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Rewrote the zero vector handling logic. #16.
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@ -183,39 +183,26 @@ public class VectorShape implements Shape {
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VectorCommand vector2 = work.poll();
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int section2 = Optional.ofNullable(vector2).map(VectorCommand::ordinal).orElse(0);
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VectorCommand vector3 = work.poll();
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if (vector3 != null && vector3.plot) {
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// Remove all invalid encodings 100, 101, 110, 111, and 000.
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if (vector3 != null && (vector3.plot || vector3 == VectorCommand.MOVE_UP)) {
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work.addFirst(vector3);
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vector3 = null;
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}
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int section3 = Optional.ofNullable(vector3).map(VectorCommand::ordinal).orElse(0);
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if ((section1 + section2 + section3) == 0) {
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// Can only write a 0 byte to terminate shape
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if (vector2 == null) {
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vector2 = VectorCommand.MOVE_LEFT;
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section2 = vector2.ordinal();
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} else if (vector3 == null) {
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if (section3 == 0 && section2 == 0 && !work.isEmpty()) {
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vector3 = VectorCommand.MOVE_LEFT;
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section3 = vector3.ordinal();
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if (!work.isEmpty()) {
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work.addFirst(VectorCommand.MOVE_RIGHT);
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}
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// If we have a series of MOVE_UP, we'll end up with a "uul", "rul", "rul", etc.
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// It can be compressed a bit by stretching that right out a bit to get "uul", "uur", "uul, "uur", etc.
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int moveUpCount = 0;
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for (VectorCommand test : work) {
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if (test == VectorCommand.MOVE_UP) {
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moveUpCount += 1;
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} else {
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work.addFirst(vector3);
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vector3 = VectorCommand.MOVE_LEFT;
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section3 = vector3.ordinal();
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if (!work.isEmpty()) {
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work.addFirst(VectorCommand.MOVE_RIGHT);
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break;
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}
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}
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} else if (vector3 == VectorCommand.MOVE_UP) {
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// section 3 cannot be 0
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work.addFirst(vector3);
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vector3 = null;
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if (vector2 == VectorCommand.MOVE_UP) {
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// section 2 and 3 cannot be 0
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work.addFirst(vector2);
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vector2 = null;
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}
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work.add(Math.min(moveUpCount,2), VectorCommand.MOVE_RIGHT);
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}
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outputStream.write(section3 << 6 | section2 << 3 | section1);
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}
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