#include #include #include using namespace std;

// 定义魔方的颜色 enum Color { RED, BLUE, GREEN, WHITE, YELLOW, ORANGE };

// 定义魔方的转动方式 enum Rotation { CLOCKWISE, COUNTERCLOCKWISE, DOUBLE };

// 定义魔方的状态 struct CubeState { Color up[3][3]; // 上层 Color down[3][3]; // 下层 Color left[3][3]; // 左层 Color right[3][3]; // 右层 Color front[3][3]; // 前层 Color back[3][3]; // 后层 };

// 定义魔方操作 class Cube { public: void rotate(Color face, Rotation rotation) { // 定义一个临时数组,用于存储需要旋转的面的颜色 Color temp[3][3];

	// 根据旋转方式调整魔方状态
	switch (face) {
	case RED:
		// 根据旋转方式调整 red 面的状态
		
		break;
	case BLUE:
		// 根据旋转方式调整 blue 面的状态
		
		break;

	case GREEN:
		// 根据旋转方式调整 green 面的状态
		
		break;
	//补全之后的代码,这段代码是使用Thistlethwaite实现魔方的复原
	case WHITE:
		// 根据旋转方式调整 white 面的状态
		
			break;
	case YELLOW:
		// 根据旋转方式调整 yellow 面的状态
		
		break;
	case ORANGE:
		// 根据旋转方式调整 orange 面的状态
		
			break;
		
		break; // 退出switch语句


	default:
		cout << '无效的面颜色' << endl;
		break;
	}
}

CubeState getState() const {
	// 创建一个新的 CubeState 对象,用于存储当前魔方状态
	CubeState state;

	// 将当前魔方状态复制到新的 CubeState 对象中
	for (int i = 0; i < 3; i++) {
		for (int j = 0; j < 3; j++) {
			state.up[i][j] = up[i][j];
			state.down[i][j] = down[i][j];
			state.left[i][j] = left[i][j];
			state.right[i][j] = right[i][j];
			state.front[i][j] = front[i][j];
			state.back[i][j] = back[i][j];
		}
	}

	// 返回新的 CubeState 对象
	return state;
}

private: Color up[3][3] = {{YELLOW, YELLOW, YELLOW}, {YELLOW, YELLOW, YELLOW}, {YELLOW, YELLOW, YELLOW}}; // 上层 Color down[3][3] = {{WHITE, WHITE, WHITE}, {WHITE, WHITE, WHITE}, {WHITE, WHITE, WHITE}}; // 下层 Color left[3][3] = {{ORANGE, ORANGE, ORANGE}, {ORANGE, ORANGE, ORANGE}, {ORANGE, ORANGE, ORANGE}}; // 左层 Color right[3][3] = {{RED, RED, RED}, {RED, RED, RED}, {RED, RED, RED}}; // 右层 Color front[3][3] = {{GREEN, GREEN, GREEN}, {GREEN, GREEN, GREEN}, {GREEN, GREEN, GREEN}}; // 前层 Color back[3][3] = {{BLUE, BLUE, BLUE}, {BLUE, BLUE, BLUE}, {BLUE, BLUE, BLUE}}; // 后层 }; // Thistlethwaite 算法类 class ThistlethwaiteSolver { public: void solve(CubeState state) { // 使用 Thistlethwaite 算法解决魔方 // TODO: 实现 Thistlethwaite 算法的解决逻辑

	// 第一步:完成顶层十字
	// 找到顶层中心颜色
	Color upCenter = state.up[1][1];
	// 找到与顶层中心颜色相同的边块
	vector<pair<Color, Color>> edges = {{state.front[0][1], state.right[1][0]}, {state.right[0][1], state.back[0][1]}, {state.back[0][1], state.left[1][0]}, {state.left[0][1], state.front[0][1]}};
	pair<Color, Color> targetEdge;
	for (auto edge : edges) {
		if (edge.first == upCenter || edge.second == upCenter) {
			targetEdge = edge;
			break;
		}
	}
	// 如果目标边块已经在顶层,则跳过这一步
	if (targetEdge.first != upCenter && targetEdge.second != upCenter) {
		// 将目标边块移到顶层
		while (targetEdge.first != upCenter) {
			cube.rotate(UP, CLOCKWISE);
			targetEdge = make_pair(cube.getState().front[0][1], cube.getState().right[1][0]);
		}
		// 调整边块位置
		if (targetEdge.second == cube.getState().right[1][0]) {
			cube.rotate(UP, CLOCKWISE);
			cube.rotate(RIGHT, CLOCKWISE);
			cube.rotate(UP, COUNTERCLOCKWISE);
			cube.rotate(RIGHT, COUNTERCLOCKWISE);
		} else {
			cube.rotate(UP, COUNTERCLOCKWISE);
			cube.rotate(LEFT, COUNTERCLOCKWISE);
			cube.rotate(UP, CLOCKWISE);
			cube.rotate(LEFT, CLOCKWISE);
		}
		// 调整顶层边块朝向
		targetEdge = make_pair(cube.getState().front[0][1], cube.getState().right[1][0]);
		if (targetEdge.first != upCenter) {
			cube.rotate(UP, CLOCKWISE);
			cube.rotate(RIGHT, CLOCKWISE);
			cube.rotate(UP, COUNTERCLOCKWISE);
			cube.rotate(RIGHT, COUNTERCLOCKWISE);
			cube.rotate(UP, COUNTERCLOCKWISE);
			cube.rotate(FRONT, COUNTERCLOCKWISE);
			cube.rotate(UP, CLOCKWISE);
			cube.rotate(FRONT, CLOCKWISE);
		}
	}
	// 第二步:完成顶层角块
	// TODO: 实现完成顶层角块的逻辑

	// 第三步:完成中层
	// TODO: 实现完成中层的逻辑

	// 第四步:完成底层十字
	// TODO: 实现完成底层十字的逻辑

	// 第五步:完成底层角块
	// TODO: 实现完成底层角块的逻辑

	// 第六步:完成魔方
	// TODO: 实现完成魔方的逻辑
}

void solveTopCross(Cube& cube) {
	// 定义一个数组,存储需要旋转的面和旋转方式
	pair<Color, Rotation> moves[] = {
		{GREEN, CLOCKWISE},
		{GREEN, DOUBLE},
		{GREEN, COUNTERCLOCKWISE},
		{BLUE, CLOCKWISE},
		{BLUE, DOUBLE},
		{BLUE, COUNTERCLOCKWISE},
		{ORANGE, CLOCKWISE},
		{ORANGE, DOUBLE},
		{ORANGE, COUNTERCLOCKWISE},
		{RED, CLOCKWISE},
		{RED, DOUBLE},
		{RED, COUNTERCLOCKWISE}
	};

	// 遍历所有可能的旋转方式,直到顶层十字完成
	for (int i = 0; i < 12; i++) {
		// 获取当前魔方状态
		CubeState state = cube.getState();

		// 获取需要旋转的面和旋转方式
		Color face = moves[i].first;
		Rotation rotation = moves[i].second;

		// 执行旋转操作
		cube.rotate(face, rotation);

		// 判断是否完成顶层十字
		if (state.up[0][1] == YELLOW && state.up[1][0] == YELLOW && state.up[1][2] == YELLOW && state.up[2][1] == YELLOW) {
			break;
		}
	}
}

};

int main() { // 创建魔方对象 Cube cube;

// 获取初始魔方状态
CubeState initialState = cube.getState();

// 创建 ThistlethwaiteSolver 对象
ThistlethwaiteSolver solver;

// 使用 Thistlethwaite 算法解决魔方
// 注意:solver 中的 solve 方法需要传入 CubeState,但调用时没有传入
solver.solve(initialState);

return 0;

}

                break;
            //补全之后的代码,这段代码是使用Thistlethwaite实现魔方的复原
            case WHITE:
                // 根据旋转方式调整 white 面的状态
                
                    
                break;
            case YELLOW:
                // 根据旋转方式调整 yellow 面的状态
                
                break;
            case ORANGE:
                // 根据旋转方式调整 orange 面的状态
                
                        break;
                    
                break; // 退出switch语句



            default:
                cout << '无效的面颜色' << endl;
                break;
        }
    }

    CubeState getState() const {
        // 创建一个新的 CubeState 对象,用于存储当前魔方状态
        CubeState state;

        // 将当前魔方状态复制到新的 CubeState 对象中
        for (int i = 0; i < 3; i++) {
            for (int j = 0; j < 3; j++) {
                state.up[i][j] = up[i][j];
                state.down[i][j] = down[i][j];
                state.left[i][j] = left[i][j];
                state.right[i][j] = right[i][j];
                state.front[i][j] = front[i][j];
                state.back[i][j] = back[i][j];
            }
        }

        // 返回新的 CubeState 对象
        return state;
    }

private:
    Color up[3][3] = {{YELLOW, YELLOW, YELLOW}, {YELLOW, YELLOW, YELLOW}, {YELLOW, YELLOW, YELLOW}};      // 上层
    Color down[3][3] = {{WHITE, WHITE, WHITE}, {WHITE, WHITE, WHITE}, {WHITE, WHITE, WHITE}};    // 下层
    Color left[3][3] = {{ORANGE, ORANGE, ORANGE}, {ORANGE, ORANGE, ORANGE}, {ORANGE, ORANGE, ORANGE}};    // 左层
    Color right[3][3] = {{RED, RED, RED}, {RED, RED, RED}, {RED, RED, RED}};   // 右层
    Color front[3][3] = {{GREEN, GREEN, GREEN}, {GREEN, GREEN, GREEN}, {GREEN, GREEN, GREEN}};   // 前层
    Color back[3][3] = {{BLUE, BLUE, BLUE}, {BLUE, BLUE, BLUE}, {BLUE, BLUE, BLUE}};    // 后层

}; // Thistlethwaite 算法类 class ThistlethwaiteSolver { public: void solve(CubeState state) { // 使用 Thistlethwaite 算法解决魔方 // TODO: 实现 Thistlethwaite 算法的解决逻辑

    // 第一步:完成顶层十字
    // 找到顶层中心颜色
    Color upCenter = state.up[1][1];
    // 找到与顶层中心颜色相同的边块
    vector<pair<Color, Color>> edges = {{state.front[0][1], state.right[1][0]}, {state.right[0][1], state.back[0][1]}, {state.back[0][1], state.left[1][0]}, {state.left[0][1], state.front[0][1]}};
    pair<Color, Color> targetEdge;
    for (auto edge : edges) {
        if (edge.first == upCenter || edge.second == upCenter) {
            targetEdge = edge;
            break;
        }
    }
    // 如果目标边块已经在顶层,则跳过这一步
    if (targetEdge.first != upCenter && targetEdge.second != upCenter) {
        // 将目标边块移到顶层
        while (targetEdge.first != upCenter) {
            cube.rotate(UP, CLOCKWISE);
            targetEdge = make_pair(cube.getState().front[0][1], cube.getState().right[1][0]);
        }
        // 调整边块位置
        if (targetEdge.second == cube.getState().right[1][0]) {
            cube.rotate(UP, CLOCKWISE);
            cube.rotate(RIGHT, CLOCKWISE);
            cube.rotate(UP, COUNTERCLOCKWISE);
            cube.rotate(RIGHT, COUNTERCLOCKWISE);
        } else {
            cube.rotate(UP, COUNTERCLOCKWISE);
            cube.rotate(LEFT, COUNTERCLOCKWISE);
            cube.rotate(UP, CLOCKWISE);
            cube.rotate(LEFT, CLOCKWISE);
        }
        // 调整顶层边块朝向
        targetEdge = make_pair(cube.getState().front[0][1], cube.getState().right[1][0]);
        if (targetEdge.first != upCenter) {
            cube.rotate(UP, CLOCKWISE);
            cube.rotate(RIGHT, CLOCKWISE);
            cube.rotate(UP, COUNTERCLOCKWISE);
            cube.rotate(RIGHT, COUNTERCLOCKWISE);
            cube.rotate(UP, COUNTERCLOCKWISE);
            cube.rotate(FRONT, COUNTERCLOCKWISE);
            cube.rotate(UP, CLOCKWISE);
            cube.rotate(FRONT, CLOCKWISE);
        }
    }
    // 第二步:完成顶层角块
    // TODO: 实现完成顶层角块的逻辑

    // 第三步:完成中层
    // TODO: 实现完成中层的逻辑

    // 第四步:完成底层十字
    // TODO: 实现完成底层十字的逻辑

    // 第五步:完成底层角块
    // TODO: 实现完成底层角块的逻辑

    // 第六步:完成魔方
    // TODO: 实现完成魔方的逻辑
}

void solveTopCross(Cube& cube) {
    // 定义一个数组,存储需要旋转的面和旋转方式
    pair<Color, Rotation> moves[] = {
        {GREEN, CLOCKWISE},
        {GREEN, DOUBLE},
        {GREEN, COUNTERCLOCKWISE},
        {BLUE, CLOCKWISE},
        {BLUE, DOUBLE},
        {BLUE, COUNTERCLOCKWISE},
        {ORANGE, CLOCKWISE},
        {ORANGE, DOUBLE},
        {ORANGE, COUNTERCLOCKWISE},
        {RED, CLOCKWISE},
        {RED, DOUBLE},
        {RED, COUNTERCLOCKWISE}
    };

    // 遍历所有可能的旋转方式,直到顶层十字完成
    for (int i = 0; i < 12; i++) {
        // 获取当前魔方状态
        CubeState state = cube.getState();

        // 获取需要旋转的面和旋转方式
        Color face = moves[i].first;
        Rotation rotation = moves[i].second;

        // 执行旋转操作
        cube.rotate(face, rotation);

        // 判断是否完成顶层十字
        if (state.up[0][1] == YELLOW && state.up[1][0] == YELLOW && state.up[1][2] == YELLOW && state.up[2][1] == YELLOW) {
            break;
        }
    }
}

};

int main() { // 创建魔方对象 Cube cube;

// 获取初始魔方状态
CubeState initialState = cube.getState();

// 创建 ThistlethwaiteSolver 对象
ThistlethwaiteSolver solver;

// 使用 Thistlethwaite 算法解决魔方
solver.solve(initialState);

return 0;
C++ 魔方代码报错 'UP' 未声明:解决方法及优化

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