217 lines
7.7 KiB
C#
217 lines
7.7 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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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 List<Gem> currentMatches = new List<Gem>();
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public List<Gem> CurrentMatches => this.currentMatches;
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public List<BombSpawnRequest> pendingBombSpawns = new List<BombSpawnRequest>();
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public IReadOnlyList<BombSpawnRequest> PendingBombSpawns => this.pendingBombSpawns;
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private Vector2Int lastSwapFrom;
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private Vector2Int lastSwapTo;
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private IGameBoard gameBoard;
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public MatchService(IGameBoard gameBoard) {
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this.gameBoard = gameBoard;
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}
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public void SetLastSwap(Vector2Int from, Vector2Int to) {
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this.lastSwapFrom = from;
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this.lastSwapTo = to;
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}
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public void ClearPendingBombs() {
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this.pendingBombSpawns.Clear();
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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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if (gemTypeToCheck == GemType.Bomb)
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return false;
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if (positionToCheck.x > 1)
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{
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if (gems[positionToCheck.x - 1, positionToCheck.y].Type == gemTypeToCheck && gems[positionToCheck.x - 2, positionToCheck.y].Type == gemTypeToCheck)
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return true;
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}
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if (positionToCheck.y > 1)
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{
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if (gems[positionToCheck.x, positionToCheck.y - 1].Type == gemTypeToCheck && gems[positionToCheck.x, positionToCheck.y - 2].Type == 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 void FindAllMatches() {
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this.currentMatches.Clear();
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this.pendingBombSpawns.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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DetectBombSpawnFromLastSwap();
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}
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private void DetectBombSpawnFromLastSwap() {
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Vector2Int from = this.lastSwapFrom;
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Vector2Int to = this.lastSwapTo;
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TryCreateBombSpawnAt(from);
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TryCreateBombSpawnAt(to);
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}
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private void TryCreateBombSpawnAt(Vector2Int pivot) {
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Gem pivotGem = this.gameBoard.GetGemAt(pivot);
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if (pivotGem == null)
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return;
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// If it's already a bomb, don't create another.
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if (pivotGem.Type == GemType.Bomb)
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return;
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if (this.currentMatches.All(g => g.Position != pivot))
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return;
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int horizontal = CountLine(pivot, Vector2Int.left) + 1 + CountLine(pivot, Vector2Int.right);
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int vertical = CountLine(pivot, Vector2Int.up) + 1 + CountLine(pivot, Vector2Int.down);
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int best = Mathf.Max(horizontal, vertical);
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if (best < 4)
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return;
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// Spawn a bomb on the creating slot with the same color group.
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// Prevent duplicates for the same cell.
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if (this.pendingBombSpawns.Any(b => b.Position == pivot))
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return;
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this.pendingBombSpawns.Add(new BombSpawnRequest(pivot, pivotGem.MatchColor));
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}
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private int CountLine(Vector2Int start, Vector2Int direction) {
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Gem startGem = this.gameBoard.GetGemAt(start);
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if (startGem == null)
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return 0;
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GemType color = startGem.MatchColor;
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int count = 0;
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Vector2Int position = start + direction;
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while (position.x >= 0 && position.x < this.gameBoard.Width && position.y >= 0 && position.y < this.gameBoard.Height) {
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Gem g = this.gameBoard.GetGemAt(position);
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if (g == null || g.MatchColor != color)
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break;
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count++;
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position += direction;
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}
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return count;
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}
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private void CheckForBombs() {
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Gem[,] gems = this.gameBoard.GemsGrid;
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int width = this.gameBoard.Width;
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int height = this.gameBoard.Height;
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for (int i = 0; i < this.currentMatches.Count; i++)
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{
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Gem gem = this.currentMatches[i];
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int x = gem.Position.x;
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int y = gem.Position.y;
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Vector2Int[] directions =
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{
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Vector2Int.left,
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Vector2Int.right,
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Vector2Int.down,
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Vector2Int.up
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};
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foreach (Vector2Int direction in directions)
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{
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int newX = x + direction.x;
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int newY = y + direction.y;
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if (newX < 0 || newX >= width || newY < 0 || newY >= height)
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continue;
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Gem neighbor = gems[newX, newY];
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if (neighbor?.Type == GemType.Bomb)
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MarkBombCross(new Vector2Int(newX, newY), 1);
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}
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}
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}
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private void MarkBombCross(Vector2Int bombPosition, int radius) {
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Gem[,] gems = this.gameBoard.GemsGrid;
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int width = this.gameBoard.Width;
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int height = this.gameBoard.Height;
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void Mark(Vector2Int p) {
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if (p.x < 0 || p.x >= width || p.y < 0 || p.y >= height)
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return;
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Gem g = gems[p.x, p.y];
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if (g == null)
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return;
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this.currentMatches.Add(g);
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}
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Mark(bombPosition);
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for (int i = 1; i <= radius; i++) {
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Mark(bombPosition + Vector2Int.left * i);
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Mark(bombPosition + Vector2Int.right * i);
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Mark(bombPosition + Vector2Int.up * i);
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Mark(bombPosition + Vector2Int.down * i);
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}
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this.currentMatches = this.currentMatches.Distinct().ToList();
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}
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}
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} |