still working on shift marks function
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@@ -57,22 +57,47 @@ public partial class Actor : Sprite2D
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public bool ShiftMarks(int COLUMNS = 0, int ROWS = 0)
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{
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List<Actor> markers = new(_board._cells.Select(c=>c._marker).ToList());
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for (int i = 0; i < _board._cells.Count; i++)
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int[,] cellsToTable = {{0,1,2},{3,4,5},{6,7,8}};
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for (int i = 0; i < cellsToTable.GetLength(0); i++) //ROWS / Y
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{
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int cellCol = i % 3;
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int cellRow = (int)Math.Floor(i / 3f);
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int newCol = cellCol + COLUMNS;
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int newRow = cellRow + ROWS;
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if (newCol >= 0 && newRow >= 0 && newCol <= 2 && newRow <= 2)
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for (int j = 0; j < cellsToTable.GetLength(1); j++) //COLUMNS / X
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{
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int newAddress = newRow*3 + newCol;
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GD.Print(i, cellCol, cellRow, newCol, newRow, newAddress);
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if (_board._cells[i]._marker != null)
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int toY = ROWS >= 0 ? cellsToTable.GetLength(0) - 1 - i : i;
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int fromY = toY - ROWS;
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int toX = COLUMNS >= 0 ? cellsToTable.GetLength(1) - 1 - j : j;
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int fromX = toX - COLUMNS;
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if (fromY >= 0 && fromY <= cellsToTable.GetLength(0) && fromX >= 0 && fromX <= cellsToTable.GetLength(1))
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{
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_board._cells[newAddress].Mark(_board._cells[i]._marker);
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int toI = cellsToTable[toY, toX];
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int fromI = cellsToTable[fromY, fromX];
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if (_board._cells[fromI]._marker != null)
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{
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_board._cells[toI].Mark(_board._cells[fromI]._marker);
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_board._cells[fromI].Clear();
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}
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// _board._cells[i].Clear();
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else
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{
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_board._cells[toI].Clear();
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}
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}
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}
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// int actualIndex =
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// int cellCol = i % 3;
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// int cellRow = (int)Math.Floor(i / 3f);
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// int newCol = cellCol + COLUMNS;
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// int newRow = cellRow + ROWS;
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// if (newCol >= 0 && newRow >= 0 && newCol <= 2 && newRow <= 2)
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// {
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// int newAddress = newRow*3 + newCol;
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// GD.Print(i, cellCol, cellRow, newCol, newRow, newAddress);
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// if (_board._cells[i]._marker != null)
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// {
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// _board._cells[newAddress].Mark(_board._cells[i]._marker);
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// }
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// // _board._cells[i].Clear();
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// }
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}
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_board.RenumberCells();
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@@ -45,7 +45,7 @@ public partial class Cell : TextureButton
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public void Clear()
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{
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// _marker = null;
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_marker = null;
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TextureNormal = TexturePressed = TextureHover = TextureDisabled = TextureFocused = _defaultMark.Texture;
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}
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}
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