Adjust Bomb Behavior
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@@ -53,7 +53,7 @@ MonoBehaviour:
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scoreValue: 10
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width: 7
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height: 7
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bombDelay: 1
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bombDelay: 2
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bombSelfDelay: 1
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bombRadius: 2
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dropHeight: 2
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@@ -18,8 +18,6 @@ namespace ScriptableObjects {
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[Header("Bomb")]
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[Tooltip("How long before the gems around the bomb explode")]
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public float bombDelay = 0.1f;
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[Tooltip("How long before the bomb itself explodes")]
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public float bombSelfDelay = 0.05f;
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[Tooltip("How far the explosion reaches")]
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public int bombRadius = 1;
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@@ -42,64 +42,95 @@ namespace Services
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Func<Vector2Int, Gem> getGemAt,
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Func<Vector2Int, UniTask> destroyAtAsync,
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int radius,
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float bombDelaySeconds,
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float bombSelfDelaySeconds)
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float bombDelaySeconds)
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{
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if (initialBombs == null || initialBombs.Count == 0)
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return;
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Queue<Vector2Int> queue = new Queue<Vector2Int>(initialBombs);
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HashSet<Vector2Int> processed = new HashSet<Vector2Int>();
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int waveDelayMs = Mathf.Max(0, Mathf.RoundToInt(bombDelaySeconds * 1000f));
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while (queue.Count > 0)
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HashSet<Vector2Int> processedBombs = new HashSet<Vector2Int>();
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Queue<Vector2Int> waveQueue = new Queue<Vector2Int>(
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initialBombs.Where(p =>
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{
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Vector2Int bombPos = queue.Dequeue();
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if (processed.Contains(bombPos))
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continue;
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if (!inBounds(p)) return false;
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Gem g = getGemAt(p);
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return g is { Type: GemType.Bomb };
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})
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);
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if (!inBounds(bombPos))
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continue;
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Gem bomb = getGemAt(bombPos);
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if (bomb is not { Type: GemType.Bomb })
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continue;
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processed.Add(bombPos);
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int ringDelayMs = Mathf.RoundToInt(bombDelaySeconds * 1000f);
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for (int dist = 1; dist <= radius; dist++)
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while (waveQueue.Count > 0)
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{
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if (ringDelayMs > 0)
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await UniTask.Delay(ringDelayMs);
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foreach (Vector2Int n in DiamondRing(bombPos, dist))
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// current wave (per bomb)
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List<Vector2Int> waveBombs = new List<Vector2Int>();
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while (waveQueue.Count > 0)
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{
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if (!inBounds(n))
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Vector2Int b = waveQueue.Dequeue();
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if (processedBombs.Contains(b))
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continue;
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Gem g = getGemAt(n);
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if (g == null)
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if (!inBounds(b))
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continue;
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if (g.Type == GemType.Bomb)
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Gem g = getGemAt(b);
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if (g is not { Type: GemType.Bomb })
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continue;
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processedBombs.Add(b);
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waveBombs.Add(b);
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}
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if (waveBombs.Count == 0)
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continue;
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// delay once per wave
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if (waveDelayMs > 0)
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await UniTask.Delay(waveDelayMs);
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HashSet<Vector2Int> nextWaveBombs = new HashSet<Vector2Int>();
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HashSet<Vector2Int> toDestroyNow = new HashSet<Vector2Int>();
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for (int i = 0; i < waveBombs.Count; i++)
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{
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if (!processed.Contains(n))
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queue.Enqueue(n);
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Vector2Int bombPos = waveBombs[i];
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// destroy self when it detonates
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toDestroyNow.Add(bombPos);
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foreach (Vector2Int p in DiamondAreaInclusive(bombPos, radius))
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{
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if (!inBounds(p))
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continue;
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if (p == bombPos)
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continue;
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Gem cellGem = getGemAt(p);
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if (cellGem == null)
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continue;
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if (cellGem.Type == GemType.Bomb)
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{
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// bombs in range are NOT destroyed now. triggered to explode in a later wave.
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if (!processedBombs.Contains(p))
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nextWaveBombs.Add(p);
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continue;
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}
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await destroyAtAsync(n);
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// Non-bomb gem gets destroyed by this bomb
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toDestroyNow.Add(p);
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}
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}
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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 everything for this wave (non-bombs in range + the detonating bombs themselves)
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foreach (Vector2Int p in toDestroyNow)
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await destroyAtAsync(p);
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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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// Schedule the next wave (triggered bombs)
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foreach (Vector2Int b in nextWaveBombs)
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waveQueue.Enqueue(b);
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}
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}
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@@ -119,5 +150,16 @@ namespace Services
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}
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}
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}
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private static IEnumerable<Vector2Int> DiamondAreaInclusive(Vector2Int center, int radius)
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{
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yield return center;
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for (int dist = 1; dist <= radius; dist++)
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{
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foreach (Vector2Int pivot in DiamondRing(center, dist))
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yield return pivot;
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}
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}
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}
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}
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@@ -217,8 +217,7 @@ namespace Services {
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GetGem,
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DestroyAtAsync,
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this.gameVariables.bombRadius,
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this.gameVariables.bombDelay,
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this.gameVariables.bombSelfDelay);
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this.gameVariables.bombDelay);
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await MoveGemsDown();
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return;
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@@ -239,8 +238,7 @@ namespace Services {
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GetGem,
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DestroyAtAsync,
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this.gameVariables.bombRadius,
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this.gameVariables.bombDelay,
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this.gameVariables.bombSelfDelay);
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this.gameVariables.bombDelay);
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await MoveGemsDown();
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}
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@@ -15,7 +15,6 @@ namespace Services.Interfaces
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Func<Vector2Int, Gem> getGemAt,
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Func<Vector2Int, UniTask> destroyAtAsync,
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int radius,
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float bombDelaySeconds,
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float bombSelfDelaySeconds);
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float bombDelaySeconds);
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}
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}
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