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@ -59,10 +59,12 @@ class Board { |
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// Orb grid
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this.grid = []; |
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this.tiles = []; |
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this.indexXyLookup = []; |
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for (let i = 0; i <= 120; i++) { |
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this.grid[i] = null; |
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this.tiles[i] = null; |
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this.indexXyLookup[i] = {x: i % 11, y: Math.floor(i / 11)}; |
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} |
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this.onOrbClick = (index, orb) => { |
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@ -170,7 +172,7 @@ class Board { |
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* @returns {{x: Number, y: Number}} |
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*/ |
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gridIndexToXy(index) { |
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return {x: index % 11, y: Math.floor(index / 11)}; |
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return this.indexXyLookup[index]; |
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} |
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/** |
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@ -843,11 +845,11 @@ class Game { |
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placeOrbs(template) { |
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this.board.removeAllOrbs(); |
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let allowed = []; |
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let allowedTable = []; |
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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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allowedTable.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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@ -866,47 +868,70 @@ class Game { |
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} |
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const place = (n, symbol) => { |
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if (!allowed[n]) throw Error(`Position ${n} not allowed by template`); |
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if (this.board.grid[n]) throw Error(`Position ${n} is occupied`); |
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console.log(`Place ${n} <- ${symbol}`); |
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if (!allowedTable[n]) throw Error(`Position ${n} not allowed by template`); |
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if (this.board.grid[n]) throw Error(`Position ${n} is occupied by ${this.board.grid[n]}`); |
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// we use a hack to speed up generation here - SVG is not altered until we have a solution
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this.board.grid[n] = symbol; |
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}; |
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const findAvailableIndexWithNeighbours = (count) => { |
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const unplace = (n) => { |
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console.log(`Unplace ${n}`); |
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this.board.grid[n] = null; |
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}; |
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const findAvailableIndexWithNeighbours = (count, except=null) => { |
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let candidates = []; |
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for (let i = 0; i < template.length; i++) { |
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const n = template[i]; |
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const neigh = this.getNeighbours(n); |
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// console.log(neigh);
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if (!this.board.grid[n] && neigh.neighbours === count && neigh.freeSequence >= 3) { |
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candidates.push(n); |
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if (except && except.includes(n)) continue; |
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if (!this.board.grid[n]) { |
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const neigh = this.getNeighbours(n); |
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if (neigh.neighbours === count && neigh.freeSequence >= 3) { |
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candidates.push(n); |
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} |
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} |
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} |
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if (candidates.length) { |
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return candidates[Math.floor(this.rng.next() * candidates.length)] |
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return this.arrayChoose(candidates) |
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} else { |
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return false; |
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} |
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}; |
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const findAvailableIndex = () => { |
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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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const findAvailableIndex = (except=null) => { |
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for (let i = 6; i >= 0; i--) { |
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const n = findAvailableIndexWithNeighbours(i, except); |
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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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// 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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// Prefer tile with more neighbours to make the game harder
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let candidates = []; |
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outsideTemplate.forEach((n) => { |
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if (!allowedTable[n] && this.isAvailable(n)) { |
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const neigh = this.getNeighbours(n); |
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if (!candidates[neigh.neighbours]) { |
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candidates[neigh.neighbours] = [n]; |
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} else { |
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candidates[neigh.neighbours].push(n); |
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} |
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} |
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}); |
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for (let i = 6; i >= 0; i--) { |
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if (!candidates[i]) continue; |
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let toAdd = this.arrayChoose(candidates[i]); |
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allowedTable[toAdd] = true; |
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outsideTemplate.splice(outsideTemplate.indexOf(toAdd), 1); |
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template.push(toAdd); |
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console.warn(`Adding extra tile to template: ${toAdd}`); |
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return toAdd; |
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} |
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} |
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@ -919,6 +944,8 @@ class Game { |
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let solution = []; |
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while (toPlace.length > 0) { |
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console.log('placing a pair.'); |
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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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@ -928,25 +955,55 @@ class Game { |
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place(index2, symbol2); |
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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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console.warn(`Deadlock, trying to work around it - ${index1}, ${index2}`); |
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unplace(index2); |
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let except = [index2]; |
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let suc = false; |
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for (let i = 0; i < 5; i++) { |
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console.log(`try #${i + 1}`); |
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let index = findAvailableIndex(except); |
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// console.log(`try ${index} instead of ${index2}`);
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place(index, symbol2); |
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if (this.isAvailable(index1)) { |
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suc = true; |
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break; |
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} else { |
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unplace(index); |
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except.push(index); |
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} |
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} |
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let p; |
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p = this.board.gridIndexToXy(index1); |
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solution.push([symbol1, `${p.x}×${p.y}`, index1]); |
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if (!suc) { |
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throw new Error("Solution contains a deadlock."); |
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} |
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} |
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p = this.board.gridIndexToXy(index1); |
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solution.push([symbol1, `${p.x}×${p.y}`, index1]); |
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solution.push([symbol1, index1]); |
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solution.push([symbol2, index2]); |
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} |
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solution.reverse(); |
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console.info("Found a valid board!"); |
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solution.forEach((a) => { |
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let p = this.board.gridIndexToXy(a[1]); |
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a[1] = `${p.x} × ${p.y}`; |
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}); |
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console.log('Solution: ', solution); |
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} |
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shuffleArray(a) { |
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/** |
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* Shuffle an array. |
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* The array is shuffled in place. |
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* |
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* @return the array |
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*/ |
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arrayShuffle(a) { |
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let j, x, i; |
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for (i = a.length - 1; i > 0; i--) { |
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j = this.rng.nextInt(i); |
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@ -957,6 +1014,32 @@ class Game { |
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return a; |
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} |
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/** |
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* Count orbs in the game board |
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* |
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* @return {number} |
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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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* Choose a random emember of an array |
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* |
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* @param array |
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* @return {number} |
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*/ |
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arrayChoose(array) { |
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return array[Math.floor(this.rng.next() * array.length)]; |
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} |
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buildPlacementList() { |
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let toPlace = [ |
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['air', 'air'], |
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@ -1008,8 +1091,7 @@ class Game { |
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]); |
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// shuffle the pairs that have random order (i.e. not metals)
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this.shuffleArray(toPlace); |
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this.arrayShuffle(toPlace); |
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// the order here is actually significant, so let's pay attention...
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const metals = [ |
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@ -1061,13 +1143,19 @@ class Game { |
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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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const ava = this.isAvailableAdvanced(n); |
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const ava = this.isAvailableAtPlaytime(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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/** |
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* Check if a tile is available at play-time (checking unlocked metals) |
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* |
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* @param n |
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* @return {boolean} |
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*/ |
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isAvailableAtPlaytime(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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@ -1086,46 +1174,59 @@ class Game { |
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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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this.updateOrbDisabledStatus(); |
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if (!this.isAvailableAtPlaytime(n)) return; |
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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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let wantRefresh = false; |
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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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if (orb.symbol === 'gold') { |
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// gold has no pairing
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this.board.removeOrbByIndex(n); |
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this.selectedOrb = null; |
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wantRefresh = true; |
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} |
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else if (this.selectedOrb === null) { |
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// first selection
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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 clicked twice
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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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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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// second orb in a pair
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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 (this.getPairSymbols(orb.symbol).includes(otherSymbol)) { |
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// compatible pair clicked
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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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if ([orb.symbol, otherSymbol].includes(this.nextMetal)) { |
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this.advanceMetal(); |
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} |
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this.updateOrbDisabledStatus(); |
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this.selectedOrb = null; |
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wantRefresh = true; |
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} else { |
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// Bad selection, select it as the first orb.
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this.selectedOrb.orb.node.classList.remove('selected'); |
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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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} |
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} |
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if (wantRefresh) { |
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if (this.countOrbs() === 0) { |
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console.info("Good work!"); |
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} |
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this.updateOrbDisabledStatus(); |
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} |
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} |
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newGame() { |
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@ -1150,13 +1251,13 @@ class Game { |
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const template = this.getRandomTemplate(); |
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for (let j = 0; j < RETRY_IN_TEMPLATE; j++) { |
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try { |
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this.placeOrbs(template); |
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this.placeOrbs(template.slice(0)); // clone
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suc = true; |
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break; |
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|
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|
} catch (e) { |
|
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|
if (alertOnError) alert('welp'); |
|
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|
numretries++; |
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|
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|
console.warn(e.message); |
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|
console.error(e); |
|
|
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} |
|
|
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|
} |
|
|
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|
if (!suc) { |
|
|
|
@ -1198,17 +1299,6 @@ class Game { |
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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() { |
|
|
|
|
let n = 0; |
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|
|
|
// todo use reduce
|
|
|
|
|
this.board.grid.forEach((x) => { |
|
|
|
|
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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|
|
} |
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|
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|
/* Start */ |
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|
|