && cube.back[2, 2] == cube.up[1, 1] && cube.up[1, 0] == cube.up[1, 1] && cube.up[1, 2] == cube.up[1, 1] && cube.up[0, 1] == cube.up[1, 1] && cube.up[2, 0] == cube.up[1, 1] && cube.up[2, 1] == cube.up[1, 1] && cube.up[2, 2] == cube.up[1, 1])
         {
             cube.r(cube, 1);
             cube.U(cube, 2);
             cube.R(cube, 1);
             cube.F(cube, 1);
             cube.u(cube, 1);
             cube.r(cube, 1);
             cube.u(cube, 1);
             cube.R(cube, 1);
             cube.U(cube, 1);
             cube.f(cube, 1);
         }
         //OLL32
         else if (cube.back[2, 0] == cube.up[1, 1] && cube.front[0, 0] == cube.up[1, 1] && cube.up[0, 1] == cube.up[1, 1] && cube.up[0, 2] == cube.up[1, 1] && cube.up[1, 0] == cube.up[1, 1] && cube.up[1, 2] == cube.up[1, 1] && cube.up[2, 1] == cube.up[1, 1] && cube.up[2, 2] == cube.up[1, 1])
         {
             cube.L(cube, 1);
             cube.F(cube, 1);
             cube.r(cube, 1);
             cube.f(cube, 1);
             cube.l(cube, 1);
             cube.F(cube, 1);
             cube.R(cube, 1);
             cube.f(cube, 1);
         }
         //OLL33
         else if (cube.front[0, 2] == cube.up[1, 1] && cube.left[0, 2] == cube.up[1, 1] && cube.up[0, 1] == cube.up[1, 1] && cube.up[0, 2] == cube.up[1, 1] && cube.up[1, 0] == cube.up[1, 1] && cube.up[1, 2] == cube.up[1, 1] && cube.up[2, 0] == cube.up[1, 1] && cube.up[2, 1] == cube.up[1, 1])
         {
             cube.f(cube, 1);
             cube.L(cube, 1);
             cube.F(cube, 1);
             cube.r(cube, 1);
             cube.f(cube, 1);
             cube.l(cube, 1);
             cube.F(cube, 1);
             cube.R(cube, 1);
         }
         //OLL34
         else if (cube.right[2, 0] == cube.up[1, 1] && cube.front[0, 0] == cube.up[1, 1] && cube.left[0, 2] == cube.up[1, 1] && cube.up[0, 1] == cube.up[1, 1] && cube.up[0, 2] == cube.up[1, 1] && cube.up[1, 0] == cube.up[1, 1] && cube.up[1, 2] == cube.up[1, 1] && cube.up[2, 1] == cube.up[1, 1])
         {
             cube.R(cube, 1);
             cube.U(cube, 2);
             cube.r(cube, 1);
             cube.u(cube, 1);
             cube.R(cube, 1);
             cube.u(cube, 1);
             cube.r(cube, 1);
         }
         //OLL35
         else if (cube.back[2, 0] == cube.up[1, 1] && cube.right[0, 0] == cube.up[1, 1] && cube.front[0, 2] == cube.up[1, 1] && cube.up[0, 1] == cube.up[1, 1] && cube.up[2, 0] == cube.up[1, 1] && cube.up[1, 0] == cube.up[1, 1] && cube.up[1, 2] == cube.up[1, 1] && cube.up[2, 1] == cube.up[1, 1])
         {
             cube.R(cube, 1);
             cube.U(cube, 1);
             cube.r(cube, 1);
             cube.U(cube, 1);
             cube.R(cube, 1);
             cube.U(cube, 2);
             cube.r(cube, 1);
         }
         //OLL36
         else if (cube.back[2, 0] == cube.up[1, 1] && cube.back[2, 2] == cube.up[1, 1] && cube.front[0, 0] == cube.up[1, 1] && cube.front[0, 2] == cube.up[1, 1] && cube.up[0, 1] == cube.up[1, 1] && cube.up[1, 0] == cube.up[1, 1] && cube.up[1, 2] == cube.up[1, 1] && cube.up[2, 1] == cube.up[1, 1])
         {
             cube.R(cube, 1);
             cube.U(cube, 2);
             cube.r(cube, 1);
             cube.u(cube, 1);
             cube.R(cube, 1);
             cube.U(cube, 1);
             cube.r(cube, 1);
             cube.u(cube, 1);
             cube.R(cube, 1);
             cube.u(cube, 1);
             cube.r(cube, 1);
         }
         //OLL37
         else if (cube.back[2, 2] == cube.up[1, 1] && cube.front[0, 2] == cube.up[1, 1] && cube.left[0, 2] == cube.up[1, 1] && cube.left[2, 2] == cube.up[1, 1] && cube.up[0, 1] == cube.up[1, 1] && cube.up[1, 0] == cube.up[1, 1] && cube.up[1, 2] == cube.up[1, 1] && cube.up[2, 1] == cube.up[1, 1])
         {
             cube.R(cube, 1);
             cube.U(cube, 2);
             cube.R(cube, 2);
             cube.u(cube, 1);
             cube.R(cube, 2);
             cube.u(cube, 1);
             cube.R(cube, 2);
             cube.u(cube, 2);
             cube.R(cube, 1);
         }
         //OLL38
         else if (cube.right[0, 0] == cube.up[1, 1] && cube.right[1, 0] == cube.up[1, 1] && cube.right[2, 0] == cube.up[1, 1] && cube.front[0, 1] == cube.up[1, 1] && cube.up[0, 1] == cube.up[1, 1] && cube.up[1, 0] == cube.up[1, 1] && cube.up[0, 0] == cube.up[1, 1] && cube.up[2, 0] == cube.up[1, 1])
         {
             cube.F(cube, 1);
             cube.U(cube, 1);
             cube.R(cube, 1);
             cube.u(cube, 1);
             cube.r(cube, 1);
             cube.f(cube, 1);
         }
         //OLL39
         else if (cube.back[2, 1] == cube.up[1, 1] && cube.right[0, 0] == cube.up[1, 1] && cube.right[1, 0] == cube.up[1, 1] && cube.right[2, 0] == cube.up[1, 1] && cube.up[2, 1] == cube.up[1, 1] && cube.up[1, 0] == cube.up[1, 1] && cube.up[0, 0] == cube.up[1, 1] && cube.up[2, 0] == cube.up[1, 1])
         {
             cube.b(cube, 1);
             cube.u(cube, 1);
             cube.r(cube, 1);
             cube.U(cube, 1);
             cube.R(cube, 1);
             cube.B(cube, 1);
         }
         //OLL40
         else if (cube.back[2, 1] == cube.up[1, 1] && cube.right[0, 0] == cube.up[1, 1] && cube.front[0, 0] == cube.up[1, 1] && cube.left[1, 2] == cube.up[1, 1] && cube.up[0, 0] == cube.up[1, 1] && cube.up[1, 2] == cube.up[1, 1] && cube.up[2, 1] == cube.up[1, 1] && cube.up[2, 2] == cube.up[1, 1])
         {
             cube.R(cube, 1);
             cube.u(cube, 2);
             cube.R(cube, 2);
             cube.F(cube, 1);
             cube.R(cube, 1);
             cube.f(cube, 1);
             cube.R(cube, 1);
             cube.U(cube, 2);
             cube.r(cube, 1);
         }
         //OLL41
         else if (cube.back[2, 1] == cube.up[1, 1] && cube.front[0, 1] == cube.up[1, 1] && cube.left[0, 2] == cube.up[1, 1] && cube.left[2, 2] == cube.up[1, 1] && cube.up[0, 2] == cube.up[1, 1] && cube.up[1, 0] == cube.up[1, 1] && cube.up[1, 2] == cube.up[1, 1] && cube.up[2, 2] == cube.up[1, 1])
         {
             cube.F(cube, 1);
             cube.R(cube, 1);
             cube.U(cube, 1);
             cube.r(cube, 1);
             cube.u(cube, 1);
             cube.f(cube, 1);
         }
         //OLL42
         else if (cube.back[2, 0] == cube.up[1, 1] && cube.back[2, 1] == cube.up[1, 1] && cube.front[0, 0] == cube.up[1, 1] && cube.front[0, 1] == cube.up[1, 1] && cube.up[0, 2] == cube.up[1, 1] && cube.up[1, 0] == cube.up[1, 1] && cube.up[1, 2] == cube.up[1, 1] && cube.up[2, 2] == cube.up[1, 1])
         {
             cube.R(cube, 1);
             cube.U(cube, 1);
             cube.r(cube, 1);
             cube.u(cube, 1);
             cube.r(cube, 1);
             cube.F(cube, 1);
             cube.R(cube, 1);
             cube.f(cube, 1);
         }
         //OLL43
         else if (cube.back[2, 1] == cube.up[1, 1] && cube.front[0, 1] == cube.up[1, 1] && cube.front[0, 2] == cube.up[1, 1] && cube.left[0, 2] == cube.up[1, 1] && cube.up[0, 2] == cube.up[1, 1] && cube.up[1, 0] == cube.up[1, 1] && cube.up[1, 2] == cube.up[1, 1] && cube.up[2, 0] == cube.up[1, 1])
         {
             cube.R(cube, 1);
             cube.b(cube, 1);
             cube.r(cube, 1);
             cube.u(cube, 1);
             cube.R(cube, 1);
             cube.U(cube, 1);
             cube.B(cube, 1);
             cube.u(cube, 1);
             cube.r(cube, 1);
         }
         //OLL44
         else if (cube.back[2, 1] == cube.up[1, 1] && cube.back[2, 2] == cube.up[1, 1] && cube.front[0, 1] == cube.up[1, 1] && cube.left[2, 2] == cube.up[1, 1] && cube.up[0, 0] == cube.up[1, 1] && cube.up[1, 0] == cube.up[1, 1] && cube.up[1, 2] == cube.up[1, 1] && cube.up[2, 2] == cube.up[1, 1])
         {
             cube.r(cube, 1);
             cube.F(cube, 1);
             cube.R(cube, 1);
             cube.U(cube, 1);
             cube.r(cube, 1);
             cube.u(cube, 1);
             cube.f(cube, 1);
             cube.U(cube, 1);
             cube.R(cube, 1);
         }
         //OLL45
         else if (cube.back[2, 1] == cube.up[1, 1] && cube.right[2, 0] == cube.up[1, 1] && cube.front[0, 1] == cube.up[1, 1] && cube.left[2, 2] == cube.up[1, 1] && cube.up[0, 0] == cube.up[1, 1] && cube.up[1, 0] == cube.up[1, 1] && cube.up[1, 2] == cube.up[1, 1] && cube.up[0, 2] == cube.up[1, 1])
         {
             cube.r(cube, 1);
             cube.u(cube, 1);
             cube.R(cube, 1);
             cube.U(cube, 1);
             cube.F(cube, 1);
             cube.R(cube, 1);
             cube.b(cube, 1);
             cube.r(cube, 1);
             cube.f(cube, 1);
             cube.B(cube, 1);
         }
         //OLL46
         else if (cube.right[0, 0] == cube.up[1, 1] && cube.right[1, 0] == cube.up[1, 1] && cube.right[2, 0] == cube.up[1, 1] && cube.left[1, 2] == cube.up[1, 1] && cube.up[0, 0] == cube.up[1, 1] && cube.up[0, 1] == cube.up[1, 1] && cube.up[2, 0] == cube.up[1, 1] && cube.up[2, 1] == cube.up[1, 1])
         {
             cube.r(cube, 1);
             cube.u(cube, 1);
             cube.r(cube, 1);
             cube.F(cube, 1);
             cube.R(cube, 1);
             cube.f(cube, 1);
             cube.U(cube, 1);
             cube.R(cube, 1);
         }
         //OLL47
         else if (cube.back[2, 0] == cube.up[1, 1] && cube.right[1, 0] == cube.up[1, 1] && cube.right[2, 0] == cube.up[1, 1] && cube.front[0, 1] == cube.up[1, 1] && cube.up[0, 1] == cube.up[1, 1] && cube.up[0, 2] == cube.up[1, 1] && cube.up[1, 0] == cube.up[1, 1] && cube.up[2, 0] == cube.up[1, 1])
         {
             cube.R(cube, 1);
             cube.U(cube, 1);
             cube.r(cube, 1);
             cube.U(cube, 1);
             cube.R(cube, 1);
             cube.u(cube, 1);
             cube.r(cube, 1);
             cube.u(cube, 1);
             cube.r(cube, 1);
             cube.F(cube, 1);
             cube.R(cube, 1);
             cube.f(cube, 1);
         }
         //OLL48
         else if (cube.back[2, 1] == cube.up[1, 1] && cube.right[0, 0] == cube.up[1, 1] && cube.right[1, 0] == cube.up[1, 1] && cube.front[0, 0] == cube.up[1, 1] && cube.up[0, 0] == cube.up[1, 1] && cube.up[1, 0] == cube.up[1, 1] && cube.up[2, 1] == cube.up[1, 1] && cube.up[2, 2] == cube.up[1, 1])
         {
             cube.r(cube, 1);
             cube.u(cube, 1);
             cube.R(cube, 1);
             cube.u(cube, 1);
             cube.r(cube, 1);
             cube.U(cube, 1);
             cube.R(cube, 1);
             cube.U(cube, 1);
             cube.R(cube, 1);
             cube.b(cube, 1);
             cube.r(cube, 1);
             cube.B(cube, 1);
         }
         //OLL49
         else if (cube.back[2, 0] == cube.up[1, 1] && cube.front[0, 0] == cube.up[1, 1] && cube.front[0, 1] == cube.up[1, 1] && cube.left[1, 2] == cube.up[1, 1] && cube.up[0, 1] == cube.up[1, 1] && cube.up[0, 2] == cube.up[1, 1] && cube.up[1, 2] == cube.up[1, 1] && cube.up[2, 2] == cube.up[1, 1])
         {
             cube.r(cube, 1);
             cube.u(cube, 1);
             cube.F(cube, 1);
             cube.U(cube, 1);
             cube.R(cube, 1);
             cube.u(cube, 1);
             cube.r(cube, 1);
             cube.f(cube, 1);
             cube.R(cube, 1);
         }
         //OLL50
         else if (cube.right[0, 0] == cube.up[1, 1] && cube.right[1, 0] == cube.up[1, 1] && cube.front[0, 0] == cube.up[1, 1] && cube.front[0, 1] == cube.up[1, 1] && cube.up[0, 0] == cube.up[1, 1] && cube.up[0, 1] == cube.up[1, 1] && cube.up[1, 0] == cube.up[1, 1] && cube.up[2, 2] == cube.up[1, 1])
         {
             cube.F(cube, 1);
             cube.R(cube, 1);
             cube.u(cube, 1);
             cube.r(cube, 1);
             cube.u(cube, 1);
             cube.R(cube, 1);
             cube.U(cube, 1);
             cube.r(cube, 1);
             cube.f(cube, 1);
         }
         //OLL51
         else if (cube.back[2, 0] == cube.up[1, 1] && cube.back[2, 2] == cube.up[1, 1] && cube.right[1, 0] == cube.up[1, 1] && cube.front[0, 1] == cube.up[1, 1] && cube.up[0, 1] == cube.up[1, 1] && cube.up[1, 0] == cube.up[1, 1] && cube.up[2, 0] == cube.up[1, 1] && cube.up[2, 2] == cube.up[1, 1])
         {
             cube.R(cube, 1);
             cube.U(cube, 1);
             cube.r(cube, 1);
             cube.U(cube, 1);
             cube.R(cube, 1);
             cube.u(cube, 2);
             cube.r(cube, 1);
             cube.F(cube, 1);
             cube.R(cube, 1);
             cube.U(cube, 1);
             cube.r(cube, 1);
             cube.u(cube, 1);
             cube.f(cube, 1);
         }
         //OLL52
         else if (cube.back[2, 1] == cube.up[1, 1] && cube.right[1, 0] == cube.up[1, 1] && cube.front[0, 0] == cube.up[1, 1] && cube.front[0, 2] == cube.up[1, 1] && cube.up[0, 0] == cube.up[1, 1] && cube.up[0, 2] == cube.up[1, 1] && cube.up[1, 0] == cube.up[1, 1] && cube.up[2, 1] == cube.up[1, 1])
         {
             cube.r(cube, 1);
             cube.u(cube, 1);
             cube.R(cube, 1);
             cube.U(cube, 1);
             cube.F(cube, 1);
             cube.R(cube, 1);
             cube.U(cube, 1);
             cube.r(cube, 1);
             cube.u(cube, 1);
             cube.r(cube, 1);
             cube.U(cube, 1);
             cube.R(cube, 1);
             cube.u(cube, 1);
             cube.f(cube, 1);
         }
         //OLL53
         else if (cube.back[2, 1] == cube.up[1, 1] && cube.right[2, 0] == cube.up[1, 1] && cube.left[1, 2] == cube.up[1, 1] && cube.left[2, 2] == cube.up[1, 1] && cube.up[0, 0] == cube.up[1, 1] && cube.up[0, 2] == cube.up[1, 1] && cube.up[1, 2] == cube.up[1, 1] && cube.up[2, 1] == cube.up[1, 1])
         {
             cube.R(cube, 2);
             cube.U(cube, 1);
             cube.r(cube, 1);
             cube.b(cube, 1);
             cube.R(cube, 1);
             cube.u(cube, 1);
             cube.R(cube, 2);
             cube.U(cube, 1);
             cube.R(cube, 1);
             cube.B(cube, 1);
             cube.r(cube, 1);
         }
         //OLL54
         else if (cube.back[2, 0] == cube.up[1, 1] && cube.right[1, 0] == cube.up[1, 1] && cube.front[0, 0] == cube.up[1, 1] && cube.front[0, 1] == cube.up[1, 1] && cube.up[0, 1] == cube.up[1, 1] && cube.up[0, 2] == cube.up[1, 1] && cube.up[1, 0] == cube.up[1, 1] && cube.up[2, 2] == cube.up[1, 1])
         {
             cube.R(cube, 1);
             cube.U(cube, 1);
             cube.r(cube, 1);
             cube.u(cube, 1);
             cube.R(cube, 1);
             cube.u(cube, 1);
             cube.r(cube, 1);
             cube.f(cube, 1);
             cube.u(cube, 1);
             cube.F(cube, 1);
             cube.R(cube, 1);
             cube.U(cube, 1);
             cube.r(cube, 1);
         }
         //OLL55
         else if (cube.back[2, 0] == cube.up[1, 1] && cube.back[2, 1] == cube.up[1, 1] && cube.front[0, 0] == cube.up[1, 1] && cube.left[1, 2] == cube.up[1, 1] && cube.up[0, 2] == cube.up[1, 1] && cube.up[1, 2] == cube.up[1, 1] && cube.up[2, 1] == cube.up[1, 1] && cube.up[2, 2] == cube.up[1, 1])
         {
             cube.R(cube, 1);
             cube.U(cube, 1);
             cube.b(cube, 1);
             cube.u(cube, 1);
             cube.r(cube, 1);
             cube.U(cube, 1);
             cube.R(cube, 1);
             cube.B(cube, 1);
             cube.r(cube, 1);
         }
         //OLL56
         else if (cube.right[1, 0] == cube.up[1, 1] && cube.front[0, 1] == cube.up[1, 1] && cube.up[0, 0] == cube.up[1, 1] && cube.up[0, 1] == cube.up[1, 1] && cube.up[0, 2] == cube.up[1, 1] && cube.up[1, 0] == cube.up[1, 1] && cube.up[2, 0] == cube.up[1, 1] && cube.up[2, 2] == cube.up[1, 1])
         {
             cube.L(cube, 1);
             cube.F(cube, 1);
             cube.r(cube, 1);
             cube.f(cube, 1);
             cube.l(cube, 1);
             cube.R(cube, 1);
             cube.U(cube, 1);
             cube.R(cube, 1);
             cube.u(cube, 1);
             cube.r(cube, 1);
         }
         //OLL57
         else if (cube.back[2, 1] == cube.up[1, 1] && cube.front[0, 1] == cube.up[1, 1] && cube.up[0, 0] == cube.up[1, 1] && cube.up[0, 2] == cube.up[1, 1] && cube.up[1, 0] == cube.up[1, 1] && cube.up[1, 2] == cube.up[1, 1] && cube.up[2, 0] == cube.up[1, 1] && cube.up[2, 2] == cube.up[1, 1])
         {
             cube.R(cube, 1);
             cube.U(cube, 1);
             cube.r(cube, 1);
             cube.u(cube, 1);
             cube.L(cube, 1);
             cube.r(cube, 1);
             cube.F(cube, 1);
             cube.R(cube, 1);
             cube.f(cube, 1);
             cube.l(cube, 1);
         }
         else
             cube.U(cube, 1);
     }
 }
Ejemplo n.º 6
0
 //F2L底层和中层两层还原
 public void F2L(Cube cube)
 {
     //底层
     while (!(cube.down[0, 0] == cube.down[1, 1] && cube.down[2, 0] == cube.down[1, 1] && cube.down[0, 2] == cube.down[1, 1] && cube.down[2, 2] == cube.down[1, 1] && cube.front[2, 0] == cube.front[1, 1] && cube.right[2, 2] == cube.right[1, 1] && cube.back[0, 2] == cube.back[1, 1] && cube.left[2, 0] == cube.left[1, 1]))
     {
         //底块在上层四角
         //底面向上
         if (cube.up[0, 0] == cube.down[1, 1] || cube.up[0, 2] == cube.down[1, 1] || cube.up[2, 0] == cube.down[1, 1] || cube.up[2, 2] == cube.down[1, 1])
         {
             if (cube.up[2, 2] == cube.down[1, 1] && cube.front[0, 2] == cube.right[1, 1] && cube.right[2, 0] == cube.front[1, 1])
             {
                 cube.R(cube, 1);
                 cube.u(cube, 1);
                 cube.r(cube, 1);
                 cube.f(cube, 1);
                 cube.U(cube, 2);
                 cube.F(cube, 1);
             }
             else if (cube.up[2, 0] == cube.down[1, 1] && cube.front[0, 0] == cube.left[1, 1] && cube.left[2, 2] == cube.front[1, 1])
             {
                 cube.l(cube, 1);
                 cube.U(cube, 1);
                 cube.L(cube, 1);
                 cube.F(cube, 1);
                 cube.U(cube, 2);
                 cube.f(cube, 1);
             }
             else if (cube.up[0, 2] == cube.down[1, 1] && cube.right[0, 0] == cube.back[1, 1] && cube.back[2, 2] == cube.right[1, 1])
             {
                 cube.B(cube, 1);
                 cube.u(cube, 1);
                 cube.b(cube, 1);
                 cube.r(cube, 1);
                 cube.U(cube, 2);
                 cube.R(cube, 1);
             }
             else if (cube.up[0, 0] == cube.down[1, 1] && cube.left[0, 2] == cube.back[1, 1] && cube.back[2, 0] == cube.left[1, 1])
             {
                 cube.b(cube, 1);
                 cube.U(cube, 1);
                 cube.B(cube, 1);
                 cube.L(cube, 1);
                 cube.U(cube, 2);
                 cube.l(cube, 1);
             }
             else
                 cube.U(cube, 1);
         }
         //底面在侧
         else if (cube.front[0, 0] == cube.down[1, 1] || cube.front[0, 2] == cube.down[1, 1] || cube.back[2, 0] == cube.down[1, 1] || cube.back[2, 2] == cube.down[1, 1] || cube.left[0, 2] == cube.down[1, 1] || cube.left[2, 2] == cube.down[1, 1] || cube.right[0, 0] == cube.down[1, 1] || cube.right[2, 0] == cube.down[1, 1])
         {
             if (cube.front[0, 0] == cube.down[1, 1] && cube.up[2, 0] == cube.front[1, 1] && cube.left[2, 2] == cube.left[1, 1])
             {
                 cube.F(cube, 1);
                 cube.U(cube, 1);
                 cube.f(cube, 1);
             }
             else if (cube.front[0, 2] == cube.down[1, 1] && cube.up[2, 2] == cube.front[1, 1] && cube.right[2, 0] == cube.right[1, 1])
             {
                 cube.f(cube, 1);
                 cube.u(cube, 1);
                 cube.F(cube, 1);
             }
             else if (cube.back[2, 0] == cube.down[1, 1] && cube.up[0, 0] == cube.back[1, 1] && cube.left[0, 2] == cube.left[1, 1])
             {
                 cube.b(cube, 1);
                 cube.u(cube, 1);
                 cube.B(cube, 1);
             }
             else if (cube.back[2, 2] == cube.down[1, 1] && cube.up[0, 2] == cube.back[1, 1] && cube.right[0, 0] == cube.right[1, 1])
             {
                 cube.B(cube, 1);
                 cube.U(cube, 1);
                 cube.b(cube, 1);
             }
             else if (cube.left[0, 2] == cube.down[1, 1] && cube.up[0, 0] == cube.left[1, 1] && cube.back[2, 0] == cube.back[1, 1])
             {
                 cube.L(cube, 1);
                 cube.U(cube, 1);
                 cube.l(cube, 1);
             }
             else if (cube.left[2, 2] == cube.down[1, 1] && cube.up[2, 0] == cube.left[1, 1] && cube.front[0, 0] == cube.front[1, 1])
             {
                 cube.l(cube, 1);
                 cube.u(cube, 1);
                 cube.L(cube, 1);
             }
             else if (cube.right[0, 0] == cube.down[1, 1] && cube.up[0, 2] == cube.right[1, 1] && cube.back[2, 2] == cube.back[1, 1])
             {
                 cube.r(cube, 1);
                 cube.u(cube, 1);
                 cube.R(cube, 1);
             }
             else if (cube.right[2, 0] == cube.down[1, 1] && cube.up[2, 2] == cube.right[1, 1] && cube.front[0, 2] == cube.front[1, 1])
             {
                 cube.R(cube, 1);
                 cube.U(cube, 1);
                 cube.r(cube, 1);
             }
             else
                 cube.U(cube, 1);
         }
         //底块在底层但是位置不对
         else
         {
             if (cube.front[2, 2] == cube.down[1, 1] || cube.right[2, 2] == cube.down[1, 1] || (cube.down[2, 0] == cube.down[1, 1] && (cube.front[2, 2] != cube.front[1, 1] || cube.right[2, 2] != cube.right[1, 1])))
             {
                 cube.R(cube, 1);
                 cube.U(cube, 1);
                 cube.r(cube, 1);
             }
             else if (cube.front[2, 0] == cube.down[1, 1] || cube.left[2, 0] == cube.down[1, 1] || (cube.down[2, 2] == cube.down[1, 1] && (cube.front[2, 0] != cube.front[1, 1] || cube.left[2, 0] != cube.left[1, 1])))
             {
                 cube.l(cube, 1);
                 cube.u(cube, 1);
                 cube.L(cube, 1);
             }
             else if (cube.left[0, 0] == cube.down[1, 1] || cube.back[0, 0] == cube.down[1, 1] || (cube.down[0, 2] == cube.down[1, 1] && (cube.left[0, 0] != cube.left[1, 1] || cube.back[0, 0] != cube.back[1, 1])))
             {
                 cube.b(cube, 1);
                 cube.u(cube, 1);
                 cube.B(cube, 1);
             }
             else
             {
                 cube.B(cube, 1);
                 cube.U(cube, 1);
                 cube.b(cube, 1);
             }
         }
     }
     //中层
     while (!(cube.front[1, 2] == cube.front[1, 1] && cube.right[2, 1] == cube.right[1, 1] && cube.right[0, 1] == cube.right[1, 1] && cube.back[1, 0] == cube.back[1, 1] && cube.back[1, 2] == cube.back[1, 1] && cube.left[0, 1] == cube.left[1, 1] && cube.left[2, 1] == cube.left[1, 1] && cube.front[1, 0] == cube.front[1, 1]))
     {
         //在上层的情况
         if ((cube.up[0, 1] != cube.up[1, 1] && cube.back[2, 1] != cube.up[1, 1]) || (cube.up[1, 0] != cube.up[1, 1] && cube.left[1, 2] != cube.up[1, 1]) || (cube.up[2, 1] != cube.up[1, 1] && cube.front[0, 1] != cube.up[1, 1]) || (cube.up[1, 2] != cube.up[1, 1] && cube.right[1, 0] != cube.up[1, 1]))
         {
             if (cube.up[0, 1] != cube.up[1, 1] && cube.back[2, 1] == cube.back[1, 1])
             {
                 if (cube.up[0, 1] == cube.left[1, 1])
                 {
                     cube.U(cube, 1);
                     cube.L(cube, 1);
                     cube.u(cube, 1);
                     cube.l(cube, 1);
                     cube.u(cube, 1);
                     cube.b(cube, 1);
                     cube.U(cube, 1);
                     cube.B(cube, 1);
                 }
                 else
                 {
                     cube.u(cube, 1);
                     cube.r(cube, 1);
                     cube.U(cube, 1);
                     cube.R(cube, 1);
                     cube.U(cube, 1);
                     cube.B(cube, 1);
                     cube.u(cube, 1);
                     cube.b(cube, 1);
                 }
             }
             else if (cube.up[1, 0] != cube.up[1, 1] && cube.left[1, 2] == cube.left[1, 1])
             {
                 if (cube.up[1, 0] == cube.back[1, 1])
                 {
                     cube.u(cube, 1);
                     cube.b(cube, 1);
                     cube.U(cube, 1);
                     cube.B(cube, 1);
                     cube.U(cube, 1);
                     cube.L(cube, 1);
                     cube.u(cube, 1);
                     cube.l(cube, 1);
                 }
                 else
                 {
                     cube.U(cube, 1);
                     cube.F(cube, 1);
                     cube.u(cube, 1);
                     cube.f(cube, 1);
                     cube.u(cube, 1);
                     cube.l(cube, 1);
                     cube.U(cube, 1);
                     cube.L(cube, 1);
                 }
             }
             else if (cube.up[2, 1] != cube.up[1, 1] && cube.front[0, 1] == cube.front[1, 1])
             {
                 if (cube.up[2, 1] == cube.right[1, 1])
                 {
                     cube.U(cube, 1);
                     cube.R(cube, 1);
                     cube.u(cube, 1);
                     cube.r(cube, 1);
                     cube.u(cube, 1);
                     cube.f(cube, 1);
                     cube.U(cube, 1);
                     cube.F(cube, 1);
                 }
                 else
                 {
                     cube.u(cube, 1);
                     cube.l(cube, 1);
                     cube.U(cube, 1);
                     cube.L(cube, 1);
                     cube.U(cube, 1);
                     cube.F(cube, 1);
                     cube.u(cube, 1);
                     cube.f(cube, 1);
                 }
             }
             else if (cube.up[1, 2] != cube.up[1, 1] && cube.right[1, 0] == cube.right[1, 1])
             {
                 if (cube.up[1, 2] == cube.front[1, 1])
                 {
                     cube.u(cube, 1);
                     cube.f(cube, 1);
                     cube.U(cube, 1);
                     cube.F(cube, 1);
                     cube.U(cube, 1);
                     cube.R(cube, 1);
                     cube.u(cube, 1);
                     cube.r(cube, 1);
                 }
                 else
                 {
                     cube.U(cube, 1);
                     cube.B(cube, 1);
                     cube.u(cube, 1);
                     cube.b(cube, 1);
                     cube.u(cube, 1);
                     cube.r(cube, 1);
                     cube.U(cube, 1);
                     cube.R(cube, 1);
                 }
             }
             else
                 cube.U(cube, 1);
         }
         //在中层的情况
         else
         {
             if (cube.front[1, 2] != cube.front[1, 1])
             {
                 cube.R(cube, 1);
                 cube.u(cube, 1);
                 cube.r(cube, 1);
                 cube.u(cube, 1);
                 cube.f(cube, 1);
                 cube.U(cube, 1);
                 cube.F(cube, 1);
             }
             else if (cube.right[0, 1] != cube.right[1, 1])
             {
                 cube.B(cube, 1);
                 cube.u(cube, 1);
                 cube.b(cube, 1);
                 cube.u(cube, 1);
                 cube.r(cube, 1);
                 cube.U(cube, 1);
                 cube.R(cube, 1);
             }
             else if (cube.back[1, 0] != cube.back[1, 1])
             {
                 cube.L(cube, 1);
                 cube.u(cube, 1);
                 cube.l(cube, 1);
                 cube.u(cube, 1);
                 cube.b(cube, 1);
                 cube.U(cube, 1);
                 cube.B(cube, 1);
             }
             else
             {
                 cube.F(cube, 1);
                 cube.u(cube, 1);
                 cube.f(cube, 1);
                 cube.u(cube, 1);
                 cube.l(cube, 1);
                 cube.U(cube, 1);
                 cube.L(cube, 1);
             }
         }
     }
 }
Ejemplo n.º 7
0
        //2.删减重复的还原步骤
        public void cut(Cube cube)
        {
            int t = 1, k = 0, flag = 0;

            for (int i = 0; cube.sequence[i] != '\0'; i++)
            {
                if (cube.sequence[i] > 'Z')
                    flag--;
                else
                    flag++;

                if (cube.sequence[i] == cube.sequence[i + 1] + 32 || cube.sequence[i] == cube.sequence[i + 1] - 32 || cube.sequence[i] == cube.sequence[i + 1])
                {
                    if (cube.sequence[i] == cube.sequence[i + 1])
                        t++;
                    else
                        t--; 
                }
                else
                {
                    if (t == 0 || t == 4)
                    {
                        t = 1;
                        continue;
                    }
                    else if (t % 3 == 0)
                    {
                        if (cube.sequence[i] > 'Z')
                        {
                            str[k] = tran(cube.sequence[i]).Replace('逆', '顺') + (t - 2) * 90 + "度";
                            sign[k] = cube.sequence[i].ToString().ToUpper();
                        }
                        else
                        {
                            str[k] = tran(cube.sequence[i]).Replace('顺', '逆') + (t - 2) * 90 + "度";
                            sign[k] = cube.sequence[i].ToString().ToUpper() + "'";
                        }
                    }
                    else
                    {
                        str[k] = tran(cube.sequence[i]) + t * 90 + "度";
                        if (flag < 0)
                            if (t == 1)
                                sign[k] = cube.sequence[i].ToString().ToUpper() + "'";
                            else
                                sign[k] = cube.sequence[i].ToString().ToUpper() + t.ToString() + "'";

                        else
                            if (t == 1)
                                sign[k] = cube.sequence[i].ToString().ToUpper();
                            else
                                sign[k] = cube.sequence[i].ToString().ToUpper() + t.ToString();
                    }
                    t = 1;
                    k++;
                    flag = 0;
                }
            }
        }
Ejemplo n.º 8
0
        //魔方公式CFOP
        //Cross底面十字(以white为底)
        public void Cross(Cube cube)
        {
            //第一步做成顶部花心形
            while (!(cube.front[1, 1] == cube.front[2, 1] && cube.back[1, 1] == cube.back[0, 1] && cube.left[1, 1] == cube.left[1, 0] && cube.right[1, 1] == cube.right[1, 2] && cube.down[1, 0] == cube.down[1, 1] && cube.down[1, 2] == cube.down[1, 1] && cube.down[0, 1] == cube.down[1, 1] && cube.down[2, 1] == cube.down[1, 1])) 
            {
                //处理底块在第一层侧棱的四种情况
                while ((cube.front[0, 1] == cube.down[1, 1]) || cube.right[1, 0] == cube.down[1, 1] || (cube.back[2, 1] == cube.down[1, 1]) || (cube.left[1, 2] == cube.down[1, 1]))
                {
                    if (cube.front[0, 1] == cube.down[1, 1])
                    {
                        cube.F(cube, 1);
                        cube.exp1(cube);
                    }
                    else if (cube.right[1, 0] == cube.down[1, 1])
                    {
                        cube.R(cube, 1);
                        cube.exp1(cube);
                    }
                    else if (cube.back[2, 1] == cube.down[1, 1])
                    {
                        cube.B(cube, 1);
                        cube.exp1(cube);
                    }
                    else
                    {
                        cube.L(cube, 1);
                        cube.exp1(cube);
                    }
                }
                //处理底块在第二层侧棱的八种情况
                cube.exp1(cube);

                //处理底块在第三层侧棱的四种情况
                while ((cube.front[2, 1] == cube.down[1, 1]) || (cube.right[1, 2] == cube.down[1, 1]) || (cube.back[0, 1] == cube.down[1, 1]) || (cube.left[1, 0] == cube.down[1, 1]))
                {
                    if (cube.front[2, 1] == cube.down[1, 1])
                    {
                        while (cube.up[2, 1] == cube.down[1, 1])
                            cube.U(cube, 1);
                        cube.F(cube, 1);
                        cube.exp1(cube);
                    }
                    else if (cube.right[1, 2] == cube.down[1, 1])
                    {
                        while (cube.up[1, 2] == cube.down[1, 1])
                            cube.U(cube, 1);
                        cube.R(cube, 1);
                        cube.exp1(cube);
                    }
                    else if (cube.back[0, 1] == cube.down[1, 1])
                    {
                        while (cube.up[0, 1] == cube.down[1, 1])
                            cube.U(cube, 1);
                        cube.B(cube, 1);
                        cube.exp1(cube);
                    }
                    else
                    {
                        while (cube.up[1, 0] == cube.down[1, 1])
                            cube.U(cube, 1);
                        cube.L(cube, 1);
                        cube.exp1(cube);
                    }
                }
                //处理底块在第三层底部但位置不对的四种情况
                while ((cube.down[2, 1] == cube.down[1, 1] && cube.front[2, 1] != cube.front[1, 1]) || (cube.down[1, 2] == cube.down[1, 1] && cube.left[1, 0] != cube.left[1, 1]) || (cube.down[0, 1] == cube.down[1, 1] && cube.back[0, 1] != cube.back[1, 1]) || (cube.down[1, 0] == cube.down[1, 1] && cube.right[1, 2] != cube.right[1, 1]))
                {
                    if (cube.down[2, 1] == cube.down[1, 1] && cube.front[2, 1] != cube.front[1, 1])
                    {
                        while (cube.up[2, 1] == cube.down[1, 1])
                            cube.U(cube, 1);
                        cube.F(cube, 1);
                        cube.exp1(cube);
                    }
                    if (cube.down[1, 2] == cube.down[1, 1] && cube.left[1, 0] != cube.left[1, 1])
                    {
                        while (cube.up[1, 0] == cube.down[1, 1])
                            cube.U(cube, 1);
                        cube.L(cube, 1);
                        cube.exp1(cube);
                    }
                    if (cube.down[0, 1] == cube.down[1, 1] && cube.back[0, 1] != cube.back[1, 1])
                    {
                        while (cube.up[0, 1] == cube.down[1, 1])
                            cube.U(cube, 1);
                        cube.B(cube, 1);
                        cube.exp1(cube);
                    }
                    if (cube.down[1, 0] == cube.down[1, 1] && cube.right[1, 2] != cube.right[1, 1])
                    {
                        while (cube.up[1, 2] == cube.down[1, 1])
                            cube.U(cube, 1);
                        cube.R(cube, 1);
                        cube.exp1(cube);
                    }
                }
                //处理中心棱块和十字花的位置
                while (true)
                {
                    if (cube.front[0, 1] == cube.front[1, 1] && cube.up[2, 1] == cube.down[1, 1])
                        cube.F(cube, 2);
                    else if (cube.left[1, 2] == cube.left[1, 1] && cube.up[1, 0] == cube.down[1, 1])
                        cube.L(cube, 2);
                    else if (cube.right[1, 0] == cube.right[1, 1] && cube.up[1, 2] == cube.down[1, 1])
                        cube.R(cube, 2);
                    else if (cube.back[2, 1] == cube.back[1, 1] && cube.up[0, 1] == cube.down[1, 1])
                        cube.B(cube, 2);
                    else if (((cube.front[1, 1] == cube.front[2, 1]) && (cube.back[1, 1] == cube.back[0, 1]) && (cube.left[1, 1] == cube.left[1, 0]) && (cube.right[1, 1] == cube.right[1, 2])) && (cube.down[0, 1] == cube.down[1, 1]) && (cube.down[1, 0] == cube.down[1, 1]) && (cube.down[1, 2] == cube.down[1, 1]) && (cube.down[2, 1] == cube.down[1, 1]))
                        break;
                    else
                        cube.U(cube, 1);
                }
            }
        }
Ejemplo n.º 9
0
 //常用公式整理的函数
 //1.处理底块在第二层侧棱的八种情况
 private void exp1(Cube cube)
 {
     while ((cube.front[1, 0] == cube.down[1, 1]) || (cube.front[1, 2] == cube.down[1, 1]) || (cube.right[0, 1] == cube.down[1, 1]) || (cube.right[2, 1] == cube.down[1, 1]) || (cube.back[1, 0] == cube.down[1, 1]) || (cube.back[1, 2] == cube.down[1, 1]) || (cube.left[0, 1] == cube.down[1, 1]) || (cube.left[2, 1] == cube.down[1, 1]))
     {
         if (cube.front[1, 0] == cube.down[1, 1])
         {
             while (cube.up[1, 0] == cube.down[1, 1])
                 cube.U(cube, 1);
             cube.l(cube, 1);
         }
         else if (cube.front[1, 2] == cube.down[1, 1])
         {
             while (cube.up[1, 2] == cube.down[1, 1])
                 cube.U(cube, 1);
             cube.R(cube, 1);
         }
         else if (cube.right[2, 1] == cube.down[1, 1])
         {
             while (cube.up[2, 1] == cube.down[1, 1])
                 cube.U(cube, 1);
             cube.f(cube, 1);
         }
         else if (cube.right[0, 1] == cube.down[1, 1])
         {
             while (cube.up[0, 1] == cube.down[1, 1])
                 cube.U(cube, 1);
             cube.B(cube, 1);
         }
         else if (cube.back[1, 0] == cube.down[1, 1])
         {
             while (cube.up[1, 0] == cube.down[1, 1])
                 cube.U(cube, 1);
             cube.L(cube, 1);
         }
         else if (cube.back[1, 2] == cube.down[1, 1])
         {
             while (cube.up[1, 2] == cube.down[1, 1])
                 cube.U(cube, 1);
             cube.r(cube, 1);
         }
         else if (cube.left[0, 1] == cube.down[1, 1])
         {
             while (cube.up[0, 1] == cube.down[1, 1])
                 cube.U(cube, 1);
             cube.b(cube, 1);
         }
         else
         {
             while (cube.up[2, 1] == cube.down[1, 1])
                 cube.U(cube, 1);
             cube.F(cube, 1);
         }
     }
 }
Ejemplo n.º 10
0
        //下面一层逆时针转动
        public void d(Cube cube, int n)
        {
            char t1, t2, t3;
            for (int i = 0; i < n; i++)
            {
                t1 = cube.front[2, 0];
                t2 = cube.front[2, 1];
                t3 = cube.front[2, 2];
                cube.front[2, 0] = cube.right[2, 2];
                cube.front[2, 1] = cube.right[1, 2];
                cube.front[2, 2] = cube.right[0, 2];
                cube.right[2, 2] = cube.back[0, 2];
                cube.right[1, 2] = cube.back[0, 1];
                cube.right[0, 2] = cube.back[0, 0];
                cube.back[0, 0] = cube.left[2, 0];
                cube.back[0, 1] = cube.left[1, 0];
                cube.back[0, 2] = cube.left[0, 0];
                cube.left[0, 0] = t1;
                cube.left[1, 0] = t2;
                cube.left[2, 0] = t3;
                rotate(cube.down);

                sequence[count] = 'd';
                count++;
            }
        }
Ejemplo n.º 11
0
        //左面一层逆时针转动
        public void l(Cube cube, int n)
        {
            char t1, t2, t3;
            for (int i = 0; i < n; i++)
            {
                t1 = cube.up[0, 0];
                t2 = cube.up[1, 0];
                t3 = cube.up[2, 0];
                cube.up[0, 0] = cube.front[0, 0];
                cube.up[1, 0] = cube.front[1, 0];
                cube.up[2, 0] = cube.front[2, 0];
                cube.front[0, 0] = cube.down[2, 2];
                cube.front[1, 0] = cube.down[1, 2];
                cube.front[2, 0] = cube.down[0, 2];
                cube.down[2, 2] = cube.back[0, 0];
                cube.down[1, 2] = cube.back[1, 0];
                cube.down[0, 2] = cube.back[2, 0];
                cube.back[0, 0] = t1;
                cube.back[1, 0] = t2;
                cube.back[2, 0] = t3;
                rotate(cube.left);

                sequence[count] = 'l';
                count++;
            }
        }
Ejemplo n.º 12
0
        //后面一层逆时针转动
        public void b(Cube cube, int n)
        {
            char t1, t2, t3;
            for (int i = 0; i < n; i++)
            {
                t1 = cube.up[0, 0];
                t2 = cube.up[0, 1];
                t3 = cube.up[0, 2];
                cube.up[0, 0] = cube.left[0, 0];
                cube.up[0, 1] = cube.left[0, 1];
                cube.up[0, 2] = cube.left[0, 2];
                cube.left[0, 0] = cube.down[0, 0];
                cube.left[0, 1] = cube.down[0, 1];
                cube.left[0, 2] = cube.down[0, 2];
                cube.down[0, 0] = cube.right[0, 0];
                cube.down[0, 1] = cube.right[0, 1];
                cube.down[0, 2] = cube.right[0, 2];
                cube.right[0, 0] = t1;
                cube.right[0, 1] = t2;
                cube.right[0, 2] = t3;
                rotate(cube.back);

                sequence[count] = 'b';
                count++;
            }
        }
Ejemplo n.º 13
0
 //PLL顶层排列调整(21种情况)
 public void PLL(Cube cube)
 {
     int flag = 0;
     while (!(cube.front[0, 0] == cube.front[1, 1] && cube.front[0, 1] == cube.front[1, 1] && cube.front[0, 2] == cube.front[1, 1] && cube.right[0, 0] == cube.right[1, 1] && cube.right[1, 0] == cube.right[1, 1] && cube.right[2, 0] == cube.right[1, 1] && cube.back[2, 0] == cube.back[1, 1] && cube.back[2, 1] == cube.back[1, 1] && cube.back[2, 2] == cube.back[1, 1] && cube.left[0, 2] == cube.left[1, 1] && cube.left[1, 2] == cube.left[1, 1] && cube.left[2, 2] == cube.left[1, 1]))
     {
         //PLL1
         if (cube.back[2, 0] == cube.back[1, 1] && cube.back[2, 1] == cube.back[1, 1] && cube.back[2, 2] == cube.back[1, 1] && cube.right[0, 0] == cube.right[1, 1] && cube.right[1, 0] == cube.left[1, 1] && cube.right[2, 0] == cube.right[1, 1] && cube.front[0, 0] == cube.front[1, 1] && cube.front[0, 1] == cube.right[1, 1] && cube.front[0, 2] == cube.front[1, 1] && cube.left[0, 2] == cube.left[1, 1] && cube.left[1, 2] == cube.front[1, 1] && cube.left[2, 2] == cube.left[1, 1])
         {
             cube.R(cube, 1);
             cube.u(cube, 1);
             cube.R(cube, 1);
             cube.U(cube, 1);
             cube.R(cube, 1);
             cube.U(cube, 1);
             cube.R(cube, 1);
             cube.u(cube, 1);
             cube.r(cube, 1);
             cube.u(cube, 1);
             cube.R(cube, 2);
         }
         //PLL2
         else if (cube.back[2, 0] == cube.back[1, 1] && cube.back[2, 1] == cube.back[1, 1] && cube.back[2, 2] == cube.back[1, 1] && cube.right[0, 0] == cube.right[1, 1] && cube.right[1, 0] == cube.front[1, 1] && cube.right[2, 0] == cube.right[1, 1] && cube.front[0, 0] == cube.front[1, 1] && cube.front[0, 1] == cube.left[1, 1] && cube.front[0, 2] == cube.front[1, 1] && cube.left[0, 2] == cube.left[1, 1] && cube.left[1, 2] == cube.right[1, 1] && cube.left[2, 2] == cube.left[1, 1])
         {
             cube.R(cube, 2);
             cube.U(cube, 1);
             cube.R(cube, 1);
             cube.U(cube, 1);
             cube.r(cube, 1);
             cube.u(cube, 1);
             cube.r(cube, 1);
             cube.u(cube, 1);
             cube.r(cube, 1);
             cube.U(cube, 1);
             cube.r(cube, 1);
         }
         //PLL3
         else if (cube.back[2, 0] == cube.back[1, 1] && cube.back[2, 2] == cube.back[1, 1] && cube.right[0, 0] == cube.right[1, 1] && cube.right[2, 0] == cube.right[1, 1] && cube.front[0, 0] == cube.front[1, 1] && cube.front[0, 2] == cube.front[1, 1] && cube.left[0, 2] == cube.left[1, 1] && cube.left[2, 2] == cube.left[1, 1] && cube.right[1, 0] == cube.left[1, 1] && cube.front[0, 1] == cube.back[1, 1] && cube.left[1, 2] == cube.right[1, 1] && cube.back[2, 1] == cube.front[1, 1])
         {
             cube.R(cube, 2);
             cube.L(cube, 2);
             cube.D(cube, 1);
             cube.R(cube, 2);
             cube.L(cube, 2);
             cube.D(cube, 2);
             cube.R(cube, 2);
             cube.L(cube, 2);
             cube.D(cube, 1);
             cube.R(cube, 2);
             cube.L(cube, 2);
         }
         //PLL4
         else if (cube.back[2, 0] == cube.back[1, 1] && cube.back[2, 2] == cube.back[1, 1] && cube.right[0, 0] == cube.right[1, 1] && cube.right[2, 0] == cube.right[1, 1] && cube.front[0, 0] == cube.front[1, 1] && cube.front[0, 2] == cube.front[1, 1] && cube.left[0, 2] == cube.left[1, 1] && cube.left[2, 2] == cube.left[1, 1] && cube.right[1, 0] == cube.front[1, 1] && cube.front[0, 1] == cube.right[1, 1] && cube.left[1, 2] == cube.back[1, 1] && cube.back[2, 1] == cube.left[1, 1])
         {
             cube.U(cube, 1);
             cube.r(cube, 1);
             cube.u(cube, 1);
             cube.R(cube, 1);
             cube.u(cube, 1);
             cube.R(cube, 1);
             cube.U(cube, 1);
             cube.R(cube, 1);
             cube.u(cube, 1);
             cube.R(cube, 1);
             cube.U(cube, 1);
             cube.R(cube, 1);
             cube.U(cube, 1);
             cube.R(cube, 2);
             cube.u(cube, 1);
             cube.r(cube, 1);
             cube.U(cube, 1);
         }
         //PLL5
         else if (cube.back[2, 0] == cube.back[1, 1] && cube.back[2, 1] == cube.back[1, 1] && cube.back[2, 2] == cube.right[1, 1] && cube.right[0, 0] == cube.front[1, 1] && cube.right[1, 0] == cube.right[1, 1] && cube.right[2, 0] == cube.front[1, 1] && cube.front[0, 0] == cube.back[1, 1] && cube.front[0, 1] == cube.front[1, 1] && cube.front[0, 2] == cube.left[1, 1] && cube.left[0, 2] == cube.left[1, 1] && cube.left[1, 2] == cube.left[1, 1] && cube.left[2, 2] == cube.right[1, 1])
         {
             cube.R(cube, 2);
             cube.F(cube, 2);
             cube.r(cube, 1);
             cube.b(cube, 1);
             cube.R(cube, 1);
             cube.F(cube, 2);
             cube.r(cube, 1);
             cube.B(cube, 1);
             cube.r(cube, 1);
         }
         //PLL6
         else if (cube.back[2, 0] == cube.back[1, 1] && cube.back[2, 1] == cube.back[1, 1] && cube.back[2, 2] == cube.front[1, 1] && cube.right[0, 0] == cube.left[1, 1] && cube.right[1, 0] == cube.right[1, 1] && cube.right[2, 0] == cube.back[1, 1] && cube.front[0, 0] == cube.right[1, 1] && cube.front[0, 1] == cube.front[1, 1] && cube.front[0, 2] == cube.right[1, 1] && cube.left[0, 2] == cube.left[1, 1] && cube.left[1, 2] == cube.left[1, 1] && cube.left[2, 2] == cube.front[1, 1])
         {
             cube.R(cube, 1);
             cube.b(cube, 1);
             cube.R(cube, 1);
             cube.F(cube, 2);
             cube.r(cube, 1);
             cube.B(cube, 1);
             cube.R(cube, 1);
             cube.F(cube, 2);
             cube.R(cube, 2);
         }
         //PLL7
         else if (cube.back[2, 0] == cube.left[1, 1] && cube.back[2, 1] == cube.back[1, 1] && cube.back[2, 2] == cube.right[1, 1] && cube.right[0, 0] == cube.front[1, 1] && cube.right[1, 0] == cube.right[1, 1] && cube.right[2, 0] == cube.back[1, 1] && cube.front[0, 0] == cube.left[1, 1] && cube.front[0, 1] == cube.front[1, 1] && cube.front[0, 2] == cube.right[1, 1] && cube.left[0, 2] == cube.front[1, 1] && cube.left[1, 2] == cube.left[1, 1] && cube.left[2, 2] == cube.back[1, 1])
         {
             cube.R(cube, 1);
             cube.b(cube, 1);
             cube.r(cube, 1);
             cube.F(cube, 1);
             cube.R(cube, 1);
             cube.B(cube, 1);
             cube.r(cube, 1);
             cube.F(cube, 2);
             cube.l(cube, 1);
             cube.B(cube, 1);
             cube.L(cube, 1);
             cube.F(cube, 1);
             cube.l(cube, 1);
             cube.b(cube, 1);
             cube.L(cube, 1);
         }
         //PLL8
         else if (cube.back[2, 0] == cube.back[1, 1] && cube.back[2, 1] == cube.back[1, 1] && cube.back[2, 2] == cube.right[1, 1] && cube.right[0, 0] == cube.front[1, 1] && cube.right[1, 0] == cube.left[1, 1] && cube.right[2, 0] == cube.back[1, 1] && cube.front[0, 0] == cube.front[1, 1] && cube.front[0, 1] == cube.front[1, 1] && cube.front[0, 2] == cube.right[1, 1] && cube.left[0, 2] == cube.left[1, 1] && cube.left[1, 2] == cube.right[1, 1] && cube.left[2, 2] == cube.left[1, 1])
         {
             cube.R(cube, 1);
             cube.U(cube, 1);
             cube.r(cube, 1);
             cube.u(cube, 1);
             cube.r(cube, 1);
             cube.F(cube, 1);
             cube.R(cube, 2);
             cube.u(cube, 1);
             cube.r(cube, 1);
             cube.u(cube, 1);
             cube.R(cube, 1);
             cube.U(cube, 1);
             cube.r(cube, 1);
             cube.f(cube, 1);
         }
         //PLL9
         else if (cube.back[2, 0] == cube.back[1, 1] && cube.back[2, 1] == cube.front[1, 1] && cube.back[2, 2] == cube.right[1, 1] && cube.right[0, 0] == cube.front[1, 1] && cube.right[1, 0] == cube.right[1, 1] && cube.right[2, 0] == cube.back[1, 1] && cube.front[0, 0] == cube.front[1, 1] && cube.front[0, 1] == cube.back[1, 1] && cube.front[0, 2] == cube.right[1, 1] && cube.left[0, 2] == cube.left[1, 1] && cube.left[1, 2] == cube.left[1, 1] && cube.left[2, 2] == cube.left[1, 1])
         {
             cube.u(cube, 1);
             cube.r(cube, 1);
             cube.U(cube, 1);
             cube.R(cube, 1);
             cube.u(cube, 1);
             cube.R(cube, 2);
             cube.f(cube, 1);
             cube.u(cube, 1);
             cube.F(cube, 1);
             cube.U(cube, 1);
             cube.R(cube, 1);
             cube.F(cube, 1);
             cube.r(cube, 1);
             cube.f(cube, 1);
             cube.R(cube, 2);
         }
         //PLL10
         else if (cube.back[2, 0] == cube.front[1, 1] && cube.back[2, 1] == cube.right[1, 1] && cube.back[2, 2] == cube.back[1, 1] && cube.right[0, 0] == cube.right[1, 1] && cube.right[1, 0] == cube.back[1, 1] && cube.right[2, 0] == cube.left[1, 1] && cube.front[0, 0] == cube.front[1, 1] && cube.front[0, 1] == cube.front[1, 1] && cube.front[0, 2] == cube.back[1, 1] && cube.left[0, 2] == cube.right[1, 1] && cube.left[1, 2] == cube.left[1, 1] && cube.left[2, 2] == cube.left[1, 1])
         {
             cube.r(cube, 1);
             cube.U(cube, 1);
             cube.r(cube, 1);
             cube.u(cube, 1);
             cube.b(cube, 1);
             cube.D(cube, 1);
             cube.b(cube, 1);
             cube.d(cube, 1);
             cube.B(cube, 2);
             cube.r(cube, 1);
             cube.b(cube, 1);
             cube.R(cube, 1);
             cube.B(cube, 1);
             cube.R(cube, 1);
         }
         //PLL11
         else if (cube.back[2, 0] == cube.front[1, 1] && cube.back[2, 1] == cube.left[1, 1] && cube.back[2, 2] == cube.back[1, 1] && cube.right[0, 0] == cube.right[1, 1] && cube.right[1, 0] == cube.right[1, 1] && cube.right[2, 0] == cube.left[1, 1] && cube.front[0, 0] == cube.front[1, 1] && cube.front[0, 1] == cube.front[1, 1] && cube.front[0, 2] == cube.back[1, 1] && cube.left[0, 2] == cube.right[1, 1] && cube.left[1, 2] == cube.back[1, 1] && cube.left[2, 2] == cube.left[1, 1])
         {
             cube.F(cube, 1);
             cube.R(cube, 1);
             cube.u(cube, 1);
             cube.r(cube, 1);
             cube.u(cube, 1);
             cube.R(cube, 1);
             cube.U(cube, 1);
             cube.r(cube, 1);
             cube.f(cube, 1);
             cube.R(cube, 1);
             cube.U(cube, 1);
             cube.r(cube, 1);
             cube.u(cube, 1);
             cube.r(cube, 1);
             cube.F(cube, 1);
             cube.R(cube, 1);
             cube.f(cube, 1);
         }
         //PLL12
         else if (cube.back[2, 0] == cube.back[1, 1] && cube.back[2, 1] == cube.back[1, 1] && cube.back[2, 2] == cube.back[1, 1] && cube.right[0, 0] == cube.right[1, 1] && cube.right[1, 0] == cube.front[1, 1] && cube.right[2, 0] == cube.front[1, 1] && cube.front[0, 0] == cube.right[1, 1] && cube.front[0, 1] == cube.right[1, 1] && cube.front[0, 2] == cube.left[1, 1] && cube.left[0, 2] == cube.left[1, 1] && cube.left[1, 2] == cube.left[1, 1] && cube.left[2, 2] == cube.front[1, 1])
         {
             cube.l(cube, 1);
             cube.U(cube, 1);
             cube.r(cube, 1);
             cube.U(cube, 2);
             cube.L(cube, 1);
             cube.u(cube, 1);
             cube.l(cube, 1);
             cube.U(cube, 2);
             cube.L(cube, 1);
             cube.R(cube, 1);
             cube.u(cube, 1);
         }
         //PLL13
         else if (cube.back[2, 0] == cube.back[1, 1] && cube.back[2, 1] == cube.back[1, 1] && cube.back[2, 2] == cube.right[1, 1] && cube.right[0, 0] == cube.front[1, 1] && cube.right[1, 0] == cube.front[1, 1] && cube.right[2, 0] == cube.back[1, 1] && cube.front[0, 0] == cube.front[1, 1] && cube.front[0, 1] == cube.right[1, 1] && cube.front[0, 2] == cube.right[1, 1] && cube.left[0, 2] == cube.left[1, 1] && cube.left[1, 2] == cube.left[1, 1] && cube.left[2, 2] == cube.left[1, 1])
         {
             cube.R(cube, 1);
             cube.U(cube, 1);
             cube.r(cube, 1);
             cube.f(cube, 1);
             cube.R(cube, 1);
             cube.U(cube, 1);
             cube.r(cube, 1);
             cube.u(cube, 1);
             cube.r(cube, 1);
             cube.F(cube, 1);
             cube.R(cube, 2);
             cube.u(cube, 1);
             cube.r(cube, 1);
             cube.u(cube, 1);
         }
         //PLL14
         else if (cube.back[2, 0] == cube.right[1, 1] && cube.back[2, 1] == cube.back[1, 1] && cube.back[2, 2] == cube.left[1, 1] && cube.right[0, 0] == cube.back[1, 1] && cube.right[1, 0] == cube.front[1, 1] && cube.right[2, 0] == cube.right[1, 1] && cube.front[0, 0] == cube.front[1, 1] && cube.front[0, 1] == cube.right[1, 1] && cube.front[0, 2] == cube.front[1, 1] && cube.left[0, 2] == cube.back[1, 1] && cube.left[1, 2] == cube.left[1, 1] && cube.left[2, 2] == cube.left[1, 1])
         {
             cube.r(cube, 1);
             cube.U(cube, 2);
             cube.R(cube, 1);
             cube.U(cube, 2);
             cube.r(cube, 1);
             cube.F(cube, 1);
             cube.R(cube, 1);
             cube.U(cube, 1);
             cube.r(cube, 1);
             cube.u(cube, 1);
             cube.r(cube, 1);
             cube.f(cube, 1);
             cube.R(cube, 2);
             cube.u(cube, 1);
         }
         //PLL15
         else if (cube.back[2, 0] == cube.back[1, 1] && cube.back[2, 1] == cube.right[1, 1] && cube.back[2, 2] == cube.back[1, 1] && cube.right[0, 0] == cube.right[1, 1] && cube.right[1, 0] == cube.back[1, 1] && cube.right[2, 0] == cube.front[1, 1] && cube.front[0, 0] == cube.right[1, 1] && cube.front[0, 1] == cube.front[1, 1] && cube.front[0, 2] == cube.left[1, 1] && cube.left[0, 2] == cube.left[1, 1] && cube.left[1, 2] == cube.left[1, 1] && cube.left[2, 2] == cube.front[1, 1])
         {
             cube.R(cube, 1);
             cube.U(cube, 2);
             cube.r(cube, 1);
             cube.U(cube, 2);
             cube.R(cube, 1);
             cube.b(cube, 1);
             cube.r(cube, 1);
             cube.u(cube, 1);
             cube.R(cube, 1);
             cube.U(cube, 1);
             cube.R(cube, 1);
             cube.B(cube, 1);
             cube.R(cube, 2);
             cube.U(cube, 1);
         }
         //PLL16
         else if (cube.back[2, 0] == cube.left[1, 1] && cube.back[2, 1] == cube.back[1, 1] && cube.back[2, 2] == cube.back[1, 1] && cube.right[0, 0] == cube.right[1, 1] && cube.right[1, 0] == cube.front[1, 1] && cube.right[2, 0] == cube.left[1, 1] && cube.front[0, 0] == cube.right[1, 1] && cube.front[0, 1] == cube.left[1, 1] && cube.front[0, 2] == cube.back[1, 1] && cube.left[0, 2] == cube.front[1, 1] && cube.left[1, 2] == cube.right[1, 1] && cube.left[2, 2] == cube.front[1, 1])
         {
             cube.R(cube, 2);
             cube.d(cube, 1);
             cube.F(cube, 1);
             cube.u(cube, 1);
             cube.F(cube, 1);
             cube.U(cube, 1);
             cube.f(cube, 1);
             cube.D(cube, 1);
             cube.R(cube, 2);
             cube.B(cube, 1);
             cube.u(cube, 1);
             cube.b(cube, 1);
         }
         //PLL17
         else if (cube.back[2, 0] == cube.right[1, 1] && cube.back[2, 1] == cube.left[1, 1] && cube.back[2, 2] == cube.front[1, 1] && cube.right[0, 0] == cube.left[1, 1] && cube.right[1, 0] == cube.right[1, 1] && cube.right[2, 0] == cube.right[1, 1] && cube.front[0, 0] == cube.left[1, 1] && cube.front[0, 1] == cube.back[1, 1] && cube.front[0, 2] == cube.front[1, 1] && cube.left[0, 2] == cube.back[1, 1] && cube.left[1, 2] == cube.front[1, 1] && cube.left[2, 2] == cube.back[1, 1])
         {
             cube.R(cube, 1);
             cube.U(cube, 1);
             cube.r(cube, 1);
             cube.F(cube, 2);
             cube.d(cube, 1);
             cube.L(cube, 1);
             cube.u(cube, 1);
             cube.l(cube, 1);
             cube.U(cube, 1);
             cube.l(cube, 1);
             cube.D(cube, 1);
             cube.F(cube, 2);
         }
         //PLL18
         else if (cube.back[2, 0] == cube.right[1, 1] && cube.back[2, 1] == cube.left[1, 1] && cube.back[2, 2] == cube.front[1, 1] && cube.right[0, 0] == cube.left[1, 1] && cube.right[1, 0] == cube.back[1, 1] && cube.right[2, 0] == cube.right[1, 1] && cube.front[0, 0] == cube.left[1, 1] && cube.front[0, 1] == cube.front[1, 1] && cube.front[0, 2] == cube.front[1, 1] && cube.left[0, 2] == cube.back[1, 1] && cube.left[1, 2] == cube.right[1, 1] && cube.left[2, 2] == cube.back[1, 1])
         {
             cube.R(cube, 2);
             cube.D(cube, 1);
             cube.b(cube, 1);
             cube.U(cube, 1);
             cube.b(cube, 1);
             cube.u(cube, 1);
             cube.B(cube, 1);
             cube.d(cube, 1);
             cube.R(cube, 2);
             cube.f(cube, 1);
             cube.U(cube, 1);
             cube.F(cube, 1);
         }
         //PLL19
         else if (cube.back[2, 0] == cube.right[1, 1] && cube.back[2, 1] == cube.front[1, 1] && cube.back[2, 2] == cube.back[1, 1] && cube.right[0, 0] == cube.right[1, 1] && cube.right[1, 0] == cube.right[1, 1] && cube.right[2, 0] == cube.left[1, 1] && cube.front[0, 0] == cube.right[1, 1] && cube.front[0, 1] == cube.left[1, 1] && cube.front[0, 2] == cube.back[1, 1] && cube.left[0, 2] == cube.front[1, 1] && cube.left[1, 2] == cube.back[1, 1] && cube.left[2, 2] == cube.front[1, 1])
         {
             cube.r(cube, 1);
             cube.u(cube, 1);
             cube.R(cube, 1);
             cube.B(cube, 2);
             cube.D(cube, 1);
             cube.l(cube, 1);
             cube.u(cube, 1);
             cube.L(cube, 1);
             cube.u(cube, 1);
             cube.L(cube, 1);
             cube.d(cube, 1);
             cube.B(cube, 2);
         }
         //PLL20
         else if (cube.back[2, 0] == cube.front[1, 1] && cube.back[2, 1] == cube.front[1, 1] && cube.back[2, 2] == cube.back[1, 1] && cube.right[0, 0] == cube.right[1, 1] && cube.right[1, 0] == cube.right[1, 1] && cube.right[2, 0] == cube.left[1, 1] && cube.front[0, 0] == cube.front[1, 1] && cube.front[0, 1] == cube.back[1, 1] && cube.front[0, 2] == cube.back[1, 1] && cube.left[0, 2] == cube.right[1, 1] && cube.left[1, 2] == cube.left[1, 1] && cube.left[2, 2] == cube.left[1, 1])
         {
             cube.u(cube, 1);
             cube.L(cube, 1);
             cube.u(cube, 1);
             cube.R(cube, 1);
             cube.U(cube, 2);
             cube.l(cube, 1);
             cube.U(cube, 1);
             cube.r(cube, 1);
             cube.L(cube, 1);
             cube.u(cube, 1);
             cube.R(cube, 1);
             cube.U(cube, 2);
             cube.l(cube, 1);
             cube.U(cube, 1);
             cube.r(cube, 1);
         }
         //PLL21
         else if (cube.back[2, 0] == cube.back[1, 1] && cube.back[2, 1] == cube.front[1, 1] && cube.back[2, 2] == cube.front[1, 1] && cube.right[0, 0] == cube.left[1, 1] && cube.right[1, 0] == cube.right[1, 1] && cube.right[2, 0] == cube.right[1, 1] && cube.front[0, 0] == cube.back[1, 1] && cube.front[0, 1] == cube.back[1, 1] && cube.front[0, 2] == cube.front[1, 1] && cube.left[0, 2] == cube.left[1, 1] && cube.left[1, 2] == cube.left[1, 1] && cube.left[2, 2] == cube.right[1, 1])
         {
             cube.l(cube, 1);
             cube.U(cube, 1);
             cube.r(cube, 1);
             cube.U(cube, 2);
             cube.L(cube, 1);
             cube.u(cube, 1);
             cube.l(cube, 1);
             cube.R(cube, 1);
             cube.U(cube, 1);
             cube.r(cube, 1);
             cube.U(cube, 2);
             cube.L(cube, 1);
             cube.u(cube, 1);
             cube.R(cube, 1);
             cube.u(cube, 1);
         }
         else
         {
             if (flag < 4)
             {
                 cube.U(cube, 1);
                 flag++;
             }
             else
             {
                 count -= 4;
                 cube.Y(cube, 1);
                 flag = 0;
             }
         }
     }
 }