Separate bomb logic

This commit is contained in:
2025-12-15 04:45:17 +08:00
parent 5236df963e
commit f4a2cac16d
6 changed files with 191 additions and 89 deletions

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@@ -34,6 +34,8 @@ namespace Scopes
new ObjectPoolService(this.gameVariables.gemsPrefabs, this.gemsHolder), new ObjectPoolService(this.gameVariables.gemsPrefabs, this.gemsHolder),
Lifetime.Scoped); Lifetime.Scoped);
builder.Register<IBombService, BombService>(Lifetime.Scoped);
builder.Register<ScorePresenter>(Lifetime.Scoped); builder.Register<ScorePresenter>(Lifetime.Scoped);
builder.Register<IGameBoardService, GameBoardService>(Lifetime.Scoped).AsImplementedInterfaces(); builder.Register<IGameBoardService, GameBoardService>(Lifetime.Scoped).AsImplementedInterfaces();

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@@ -0,0 +1,117 @@
// Assets/Scripts/Services/BombService.cs
using System;
using System.Collections.Generic;
using System.Linq;
using Cysharp.Threading.Tasks;
using Enums;
using Models;
using Services.Interfaces;
using UnityEngine;
namespace Services
{
public class BombService : IBombService
{
public IReadOnlyList<Vector2Int> CollectTriggeredBombs(IReadOnlyList<Vector2Int> matchPositions)
{
if (matchPositions == null || matchPositions.Count == 0)
return Array.Empty<Vector2Int>();
// Activation: any match cell that is a bomb OR cardinal-adjacent to a bomb.
// NOTE: The actual "is bomb?" check depends on the board, so we only return
// the positions to be checked/queued by caller if desired.
// To keep BombService isolated, well let DetonateChainAsync validate bombs via getGemAt.
// Here we return: all matched positions + their cardinal neighbors.
HashSet<Vector2Int> candidates = new HashSet<Vector2Int>(matchPositions);
foreach (Vector2Int p in matchPositions)
{
candidates.Add(p + Vector2Int.left);
candidates.Add(p + Vector2Int.right);
candidates.Add(p + Vector2Int.up);
candidates.Add(p + Vector2Int.down);
}
return candidates.ToList();
}
public async UniTask DetonateChainAsync(
IReadOnlyList<Vector2Int> initialBombs,
Func<Vector2Int, bool> inBounds,
Func<Vector2Int, Gem> getGemAt,
Func<Vector2Int, UniTask> destroyAtAsync,
int radius,
float bombDelaySeconds,
float bombSelfDelaySeconds)
{
if (initialBombs == null || initialBombs.Count == 0)
return;
Queue<Vector2Int> queue = new Queue<Vector2Int>(initialBombs);
HashSet<Vector2Int> processed = new HashSet<Vector2Int>();
while (queue.Count > 0)
{
Vector2Int bombPos = queue.Dequeue();
if (processed.Contains(bombPos))
continue;
if (!inBounds(bombPos))
continue;
Gem bomb = getGemAt(bombPos);
if (bomb is not { Type: GemType.Bomb })
continue;
processed.Add(bombPos);
// Delay before neighbor blast
int neighborDelayMs = Mathf.Max(0, Mathf.RoundToInt(bombDelaySeconds * 1000f));
if (neighborDelayMs > 0)
await UniTask.Delay(neighborDelayMs);
// Blast neighbors first (cross)
foreach (Vector2Int n in CrossNeighbors(bombPos, radius))
{
if (!inBounds(n))
continue;
Gem g = getGemAt(n);
if (g == null)
continue;
// Chain: if another bomb is in blast area, queue it
if (g.Type == GemType.Bomb)
{
if (!processed.Contains(n))
queue.Enqueue(n);
continue;
}
await destroyAtAsync(n);
}
// Delay before destroying the bomb itself
int selfDelayMs = Mathf.Max(0, Mathf.RoundToInt(bombSelfDelaySeconds * 1000f));
if (selfDelayMs > 0)
await UniTask.Delay(selfDelayMs);
// Destroy bomb last
Gem stillBomb = getGemAt(bombPos);
if (stillBomb is { Type: GemType.Bomb })
await destroyAtAsync(bombPos);
}
}
private static IEnumerable<Vector2Int> CrossNeighbors(Vector2Int center, int radius)
{
for (int i = 1; i <= radius; i++)
{
yield return center + Vector2Int.left * i;
yield return center + Vector2Int.right * i;
yield return center + Vector2Int.up * i;
yield return center + Vector2Int.down * i;
}
}
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 25e4f7a32f2f4b5e9b9f5984d10d17ab
timeCreated: 1765744719

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@@ -22,6 +22,7 @@ namespace Services {
private readonly GameVariables gameVariables; private readonly GameVariables gameVariables;
private readonly IMatchService matchService; private readonly IMatchService matchService;
private readonly IScoreService scoreService; private readonly IScoreService scoreService;
private readonly IBombService bombService;
private readonly IObjectPool<GemView> objectPool; private readonly IObjectPool<GemView> objectPool;
private readonly Transform gemsHolder; private readonly Transform gemsHolder;
#endregion #endregion
@@ -32,11 +33,12 @@ namespace Services {
private GameState currentState = GameState.Move; private GameState currentState = GameState.Move;
#endregion #endregion
public GameBoardService(IGameBoard gameBoard, GameVariables gameVariables, IMatchService matchService, IScoreService scoreSerivce, IObjectPool<GemView> objectPool, Transform gemsHolder, ScorePresenter scorePresenter) { public GameBoardService(IGameBoard gameBoard, GameVariables gameVariables, IMatchService matchService, IScoreService scoreSerivce, IBombService bombService, IObjectPool<GemView> objectPool, Transform gemsHolder, ScorePresenter scorePresenter) {
this.gameBoard = gameBoard; this.gameBoard = gameBoard;
this.gameVariables = gameVariables; this.gameVariables = gameVariables;
this.matchService = matchService; this.matchService = matchService;
this.scoreService = scoreSerivce; this.scoreService = scoreSerivce;
this.bombService = bombService;
this.objectPool = objectPool; this.objectPool = objectPool;
this.gemsHolder = gemsHolder; this.gemsHolder = gemsHolder;
this.scorePresenter = scorePresenter; this.scorePresenter = scorePresenter;
@@ -179,109 +181,63 @@ namespace Services {
} }
private async UniTask DestroyMatchesAsync(List<Vector2Int> protectedPositions) { private async UniTask DestroyMatchesAsync(List<Vector2Int> protectedPositions) {
// Build initial queues from current matches // Collect match positions, excluding protected (bomb creation slots).
Queue<Vector2Int> bombsToProcess = new Queue<Vector2Int>(); List<Vector2Int> matchPositions = new List<Vector2Int>(this.matchService.CurrentMatches.Count);
List<Vector2Int> processedBombs = new List<Vector2Int>();
List<Vector2Int> regularToDestroy = new List<Vector2Int>();
for (int i = 0; i < this.matchService.CurrentMatches.Count; i++) { for (int i = 0; i < this.matchService.CurrentMatches.Count; i++) {
Gem matchedGem = this.matchService.CurrentMatches[i]; var m = this.matchService.CurrentMatches[i];
if (matchedGem == null) if (m == null) continue;
continue;
Vector2Int pos = matchedGem.Position; Vector2Int pos = m.Position;
// If a bomb was spawned at this cell due to 4+ creation, it must survive this destruction pass.
if (protectedPositions != null && protectedPositions.Contains(pos)) if (protectedPositions != null && protectedPositions.Contains(pos))
continue; continue;
Gem current = GetGem(pos); matchPositions.Add(pos);
if (current == null)
continue;
if (current.Type == GemType.Bomb) {
bombsToProcess.Enqueue(pos);
} else {
regularToDestroy.Add(pos);
}
} }
// Process bombs: neighbors first (after delay), then the bomb itself (after delay). // Bombs are handled by BombService so they can respect delays + chaining.
while (bombsToProcess.Count > 0) { foreach (Vector2Int pos in matchPositions.Distinct().ToList()) {
Vector2Int bombPos = bombsToProcess.Dequeue(); var g = GetGem(pos);
if (processedBombs.Contains(bombPos)) if (g == null) continue;
continue; if (g.Type == GemType.Bomb) continue;
Gem bomb = GetGem(bombPos);
if (bomb is not { Type: GemType.Bomb })
continue;
processedBombs.Add(bombPos);
// Delay before destroying neighbor group
if (this.gameVariables.bombDelay > 0f) {
int msDelay = Mathf.RoundToInt(this.gameVariables.bombDelay * 1000f);
await UniTask.Delay(msDelay);
}
// Collect cross neighbors
foreach (Vector2Int neighborPosition in CrossNeighbors(bombPos, this.gameVariables.bombRadius)) {
if (!InBounds(neighborPosition))
continue;
Gem g = GetGem(neighborPosition);
if (g == null)
continue;
// If we encounter another bomb, queue it (so it explodes too).
if (g.Type == GemType.Bomb) {
if (!processedBombs.Contains(neighborPosition))
bombsToProcess.Enqueue(neighborPosition);
continue;
}
regularToDestroy.Add(neighborPosition);
}
// Destroy the neighbor group now
foreach (Vector2Int position in regularToDestroy.ToList()) {
Gem gem = GetGem(position);
if (gem == null)
continue;
this.scoreService.ScoreCheck(gem.ScoreValue);
DestroyMatchedGems(position);
}
regularToDestroy.Clear();
// Delay before destroying the bomb itself
if (this.gameVariables.bombSelfDelay > 0f) {
int ms = Mathf.RoundToInt(this.gameVariables.bombSelfDelay * 1000f);
await UniTask.Delay(ms);
}
// Destroy the bomb
Gem b = GetGem(bombPos);
if (b != null && b.Type == GemType.Bomb) {
this.scoreService.ScoreCheck(b.ScoreValue);
DestroyMatchedGems(bombPos);
}
}
// Destroy any remaining regular matches (non-bomb) after bomb processing
foreach (Vector2Int pos in regularToDestroy) {
Gem g = GetGem(pos);
if (g == null)
continue;
this.scoreService.ScoreCheck(g.ScoreValue); this.scoreService.ScoreCheck(g.ScoreValue);
DestroyMatchedGems(pos); DestroyMatchedGems(pos);
} }
// Now we can cascade IReadOnlyList<Vector2Int> bombCandidates = this.bombService.CollectTriggeredBombs(matchPositions);
List<Vector2Int> initialBombs = new List<Vector2Int>();
foreach (Vector2Int p in bombCandidates) {
if (!InBounds(p)) continue;
var g = GetGem(p);
if (g is { Type: GemType.Bomb })
initialBombs.Add(p);
}
initialBombs = initialBombs.Distinct().ToList();
await this.bombService.DetonateChainAsync(
initialBombs,
InBounds,
GetGem,
DestroyAtAsync,
this.gameVariables.bombRadius,
this.gameVariables.bombDelay,
this.gameVariables.bombSelfDelay
);
await MoveGemsDown(); await MoveGemsDown();
} }
private UniTask DestroyAtAsync(Vector2Int pos) {
Gem gem = GetGem(pos);
if (gem == null)
return UniTask.CompletedTask;
this.scoreService.ScoreCheck(gem.ScoreValue);
DestroyMatchedGems(pos);
return UniTask.CompletedTask;
}
private static IEnumerable<Vector2Int> CrossNeighbors(Vector2Int center, int radius) { private static IEnumerable<Vector2Int> CrossNeighbors(Vector2Int center, int radius) {
// center excluded for "neighbors first" // center excluded for "neighbors first"
for (int i = 1; i <= radius; i++) { for (int i = 1; i <= radius; i++) {

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@@ -0,0 +1,21 @@
// Assets/Scripts/Services/Interfaces/IBombService.cs
using System;
using System.Collections.Generic;
using Cysharp.Threading.Tasks;
using UnityEngine;
namespace Services.Interfaces
{
public interface IBombService
{
IReadOnlyList<Vector2Int> CollectTriggeredBombs(IReadOnlyList<Vector2Int> matchPositions);
UniTask DetonateChainAsync(
IReadOnlyList<Vector2Int> initialBombs,
Func<Vector2Int, bool> inBounds,
Func<Vector2Int, Gem> getGemAt,
Func<Vector2Int, UniTask> destroyAtAsync,
int radius,
float bombDelaySeconds,
float bombSelfDelaySeconds);
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 596ff7c31da640178508db656fc88e9b
timeCreated: 1765744682