/// <summary> /// This test shows that either the cube is solved and had no parity OR the UF BD cubies are swapped and it had parity /// </summary> /// <param name="solver"></param> /// <param name="cube"></param> /// <returns></returns> static int GetState(SolverM2 solver, Cube cube) { var state = cube.IsSolved() ? StateSolved : StateNotSolved; state += (solver.HasParity ? StateHasParity : 0); var cubie = cube[Sticker.sUF]; if (cubie.Type != Sticker.sUF) { state += StateUFBDSwapped; } return state; }
static void M2Stats() { var totalSolves = 1000; var cube = new Cube(); var solver = new SolverM2(cube); var states = new Dictionary<int, int>(); for (int i = 0; i < totalSolves; ++i) { cube.Reset(); var seed = DateTime.Now.Ticks; var scrambleSequence = cube.Scramble(20+(int)(seed % 20), (int)seed); cube.Apply(scrambleSequence); solver.Solve(SolverM2.M2SolveMode.CornersParityEdges); var state = GetState(solver, cube); if (states.ContainsKey(state)) { states[state]++; } else { states[state] = 1; } //if (state != 0 && state != 1 && state != 11 && state != 19) //{ // Console.WriteLine("FAIL"); // Console.WriteLine("Seed: {0}", seed); // Console.Write("Seq: "); // foreach (var turn in scrambleSequence) // { // Console.Write(turn); Console.Write(" "); // } // Console.WriteLine(); // Console.WriteLine("Parity: {0}", solver.HasParity ? "yes" : "no"); // solver.Describe(); // break; //} } Console.WriteLine(); Console.WriteLine("STATS"); foreach (int key in states.Keys) { Console.WriteLine("Key {0} = {1} times", key, states[key]); } }
/// <summary> /// This test shows that the UF cubie is either correct or contains the DB cubie. either is 50-50 /// </summary> /// <param name="solver"></param> /// <param name="cube"></param> /// <returns></returns> static int GetStateUFTest(SolverM2 solver, Cube cube) { var cubie = cube[Sticker.sUF]; if (cubie.Type == Sticker.sUF && !cubie.IsCorrect) { return StateBufferRotated; } else if (cubie.Type != Sticker.sUF) { return (int)cubie.Type; } else return StateBufferOK; }
/// <summary> /// This test shows that the cubie opposite the buffer (UB) always contains the right cubie rotated right! /// </summary> /// <param name="solver"></param> /// <param name="cube"></param> /// <returns></returns> static int GetStateOppositeBufferTest(SolverM2 solver, Cube cube) { var cubie = cube[Sticker.sUB]; if (cubie.Type == Sticker.sUB && !cubie.IsCorrect) { return StateBufferRotated; } else if (cubie.Type != Sticker.sUB) { return StateBufferWrong; } else return StateBufferOK; }
/// <summary> /// This test shows that when the DB cubie is not correct (that is contains the UF cubie) this cubie is always oriented 98 (rotated twice around x-axis) /// </summary> /// <param name="solver"></param> /// <param name="cube"></param> /// <returns></returns> static int GetStateDBOrientationTest(SolverM2 solver, Cube cube) { var cubie = cube[Sticker.sDB]; if (cubie.Type == Sticker.sDB && !cubie.IsCorrect) { return StateBufferRotated; } else if (cubie.Type != Sticker.sDB) { return (int)cubie.Orientation; } else return StateBufferOK; }