Separate Bomb Logic
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@@ -16,13 +16,8 @@ namespace Services
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{
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if (matchPositions == null || matchPositions.Count == 0)
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return Array.Empty<Vector2Int>();
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// Activation: any match cell that is a bomb OR cardinal-adjacent to a bomb.
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// NOTE: The actual "is bomb?" check depends on the board, so we only return
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// the positions to be checked/queued by caller if desired.
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// To keep BombService isolated, we’ll let DetonateChainAsync validate bombs via getGemAt.
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// Here we return: all matched positions + their cardinal neighbors.
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HashSet<Vector2Int> candidates = new HashSet<Vector2Int>(matchPositions);
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HashSet<Vector2Int> candidates = new HashSet<Vector2Int>();
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foreach (Vector2Int p in matchPositions)
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{
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@@ -65,13 +60,11 @@ namespace Services
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processed.Add(bombPos);
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// Delay before neighbor blast
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int neighborDelayMs = Mathf.Max(0, Mathf.RoundToInt(bombDelaySeconds * 1000f));
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if (neighborDelayMs > 0)
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await UniTask.Delay(neighborDelayMs);
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// Blast neighbors first (cross)
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foreach (Vector2Int n in CrossNeighbors(bombPos, radius))
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foreach (Vector2Int n in DiamondNeighbors(bombPos, radius))
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{
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if (!inBounds(n))
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continue;
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@@ -80,7 +73,6 @@ namespace Services
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if (g == null)
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continue;
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// Chain: if another bomb is in blast area, queue it
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if (g.Type == GemType.Bomb)
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{
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if (!processed.Contains(n))
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@@ -91,26 +83,28 @@ namespace Services
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await destroyAtAsync(n);
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}
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// Delay before destroying the bomb itself
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int selfDelayMs = Mathf.Max(0, Mathf.RoundToInt(bombSelfDelaySeconds * 1000f));
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if (selfDelayMs > 0)
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await UniTask.Delay(selfDelayMs);
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// Destroy bomb last
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Gem stillBomb = getGemAt(bombPos);
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if (stillBomb is { Type: GemType.Bomb })
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await destroyAtAsync(bombPos);
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}
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}
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private static IEnumerable<Vector2Int> CrossNeighbors(Vector2Int center, int radius)
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private static IEnumerable<Vector2Int> DiamondNeighbors(Vector2Int center, int radius)
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{
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for (int i = 1; i <= radius; i++)
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for (int x = -radius; x <= radius; x++)
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{
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yield return center + Vector2Int.left * i;
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yield return center + Vector2Int.right * i;
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yield return center + Vector2Int.up * i;
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yield return center + Vector2Int.down * i;
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int maxY = radius - Mathf.Abs(x);
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for (int y = -maxY; y <= maxY; y++)
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{
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if (x == 0 && y == 0)
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continue;
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yield return new Vector2Int(center.x + x, center.y + y);
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}
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}
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}
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}
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