Removing the redundant score calculation from parseValues, as the overarching logic is the same as the calculateScore function
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@ -14,8 +14,6 @@ string PrintFrames::parseValue(vector<Frame> frames) {
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string value;
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stringstream ss;
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int score = 0;
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// There can only be 10 frames.
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for (int i = 0; i < 10; i++) {
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ss << "|";
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@ -39,8 +37,6 @@ string PrintFrames::parseValue(vector<Frame> frames) {
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// If the next frame has 3 or 2 rolls, then take those 2.
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if (frames[i + 1].Roll.size() > 1) {
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//score += frames[i].Roll[0] + frames[i + 1].Roll[0] + frames[i + 1].Roll[1];
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if (frames[i + 1].Roll[0] == 10 && frames[i + 1].Roll[1] != 10) {
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ss << "X, " << frames[i + 1].Roll[0] << " ";
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}
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@ -58,7 +54,6 @@ string PrintFrames::parseValue(vector<Frame> frames) {
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}
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// Both next frames, that are not the last, are 10.
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//score += frames[i].Roll[0] + frames[i + 1].Roll[0] + frames[i + 2].Roll[0];
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ss << "X ";
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continue;
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@ -67,18 +62,15 @@ string PrintFrames::parseValue(vector<Frame> frames) {
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// Spare
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if (frames[i].Roll[0] + frames[i].Roll[1] == 10) {
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if (frames[i].Roll.size() == 3) {
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score += frames[i].Roll[0] + frames[i].Roll[1] + frames[i].Roll[2];
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ss << frames[i].Roll[0] << ", / ";
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continue;
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}
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//score += 10 + frames[i + 1].Roll[0];
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ss << frames[i].Roll[0] << ", /";
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continue;
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}
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// Open frame
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//score += frames[i].Roll[0] + frames[i].Roll[1];
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if (i == 9) {
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ss << frames[i].Roll[0] << ", " << frames[i].Roll[1] << " ";
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} else {
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