Esempio n. 1
0
 public Cube()
 {
     meshTransforms = new Matrix[26];
     OriginalCubeDraw();
     ScramblingVectors = new List<Vector3>();
     model = null;
     cubeConfig = new CubeConfig();
 }
Esempio n. 2
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 public Cube()
 {
     meshTransforms = new Matrix[26];
     OriginalCubeDraw();
     ScramblingVectors = new List <Vector3>();
     model             = null;
     cubeConfig        = new CubeConfig();
 }
Esempio n. 3
0
 public bool AreSame(CubeConfig first, CubeConfig second)
 {
     for (int i = 0; i < 6; i++)
     {
         string[,] firstState = first.GetCubeState()[i];
         string[,] secondState = second.GetCubeState()[i];
         for (int x = 0; x < 3; x++)
         {
             for (int y = 0; y < 3; y++)
             {
                 if (firstState[x, y] != secondState[x, y])
                     return false;
             }
         }
     }
     return true;
 }
Esempio n. 4
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 public bool AreSame(CubeConfig first, CubeConfig second)
 {
     for (int i = 0; i < 6; i++)
     {
         string[,] firstState  = first.GetCubeState()[i];
         string[,] secondState = second.GetCubeState()[i];
         for (int x = 0; x < 3; x++)
         {
             for (int y = 0; y < 3; y++)
             {
                 if (firstState[x, y] != secondState[x, y])
                 {
                     return(false);
                 }
             }
         }
     }
     return(true);
 }
Esempio n. 5
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        public int GetCubeValue(CubeConfig cubeState)
        {
            var state = cubeState.GetCubeState();
            int value = 0;

            for (int i = 0; i < state.Count; i++)
            {
                string[,] currentFace = state[i];
                string[,] targetFace  = targetState[i];
                for (int x = 0; x < 3; x++)
                {
                    for (int y = 0; y < 3; y++)
                    {
                        if (currentFace[x, y] != targetFace[x, y])
                        {
                            value++;
                        }
                    }
                }
            }
            return(value);
        }
Esempio n. 6
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        public void RunTree()
        {
            //declerations
            string            lastMove         = "";
            List <string[, ]> currentBaseState = new List <string[, ]>();

            if (StatesToCheck.Count != 0)
            {
                currentBaseState = StatesToCheck[0].Item2.Value.GetCubeState();
            }

            //shuffle move list
            Shuffle(AllMoves);

            //start tree
            foreach (string move in AllMoves)
            {
                userState = CubeState.GetCubeState();
                bool       shouldAddToList = true;
                CubeConfig tempState       = new CubeConfig();

                //assign tempState the current base state than rotate it
                if (isFirstTime)
                {
                    currentBaseState = userState;
                    tempState.SetStates(currentBaseState);
                }
                else if (FirstCheckRun.Count == 0)
                {
                    currentBaseState = StatesToCheck[0].Item2.Value.GetCubeState();
                    tempState.SetStates(currentBaseState);
                }
                else
                {
                    currentBaseState = FirstCheckRun[0].Item2.Value.GetCubeState();
                    tempState.SetStates(currentBaseState);
                }
                tempState.Rotate(move);

                //check for same states
                foreach (var state in StatesChecked)
                {
                    if (AreSame(state.Value, tempState))
                    {
                        shouldAddToList = false;
                        break;
                    }
                }
                foreach (var state in StatesToCheck)
                {
                    if (AreSame(state.Item2.Value, tempState))
                    {
                        shouldAddToList = false;
                        break;
                    }
                }

                //add to StatesToCheck list
                if (shouldAddToList)
                {
                    string prvMoves = "";
                    if (!isFirstTime)
                    {
                        if (FirstCheckRun.Count == 0)
                        {
                            prvMoves = StatesToCheck[0].Item1;
                        }
                        else
                        {
                            prvMoves = FirstCheckRun[0].Item1;
                        }
                    }
                    StatesToCheck.Add(new Tuple <string, KeyValuePair <int, CubeConfig> >(prvMoves + move, new KeyValuePair <int, CubeConfig>(GetCubeValue(tempState),
                                                                                                                                              (CubeConfig)tempState.Clone())));
                }
                lastMove = move;
            }


            //add to checked list
            CubeConfig stateChecked = new CubeConfig();

            stateChecked.SetStates(currentBaseState);
            if (lastMove.Contains("I"))
            {
                stateChecked.Rotate(lastMove[0].ToString());
            }
            else
            {
                stateChecked.Rotate(lastMove + "I");
            }
            StatesChecked.Add(new KeyValuePair <int, CubeConfig>(GetCubeValue(stateChecked), (CubeConfig)stateChecked.Clone()));

            //remove from need to check list
            if (!isFirstTime && FirstCheckRun.Count == 0)
            {
                StatesToCheck.RemoveAt(0);
            }

            //sort by value
            OrganizeTree();

            if (isFirstTime)
            {
                foreach (var t in StatesToCheck)
                {
                    FirstCheckRun.Add(t);
                }
                StatesToCheck.Clear();
            }
            else if (FirstCheckRun.Count > 0)
            {
                FirstCheckRun.RemoveAt(0);
            }


            //run again if needed (added a few if's to prevent index out of range)
            if (StatesToCheck.Count < 5000)
            {
                if (isFirstTime)
                {
                    isFirstTime = false;
                    RunTree();
                }
                if (StatesToCheck.Count != 0)
                {
                    if (StatesToCheck[0].Item2.Key != 0)
                    {
                        RunTree();
                    }
                }
            }
        }
Esempio n. 7
0
 public SelfSolve(Cube _cube)
 {
     cube        = _cube;
     CubeState   = cube.cubeConfig;
     targetState = CubeState.GetCubeState();
 }
Esempio n. 8
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 public int GetCubeValue(CubeConfig cubeState)
 {
     var state = cubeState.GetCubeState();
     int value = 0;
     for (int i = 0; i < state.Count; i++)
     {
         string[,] currentFace = state[i];
         string[,] targetFace = targetState[i];
         for (int x = 0; x < 3; x++)
         {
             for (int y = 0; y < 3; y++)
             {
                 if (currentFace[x, y] != targetFace[x, y])
                     value++;
             }
         }
     }
     return value;
 }
Esempio n. 9
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 public SelfSolve(Cube _cube)
 {
     cube = _cube;
     CubeState = cube.cubeConfig;
     targetState = CubeState.GetCubeState();
 }
Esempio n. 10
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        public void RunTree()
        {
            //declerations
            string lastMove = "";
            List<string[,]> currentBaseState = new List<string[,]>();
            if (StatesToCheck.Count != 0)
                currentBaseState = StatesToCheck[0].Item2.Value.GetCubeState();

            //shuffle move list
            Shuffle(AllMoves);

            //start tree
            foreach (string move in AllMoves)
            {
                userState = CubeState.GetCubeState();
                bool shouldAddToList = true;
                CubeConfig tempState = new CubeConfig();

                //assign tempState the current base state than rotate it
                if (isFirstTime)
                {
                    currentBaseState = userState;
                    tempState.SetStates(currentBaseState);
                }
                else if (FirstCheckRun.Count == 0)
                {
                    currentBaseState = StatesToCheck[0].Item2.Value.GetCubeState();
                    tempState.SetStates(currentBaseState);
                }
                else
                {
                    currentBaseState = FirstCheckRun[0].Item2.Value.GetCubeState();
                    tempState.SetStates(currentBaseState);
                }
                tempState.Rotate(move);

                //check for same states
                foreach (var state in StatesChecked)
                {
                    if (AreSame(state.Value, tempState))
                    {
                        shouldAddToList = false;
                        break;
                    }
                }
                foreach (var state in StatesToCheck)
                {
                    if (AreSame(state.Item2.Value, tempState))
                    {
                        shouldAddToList = false;
                        break;
                    }
                }

                //add to StatesToCheck list
                if (shouldAddToList)
                {
                    string prvMoves = "";
                    if (!isFirstTime)
                    {
                        if (FirstCheckRun.Count == 0)
                            prvMoves = StatesToCheck[0].Item1;
                        else
                            prvMoves = FirstCheckRun[0].Item1;
                    }
                    StatesToCheck.Add(new Tuple<string, KeyValuePair<int, CubeConfig>>(prvMoves + move, new KeyValuePair<int, CubeConfig>(GetCubeValue(tempState),
                        (CubeConfig)tempState.Clone())));
                }
                lastMove = move;
            }

            //add to checked list
            CubeConfig stateChecked = new CubeConfig();
            stateChecked.SetStates(currentBaseState);
            if (lastMove.Contains("I"))
                stateChecked.Rotate(lastMove[0].ToString());
            else
                stateChecked.Rotate(lastMove + "I");
            StatesChecked.Add(new KeyValuePair<int, CubeConfig>(GetCubeValue(stateChecked), (CubeConfig)stateChecked.Clone()));

            //remove from need to check list
            if (!isFirstTime && FirstCheckRun.Count == 0)
            {
                StatesToCheck.RemoveAt(0);
            }

            //sort by value
            OrganizeTree();

            if (isFirstTime)
            {
                foreach (var t in StatesToCheck)
                {
                    FirstCheckRun.Add(t);
                }
                StatesToCheck.Clear();
            }
            else if (FirstCheckRun.Count > 0)
            {
                FirstCheckRun.RemoveAt(0);
            }

            //run again if needed (added a few if's to prevent index out of range)
            if (StatesToCheck.Count < 5000)
            {
                if (isFirstTime)
                {
                    isFirstTime = false;
                    RunTree();
                }
                if (StatesToCheck.Count != 0)
                {
                    if (StatesToCheck[0].Item2.Key != 0)
                        RunTree();
                }
            }
        }