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233 行
7.9 KiB
233 行
7.9 KiB
using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Unity.MLAgents.Extensions.Match3
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{
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public abstract class AbstractBoard : MonoBehaviour
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{
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/// <summary>
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/// Number of rows on the board
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/// </summary>
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public int Rows;
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/// <summary>
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/// Number of columns on the board
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/// </summary>
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public int Columns;
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/// <summary>
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/// Maximum number of different types of cells (colors, pieces, etc).
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/// </summary>
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public int NumCellTypes;
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/// <summary>
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/// Maximum number of special types. This can be zero, in which case
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/// all cells of the same type are assumed to be equivalent.
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/// </summary>
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public int NumSpecialTypes;
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/// <summary>
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/// Returns the "color" of the piece at the given row and column.
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/// This should be between 0 and NumCellTypes-1 (inclusive).
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/// The actual order of the values doesn't matter.
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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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/// <returns></returns>
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public abstract int GetCellType(int row, int col);
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/// <summary>
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/// Returns the special type of the piece at the given row and column.
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/// This should be between 0 and NumSpecialTypes (inclusive).
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/// The actual order of the values doesn't matter.
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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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/// <returns></returns>
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public abstract int GetSpecialType(int row, int col);
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/// <summary>
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/// Check whether the particular Move is valid for the game.
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/// The actual results will depend on the rules of the game, but we provide SimpleIsMoveValid()
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/// that handles basic match3 rules with no special or immovable pieces.
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/// </summary>
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/// <param name="m"></param>
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/// <returns></returns>
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public abstract bool IsMoveValid(Move m);
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/// <summary>
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/// Instruct the game to make the given move. Returns true if the move was made.
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/// Note that during training, a move that was marked as invalid may occasionally still be
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/// requested. If this happens, it is safe to do nothing and request another move.
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/// </summary>
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/// <param name="m"></param>
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/// <returns></returns>
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public abstract bool MakeMove(Move m);
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/// <summary>
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/// Return the total number of moves possible for the board.
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/// </summary>
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/// <returns></returns>
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public int NumMoves()
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{
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return Move.NumPotentialMoves(Rows, Columns);
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}
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/// <summary>
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/// An optional callback for when the all moves are invalid. Ideally, the game state should
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/// be changed before this happens, but this is a way to get notified if not.
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/// </summary>
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public Action OnNoValidMovesAction;
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/// <summary>
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/// Iterate through all Moves on the board.
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/// </summary>
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/// <returns></returns>
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public IEnumerable<Move> AllMoves()
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{
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var currentMove = Move.FromMoveIndex(0, Rows, Columns);
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for (var i = 0; i < NumMoves(); i++)
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{
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yield return currentMove;
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currentMove.Next(Rows, Columns);
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}
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}
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/// <summary>
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/// Iterate through all valid Moves on the board.
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/// </summary>
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/// <returns></returns>
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public IEnumerable<Move> ValidMoves()
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{
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var currentMove = Move.FromMoveIndex(0, Rows, Columns);
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for (var i = 0; i < NumMoves(); i++)
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{
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if (IsMoveValid(currentMove))
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{
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yield return currentMove;
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}
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currentMove.Next(Rows, Columns);
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}
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}
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/// <summary>
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/// Iterate through all invalid Moves on the board.
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/// </summary>
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/// <returns></returns>
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public IEnumerable<Move> InvalidMoves()
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{
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var currentMove = Move.FromMoveIndex(0, Rows, Columns);
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for (var i = 0; i < NumMoves(); i++)
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{
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if (!IsMoveValid(currentMove))
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{
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yield return currentMove;
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}
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currentMove.Next(Rows, Columns);
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}
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}
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/// <summary>
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/// Returns true if swapped the cells specified by the move would result in
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/// 3 or more cells of the same type in a row. This assumes that all pieces are allowed
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/// to be moved; to add extra logic, incorporate it into you IsMoveValid() method.
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/// </summary>
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/// <param name="move"></param>
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/// <returns></returns>
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public bool SimpleIsMoveValid(Move move)
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{
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using (TimerStack.Instance.Scoped("SimpleIsMoveValid"))
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{
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var moveVal = GetCellType(move.Row, move.Column);
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var (otherRow, otherCol) = move.OtherCell();
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var oppositeVal = GetCellType(otherRow, otherCol);
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// Simple check - if the values are the same, don't match
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// This might not be valid for all games
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{
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if (moveVal == oppositeVal)
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{
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return false;
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}
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}
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bool moveMatches = CheckHalfMove(otherRow, otherCol, moveVal, move.Direction);
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if (moveMatches)
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{
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// early out
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return true;
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}
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bool otherMatches = CheckHalfMove(move.Row, move.Column, oppositeVal, move.OtherDirection());
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return otherMatches;
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}
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}
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/// <summary>
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/// Check if one of the cells that is swapped during a move matches 3 or more.
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/// Since these checks are similar for each cell, we consider the Move as two "half moves".
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/// </summary>
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/// <param name="newRow"></param>
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/// <param name="newCol"></param>
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/// <param name="newValue"></param>
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/// <param name="incomingDirection"></param>
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/// <returns></returns>
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bool CheckHalfMove(int newRow, int newCol, int newValue, Direction incomingDirection)
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{
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int matchedLeft = 0, matchedRight = 0, matchedUp = 0, matchedDown = 0;
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if (incomingDirection != Direction.Right)
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{
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for (var c = newCol - 1; c >= 0; c--)
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{
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if (GetCellType(newRow, c) == newValue)
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matchedLeft++;
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else
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break;
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}
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}
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if (incomingDirection != Direction.Left)
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{
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for (var c = newCol + 1; c < Columns; c++)
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{
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if (GetCellType(newRow, c) == newValue)
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matchedRight++;
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else
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break;
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}
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}
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if (incomingDirection != Direction.Down)
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{
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for (var r = newRow + 1; r < Rows; r++)
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{
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if (GetCellType(r, newCol) == newValue)
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matchedUp++;
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else
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break;
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}
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}
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if (incomingDirection != Direction.Up)
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{
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for (var r = newRow - 1; r >= 0; r--)
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{
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if (GetCellType(r, newCol) == newValue)
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matchedDown++;
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else
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break;
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}
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}
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if ((matchedUp + matchedDown >= 2) || (matchedLeft + matchedRight >= 2))
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{
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return true;
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}
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return false;
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}
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}
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}
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