Esempio n. 1
0
        /// <summary>
        /// Calculates the next position after a layer rotation
        /// </summary>
        /// <param name="layer">Rotation layer</param>
        /// <param name="direction">Rotation direction</param>
        public void NextFlag(CubeFlag layer, bool direction)
        {
            CubeFlag newFlags = CubeFlagService.NextFlags(Flags, layer, direction);

            this.X = CubeFlagService.FirstXFlag(newFlags);
            this.Y = CubeFlagService.FirstYFlag(newFlags);
            this.Z = CubeFlagService.FirstZFlag(newFlags);
        }
Esempio n. 2
0
        /// <summary>
        /// Transforms the layer move
        /// </summary>
        /// <param name="rotationLayer">Transformation layer</param>
        /// <returns>Transformed layer move</returns>
        public IMove Transform(CubeFlag rotationLayer)
        {
            bool switchDir = CubeFlagService.IsYFlag(rotationLayer) && this.Layer.HasFlag(CubeFlag.MiddleSlice) ||
                             CubeFlagService.IsXFlag(rotationLayer) && this.Layer.HasFlag(CubeFlag.MiddleLayer) ||
                             CubeFlagService.IsZFlag(rotationLayer) && this.Layer.HasFlag(CubeFlag.MiddleSliceSides);

            LayerMove newMove = new LayerMove(CubeFlagService.NextCubeFlag(this.Layer, rotationLayer, true), this.Direction ^ switchDir, this.Twice);

            return(newMove);
        }
Esempio n. 3
0
        /// <summary>
        /// Returns the next flags of the old flags after a layer rotation
        /// </summary>
        /// <param name="rotationLayer">Rotation layer</param>
        /// <param name="direction">Rotation direction</param>
        /// <returns>Next cube flags</returns>
        public static CubeFlag NextFlags(CubeFlag flags, CubeFlag rotationLayer, bool direction = true)
        {
            CubeFlag           newFlags = CubeFlag.None;
            IEnumerable <Enum> lstFlags = GetFlags(flags);

            foreach (CubeFlag flag in lstFlags)
            {
                newFlags |= CubeFlagService.NextCubeFlag(flag, rotationLayer, direction);
            }

            return(newFlags);
        }
Esempio n. 4
0
        // *** METHODS ***

        /// <summary>
        /// Parses a notation string into a LayerMove
        /// </summary>
        /// <param name="notation">Defines to string to be parsed</param>
        /// <returns></returns>
        public static LayerMove Parse(string notation)
        {
            string   layer         = notation[0].ToString();
            CubeFlag rotationLayer = CubeFlagService.Parse(layer);

            char[] ccwChars  = new char[] { '\'', 'i' };
            bool   direction = !ccwChars.Any(c => notation.Contains(c));

            bool twice = notation.Contains("2");

            return(new LayerMove(rotationLayer, direction, twice));
        }
Esempio n. 5
0
        // *** CONSTRUCTORS ***

        /// <summary>
        /// Constructor
        /// </summary>
        /// <param name="layer">Defines the layer to be moved</param>
        /// <param name="direction">Defines the direction (true == clockwise and false == counter-clockwise)</param>
        /// <param name="twice">Defines whether this layer will be turned twice or not</param>
        /// <exception cref="System.Exception">Thrown when layer contains more than one flag</exception>
        public LayerMove(CubeFlag layer, bool direction = true, bool twice = false)
        {
            if (CubeFlagService.CountFlags(layer) == 1)
            {
                this.Layer     = layer;
                this.Direction = direction;
                this.Twice     = twice;
            }
            else
            {
                throw new Exception("Impossible movement");
            }
        }
Esempio n. 6
0
        /// <summary>
        /// Adds an item at the end of the collection
        /// </summary>
        /// <param name="item">Defines the item which is meant to be added</param>
        /// <exception cref="System.Exception">Thrown if this movement would be impossible</exception>
        public void Add(LayerMove item)
        {
            CubeFlag flag = item.Layer;

            foreach (LayerMove m in _moves)
            {
                flag |= m.Layer;
            }
            if (CubeFlagService.IsPossibleMove(flag))
            {
                _moves.Add(item);
            }
            else
            {
                throw new Exception("Impossible movement");
            }
        }
Esempio n. 7
0
        /// <summary>
        /// Parses a notation string into a layer move
        /// </summary>
        /// <param name="notation">String to be parsed</param>
        /// <param name="move">The resulting layer move</param>
        /// <returns>True, if the string was successfully parsed into a layermove</returns>
        public static bool TryParse(string notation, out LayerMove move)
        {
            move = null;
            string   layer         = notation[0].ToString();
            CubeFlag rotationLayer = CubeFlagService.Parse(layer);

            char[] ccwChars  = new char[] { '\'', 'i' };
            bool   direction = !ccwChars.Any(c => notation.Contains(c));

            bool twice = notation.Contains("2");

            if (CubeFlagService.CountFlags(rotationLayer) == 1)
            {
                move = new LayerMove(rotationLayer, direction, twice);
                return(true);
            }
            else
            {
                return(false);
            }
        }
Esempio n. 8
0
 /// <summary>
 /// Constructor with one CubeFlag
 /// </summary>
 /// <param name="flags">Defines the CubeFlag where the X-, Y- and ZFlag are filtered out</param>
 public CubePosition(CubeFlag flags) : this(CubeFlagService.FirstXFlag(flags), CubeFlagService.FirstYFlag(flags), CubeFlagService.FirstZFlag(flags))
 {
 }
Esempio n. 9
0
 /// <summary>
 /// Returns the single flags in this CubeFlag
 /// </summary>
 /// <returns></returns>
 public IEnumerable <Enum> GetFlags()
 {
     return(CubeFlagService.GetFlags(Flags));
 }
Esempio n. 10
0
        /// <summary>
        /// Returns the next flag after a layer rotation
        /// </summary>
        /// <param name="rotationLayer">Rotation layer</param>
        /// <param name="direction">Rotation direction</param>
        /// <returns>Next cube flag</returns>
        public static CubeFlag NextCubeFlag(CubeFlag flag, CubeFlag rotationLayer, bool direction = true)
        {
            CubeFlag nextFlag = CubeFlag.None;

            if (CountFlags(flag) == 1)
            {
                if (CubeFlagService.IsXFlag(rotationLayer))
                {
                    if (rotationLayer == CubeFlag.LeftSlice)
                    {
                        direction = !direction;
                    }
                    if (!direction && !IsXFlag(flag))
                    {
                        flag = CubeFlagService.GetOppositeFlag(flag);
                    }
                    switch (flag)
                    {
                    case CubeFlag.FrontSlice: nextFlag = CubeFlag.TopLayer; break;

                    case CubeFlag.MiddleSlice: nextFlag = CubeFlag.MiddleLayer; break;

                    case CubeFlag.BackSlice: nextFlag = CubeFlag.BottomLayer; break;

                    case CubeFlag.TopLayer: nextFlag = CubeFlag.BackSlice; break;

                    case CubeFlag.MiddleLayer: nextFlag = CubeFlag.MiddleSlice; break;

                    case CubeFlag.BottomLayer: nextFlag = CubeFlag.FrontSlice; break;

                    default: nextFlag = flag; break;
                    }
                }
                else if (CubeFlagService.IsYFlag(rotationLayer))
                {
                    if (rotationLayer == CubeFlag.BottomLayer)
                    {
                        direction = !direction;
                    }
                    if (!direction && !IsYFlag(flag))
                    {
                        flag = CubeFlagService.GetOppositeFlag(flag);
                    }
                    switch (flag)
                    {
                    case CubeFlag.FrontSlice: nextFlag = CubeFlag.LeftSlice; break;

                    case CubeFlag.MiddleSlice: nextFlag = CubeFlag.MiddleSliceSides; break;

                    case CubeFlag.BackSlice: nextFlag = CubeFlag.RightSlice; break;

                    case CubeFlag.LeftSlice: nextFlag = CubeFlag.BackSlice; break;

                    case CubeFlag.MiddleSliceSides: nextFlag = CubeFlag.MiddleSlice; break;

                    case CubeFlag.RightSlice: nextFlag = CubeFlag.FrontSlice; break;

                    default: nextFlag = flag; break;
                    }
                }
                else if (CubeFlagService.IsZFlag(rotationLayer))
                {
                    if (rotationLayer == CubeFlag.BackSlice)
                    {
                        direction = !direction;
                    }
                    if (!direction && !IsZFlag(flag))
                    {
                        flag = CubeFlagService.GetOppositeFlag(flag);
                    }
                    switch (flag)
                    {
                    case CubeFlag.TopLayer: nextFlag = CubeFlag.RightSlice; break;

                    case CubeFlag.MiddleLayer: nextFlag = CubeFlag.MiddleSliceSides; break;

                    case CubeFlag.BottomLayer: nextFlag = CubeFlag.LeftSlice; break;

                    case CubeFlag.LeftSlice: nextFlag = CubeFlag.TopLayer; break;

                    case CubeFlag.MiddleSliceSides: nextFlag = CubeFlag.MiddleLayer; break;

                    case CubeFlag.RightSlice: nextFlag = CubeFlag.BottomLayer; break;

                    default: nextFlag = flag; break;
                    }
                }
            }
            return(CubeFlagService.ExceptFlag(nextFlag, CubeFlag.None));
        }