AI starts up automatically, special tiles are in
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@ -50,6 +50,8 @@ public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize {
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// Tile timing
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private int TilesUntilActivator = 3;
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int nextActivator = -1;
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private int ActivatorsUntilSpecial = 10;
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int nextSpecial = -1;
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public float nextRootX = -1, nextRootY = 12;
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@ -64,6 +66,11 @@ public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize {
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activator = TileInfo.CreateRandomActivatorTile();
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lastActivatorColor = activator.color;
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if (++nextSpecial >= ActivatorsUntilSpecial) {
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nextSpecial = 0;
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activator.kind = TileKind.Special;
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}
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if (Random.value > 0.5f) {
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pair.left = activator;
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@ -108,8 +115,9 @@ public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize {
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case DelayState.Collapse:
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if (timeInState > airCollapseTime) {
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board = Collapse(board); // Remove air
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board = SpecialActivation(board, out bool didSpecial);
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board = ActivateOnce(board, out bool didActivate);
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if (didActivate) {
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if (didActivate || didSpecial) {
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delayState = DelayState.Combo;
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++Combo;
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} else {
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@ -459,6 +467,48 @@ public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize {
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return bs;
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}
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// Activate all special tiles
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BoardState SpecialActivation(BoardState bs, out bool didActivate) {
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didActivate = false;
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//return bs; // Test short-circuit
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for (int x = 0; x < bs.Count; ++x) {
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var col = bs[x];
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for (int y = 0; y < col.Count; ++y) {
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var tile = col[y];
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if (tile.kind == TileKind.Special) {
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if (y > 0) {
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// Get the color of the tile we are on top of
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var under = col[y - 1];
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tile.kind = TileKind.Activiting;
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tile.color = under.color;
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bs = ActivateAllColor(bs, under.color);
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didActivate = true;
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} else {
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// Special tile is on the bottom, swap it to a random activating tile
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tile = TileInfo.CreateRandomActivatorTile();
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}
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}
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}
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}
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return bs;
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}
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BoardState ActivateAllColor(BoardState bs,TileColor tc) {
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for (int x = 0; x < bs.Count; ++x) {
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var col = bs[x];
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for (int y = 0; y < col.Count; ++y) {
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var tile = col[y];
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if (tile.color == tc) {
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tile.kind = TileKind.Activiting;
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}
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}
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}
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return bs;
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}
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int CountActivations(BoardState bs) {
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int total = 0;
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foreach(var col in bs) {
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@ -620,12 +670,16 @@ public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize {
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public void Setup(){
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board = BoardStateExtension.Initialize();
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StopAllCoroutines(); // Murder all coroutines :'D
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// This is to reset the AI
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// Build the list of possible placements the AI may use
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PossiblePlacements = GetAllPossibilities();
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lastActivatorColor = TileInfo.CreateRandomActivatorTile().color;
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nextActivator = TilesUntilActivator;
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nextSpecial = ActivatorsUntilSpecial;
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delayState = DelayState.None;
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timeInState = 0;
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@ -690,6 +744,8 @@ public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize {
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repeat = false;
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bs = Collapse(bs);
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bs = Activate(bs);
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bs = SpecialActivation(bs, out bool didActivate);
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var newActivations = CountActivations(bs);
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if (newActivations > 0) {
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comboLength += 1;
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@ -811,14 +867,21 @@ public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize {
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}
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[ContextMenu("Startup AI")]
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public void StartAI() {
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public void StartAIDefault() {
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StartAI();
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}
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public void StartAI(float thinkTime = 0.5f) {
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AIEnabled = true;
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AIMoveTime = thinkTime;
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StartCoroutine(AIThink());
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}
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public bool AIEnabled = false;
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public float AIMoveTime = 0.5f;
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IEnumerator AIThink() {
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yield return null; // Wait a frame before trying any shit
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int totalMoves = 0;
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while (delayState != DelayState.Loss) {
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if (!AIEnabled)
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@ -14,6 +14,9 @@ public class GameBoardInstance : MonoBehaviour {
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public Sprite[] lit;
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public Sprite[] activators;
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[Header("AI difficulty, 0(easy)-3(hardest)")]
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public int AIDifficulty = 1;
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private void Awake() {
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instance = this;
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}
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@ -31,11 +34,13 @@ public class GameBoardInstance : MonoBehaviour {
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player2.Setup();
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} else {
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player1.authorityID = -1;
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player2.authorityID = -1;
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player2.authorityID = -1;
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player1.Setup();
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player2.Setup();
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}
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player2.StartAI(new[] { 0.5f, 0.2f, 0.1f, 0f }[AIDifficulty]);
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}
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GameTransition.Instance.state = GameState.InGame;
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}
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@ -26,6 +26,10 @@ public class TileRender : MonoBehaviour {
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case TileKind.Activiting:
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sprites = GameBoardInstance.instance.lit;
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break;
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case TileKind.Special:
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int timeSprite = (int)(Time.time * 4);
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renderer.sprite = GameBoardInstance.instance.activators[timeSprite % 4];
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return;
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default:
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sprites = null;
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Debug.LogErrorFormat(this.gameObject,"{0}, {1}, {2} not supported by tile display", tile.color, tile.kind, tile.counter);
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