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@ -264,15 +264,15 @@ class Board { |
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orb.dataset.symbol = symbol; |
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this.$orbs.appendChild(orb); |
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orb.addEventListener('click', () => { |
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this.onOrbClick(arrayIndex, orb); |
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}); |
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let object = { |
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node: orb, |
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symbol |
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}; |
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orb.addEventListener('click', () => { |
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this.onOrbClick(arrayIndex, object); |
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}); |
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this.grid[arrayIndex] = object; |
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return object; |
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} |
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@ -518,6 +518,8 @@ class Board { |
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'mercury', 'lead', 'tin', 'iron', 'copper', 'silver', 'gold' |
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]; |
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this.metalSequence = ['lead', 'tin', 'iron', 'copper', 'silver', 'gold']; |
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this.orbColors = { |
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salt: '#f2e7b4', |
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air: '#9ee0ff', |
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@ -717,7 +719,7 @@ class Game { |
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/** |
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* Get a random and randomly flipped template |
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* |
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* @return Number[] |
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* @return Number[] - template indices; this is a clone, free to modify |
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*/ |
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getRandomTemplate() { |
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let names = Object.keys(this.layoutTemplates); |
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@ -842,10 +844,16 @@ class Game { |
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this.board.removeAllOrbs(); |
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let allowed = []; |
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let outsideTemplate = []; |
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for (let i = 0; i <= 120; i++) { |
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let allo = template.includes(i); |
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allowed.push(allo); |
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let { x, y } = this.board.gridIndexToXy(i); |
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if (!allo && !this.isOutside(x, y)) { |
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outsideTemplate.push(i); |
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} |
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// Highlight pattern shape
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// if (this.board.tiles[i]) {
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@ -883,9 +891,23 @@ class Game { |
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}; |
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const findAvailableIndex = () => { |
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for (let i = 6; i >= 0; i--) { |
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const n = findAvailableIndexWithNeighbours(i); |
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if (n !== false) return n; |
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for (let j = 0; j < 2; j++) { |
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for (let i = 6; i >= 0; i--) { |
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const n = findAvailableIndexWithNeighbours(i); |
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if (n !== false) return n; |
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} |
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// this corrupts the template, but makes the likelihood of quickly finding a valid solution much higher.
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if (template.length !== 121) { |
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console.warn("Adding extra tile to template"); |
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while (1) { |
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let toAdd = outsideTemplate[this.rng.nextInt(outsideTemplate.length)]; |
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if (allowed.includes(toAdd)) continue; |
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allowed[toAdd] = true; |
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template.push(toAdd); |
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break; |
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} |
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} |
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} |
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throw Error("Failed to find available tile"); |
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@ -895,20 +917,33 @@ class Game { |
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const toPlace = this.buildPlacementList(); |
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// unpack the pairs
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let toPlace_stack = toPlace.reduce((a, c) => { |
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a.push(c[0]); |
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a.push(c[1]); |
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return a; |
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}, []); |
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let solution = []; |
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while (toPlace.length > 0) { |
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let symbol1 = toPlace.pop(); |
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let index1 = findAvailableIndex(); |
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place(index1, symbol1); |
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let symbol2 = toPlace.pop(); |
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let index2 = findAvailableIndex(); |
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place(index2, symbol2); |
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while (toPlace_stack.length > 0) { |
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place(findAvailableIndex(), toPlace_stack.pop()) |
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if (!this.isAvailable(index1)) { |
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throw new Error("Solution contains a deadlock."); |
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} |
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let p; |
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p = this.board.gridIndexToXy(index1); |
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solution.push([symbol1, `${p.x}×${p.y}`, index1]); |
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p = this.board.gridIndexToXy(index1); |
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solution.push([symbol1, `${p.x}×${p.y}`, index1]); |
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} |
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solution.reverse(); |
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console.info("Found a valid board!"); |
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console.log('Solution: ', toPlace); |
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console.log('Solution: ', solution); |
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} |
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shuffleArray(a) { |
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@ -1000,9 +1035,16 @@ class Game { |
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toPlace.splice(mPos[i] + i, 0, pair); |
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}); |
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return toPlace; |
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return toPlace.reduce((a, c) => { |
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a.push(c[0]); |
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a.push(c[1]); |
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return a; |
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}, []); |
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} |
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/** |
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* Convert the strings in the board array to actual SVG orbs (strings are a placeholder to speed up board solving) |
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*/ |
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renderPreparedBoard() { |
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for (let n = 0; n <= 120; n++) { |
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if (this.board.grid[n] !== null) { |
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@ -1013,10 +1055,74 @@ class Game { |
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} |
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} |
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/** |
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* Update orb availability status (includes effects) |
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*/ |
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updateOrbDisabledStatus() { |
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for (let n = 0; n <= 120; n++) { |
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if (this.board.grid[n]) { |
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this.board.grid[n].node.classList.toggle('disabled', !this.isAvailable(n)); |
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const ava = this.isAvailableAdvanced(n); |
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this.board.grid[n].node.classList.toggle('disabled', !ava); |
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} |
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} |
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} |
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isAvailableAdvanced(n) { |
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let ava = this.isAvailable(n); |
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const sym = this.board.grid[n].symbol; |
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if (this.board.metalSequence.includes(sym)) { |
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if (sym !== this.nextMetal) { |
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ava = false; |
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} |
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} |
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return ava; |
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} |
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/** |
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* Handle orb click |
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* @param n |
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* @param orb |
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*/ |
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ingameBoardClick(n, orb) { |
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if (this.isAvailableAdvanced(n)) { |
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if (orb.symbol === 'gold') { |
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this.board.removeOrbByIndex(n); |
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this.selectedOrb = null; |
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if (this.countOrbs() === 0) { |
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console.info("Good work!"); |
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} |
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return; |
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} |
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if (this.selectedOrb === null) { |
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this.selectedOrb = { n, orb }; |
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orb.node.classList.add('selected'); |
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} |
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else { |
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if (this.selectedOrb.n === n) { |
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orb.node.classList.remove('selected'); |
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this.selectedOrb = null; |
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} |
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else { |
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const otherSymbol = this.selectedOrb.orb.symbol; |
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if (this.getPairSymbols(orb.symbol).includes(otherSymbol)) { |
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// paired
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this.board.removeOrbByIndex(n); |
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this.board.removeOrbByIndex(this.selectedOrb.n); |
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if ([orb.symbol, otherSymbol].includes(this.nextMetal)) { |
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this.advanceMetal(); |
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} |
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this.selectedOrb = null; |
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} |
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this.updateOrbDisabledStatus(); |
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} |
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} |
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} |
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} |
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@ -1026,8 +1132,13 @@ class Game { |
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// console.log(n, this.board.gridIndexToXy(n));
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// };
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const RETRY_IN_TEMPLATE = 100; |
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const RETRY_NEW_TEMPLATE = 15; |
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this.selectedOrb = null; |
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let self = this; |
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this.board.onOrbClick = (n, orb) => self.ingameBoardClick(n, orb); |
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const RETRY_IN_TEMPLATE = 50; |
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const RETRY_NEW_TEMPLATE = 50; |
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// retry loop, should not be needed if everything is correct
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let suc = false; |
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@ -1052,19 +1163,50 @@ class Game { |
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} |
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} |
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if (!suc) { |
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// show the failed attempt
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this.renderPreparedBoard(); |
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this.updateOrbDisabledStatus(); |
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this.nextMetal = 'lead'; |
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this.renderPreparedBoard(); |
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this.updateOrbDisabledStatus(); |
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if (!suc) { |
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alert(`Sorry, could not find a valid board setup after ${numretries} retries.`); |
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return; |
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} else { |
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console.info(`Found valid solution (with ${numretries} retries)`); |
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} |
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} |
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this.renderPreparedBoard(); |
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this.updateOrbDisabledStatus() |
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getPairSymbols(first) { |
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return { |
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'salt': ['salt', 'air', 'fire', 'water', 'earth'], |
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'air': ['salt', 'air'], |
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'fire': ['salt', 'fire'], |
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'water': ['salt', 'water'], |
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'earth': ['salt', 'earth'], |
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'mercury': [this.nextMetal], |
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'lead': ['mercury'], |
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'tin': ['mercury'], |
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'iron': ['mercury'], |
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'copper': ['mercury'], |
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'silver': ['mercury'], |
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'gold': [], |
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'mors': ['vitae'], |
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'vitae': ['mors'], |
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}[first]; |
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} |
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advanceMetal() { |
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this.nextMetal = this.board.metalSequence[this.board.metalSequence.indexOf(this.nextMetal) + 1]; |
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console.debug(`Next metal unlocked: ${this.nextMetal}`); |
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} |
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countOrbs() { |
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let n = 0; |
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// todo use reduce
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this.board.grid.forEach((x) => { |
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if (x !== null) { |
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n++; |
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} |
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}); |
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return n; |
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} |
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} |
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