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Load Diff
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fileFormatVersion: 2
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guid: c77b807962276e44693a3cd50bf4a8e6
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class AdditiveLoadScene : MonoBehaviour
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{
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// Start is called before the first frame update
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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}
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}
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fileFormatVersion: 2
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guid: 38488c7df686c5f4b84695bb26ac357a
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -48,6 +48,19 @@ public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize {
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[ReadOnly]
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public float collapseCount;
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[Header("AI Settings")]
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[ReadOnly]
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public float aiDowntime = 0f;
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[Tooltip("Time it takes AI to think of move")]
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public float aiThinkTime = 1f;
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[Tooltip("Time it takes for AI to move between states")]
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public float aiAdvanceTime = 0.2f;
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[Tooltip("Time it takes for AI to move the cursor")]
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public float aiCursorMoveDelay = 0.1f;
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public AIPhase aiPhase = AIPhase.None;
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public enum AIPhase { None, Thinking, LocationC, LocationB, LocationA, Drop }
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void UpdateControls() {
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// Scan the board for tile activations
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board = board.Activate(out int activations);
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@ -60,19 +73,120 @@ public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize {
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board = board.BreakPending(this, true);
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board = board.Collapse(out _);
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}
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} else {
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}
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else {
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Collapse();
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comboDelay = 1.5f; // Half second combo delay
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}
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} else {
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}
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else {
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board = board.Collapse(out _);
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}
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if (controlledByPlayer) {
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PlayerControls();
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if (controlledByPlayer)
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PlayerControls();
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if (controlledByAI)
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UpdateAI();
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}
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[ReadOnly]
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public int aiX, aiY;
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void UpdateAI() {
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if (Recommended == null || !Recommended.isValid(board)) {
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SolveRecommendedMove();
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aiDowntime = aiThinkTime;
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aiPhase = AIPhase.Thinking;
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Debug.LogFormat("AI Move: {0},{1}", Recommended.location.x, Recommended.location.y);
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}
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aiDowntime -= Time.deltaTime;
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if (aiDowntime < 0) {
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if (aiPhase == AIPhase.Thinking) {
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aiPhase = AIPhase.LocationC;
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aiDowntime = aiAdvanceTime;
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return;
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}
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if (aiPhase == AIPhase.LocationC) {
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var dir = CursorTowards(Recommended.locationC);
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(aiX, aiY) = Recommended.locationC;
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// FIXME: AI Cheats by restacking
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Current.first = MoveDir.None;
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Current.second = MoveDir.None;
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if (dir == MoveDir.None && comboDelay <= 0) {
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aiPhase = AIPhase.LocationB;
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aiDowntime = aiAdvanceTime;
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}
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else {
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MoveCursor(dir);
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aiDowntime = aiCursorMoveDelay;
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}
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return;
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}
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if (aiPhase == AIPhase.LocationB) {
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var dir = CursorTowards(Recommended.locationB);
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(aiX, aiY) = Recommended.locationB;
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if (dir == MoveDir.None) {
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aiPhase = AIPhase.LocationA;
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aiDowntime = aiAdvanceTime;
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}
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else {
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MoveCursor(dir);
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aiDowntime = aiCursorMoveDelay;
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}
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return;
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}
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if (aiPhase == AIPhase.LocationA) {
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var dir = CursorTowards(Recommended.location);
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(aiX, aiY) = Recommended.location;
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if (dir == MoveDir.None) {
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aiPhase = AIPhase.Drop;
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aiDowntime = aiAdvanceTime;
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}
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else {
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MoveCursor(dir);
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aiDowntime = aiCursorMoveDelay;
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}
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return;
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}
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if (aiPhase == AIPhase.Drop) {
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Drop();
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aiPhase = AIPhase.None;
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Recommended = null;
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aiDowntime = aiAdvanceTime;
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}
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}
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}
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public MoveDir CursorTowards((int x, int y) p) {
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var (x, y) = p;
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if (x < cursorX)
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return MoveDir.Left;
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if (x > cursorX)
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return MoveDir.Right;
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if (y > cursorY)
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return MoveDir.Up;
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if (y < cursorY)
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return MoveDir.Down;
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return MoveDir.None;
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}
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public void MoveCursor(MoveDir d) {
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var (dx,dy) = d.ToPair();
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cursorX += dx;
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@ -147,10 +261,47 @@ public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize {
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// AI Solver
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[ContextMenu("Recommend Move")]
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public void SolveRecommendedMove() {
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// For test validation:
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if (Current == null) {
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TestBoard();
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}
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// First, create the sim board
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var simBoard = board.SelfCopy();
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ValidateMoves();
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var Options = new List<(Move m, BoardState result, int activations)>();
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foreach(var poss in PossibleMoves) {
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// Create a move with our pieces and possible location
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var potential = new Move() {
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location = poss.location,
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first = poss.first,
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second = poss.second,
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triplet = Current.triplet
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};
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// Skip illegal placements
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if (!potential.isValid(simBoard)) continue;
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var pBoard = simBoard.SelfCopy();
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pBoard = pBoard.Place(potential);
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pBoard = pBoard.SimulateRecursive(this, out int activations);
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Options.Add((potential, pBoard, activations));
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}
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Debug.LogFormat("Evaluated {0} Moves.", Options.Count);
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var ordered =
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Options
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.OrderByDescending(o => o.activations) // First Priority, total attack size\
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.ThenBy(o => o.result.TallestStack()) // Lower columns
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.ThenByDescending(o => o.result.PrimedStacks()) // Setup future attacks
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.ThenByDescending(o => o.result.ExposedClusterSize()); // General bigness of moves
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//.ThenBy(o => o.result.TallestStack()); // Lower columns
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Recommended = ordered.FirstOrDefault().m;
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}
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static List<Move> PossibleMoves;
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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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public TileInfo SetPending(bool pending = true) {
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if (pending)
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detail |= TileDetail.Pending;
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else
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detail = detail & ~TileDetail.Pending;
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return this;
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}
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ts[row] = ti;
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}
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public static int PrimedStacks(this BoardState bs) {
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int primedCount = 0;
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foreach(var col in bs.state) {
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var at = LowestAir(col);
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if (at < 1) continue;
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if (col[at].CombosWith(col[at - 1]))
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primedCount += 1;
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}
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return primedCount;
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}
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public static int LowestAir(this TileStack ts) {
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for(int y = 0; y < ts.Count; ++y) {
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if (ts[y].isAir) return y;
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}
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return ts.Count;
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}
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public static int ExposedClusterSize(this BoardState bs) {
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Cluster whole = new Cluster();
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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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var at = col.LowestAir();
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if (at < 1) continue;
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whole.AddRange(bs.Clusterize(x, at - 1));
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}
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return whole.Distinct().Count();
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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 (first, second, third) = m.triplet;
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first.SetPending(false);
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second.SetPending(false);
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third.SetPending(false);
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var (x, y) = m.location;
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//Debug.LogFormat("Placing at {0},{1}", x, y);
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if (loc.x < 0) return false;
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if (loc.x > mX) return false;
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if (loc.y < mY) return false;
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if (loc.y > mY + 3) return false;
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if (loc.y > mY + 2) return false;
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}
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// Validate that the board positions are empty
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@ -8,7 +8,10 @@ EditorBuildSettings:
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- enabled: 1
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path: Assets/Scenes/MainMenuScene.unity
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guid: 259302c6bbed6234a948cfc4202af8f6
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- enabled: 1
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- enabled: 0
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path: Assets/Scenes/PrototypeScene.unity
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guid: 22fd93c991ecfed42a89b618f6cb386b
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- enabled: 1
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path: Assets/Playtest.unity
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guid: c77b807962276e44693a3cd50bf4a8e6
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m_configObjects: {}
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@ -3,7 +3,7 @@
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--- !u!30 &1
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GraphicsSettings:
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m_ObjectHideFlags: 0
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serializedVersion: 12
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serializedVersion: 13
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m_Deferred:
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m_Mode: 1
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m_Shader: {fileID: 69, guid: 0000000000000000f000000000000000, type: 0}
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@ -31,6 +31,9 @@ GraphicsSettings:
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m_AlwaysIncludedShaders:
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m_PreloadedShaders: []
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m_SpritesDefaultMaterial: {fileID: 10754, guid: 0000000000000000f000000000000000,
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type: 0}
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@ -55,3 +58,5 @@ GraphicsSettings:
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m_AlbedoSwatchInfos: []
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m_LightsUseLinearIntensity: 0
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m_LightsUseColorTemperature: 0
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m_LogWhenShaderIsCompiled: 0
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m_AllowEnlightenSupportForUpgradedProject: 1
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