parent
6b25bbacac
commit
a48c79ba99
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@ -15,10 +15,24 @@ using BoardData = System.Collections.Generic.List<System.Collections.Generic.Lis
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// Tile Stack is the vertical list of tiles
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using TileStack = System.Collections.Generic.List<TileInfo>;
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using Cluster = System.Collections.Generic.List<(int x, int y)>;
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#region Board Logic
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public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize {
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public BoardState board = new BoardState();
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GameBoardDrawer _drawer;
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public GameBoardDrawer drawer {
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get {
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if (_drawer) return _drawer;
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return _drawer = GetComponent<GameBoardDrawer>();
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}
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}
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public void BreakFX(int x, int y) {
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drawer[x, y]?.OnBreakFX();
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}
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public override void Deserialize(Hashtable h) {
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base.Serialize(h);
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if (h.TryGetValue('b', out var hashedBoard))
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@ -54,6 +68,9 @@ public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize {
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board = BoardState.Copy(board);
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Debug.Log(board.ToString());
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}
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[ContextMenu("Recursive Sim")]
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void RecursiveSim() => board = board.SimulateRecursive(this, out _);
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}
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#endregion
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@ -85,7 +102,7 @@ public enum TileDetail : byte { // Gets cast to byte a lot
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Air = 0x0, // None and Air as aliases
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Normal = 0x1, // Flag that tile exists
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Pending = 0x2, // State for active in combo but not cleared
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//Damaged = 0x04, // Used for Tanuki and Ice -- Actually unneccessary by replacement setup
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Exploded = 0x04, // State for a block that is being exploded
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Dropped = 0x08, // Flag for tiles that were just dropped, for smears
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Fairy = 0x10, // do not clear air under this
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Poofed = 0x20, // Drawn as a cloud, freshly removed
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@ -137,16 +154,40 @@ public class TileInfo {
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data = ti.data; // More delicious garbage
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}
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public static bool SameAs(TileInfo a, TileInfo b) {
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if (a.color != b.color) return false;
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// Internal flags we don't consider for if a tile is the same
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var irrelevant = TileDetail.Dropped | TileDetail.Poofed | TileDetail.Pending | TileDetail.Exploded;
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if ((a.detail & ~irrelevant) != (b.detail & ~irrelevant))
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return false;
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return true;
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}
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public TileInfo SetFalling(bool fall) {
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detail &= ~TileDetail.Dropped;
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if (fall) detail |= TileDetail.Dropped;
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return this;
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}
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public TileInfo AsTanuki() {
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detail &= TileDetail.Tanuki;
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detail |= TileDetail.Tanuki;
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return this;
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}
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public TileInfo AsIce() {
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detail &= TileDetail.Ice;
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detail |= TileDetail.Ice;
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return this;
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}
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public TileInfo SetPending() {
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detail |= TileDetail.Pending;
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return this;
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}
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public bool isPending => (detail & TileDetail.Pending) != 0;
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public TileInfo BreakTile(params TileColor[] options) {
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var d = detail;
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@ -170,17 +211,22 @@ public class TileInfo {
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public static implicit operator int(TileInfo ti) => ti.data;
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public static explicit operator TileInfo(int i) => new TileInfo(i);
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public bool CombosWith(TileInfo other) => CombosWith(color);
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public bool CombosWith(TileInfo other) {
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if (other == null) return false;
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return CombosWith(other.color);
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}
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public bool CombosWith(TileColor c) {
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if (c == 0) return false; // nothing combos with air
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if (color == 0) return false; // Also don't combo with us if we're air
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if (c == color && (byte)c < 200) return true;
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if ((byte)c < 200) // If it's a simple color block
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return c == color; // just match if it matches our own color
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switch (c) { // Special handling for wildcard
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case TileColor.Wildcard:
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if ((byte)color < 200) return true; // If we are a simple block
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//if ((byte)color < 200) return true; // If we are a simple block
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return false;
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// room for more weird custom magic logic?
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@ -192,11 +238,347 @@ public class TileInfo {
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}
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#endregion
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#region Board Logic
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public static class BoardLogic {
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// return height of tallest column
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public static int TallestStack(this BoardState bs)
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=> bs.state.Max(t => t.Count);
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// Get a tile from a stack padded with nulls
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public static TileInfo NullPadded(this TileStack ts, int row) {
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if (row < 0) return null;
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if (row >= ts.Count) return null;
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return ts[row];
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}
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// Get the tile from the stack padded with air
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public static TileInfo Padded(this TileStack ts, int row)
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=> ts.NullPadded(row) ?? TileInfo.Air;
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public static void ChangeTile(this TileStack ts, int row, TileInfo ti) {
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if (row < 0) return;
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if (row >= ts.Count) return;
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ts[row] = ti;
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}
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public static bool StackHasMatches(this TileStack ts) {
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// Check up the length of the column for a match 3
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for (int y = 0; y < ts.Count; ++y) {
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var at = ts[y];
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var match = at.CombosWith(ts.Padded(y + 1)) && at.CombosWith(ts.Padded(y + 2));
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if (match) return true;
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}
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return false;
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}
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public static IEnumerable<TileInfo> Neighbors(this BoardState bs, int x, int y) {
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var self = bs.tile(x, y);
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var neighborsWithNull =
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new[] {
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bs.tile(x + 1, y),
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bs.tile(x - 1, y),
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bs.tile(x, y + 1),
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bs.tile(x, y - 1) };
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return neighborsWithNull.Where(t => t != null).Where(t => t != self);
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}
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public static IEnumerable<TileInfo> ComboAdjacents(this BoardState bs, int x, int y) {
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var neighbors = bs.Neighbors(x, y);
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var self = bs.tile(x, y);
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return neighbors.Where(ti => ti.CombosWith(self));
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}
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public static IEnumerable<(int x, int y)> MatchingAdjacentCoordinates(this BoardState bs, (int x, int y) p) {
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var matches = new List<(int x, int y)>();
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var self = bs.TileAtPoint(p);
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// HACK return empty set if self is null
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if (self == null) return new (int x, int y)[] { };
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var (x, y) = p;
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if (self.CombosWith(bs.tile(p.x + 1, p.y)))
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matches.Add((x+1, y));
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if (self.CombosWith(bs.tile(p.x - 1, p.y)))
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matches.Add((x-1, y));
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if (self.CombosWith(bs.tile(p.x, p.y + 1)))
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matches.Add((x, y+1));
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if (self.CombosWith(bs.tile(p.x, p.y - 1)))
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matches.Add((x, y-1));
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return matches;
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}
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public static Cluster Clusterize(this BoardState bs, int x, int y) {
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var at = bs.tile(x, y);
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if (at == null) return null;
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List<(int x, int y)> OpenSet, ClosedSet;
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OpenSet = new List<(int x, int y)>();
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ClosedSet = new List<(int x, int y)>();
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ClosedSet.Add((x, y));
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OpenSet.AddRange(bs.MatchingAdjacentCoordinates((x, y)));
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while (OpenSet.Count > 0) {
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var element = OpenSet[0];
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OpenSet.RemoveAt(0);
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ClosedSet.Add(element);
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var matches = bs.MatchingAdjacentCoordinates(element);
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foreach (var match in matches) {
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if (ClosedSet.Contains(match))
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continue;
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OpenSet.Add(match);
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}
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}
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return ClosedSet;
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}
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public static int[] MatchingNeighbors(this TileStack ts, int y) {
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var self = ts[y];
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if (self == null) goto Empty;
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if (self.isAir) goto Empty;
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var above = ts.NullPadded(y + 1);
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var below = ts.NullPadded(y - 1);
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bool aboveMatch = false;
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bool belowMatch = false;
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if (above != null && TileInfo.SameAs(self, above))
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aboveMatch = true;
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if (below != null && TileInfo.SameAs(self, below))
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belowMatch = true;
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if (aboveMatch && belowMatch)
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return new[] {y+1, y-1};
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if (aboveMatch)
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return new[] { y + 1 };
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if (belowMatch)
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return new[] { y - 1 };
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Empty:
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return new int[] { };
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}
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public static Cluster ClusterizeVertical(this BoardState bs, int x, int y) {
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var stack = bs[x];
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var self = stack[y];
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if (self == null) return null;
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if (self.isAir) return null;
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var OpenSet = new List<int>();
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var ClosedSet = new List<int>(new[] { y });
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OpenSet.AddRange(stack.MatchingNeighbors(y));
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while (OpenSet.Count > 0) {
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var element = OpenSet[0];
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OpenSet.RemoveAt(0);
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ClosedSet.Add(element);
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var matches = stack.MatchingNeighbors(element);
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foreach(var match in matches) {
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if (ClosedSet.Contains(match))
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continue;
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OpenSet.Add(match);
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}
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}
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// Expand back out to (x, y) from the list of y's
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return ClosedSet.Select(e => (x, e)).ToList();
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}
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public static BoardState Collapse(this BoardState bs) {
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// TODO: Proper support for fairy blocks
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for (int x = 0; x < bs.state.Count; ++x) {
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var col = bs[x];
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// First, pad to length with air
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while (col.Count < BoardState.BoardHeight)
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col.Add(TileInfo.Air);
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var oldCol = col.Copy();
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col.RemoveAll(t => t.isAir);
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// Repad with air
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while (col.Count < BoardState.BoardHeight)
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col.Add(TileInfo.Air);
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// TODO: Better falling logic
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/*
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// Set the falling flag for drawing
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for(int i = 0; i < col.Count; ++i) {
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col[i].SetFalling(TileInfo.SameAs(col[i], oldCol[i]));
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}*/
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}
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return bs;
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}
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public static BoardState Place(this BoardState bs,Move m) {
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var state = bs.SelfCopy();
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var (first, second, third) = m.triplet;
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state.SetAtPoint(m.location, first);
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state.SetAtPoint(m.locationB, second);
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state.SetAtPoint(m.locationC, third);
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return state;
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}
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// Set all matches tiledetails to pending
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public static BoardState Activate(this BoardState bs, out int activations) {
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activations = 0;
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var expandedClusters = new List<Cluster>();
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// First, determine if any column contains a match
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for (int x = 0; x < bs.state.Count; ++x) {
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var col = bs[x];
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// Exit if there is no match in the column
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if (!col.StackHasMatches())
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continue;
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// We know there is a match in the column, get the coordinates of all valid clusters
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var validBlobs = new List<Cluster>();
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for (int y = 0; y < col.Count; ++y) {
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var stackClusters = bs.ClusterizeVertical(x, y);
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if (stackClusters != null && stackClusters.Count >= 3) {
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validBlobs.Add(stackClusters);
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} else
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continue;
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}
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// Expand matches horizontally to matches
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foreach(var cluster in validBlobs) {
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foreach(var point in cluster) {
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expandedClusters.Add(bs.Clusterize(point.x,point.y));
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}
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}
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}
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foreach(var cluster in expandedClusters) {
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foreach(var point in cluster) {
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var at = bs.TileAtPoint(point);
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if (at == null || at.isPending)
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continue;
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at.SetPending();
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activations += 1; // Increment the activation counter
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}
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}
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return bs;
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}
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public static BoardState BreakPending(this BoardState bs, GameBoard gb, bool sendCallbacks = false) {
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var broken = new Cluster();
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for(int x = 0; x < bs.state.Count; ++x) {
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for (int y = 0; y < bs.state.Count; ++y) {
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var at = bs.tile(x, y);
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if (at.isAir) continue; // Skip air
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if (at.isPending) {
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broken.Add((x, y));
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if (sendCallbacks)
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gb.BreakFX(x, y);
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at = at.BreakTile(gb.Options);
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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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// Simulate the eventual outcome of this board
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// Note this is NOT deterministic because of how random tiles break
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public static BoardState SimulateRecursive(this BoardState bs, GameBoard gb, out int activations) {
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activations = 0;
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// Iterations for the current step
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int stepActivations = 0;
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do {
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bs = bs.Collapse().Activate(out stepActivations).BreakPending(gb);
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activations += stepActivations;
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// Repeat until no new tiles activate
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} while (stepActivations > 0);
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return bs;
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}
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// Create a copy of a column
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static TileStack Copy(this TileStack ts) {
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var intform = ts.Select(tile => (int)tile);
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return intform.Select(tile => (TileInfo)tile).ToList();
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}
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public static (int x, int y) ToPair(this MoveDir md) {
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switch(md) {
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case MoveDir.Left:
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return (-1, 0);
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case MoveDir.Right:
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return (1, 0);
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case MoveDir.Up:
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return (0, 1);
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case MoveDir.Down:
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return (0, -1);
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default:
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return (0, 0);
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}
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}
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}
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#endregion
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#region moves
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public enum MoveDir { None, Left, Right, Up, Down }
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public class Move {
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public (TileInfo first, TileInfo second, TileInfo third) triplet;
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public (int x, int y) location;
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public MoveDir first, second;
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public (int x, int y) locationB {
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get {
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var (x, y) = first.ToPair();
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return (location.x + x, location.y + y);
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}
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}
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public (int x, int y) locationC {
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get {
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var (x, y) = second.ToPair();
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return (locationB.x + x, locationB.y + y);
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}
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}
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}
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#endregion
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#region BoardStates
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[System.Serializable]
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public class BoardState {
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public static readonly int BoardWidth = 4, BoardHeight = 9;
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public static readonly int BoardWidth = 6, BoardHeight = 12;
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// Top THREE rows of board are the placement zone
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// Internal state of the board, as a list
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@ -214,11 +596,30 @@ public class BoardState {
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public bool TryCol(int col, out TileStack ts) {
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ts = null;
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if (col < 0) return false;
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if (col > state.Count) return false;
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if (col >= state.Count) return false;
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ts = this[col];
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return true;
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}
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public bool TileAt(int x, int y, out TileInfo ti) {
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public TileInfo TileAtPoint((int x, int y) p) {
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if (TryCol(p.x, out var col))
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return col.NullPadded(p.y);
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return null;
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}
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public void SetAtPoint((int x, int y) p, TileInfo tile) {
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if (TryCol(p.x, out var col)) {
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col.ChangeTile(p.x, tile);
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}
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}
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// Return the tile at a position with null if it's not valid
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public TileInfo tile(int x, int y) {
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TryTileAt(x, y, out var ti);
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return ti;
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}
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public bool TryTileAt(int x, int y, out TileInfo ti) {
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ti = null;
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if (y < 0) return false; // fail out if asking for negative y coords
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@ -32,6 +32,17 @@ public class GameBoardDrawer : MonoBehaviour {
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List<List<TileDrawer>> TileDrawers;
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// Get the Offset for an X/Y coord
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public Vector3 Position(int x, int y) {
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return new Vector3(x, y) * TileSize;
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}
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public TileDrawer this[int x, int y] {
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get {
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return TileDrawers[x][y];
|
||||
}
|
||||
}
|
||||
|
||||
public float TileSize = 0.5f;
|
||||
|
||||
void ValidateDrawers() {
|
||||
|
@ -69,7 +80,7 @@ public class GameBoardDrawer : MonoBehaviour {
|
|||
|
||||
var tileT = tile.transform;
|
||||
tileT.localPosition = new Vector3(x, y) * TileSize;
|
||||
if (boardState.TileAt(x, y,out TileInfo ti)) {
|
||||
if (boardState.TryTileAt(x, y,out TileInfo ti)) {
|
||||
tile.toDraw = ti;
|
||||
} else {
|
||||
tile.toDraw = TileInfo.Air;
|
||||
|
|
|
@ -13,6 +13,12 @@ public class TileDrawer : MonoBehaviour {
|
|||
public TileDetail detail = TileDetail.Normal;
|
||||
public TileColor color;
|
||||
|
||||
// TODO Use this FX hook
|
||||
// This is called BEFORE the tile detail is updated
|
||||
public void OnBreakFX() {
|
||||
|
||||
}
|
||||
|
||||
void OnValidate() {
|
||||
if (toDraw == null) {
|
||||
toDraw = new TileInfo(color,detail);
|
||||
|
@ -139,6 +145,10 @@ public class TileDrawer : MonoBehaviour {
|
|||
if (!tsi) return;
|
||||
if (toDraw == null) return;
|
||||
|
||||
// Higher tiles draw in front
|
||||
var t = transform;
|
||||
t.LeanSetPosZ(t.position.y);
|
||||
|
||||
// Copy the data from the TileInfo reference to local enums
|
||||
color = toDraw.color;
|
||||
detail = toDraw.detail;
|
||||
|
@ -162,10 +172,14 @@ public class TileDrawer : MonoBehaviour {
|
|||
sprite = deets.TopOfStack;
|
||||
}
|
||||
|
||||
|
||||
// non-snowman-y states
|
||||
if (detail.HasFlag(TileDetail.Poofed))
|
||||
sprite = deets.Puff;
|
||||
|
||||
|
||||
// FIXME This is wrong
|
||||
if (detail.HasFlag(TileDetail.Pending))
|
||||
sprite = deets.Puff;
|
||||
} else {
|
||||
// no matching TileObject data
|
||||
switch (color) {
|
||||
|
|
Loading…
Reference in New Issue