Separate bomb logic
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117
Assets/Scripts/Services/BombService.cs
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117
Assets/Scripts/Services/BombService.cs
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// Assets/Scripts/Services/BombService.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Cysharp.Threading.Tasks;
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using Enums;
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using Models;
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using Services.Interfaces;
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using UnityEngine;
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namespace Services
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{
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public class BombService : IBombService
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{
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public IReadOnlyList<Vector2Int> CollectTriggeredBombs(IReadOnlyList<Vector2Int> matchPositions)
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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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foreach (Vector2Int p in matchPositions)
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{
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candidates.Add(p + Vector2Int.left);
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candidates.Add(p + Vector2Int.right);
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candidates.Add(p + Vector2Int.up);
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candidates.Add(p + Vector2Int.down);
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}
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return candidates.ToList();
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}
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public async UniTask DetonateChainAsync(
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IReadOnlyList<Vector2Int> initialBombs,
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Func<Vector2Int, bool> inBounds,
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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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{
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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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while (queue.Count > 0)
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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(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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// 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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{
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if (!inBounds(n))
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continue;
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Gem g = getGemAt(n);
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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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queue.Enqueue(n);
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continue;
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}
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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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{
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for (int i = 1; i <= radius; i++)
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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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}
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}
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}
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}
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