107 lines
3.0 KiB
C#
107 lines
3.0 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using Hashtable = ExitGames.Client.Photon.Hashtable;
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using BoardState = System.Collections.Generic.List<System.Collections.Generic.List<TileInfo>>;
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using TileList = System.Collections.Generic.List<TileInfo>;
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// TODO: Peel this into it's own file?
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public static class BoardStateExtension {
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public static BoardState Initialize() {
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var bs = new BoardState();
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for(var i = 0; i < GameBoard.COLUMN; ++i){
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bs.Add(new TileList());
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}
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return bs;
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}
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public static Hashtable ToHashtable(this BoardState bs) {
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var ht = new Hashtable();
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for (int i = 0; i < bs.Count; ++i) {
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var col = bs[i];
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// Store a short[] representation of each column
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ht.Add(i, col.Select(t => (short)t).ToArray());
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}
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return ht;
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}
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// Did you know that having TileInfo be a class makes this super expensive and complicated?
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public static bool Matches(this BoardState bs, BoardState other) {
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if (bs.Count != other.Count) return false;
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for(int i = 0; i < bs.Count; ++i) {
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var subListMine = bs[i].Flatten();
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var subListTheirs = other[i].Flatten();
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if (!subListMine.SequenceEqual(subListTheirs)) return false;
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}
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return true;
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}
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public static short[] Flatten(this List<TileInfo> tileList) {
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return tileList.Select(t => t.dat).ToArray();
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}
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// Unpack and repack all tile infos
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public static BoardState Copy(this BoardState bs) {
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var copy = Initialize();
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for(int i=0; i < bs.Count; ++i) {
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copy[i] = bs[i].Select(t=>(TileInfo)t.dat).ToList();
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}
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return copy;
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}
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public static void FromHashtable(this BoardState bs, Hashtable ht) {
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// The user deserves garbage collection anyways. Don't optimize it unless it's a problem?
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for (int i = 0; i < bs.Count; ++i) {
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var arr = (short[])ht[i];
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bs[i] = arr.Select(t => (TileInfo)t).ToList();
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}
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}
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public static int[] ToHashtable(this List<(int x, int y)> list) {
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var array = new int[list.Count * 2];
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for (var i = 0; i < list.Count; i++) {
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var v = list[i];
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array[i * 2] = v.x;
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array[i * 2 + 1] = v.y;
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}
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return array;
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}
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public static void SetTile(this BoardState board,TileInfo value, int x, int y) {
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try {
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var col = board[x];
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// Set value or append to end
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if (y < col.Count) col[y] = value;
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else col.Add(value); // Added else. Otherwises, any set would have grown board -- Ebony
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} catch (System.Exception e) {
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Debug.LogErrorFormat("Illegal placement on board at {0},{1}",x,y);
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throw e;
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}
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}
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public static TileInfo tile(this BoardState board, int x, int y) {
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if (x < 0 || x >= board.Count) return null;
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if (y < 0) return null;
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var col = board[x];
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if (y < col.Count) return col[y];
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return null;
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}
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public static List<(int x, int y)> FromHashtable(int[] array) {
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var list = new List<(int x, int y)>();
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for (var i = 0; i < array.Length; i += 2) {
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list.Add((array[i], array[i + 1]));
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}
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return list;
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}
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} |