127 lines
4.5 KiB
C#
127 lines
4.5 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 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 readonly HashSet<Gem> currentMatches = new HashSet<Gem>();
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public HashSet<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<HashSet<Vector2Int>> GetMatchPositionsAsync(List<Vector2Int> protectedPositions) {
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HashSet<Vector2Int> matchPositions = new HashSet<Vector2Int>();
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List<Gem> matches = this.currentMatches.ToList();
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for (int i = 0; i < matches.Count; i++) {
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Gem match = matches[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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Gem[,] grid = this.gameBoard.GemsGrid;
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int boardWidth = this.gameBoard.Width;
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int boardHeight = this.gameBoard.Height;
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// Horizontal runs
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for (int y = 0; y < boardHeight; y++) {
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int x = 0;
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while (x < boardWidth) {
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Gem start = grid[x, y];
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if (start == null) { x++; continue; }
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GemType color = start.MatchColor;
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int runLen = 1;
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while (x + runLen < boardWidth) {
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Gem next = grid[x + runLen, y];
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if (next == null || next.MatchColor != color) break;
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runLen++;
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}
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if (runLen >= 3) {
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for (int i = 0; i < runLen; i++)
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this.currentMatches.Add(grid[x + i, y]);
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}
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x += runLen;
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}
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}
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// Vertical runs
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for (int x = 0; x < boardWidth; x++) {
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int y = 0;
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while (y < boardHeight) {
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Gem start = grid[x, y];
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if (start == null) { y++; continue; }
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GemType color = start.MatchColor;
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int runLen = 1;
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while (y + runLen < boardHeight) {
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Gem next = grid[x, y + runLen];
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if (next == null || next.MatchColor != color) break;
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runLen++;
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}
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if (runLen >= 3) {
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for (int i = 0; i < runLen; i++)
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this.currentMatches.Add(grid[x, y + i]);
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}
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y += runLen;
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}
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}
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}
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}
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} |