This commit is contained in:
Iced-lemon 2023-01-28 23:37:06 +08:00
commit bcd48fa061
20 changed files with 817 additions and 128 deletions

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@ -15,10 +15,24 @@ using BoardData = System.Collections.Generic.List<System.Collections.Generic.Lis
// Tile Stack is the vertical list of tiles
using TileStack = System.Collections.Generic.List<TileInfo>;
#region Board Logic
using Cluster = System.Collections.Generic.List<(int x, int y)>;
#region Gameboard Class
public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize {
public BoardState board = new BoardState();
GameBoardDrawer _drawer;
public GameBoardDrawer drawer {
get {
if (_drawer) return _drawer;
return _drawer = GetComponent<GameBoardDrawer>();
}
}
public void BreakFX(int x, int y) {
drawer[x, y]?.OnBreakFX();
}
public override void Deserialize(Hashtable h) {
base.Serialize(h);
if (h.TryGetValue('b', out var hashedBoard))
@ -35,17 +49,12 @@ public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize {
// Short form for random tiles
TileInfo Random => TileInfo.Random(Options);
// Unit testing!
[ContextMenu("Test board")]
public void TestBoard() {
board = new BoardState();
/*board[0] = new TileStack(new[] {
new TileInfo(1),
new TileInfo(10),
new TileInfo(100),
new TileInfo(1000),
});*/
for(int i = 0; i < BoardState.BoardWidth; ++i) {
board[i] = new TileStack(new[] { Random, Random, Random });
board[i] = new TileStack(new[] { Random, Random, Random, Random, Random, Random });
}
}
@ -54,6 +63,19 @@ public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize {
board = BoardState.Copy(board);
Debug.Log(board.ToString());
}
[ContextMenu("Recursive Sim")]
void RecursiveSim() => board = board.SimulateRecursive(this, out _);
[ContextMenu("Activate")]
public void Activate() => board = board.Activate(out _);
[ContextMenu("Break Pending")]
public void BreakPending() => board = board.BreakPending(this, Application.isPlaying);
[ContextMenu("Collapse")]
public void Collapse() => board = board.Collapse();
}
#endregion
@ -64,7 +86,7 @@ public enum TileColor : byte {
Empty = 0, // Used for ID'ing air by color alone
Red = 1,
Blue = 2,
Yellow = 2,
Green = 3,
Pink = 4,
Purple = 5,
@ -85,7 +107,7 @@ public enum TileDetail : byte { // Gets cast to byte a lot
Air = 0x0, // None and Air as aliases
Normal = 0x1, // Flag that tile exists
Pending = 0x2, // State for active in combo but not cleared
//Damaged = 0x04, // Used for Tanuki and Ice -- Actually unneccessary by replacement setup
Exploded = 0x04, // State for a block that is being exploded
Dropped = 0x08, // Flag for tiles that were just dropped, for smears
Fairy = 0x10, // do not clear air under this
Poofed = 0x20, // Drawn as a cloud, freshly removed
@ -137,16 +159,40 @@ public class TileInfo {
data = ti.data; // More delicious garbage
}
public static bool SameAs(TileInfo a, TileInfo b) {
if (a.color != b.color) return false;
// Internal flags we don't consider for if a tile is the same
var irrelevant = TileDetail.Dropped | TileDetail.Poofed | TileDetail.Pending | TileDetail.Exploded;
if ((a.detail & ~irrelevant) != (b.detail & ~irrelevant))
return false;
return true;
}
public TileInfo SetFalling(bool fall) {
detail &= ~TileDetail.Dropped;
if (fall) detail |= TileDetail.Dropped;
return this;
}
public TileInfo AsTanuki() {
detail &= TileDetail.Tanuki;
detail |= TileDetail.Tanuki;
return this;
}
public TileInfo AsIce() {
detail &= TileDetail.Ice;
detail |= TileDetail.Ice;
return this;
}
public TileInfo SetPending() {
detail |= TileDetail.Pending;
return this;
}
public bool isPending => (detail & TileDetail.Pending) != 0;
public TileInfo BreakTile(params TileColor[] options) {
var d = detail;
@ -165,22 +211,35 @@ public class TileInfo {
// Make and return a new air tile
public static TileInfo Air => new TileInfo(0); // Just air
public bool isAir => data == 0;
public bool isAir {
get {
if (color == TileColor.Empty) return true;
return SameAs(this, Air);
//var irrelevant = TileDetail.Dropped | TileDetail.Poofed | TileDetail.Pending | TileDetail.Exploded;
//var maskedDetail = (byte)detail & ~irrelevant;
}
}
public static implicit operator int(TileInfo ti) => ti.data;
public static explicit operator TileInfo(int i) => new TileInfo(i);
public bool CombosWith(TileInfo other) => CombosWith(color);
public bool CombosWith(TileInfo other) {
if (other == null) return false;
return CombosWith(other.color);
}
public bool CombosWith(TileColor c) {
if (c == 0) return false; // nothing combos with air
if (color == 0) return false; // Also don't combo with us if we're air
if (c == color && (byte)c < 200) return true;
if ((byte)c < 200) // If it's a simple color block
return c == color; // just match if it matches our own color
switch (c) { // Special handling for wildcard
case TileColor.Wildcard:
if ((byte)color < 200) return true; // If we are a simple block
//if ((byte)color < 200) return true; // If we are a simple block
return false;
// room for more weird custom magic logic?
@ -192,11 +251,372 @@ public class TileInfo {
}
#endregion
#region Board Logic
public static class BoardLogic {
// return height of tallest column
public static int TallestStack(this BoardState bs)
=> bs.state.Max(t => t.Count);
// Get a tile from a stack padded with nulls
public static TileInfo NullPadded(this TileStack ts, int row) {
if (row < 0) return null;
if (row >= ts.Count) return null;
return ts[row];
}
// Get the tile from the stack padded with air
public static TileInfo Padded(this TileStack ts, int row)
=> ts.NullPadded(row) ?? TileInfo.Air;
public static void ChangeTile(this TileStack ts, int row, TileInfo ti) {
if (row < 0) return;
if (row >= ts.Count) return;
ts[row] = ti;
}
public static bool StackHasMatches(this TileStack ts) {
// Check up the length of the column for a match 3
for (int y = 0; y < ts.Count; ++y) {
var at = ts[y];
var match = at.CombosWith(ts.Padded(y + 1)) && at.CombosWith(ts.Padded(y + 2));
if (match) return true;
}
return false;
}
public static IEnumerable<TileInfo> Neighbors(this BoardState bs, int x, int y) {
var self = bs.tile(x, y);
var neighborsWithNull =
new[] {
bs.tile(x + 1, y),
bs.tile(x - 1, y),
bs.tile(x, y + 1),
bs.tile(x, y - 1) };
return neighborsWithNull.Where(t => t != null).Where(t => t != self);
}
public static IEnumerable<TileInfo> ComboAdjacents(this BoardState bs, int x, int y) {
var neighbors = bs.Neighbors(x, y);
var self = bs.tile(x, y);
return neighbors.Where(ti => ti.CombosWith(self));
}
public static IEnumerable<(int x, int y)> MatchingAdjacentCoordinates(this BoardState bs, (int x, int y) p) {
var matches = new List<(int x, int y)>();
var self = bs.TileAtPoint(p);
// HACK return empty set if self is null
if (self == null) return new (int x, int y)[] { };
var (x, y) = p;
if (self.CombosWith(bs.tile(p.x + 1, p.y)))
matches.Add((x+1, y));
if (self.CombosWith(bs.tile(p.x - 1, p.y)))
matches.Add((x-1, y));
if (self.CombosWith(bs.tile(p.x, p.y + 1)))
matches.Add((x, y+1));
if (self.CombosWith(bs.tile(p.x, p.y - 1)))
matches.Add((x, y-1));
return matches;
}
public static Cluster Clusterize(this BoardState bs, int x, int y) {
var at = bs.tile(x, y);
if (at == null) return null;
List<(int x, int y)> OpenSet, ClosedSet;
OpenSet = new List<(int x, int y)>();
ClosedSet = new List<(int x, int y)>();
ClosedSet.Add((x, y));
OpenSet.AddRange(bs.MatchingAdjacentCoordinates((x, y)));
while (OpenSet.Count > 0) {
var element = OpenSet[0];
OpenSet.RemoveAt(0);
ClosedSet.Add(element);
var matches = bs.MatchingAdjacentCoordinates(element);
foreach (var match in matches) {
if (ClosedSet.Contains(match))
continue;
OpenSet.Add(match);
}
}
return ClosedSet;
}
public static int[] MatchingNeighbors(this TileStack ts, int y) {
var self = ts[y];
if (self == null) goto Empty;
if (self.isAir) goto Empty;
var above = ts.NullPadded(y + 1);
var below = ts.NullPadded(y - 1);
bool aboveMatch = false;
bool belowMatch = false;
if (above != null && TileInfo.SameAs(self, above))
aboveMatch = true;
if (below != null && TileInfo.SameAs(self, below))
belowMatch = true;
if (aboveMatch && belowMatch)
return new[] {y+1, y-1};
if (aboveMatch)
return new[] { y + 1 };
if (belowMatch)
return new[] { y - 1 };
Empty:
return new int[] { };
}
public static Cluster ClusterizeVertical(this BoardState bs, int x, int y) {
var stack = bs[x];
if (stack == null) return null;
if (y >= stack.Count) return null;
var self = stack[y];
if (self == null) return null;
if (self.isAir) return null;
var OpenSet = new List<int>();
var ClosedSet = new List<int>(new[] { y });
OpenSet.AddRange(stack.MatchingNeighbors(y));
while (OpenSet.Count > 0) {
var element = OpenSet[0];
OpenSet.RemoveAt(0);
ClosedSet.Add(element);
var matches = stack.MatchingNeighbors(element);
foreach(var match in matches) {
if (ClosedSet.Contains(match))
continue;
OpenSet.Add(match);
}
}
// Expand back out to (x, y) from the list of y's
return ClosedSet.Select(e => (x, e)).ToList();
}
public static BoardState Collapse(this BoardState bs) {
// TODO: Proper support for fairy blocks
for (int x = 0; x < bs.state.Count; ++x) {
var col = bs[x];
bool foundAir = false;
for (int i = 0; i < col.Count; ++i) {
col[i] = col[i].SetFalling(foundAir);
if (col[i].isAir) foundAir = true;
}
// First, pad to length with air
while (col.Count < BoardState.BoardHeight)
col.Add(TileInfo.Air);
// Create an unlinked copy
var oldCol = col.Copy();
// Remove all air tiles
col.RemoveAll(t => t.isAir);
// Repad with air
while (col.Count < BoardState.BoardHeight)
col.Add(TileInfo.Air);
// TODO: Better falling logic
// Set the falling flag for drawing
/*for(int i = 0; i < col.Count; ++i) {
// Set the falling flag if we match
col[i] = col[i].SetFalling(i > lowestAir);
}*/
}
return bs;
}
public static BoardState Place(this BoardState bs,Move m) {
var state = bs.SelfCopy();
var (first, second, third) = m.triplet;
// FIXME SetAtPoint is shite and doesn't work good??
state.SetAtPoint(m.location, first);
state.SetAtPoint(m.locationB, second);
state.SetAtPoint(m.locationC, third);
return state;
}
// Set all matches tiledetails to pending
public static BoardState Activate(this BoardState bs, out int activations) {
activations = 0;
var expandedClusters = new List<Cluster>();
// First, determine if any column contains a match
for (int x = 0; x < bs.state.Count; ++x) {
var col = bs[x];
// Exit if there is no match in the column
if (!col.StackHasMatches())
continue;
// We know there is a match in the column, get the coordinates of all valid clusters
var validBlobs = new List<Cluster>();
for (int y = 0; y < col.Count; ++y) {
var stackClusters = bs.ClusterizeVertical(x, y);
if (stackClusters != null && stackClusters.Count >= 3) {
validBlobs.Add(stackClusters);
} else
continue;
}
// Expand matches horizontally to matches
foreach(var cluster in validBlobs) {
foreach(var point in cluster) {
expandedClusters.Add(bs.Clusterize(point.x,point.y));
}
}
}
foreach(var cluster in expandedClusters) {
foreach(var point in cluster) {
var at = bs.TileAtPoint(point);
if (at == null || at.isPending)
continue;
at.SetPending();
activations += 1; // Increment the activation counter
}
}
return bs;
}
public static BoardState BreakPending(this BoardState bs, GameBoard gb, bool sendCallbacks = false) {
var broken = new Cluster();
for(int x = 0; x < bs.state.Count; ++x) {
var col = bs[x];
for (int y = 0; y < col.Count; ++y) {
var at = bs.tile(x, y);
if (at.isAir) continue; // Skip air
if (at.isPending) {
broken.Add((x, y));
if (sendCallbacks)
gb.BreakFX(x, y);
var brokenForm = at.BreakTile(gb.Options);
col[y] = brokenForm;
}
}
}
// Break FX callbacks
if (Application.isPlaying && sendCallbacks)
foreach (var broke in broken)
gb.BreakFX(broke.x, broke.y);
return bs;
}
// Simulate the eventual outcome of this board
// Note this is NOT deterministic because of how random tiles break
public static BoardState SimulateRecursive(this BoardState bs, GameBoard gb, out int activations) {
activations = 0;
// Iterations for the current step
int stepActivations = 0;
do {
bs = bs.Collapse().Activate(out stepActivations).BreakPending(gb);
activations += stepActivations;
// Repeat until no new tiles activate
Debug.LogFormat("Processed {0} activations", stepActivations);
} while (stepActivations > 0);
return bs;
}
// Create a copy of a column
static TileStack Copy(this TileStack ts) {
var intform = ts.Select(tile => (int)tile);
return intform.Select(tile => (TileInfo)tile).ToList();
}
public static (int x, int y) ToPair(this MoveDir md) {
switch(md) {
case MoveDir.Left:
return (-1, 0);
case MoveDir.Right:
return (1, 0);
case MoveDir.Up:
return (0, 1);
case MoveDir.Down:
return (0, -1);
default:
return (0, 0);
}
}
}
#endregion
#region moves
public enum MoveDir { None, Left, Right, Up, Down }
public class Move {
public (TileInfo first, TileInfo second, TileInfo third) triplet;
public (int x, int y) location;
public MoveDir first, second;
public (int x, int y) locationB {
get {
var (x, y) = first.ToPair();
return (location.x + x, location.y + y);
}
}
public (int x, int y) locationC {
get {
var (x, y) = second.ToPair();
return (locationB.x + x, locationB.y + y);
}
}
}
#endregion
#region BoardStates
[System.Serializable]
public class BoardState {
public static readonly int BoardWidth = 4, BoardHeight = 9;
public static readonly int BoardWidth = 6, BoardHeight = 12;
// Top THREE rows of board are the placement zone
// Internal state of the board, as a list
@ -214,11 +634,30 @@ public class BoardState {
public bool TryCol(int col, out TileStack ts) {
ts = null;
if (col < 0) return false;
if (col > state.Count) return false;
if (col >= state.Count) return false;
ts = this[col];
return true;
}
public bool TileAt(int x, int y, out TileInfo ti) {
public TileInfo TileAtPoint((int x, int y) p) {
if (TryCol(p.x, out var col))
return col.NullPadded(p.y);
return null;
}
public void SetAtPoint((int x, int y) p, TileInfo tile) {
if (TryCol(p.x, out var col)) {
col.ChangeTile(p.x, tile);
}
}
// Return the tile at a position with null if it's not valid
public TileInfo tile(int x, int y) {
TryTileAt(x, y, out var ti);
return ti;
}
public bool TryTileAt(int x, int y, out TileInfo ti) {
ti = null;
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 {
List<List<TileDrawer>> TileDrawers;
// Get the Offset for an X/Y coord
public Vector3 Position(int x, int y) {
return new Vector3(x, y) * TileSize;
}
public TileDrawer this[int x, int y] {
get {
return TileDrawers[x][y];
}
}
public float TileSize = 0.5f;
void ValidateDrawers() {
@ -64,12 +75,26 @@ public class GameBoardDrawer : MonoBehaviour {
for (int x = 0; x < TileDrawers.Count; ++x) {
var col = TileDrawers[x];
for (int y = 0; y < col.Count; ++y) {
var tile = col[y];
tile.board = gameBoard;
tile.xCoord = x;
tile.yCoord = y;
if (tile.board) {
var amt = tile.board.board.ClusterizeVertical(x, y);
if (amt != null) {
tile.amountInStack = amt.Count;
tile.stackedBelow = amt.Count(point => y > point.y);
}
}
var tileT = tile.transform;
tileT.localPosition = new Vector3(x, y) * TileSize;
if (boardState.TileAt(x, y,out TileInfo ti)) {
tileT.localPosition = new Vector3(x, y, -y) * TileSize;
if (boardState.TryTileAt(x, y,out TileInfo ti)) {
tile.toDraw = ti;
} else {
tile.toDraw = TileInfo.Air;
@ -93,6 +118,8 @@ public class GameBoardDrawer : MonoBehaviour {
foreach(var td in children) {
DestroyImmediate(td.gameObject);
}
TileDrawers = null;
}
void Update() {

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@ -194,6 +382,7 @@ GameObject:
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- component: {fileID: 1062404889}
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m_Name: Main Camera
m_TagString: MainCamera
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m_BackGroundColor: {r: 0.73333335, g: 0.69411767, b: 0.9568628, a: 0}
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lightMeter:
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m_Name: GreenTiles
m_EditorClassIdentifier:
color: 3
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type: 3}
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type: 3}
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@ -13,11 +13,8 @@ MonoBehaviour:
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m_EditorClassIdentifier:
color: 4
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@ -13,12 +13,8 @@ MonoBehaviour:
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@ -1,5 +1,6 @@
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
[ExecuteAlways]
@ -8,11 +9,36 @@ public class TileDrawer : MonoBehaviour {
public TileSetInfo tsi;
public TileInfo toDraw;
[Header("Internally Managed")]
public GameBoard board; // Gameboard associated with us
public int xCoord, yCoord;
[Header("Tile Info Testing")]
//[EnumFlag] No idea why this isn't working anymore whatever
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() {
// Texel - Little test diagonal debug line :)
Debug.DrawLine(
transform.TransformPoint(new Vector3(1, 1)),
transform.TransformPoint(new Vector3(-1, -1)),
Color.red,
1f);
}
// Updated while the tile state is pending, that is, ready to be removed
public void UpdatePending() {
// Stacks warble at similar frequency, columns independently
float phaseOffset = 0.8f * xCoord + 0.03f * yCoord;
float warbleSpeed = 8f;
// Warble 5% of scale
float warble = Mathf.Sin((Time.time + phaseOffset) * warbleSpeed) * 0.05f;
transform.localScale = new Vector3(1 + warble, 1 - warble, 1);
}
void OnValidate() {
if (toDraw == null) {
toDraw = new TileInfo(color,detail);
@ -87,7 +113,7 @@ public class TileDrawer : MonoBehaviour {
// Shift smeared sub-sprite to position
layer.transform.localPosition =
new Vector3(0, delta * SmearDistance, 0);
new Vector3(0, delta * SmearDistance, i * 0.001f * SmearSteps);
// Set the smear opacity
var layerOpacity = opacity * opacityShift * (1 - delta);
@ -139,10 +165,24 @@ 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;
// Set the drop smear visibility
// Fade out over time when playing
if (detail.HasFlag(TileDetail.Dropped)){
smearOpacity = 1f;
} else {
smearOpacity = !Application.isPlaying ?
0f :
Mathf.MoveTowards(smearOpacity,0f,Time.deltaTime);
}
var sr = GetComponent<SpriteRenderer>();
if (!sr) sr = gameObject.AddComponent<SpriteRenderer>();
@ -154,7 +194,7 @@ public class TileDrawer : MonoBehaviour {
if (deets != null) {
sprite = deets.Generic;
// Base of stack
if (amountInStack != 0) {
if (amountInStack > 2) {
sprite = deets.ThirdOrLower;
if (stackedBelow == 1)
sprite = deets.SecondFromTop;
@ -162,10 +202,17 @@ public class TileDrawer : MonoBehaviour {
sprite = deets.TopOfStack;
}
// non-snowman-y states
if (detail.HasFlag(TileDetail.Poofed))
sprite = deets.Puff;
if (Application.isPlaying)
if (detail.HasFlag(TileDetail.Pending)) {
UpdatePending();
} else {
transform.localScale = Vector3.one;
}
} else {
// no matching TileObject data
switch (color) {