108 lines
4.4 KiB
C#
108 lines
4.4 KiB
C#
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.Interfaces;
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using Services.Interfaces;
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using Structs;
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using UnityEngine;
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namespace Services {
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public class MatchService : IMatchService {
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private readonly IGameBoard gameBoard;
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private List<Gem> currentMatches = new List<Gem>();
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public List<Gem> CurrentMatches => this.currentMatches;
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public MatchService(IGameBoard gameBoard) {
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this.gameBoard = gameBoard;
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}
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public bool MatchesAt(Vector2Int positionToCheck, GemType gemTypeToCheck) {
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Gem[,] gems = this.gameBoard.GemsGrid;
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// We don't prevent spawning bombs via this rule (and bombs shouldn't be treated as a normal color here).
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if (gemTypeToCheck == GemType.Bomb)
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return false;
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// Check horizontal: would placing gemTypeToCheck at positionToCheck create XXX with 2-left?
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if (positionToCheck.x > 1) {
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Gem left1 = gems[positionToCheck.x - 1, positionToCheck.y];
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Gem left2 = gems[positionToCheck.x - 2, positionToCheck.y];
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if (left1 != null && left2 != null &&
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left1.MatchColor == gemTypeToCheck &&
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left2.MatchColor == gemTypeToCheck)
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return true;
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}
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// Check vertical: would placing gemTypeToCheck at positionToCheck create XXX with 2-down?
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if (positionToCheck.y > 1) {
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Gem down1 = gems[positionToCheck.x, positionToCheck.y - 1];
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Gem down2 = gems[positionToCheck.x, positionToCheck.y - 2];
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if (down1 != null && down2 != null &&
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down1.MatchColor == gemTypeToCheck &&
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down2.MatchColor == gemTypeToCheck)
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return true;
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}
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return false;
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}
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public UniTask<List<Vector2Int>> GetMatchPositionsAsync(List<Vector2Int> protectedPositions) {
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List<Vector2Int> matchPositions = new List<Vector2Int>(CurrentMatches.Count);
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for (int i = 0; i < CurrentMatches.Count; i++) {
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Gem match = CurrentMatches[i];
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if (match == null) continue;
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Vector2Int pos = match.Position;
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if (protectedPositions != null && protectedPositions.Contains(pos))
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continue;
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matchPositions.Add(pos);
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}
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return UniTask.FromResult(matchPositions);
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}
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public void FindAllMatches() {
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this.currentMatches.Clear();
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for (int x = 0; x < this.gameBoard.Width; x++)
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for (int y = 0; y < this.gameBoard.Height; y++) {
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Gem currentGem = this.gameBoard.GemsGrid[x, y];
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if (currentGem == null)
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continue;
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if (x > 0 && x < this.gameBoard.Width - 1) {
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Gem leftGem = this.gameBoard.GemsGrid[x - 1, y];
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Gem rightGem = this.gameBoard.GemsGrid[x + 1, y];
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if (leftGem != null && rightGem != null) {
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if (leftGem.MatchColor == currentGem.MatchColor && rightGem.MatchColor == currentGem.MatchColor) {
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this.currentMatches.Add(currentGem);
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this.currentMatches.Add(leftGem);
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this.currentMatches.Add(rightGem);
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}
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}
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}
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if (y > 0 && y < this.gameBoard.Height - 1) {
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Gem aboveGem = this.gameBoard.GemsGrid[x, y - 1];
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Gem bellowGem = this.gameBoard.GemsGrid[x, y + 1];
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if (aboveGem != null && bellowGem != null) {
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if (aboveGem.MatchColor == currentGem.MatchColor && bellowGem.MatchColor == currentGem.MatchColor) {
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this.currentMatches.Add(currentGem);
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this.currentMatches.Add(aboveGem);
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this.currentMatches.Add(bellowGem);
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}
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}
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}
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}
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if (this.currentMatches.Count > 0)
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this.currentMatches = this.currentMatches.Distinct().ToList();
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}
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}
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} |