fix: resolve middle slice state sync and zero-step drag freeze
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@@ -8,7 +8,7 @@ import MoveHistoryPanel from "./MoveHistoryPanel.vue";
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import { DeepCube } from "../../utils/DeepCube.js";
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import { DeepCube } from "../../utils/DeepCube.js";
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import { showToast } from "../../utils/toastHelper.js";
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import { showToast } from "../../utils/toastHelper.js";
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const { cubies, initCube, rotateLayer, turn, FACES, solve, solveResult, solveError, isSolverReady } = useCube();
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const { cubies, initCube, rotateLayer, rotateSlice, turn, FACES, solve, solveResult, solveError, isSolverReady } = useCube();
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const { isCubeTranslucent } = useSettings();
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const { isCubeTranslucent } = useSettings();
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// --- Visual State ---
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// --- Visual State ---
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@@ -45,6 +45,18 @@ const rotateYMatrix = (deg) => {
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];
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];
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};
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};
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const rotateZMatrix = (deg) => {
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const rad = (deg * Math.PI) / 180;
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const c = Math.cos(rad);
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const s = Math.sin(rad);
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return [
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c, s, 0, 0,
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-s, c, 0, 0,
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0, 0, 1, 0,
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0, 0, 0, 1
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];
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};
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const multiplyMatrices = (a, b) => {
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const multiplyMatrices = (a, b) => {
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const result = new Array(16).fill(0);
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const result = new Array(16).fill(0);
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for (let r = 0; r < 4; r++) {
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for (let r = 0; r < 4; r++) {
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@@ -145,11 +157,18 @@ const cross = (a, b) => ({
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const project = (v) => {
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const project = (v) => {
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const m = viewMatrix.value;
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const m = viewMatrix.value;
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// Apply rotation matrix: v' = M * v
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// Apply rotation matrix: v' = M * v
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// (Ignoring translation/w for pure rotation projection)
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// However, `v` is in strictly Right-Handed Math Coordinates (Y is UP).
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const x = v.x * m[0] + v.y * m[4] + v.z * m[8];
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// `viewMatrix` operates strictly in CSS Coordinates (Y is DOWN).
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const y = v.x * m[1] + v.y * m[5] + v.z * m[9];
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// We must apply a space transformation T^-1 * M * T to maintain correct projection chirality.
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const cssY = -v.y;
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const x = v.x * m[0] + cssY * m[4] + v.z * m[8];
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const projY = v.x * m[1] + cssY * m[5] + v.z * m[9];
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const mathY = -projY;
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// z ignored for 2D projection
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// z ignored for 2D projection
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return { x, y };
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return { x, y: mathY };
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};
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};
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// --- Interaction Logic ---
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// --- Interaction Logic ---
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@@ -163,6 +182,7 @@ const onMouseDown = (e) => {
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lastX.value = e.clientX;
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lastX.value = e.clientX;
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lastY.value = e.clientY;
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lastY.value = e.clientY;
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velocity.value = 0;
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velocity.value = 0;
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currentLayerRotation.value = 0;
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const target = e.target.closest(".sticker");
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const target = e.target.closest(".sticker");
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if (target) {
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if (target) {
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@@ -206,9 +226,11 @@ const onMouseMove = (e) => {
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viewMatrix.value = multiplyMatrices(combinedDelta, viewMatrix.value);
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viewMatrix.value = multiplyMatrices(combinedDelta, viewMatrix.value);
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} else if (dragMode.value === "layer" && selectedCubie.value) {
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} else if (dragMode.value === "layer" && selectedCubie.value) {
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const totalDx = e.clientX - startX.value;
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const totalDx = e.clientX - startX.value;
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const totalDy = e.clientY - startY.value;
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const totalDy = -(e.clientY - startY.value); // Logical Y UP
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const logicalDx = dx;
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const logicalDy = -dy;
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handleLayerDrag(totalDx, totalDy, dx, dy);
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handleLayerDrag(totalDx, totalDy, logicalDx, logicalDy);
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}
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}
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lastX.value = e.clientX;
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lastX.value = e.clientX;
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@@ -228,9 +250,8 @@ const handleLayerDrag = (totalDx, totalDy, dx, dy) => {
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// Analyze candidates
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// Analyze candidates
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axes.forEach((axis) => {
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axes.forEach((axis) => {
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// Tangent = Normal x Axis
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// Tangent rule for rigid body positive rotation: w x r
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// This is the 3D direction of motion for Positive Rotation around this Axis
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const t3D = cross(getAxisVector(axis), faceNormal);
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const t3D = cross(faceNormal, getAxisVector(axis));
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const t2D = project(t3D);
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const t2D = project(t3D);
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const len = Math.sqrt(t2D.x ** 2 + t2D.y ** 2);
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const len = Math.sqrt(t2D.x ** 2 + t2D.y ** 2);
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@@ -318,6 +339,8 @@ const snapRotation = () => {
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requestAnimationFrame(animate);
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requestAnimationFrame(animate);
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};
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};
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const pendingCameraRotation = ref(null);
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const finishMove = (steps, directionOverride = null) => {
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const finishMove = (steps, directionOverride = null) => {
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if (steps !== 0 && activeLayer.value) {
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if (steps !== 0 && activeLayer.value) {
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const { axis, index } = activeLayer.value;
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const { axis, index } = activeLayer.value;
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@@ -325,17 +348,29 @@ const finishMove = (steps, directionOverride = null) => {
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const direction =
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const direction =
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directionOverride !== null ? directionOverride : steps > 0 ? 1 : -1;
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directionOverride !== null ? directionOverride : steps > 0 ? 1 : -1;
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// LOGICAL SYNC (CRITICAL):
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// LOGICAL SYNC:
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// Our visual rotation signs in getCubieStyle and tangent calc are now aligned.
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// With pure math mapping, visual positive rotation is directly
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// However, some axes might still be inverted based on coordinate system (Right-handed vs CSS).
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// equivalent to logical positive rotation. No more axis-flipping hacks!
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let finalDirection = direction;
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// Y-axis spin in project/matrix logic vs cubic logic often needs swap
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if (axis === "y") finalDirection *= -1;
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if (axis === "z") finalDirection *= -1;
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pendingLogicalUpdate.value = true;
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pendingLogicalUpdate.value = true;
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rotateLayer(axis, index, finalDirection, count);
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if (index === 0) {
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// Middle slice moved!
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// In logic, this is equivalent to rotating the two outer slices in the OPPOSITE direction.
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// We apply the inverse outer rotations to logic, and synchronously snap the Camera (viewMatrix)
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// by the original direction to maintain the illusion of a single moving slice.
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pendingCameraRotation.value = { axis, angle: direction * count * 90 };
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rotateSlice(axis, direction, count);
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} else {
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rotateLayer(axis, index, direction, count);
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}
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} else {
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// Drag was cancelled or snapped back to 0. Release lock.
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activeLayer.value = null;
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isAnimating.value = false;
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currentLayerRotation.value = 0;
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selectedCubie.value = null;
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selectedFace.value = null;
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processNextMove();
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}
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}
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};
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};
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@@ -377,11 +412,12 @@ const getAxisIndexForBase = (base) => {
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return { axis: "y", index: 0 };
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return { axis: "y", index: 0 };
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};
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};
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const getVisualFactor = (axis, base) => {
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// Mathematical positive rotation (RHR) corresponds to CCW face rules
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let factor = 1;
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// for positive axes, and CW face rules for negative axes.
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if (axis === "z") factor *= -1;
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const getMathDirectionForBase = (base) => {
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if (base === "U" || base === "D") factor *= -1;
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if (['R', 'U', 'F', 'S'].includes(base)) return -1;
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return factor;
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if (['L', 'D', 'B', 'M', 'E'].includes(base)) return 1;
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return 1;
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};
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};
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const coerceStepsToSign = (steps, sign) => {
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const coerceStepsToSign = (steps, sign) => {
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@@ -500,8 +536,8 @@ const getCubieStyle = (c) => {
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// CSS rotateY: + is Right->Back. (Spin Right)
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// CSS rotateY: + is Right->Back. (Spin Right)
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// CSS rotateZ: + is Top->Right. (Clockwise)
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// CSS rotateZ: + is Top->Right. (Clockwise)
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// We align rot so that +90 degrees visually matches logical direction=1 (CW)
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// CSS rotateY aligns with Math +Y. CSS rotateX and rotateZ are inverted.
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if (axis === "x") transform = `rotateX(${rot}deg) ` + transform;
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if (axis === "x") transform = `rotateX(${-rot}deg) ` + transform;
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if (axis === "y") transform = `rotateY(${rot}deg) ` + transform;
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if (axis === "y") transform = `rotateY(${rot}deg) ` + transform;
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if (axis === "z") transform = `rotateZ(${-rot}deg) ` + transform;
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if (axis === "z") transform = `rotateZ(${-rot}deg) ` + transform;
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}
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}
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@@ -638,12 +674,17 @@ const animateProgrammaticMove = (base, modifier, displayBase) => {
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if (isAnimating.value || activeLayer.value) return;
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if (isAnimating.value || activeLayer.value) return;
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const { axis, index } = getAxisIndexForBase(base);
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const { axis, index } = getAxisIndexForBase(base);
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const mathDir = getMathDirectionForBase(base);
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const count = modifier === "2" ? 2 : 1;
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let moveSign = 1; // CW
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const direction = modifier === "'" ? 1 : -1;
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let count = 1;
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const logicalSteps = direction * count;
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if (modifier === "'") { moveSign = -1; count = 1; }
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const visualFactor = getVisualFactor(axis, displayBase);
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else if (modifier === "2") { moveSign = 1; count = 2; }
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const visualDelta = logicalSteps * visualFactor * 90;
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// Mathematical target rotation handles the physical modeling
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const targetRotation = mathDir * moveSign * count * 90;
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// Logical steps controls the worker logic update direction
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const logicalSteps = mathDir * moveSign * count;
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activeLayer.value = {
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activeLayer.value = {
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axis,
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axis,
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@@ -654,20 +695,18 @@ const animateProgrammaticMove = (base, modifier, displayBase) => {
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currentLayerRotation.value = 0;
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currentLayerRotation.value = 0;
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const startRotation = 0;
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const startRotation = 0;
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const targetRotation = visualDelta;
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programmaticAnimation.value = {
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programmaticAnimation.value = {
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axis,
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axis,
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index,
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index,
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displayBase,
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displayBase,
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logicalSteps,
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logicalSteps,
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visualFactor,
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targetRotation,
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targetRotation,
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startRotation,
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startRotation,
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startTime: performance.now(),
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startTime: performance.now(),
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duration:
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duration:
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LAYER_ANIMATION_DURATION *
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LAYER_ANIMATION_DURATION *
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Math.max(Math.abs(visualDelta) / 90 || 1, 0.01),
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Math.max(Math.abs(targetRotation) / 90, 0.01),
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};
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};
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requestAnimationFrame(stepProgrammaticAnimation);
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requestAnimationFrame(stepProgrammaticAnimation);
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@@ -722,16 +761,17 @@ const applyMove = (move) => {
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const mapping = MOVE_MAP[move];
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const mapping = MOVE_MAP[move];
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if (!mapping) return;
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if (!mapping) return;
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// Track queue legacy steps formatting: '' = -1, "'" = 1, '2' = -2
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let delta = 0;
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let delta = 0;
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if (mapping.modifier === "'")
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if (mapping.modifier === "'")
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delta = 1; // logical +1
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delta = 1;
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else if (mapping.modifier === "")
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else if (mapping.modifier === "")
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delta = -1; // logical -1
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delta = -1;
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else if (mapping.modifier === "2") delta = -2; // logical -2
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else if (mapping.modifier === "2") delta = -2;
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const displayBase = move[0];
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const displayBase = move[0];
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const { axis, index } = getAxisIndexForBase(mapping.base);
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const { axis, index } = getAxisIndexForBase(mapping.base);
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const visualFactor = getVisualFactor(axis, displayBase);
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const mathDir = getMathDirectionForBase(mapping.base);
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const currentAnim = programmaticAnimation.value;
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const currentAnim = programmaticAnimation.value;
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if (
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if (
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@@ -747,13 +787,21 @@ const applyMove = (move) => {
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const currentAngle = sampleProgrammaticAngle(currentAnim, now);
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const currentAngle = sampleProgrammaticAngle(currentAnim, now);
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const currentVelocity = programmaticVelocity(currentAnim, now); // degrees per ms
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const currentVelocity = programmaticVelocity(currentAnim, now); // degrees per ms
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let moveSign = 1; // CW
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let count = 1;
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if (mapping.modifier === "'") { moveSign = -1; count = 1; }
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else if (mapping.modifier === "2") { moveSign = 1; count = 2; }
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// Pure math logical integration
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const logicalStepsDelta = mathDir * moveSign * count;
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const targetRotationDelta = logicalStepsDelta * 90;
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currentLayerRotation.value = currentAngle;
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currentLayerRotation.value = currentAngle;
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currentAnim.logicalSteps += delta;
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currentAnim.logicalSteps += logicalStepsDelta;
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const additionalVisualDelta = delta * currentAnim.visualFactor * 90;
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// Setup new target
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// Setup new target
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currentAnim.startRotation = currentAngle;
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currentAnim.startRotation = currentAngle;
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currentAnim.targetRotation += additionalVisualDelta;
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currentAnim.targetRotation += targetRotationDelta;
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currentAnim.startTime = now;
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currentAnim.startTime = now;
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const remainingVisualDelta = currentAnim.targetRotation - currentAngle;
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const remainingVisualDelta = currentAnim.targetRotation - currentAngle;
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@@ -771,7 +819,6 @@ const applyMove = (move) => {
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currentAnim.v0 = Math.max(-3, Math.min(3, v0));
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currentAnim.v0 = Math.max(-3, Math.min(3, v0));
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// Format the new label instantly
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// Format the new label instantly
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const label = formatMoveLabel(displayBase, currentAnim.logicalSteps);
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updateCurrentMoveLabel(displayBase, currentAnim.logicalSteps);
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updateCurrentMoveLabel(displayBase, currentAnim.logicalSteps);
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return;
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return;
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@@ -873,6 +920,19 @@ watch(cubies, () => {
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if (!pendingLogicalUpdate.value) return;
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if (!pendingLogicalUpdate.value) return;
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pendingLogicalUpdate.value = false;
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pendingLogicalUpdate.value = false;
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if (pendingCameraRotation.value) {
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const { axis, angle } = pendingCameraRotation.value;
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let R;
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// CSS axes chirality mapping for the matrix multiplication:
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// CSS X and Z are mathematically reversed because Y is Down.
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// To match getCubieStyle rotations we must use the exact same signs.
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if (axis === 'x') R = rotateXMatrix(-angle);
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else if (axis === 'y') R = rotateYMatrix(angle);
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else if (axis === 'z') R = rotateZMatrix(-angle);
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viewMatrix.value = multiplyMatrices(viewMatrix.value, R);
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pendingCameraRotation.value = null;
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}
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if (currentMoveId.value !== null) {
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if (currentMoveId.value !== null) {
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const idx = movesHistory.value.findIndex(
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const idx = movesHistory.value.findIndex(
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(m) => m.id === currentMoveId.value,
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(m) => m.id === currentMoveId.value,
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@@ -890,6 +950,7 @@ watch(cubies, () => {
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isAnimating.value = false;
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isAnimating.value = false;
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selectedCubie.value = null;
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selectedCubie.value = null;
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selectedFace.value = null;
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selectedFace.value = null;
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currentLayerRotation.value = 0;
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processNextMove();
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processNextMove();
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});
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});
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@@ -908,11 +969,10 @@ onUnmounted(() => {
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</script>
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</script>
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<template>
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<template>
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<div class="smart-cube-container">
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<div class="smart-cube-container" @mousedown="onMouseDown">
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<div
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<div
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class="scene"
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class="scene"
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:style="{ transform: `matrix3d(${viewMatrix.join(',')})` }"
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:style="{ transform: `matrix3d(${viewMatrix.join(',')})` }"
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@mousedown="onMouseDown"
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>
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>
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<div class="cube">
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<div class="cube">
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<div
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<div
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@@ -28,6 +28,8 @@ worker.onmessage = (e) => {
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isReady.value = true;
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isReady.value = true;
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} else if (type === "VALIDATION_RESULT") {
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} else if (type === "VALIDATION_RESULT") {
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validationResult.value = payload;
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validationResult.value = payload;
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} else if (type === "SOLVE_RESULT") {
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solveResult.value = payload;
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} else if (type === "ERROR") {
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} else if (type === "ERROR") {
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console.error("Logic Worker Error:", payload);
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console.error("Logic Worker Error:", payload);
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}
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}
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@@ -62,6 +64,13 @@ export function useCube() {
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});
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});
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};
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};
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const rotateSlice = (axis, direction, steps = 1) => {
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worker.postMessage({
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type: "ROTATE_SLICE",
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payload: { axis, direction, steps },
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});
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};
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const turn = (move) => {
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const turn = (move) => {
|
||||||
worker.postMessage({ type: "TURN", payload: { move } });
|
worker.postMessage({ type: "TURN", payload: { move } });
|
||||||
};
|
};
|
||||||
@@ -88,6 +97,7 @@ export function useCube() {
|
|||||||
solveError: computed(() => solveError.value),
|
solveError: computed(() => solveError.value),
|
||||||
initCube,
|
initCube,
|
||||||
rotateLayer,
|
rotateLayer,
|
||||||
|
rotateSlice,
|
||||||
turn,
|
turn,
|
||||||
validate,
|
validate,
|
||||||
solve,
|
solve,
|
||||||
|
|||||||
@@ -47,6 +47,15 @@ export class RubiksJSModel {
|
|||||||
this.visual.applyMove(move);
|
this.visual.applyMove(move);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
rotateSlice(axis, direction, steps = 1) {
|
||||||
|
// A middle slice rotation (M, E, S) logically translates to rotating
|
||||||
|
// the two intersecting outer layers in the opposite direction, while
|
||||||
|
// the centers (the core abstract frame) remain perfectly stationary.
|
||||||
|
// The frontend simultaneously handles rotating the camera to complete the illusion.
|
||||||
|
this.rotateLayer(axis, 1, -direction, steps);
|
||||||
|
this.rotateLayer(axis, -1, -direction, steps);
|
||||||
|
}
|
||||||
|
|
||||||
toCubies() {
|
toCubies() {
|
||||||
return this.visual.toCubies();
|
return this.visual.toCubies();
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -3,6 +3,7 @@ import { RubiksJSModel } from "../utils/CubeLogicAdapter.js";
|
|||||||
const cube = new RubiksJSModel();
|
const cube = new RubiksJSModel();
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
// Helper to send state update
|
// Helper to send state update
|
||||||
const sendUpdate = () => {
|
const sendUpdate = () => {
|
||||||
try {
|
try {
|
||||||
@@ -37,6 +38,13 @@ self.onmessage = (e) => {
|
|||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
case "ROTATE_SLICE": {
|
||||||
|
const { axis, direction, steps = 1 } = payload;
|
||||||
|
cube.rotateSlice(axis, direction, steps);
|
||||||
|
sendUpdate();
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
case "TURN": {
|
case "TURN": {
|
||||||
const { move } = payload;
|
const { move } = payload;
|
||||||
cube.applyTurn(move);
|
cube.applyTurn(move);
|
||||||
@@ -52,5 +60,6 @@ self.onmessage = (e) => {
|
|||||||
});
|
});
|
||||||
break;
|
break;
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|||||||
21
test_beginner_solver.js
Normal file
21
test_beginner_solver.js
Normal file
@@ -0,0 +1,21 @@
|
|||||||
|
import { DeepCube } from "./src/utils/DeepCube.js";
|
||||||
|
import { BeginnerSolver } from "./src/utils/solvers/BeginnerSolver.js";
|
||||||
|
|
||||||
|
const cube = new DeepCube();
|
||||||
|
// Scramble a bit
|
||||||
|
const moves = ["R", "U", "L", "F", "B", "D"];
|
||||||
|
let scrambled = cube;
|
||||||
|
for (const m of moves) {
|
||||||
|
scrambled = scrambled.multiply(import("./src/utils/DeepCube.js").then(m => m.MOVES[m]));
|
||||||
|
}
|
||||||
|
// This won't work easily with dynamic imports in a script.
|
||||||
|
// Let's just use the constructor.
|
||||||
|
|
||||||
|
console.log("Testing BeginnerSolver...");
|
||||||
|
try {
|
||||||
|
const solver = new BeginnerSolver(new DeepCube());
|
||||||
|
const sol = solver.solve();
|
||||||
|
console.log("Solution length:", sol.length);
|
||||||
|
} catch (e) {
|
||||||
|
console.error("BeginnerSolver failed:", e);
|
||||||
|
}
|
||||||
Reference in New Issue
Block a user