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260 行
8.3 KiB
260 行
8.3 KiB
using System;
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namespace Unity.MLAgents.Extensions.Match3
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{
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/// <summary>
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/// Directions for a Move.
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/// </summary>
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public enum Direction
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{
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/// <summary>
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/// Move up (increasing row direction).
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/// </summary>
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Up,
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/// <summary>
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/// Move down (decreasing row direction).
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/// </summary>
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Down, // -row direction
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/// <summary>
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/// Move left (decreasing column direction).
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/// </summary>
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Left, // -column direction
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/// <summary>
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/// Move right (increasing column direction).
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/// </summary>
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Right, // +column direction
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}
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/// <summary>
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/// Struct that encapsulates a swap of adjacent cells.
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/// A Move can be constructed from either a starting row, column, and direction,
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/// or from a "move index" between 0 and NumPotentialMoves()-1.
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/// Moves are enumerated as the internal edges of the game grid.
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/// Left/right moves come first. There are (maxCols - 1) * maxRows of these.
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/// Up/down moves are next. There are (maxRows - 1) * maxCols of these.
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/// </summary>
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public struct Move
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{
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/// <summary>
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/// Index of the move, from 0 to NumPotentialMoves-1.
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/// </summary>
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public int MoveIndex;
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/// <summary>
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/// Row of the cell that will be moved.
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/// </summary>
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public int Row;
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/// <summary>
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/// Column of the cell that will be moved.
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/// </summary>
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public int Column;
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/// <summary>
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/// Direction that the cell will be moved.
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/// </summary>
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public Direction Direction;
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/// <summary>
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/// Construct a Move from its move index and the board size.
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/// This is useful for iterating through all the Moves on a board, or constructing
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/// the Move corresponding to an Agent decision.
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/// </summary>
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/// <param name="moveIndex">Must be between 0 and NumPotentialMoves(maxRows, maxCols).</param>
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/// <param name="maxRows"></param>
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/// <param name="maxCols"></param>
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/// <returns></returns>
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/// <exception cref="ArgumentOutOfRangeException"></exception>
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public static Move FromMoveIndex(int moveIndex, int maxRows, int maxCols)
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{
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if (moveIndex < 0 || moveIndex >= NumPotentialMoves(maxRows, maxCols))
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{
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throw new ArgumentOutOfRangeException("Invalid move index.");
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}
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Direction dir;
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int row, col;
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if (moveIndex < (maxCols - 1) * maxRows)
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{
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dir = Direction.Right;
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col = moveIndex % (maxCols - 1);
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row = moveIndex / (maxCols - 1);
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}
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else
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{
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dir = Direction.Up;
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var offset = moveIndex - (maxCols - 1) * maxRows;
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col = offset % maxCols;
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row = offset / maxCols;
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}
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return new Move
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{
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MoveIndex = moveIndex,
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Direction = dir,
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Row = row,
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Column = col
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};
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}
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/// <summary>
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/// Increment the Move to the next MoveIndex, and update the Row, Column, and Direction accordingly.
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/// </summary>
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/// <param name="maxRows"></param>
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/// <param name="maxCols"></param>
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public void Next(int maxRows, int maxCols)
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{
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var switchoverIndex = (maxCols - 1) * maxRows;
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MoveIndex++;
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if (MoveIndex < switchoverIndex)
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{
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Column++;
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if (Column == maxCols - 1)
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{
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Row++;
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Column = 0;
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}
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}
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else if (MoveIndex == switchoverIndex)
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{
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// switch from moving right to moving up
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Row = 0;
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Column = 0;
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Direction = Direction.Up;
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}
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else
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{
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Column++;
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if (Column == maxCols)
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{
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Row++;
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Column = 0;
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}
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}
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}
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/// <summary>
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/// Construct a Move from the row, column, and direction.
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/// </summary>
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/// <param name="row"></param>
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/// <param name="col"></param>
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/// <param name="dir"></param>
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/// <param name="maxRows"></param>
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/// <param name="maxCols"></param>
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/// <returns></returns>
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public static Move FromPositionAndDirection(int row, int col, Direction dir, int maxRows, int maxCols)
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{
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// Check for out-of-bounds
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if (row < 0 || row >= maxRows)
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{
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throw new IndexOutOfRangeException($"row was {row}, but must be between 0 and {maxRows - 1}.");
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}
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if (col < 0 || col >= maxCols)
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{
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throw new IndexOutOfRangeException($"col was {col}, but must be between 0 and {maxCols - 1}.");
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}
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// Check moves that would go out of bounds e.g. col == 0 and dir == Left
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if (
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row == 0 && dir == Direction.Down ||
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row == maxRows - 1 && dir == Direction.Up ||
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col == 0 && dir == Direction.Left ||
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col == maxCols - 1 && dir == Direction.Right
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)
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{
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throw new IndexOutOfRangeException($"Cannot move cell at row={row} col={col} in Direction={dir}");
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}
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// Normalize - only consider Right and Up
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if (dir == Direction.Left)
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{
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dir = Direction.Right;
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col = col - 1;
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}
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else if (dir == Direction.Down)
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{
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dir = Direction.Up;
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row = row - 1;
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}
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int moveIndex;
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if (dir == Direction.Right)
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{
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moveIndex = col + row * (maxCols - 1);
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}
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else
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{
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var offset = (maxCols - 1) * maxRows;
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moveIndex = offset + col + row * maxCols;
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}
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return new Move
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{
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Row = row,
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Column = col,
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Direction = dir,
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MoveIndex = moveIndex,
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};
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}
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/// <summary>
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/// Get the other row and column that correspond to this move.
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/// </summary>
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/// <returns></returns>
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/// <exception cref="ArgumentOutOfRangeException"></exception>
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public (int Row, int Column) OtherCell()
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{
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switch (Direction)
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{
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case Direction.Up:
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return (Row + 1, Column);
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case Direction.Down:
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return (Row - 1, Column);
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case Direction.Left:
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return (Row, Column - 1);
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case Direction.Right:
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return (Row, Column + 1);
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default:
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throw new ArgumentOutOfRangeException();
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}
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}
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/// <summary>
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/// Get the opposite direction of this move.
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/// </summary>
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/// <returns></returns>
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/// <exception cref="ArgumentOutOfRangeException"></exception>
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public Direction OtherDirection()
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{
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switch (Direction)
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{
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case Direction.Up:
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return Direction.Down;
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case Direction.Down:
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return Direction.Up;
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case Direction.Left:
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return Direction.Right;
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case Direction.Right:
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return Direction.Left;
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default:
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throw new ArgumentOutOfRangeException();
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}
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}
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/// <summary>
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/// Return the number of potential moves for a board of the given size.
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/// This is equivalent to the number of internal edges in the board.
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/// </summary>
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/// <param name="maxRows"></param>
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/// <param name="maxCols"></param>
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/// <returns></returns>
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public static int NumPotentialMoves(int maxRows, int maxCols)
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{
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return maxRows * (maxCols - 1) + (maxRows - 1) * (maxCols);
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}
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}
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}
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