changed function for shifting cells and marks. now allows for wrap around - next up is incorporating logic to delete or clear cells that get wrapped around
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@@ -54,6 +54,39 @@ public partial class Actor : Sprite2D
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return true;
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}
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public bool RotateMarks(int ROTATIONS = 1)
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{
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List<Cell> cells = new(_board._cells);
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List<int> addresses = new(_board._cells.Select(c=>c._address).ToList());
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Dictionary<int, int> cwShifts = new()
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{
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{0,1}, {1,2}, {2,5}, {3,0}, {4,4}, {5,8}, {6,3}, {7,6}, {8,7}
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};
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Dictionary<int, int> ccwShifts = new()
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{
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{0,3}, {1,0}, {2,1}, {3,6}, {4,4}, {5,2}, {6,7}, {7,8}, {8,5}
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};
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Dictionary<int, int> shifts = ROTATIONS > 0 ? cwShifts : ccwShifts;
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for (int i = 0; i < Math.Abs(ROTATIONS); i++)
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{
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for (int j = 0; j < addresses.Count; j++)
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{
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int address = addresses[j];
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int newAddress = shifts[address];
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addresses[j] = newAddress;
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}
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}
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for (int i = 0; i < _board._cells.Count; i++)
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{
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int newCellAddress = addresses[i];
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_board._cells[i].Mark(cells[newCellAddress]._marker);
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}
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return true;
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}
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public bool ShuffleCells()
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{
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List<Vector2> positions = new(_board._cells.Select(c=>c.Position).ToList());
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@@ -66,39 +99,63 @@ public partial class Actor : Sprite2D
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return true;
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}
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public bool ShiftMarks(int COLUMNS = 0, int ROWS = 0)
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public bool ShuffleMarks()
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{
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List<Actor> markers = new(_board._cells.Select(c=>c._marker).ToList());
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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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List<Cell> cells = new(_board._cells);
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Globals.Shuffle(cells);
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for (int i = 0; i < _board._cells.Count; i++)
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{
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for (int j = 0; j < cellsToTable.GetLength(1); j++) //COLUMNS / X
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{
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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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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].Mark();
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}
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else
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{
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_board._cells[toI].Mark();
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}
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}
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}
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_board._cells[i].Mark(cells[i]._marker);
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}
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_board.RenumberCells();
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return true;
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}
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public bool ShiftCells(int SHIFT_ROWS_BY = 0,int SHIFT_COLUMNS_BY = 0)
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{
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List<Vector2> positions = new(_board._cells.Select(c=>c.Position).ToList());
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int[,] addressTable = {{0,1,2},{3,4,5},{6,7,8}};
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List<int> rows = new(){0,1,2};
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List<int> columns = new(){0,1,2};
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rows = Globals.ShiftList(rows, SHIFT_ROWS_BY);
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columns = Globals.ShiftList(columns, SHIFT_COLUMNS_BY);
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for (int i = 0; i < rows.Count; i++)
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{
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for (int j = 0; j < columns.Count; j++)
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{
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_board._cells[addressTable[rows[i],columns[j]]].Position = positions[addressTable[i,j]];
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}
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}
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return true;
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}
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public bool ShiftMarks(int SHIFT_ROWS_BY = 0,int SHIFT_COLUMNS_BY = 0)
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{
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List<Actor> markers = new(_board._cells.Select(c=>c._marker).ToList());
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int[,] addressTable = {{0,1,2},{3,4,5},{6,7,8}};
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List<int> rows = new(){0,1,2};
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List<int> columns = new(){0,1,2};
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rows = Globals.ShiftList(rows, SHIFT_ROWS_BY);
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columns = Globals.ShiftList(columns, SHIFT_COLUMNS_BY);
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for (int i = 0; i < rows.Count; i++)
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{
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for (int j = 0; j < columns.Count; j++)
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{
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_board._cells[addressTable[rows[i],columns[j]]].Mark(markers[addressTable[i,j]]);
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}
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}
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return true;
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}
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public bool SlideCells(int SHIFT_SPOTS = 1)
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{
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List<Vector2> positions = new(_board._cells.Select(c=>c.Position).ToList());
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@@ -112,6 +169,19 @@ public partial class Actor : Sprite2D
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return true;
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}
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public bool SlideMarks(int SHIFT_SPOTS = 1)
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{
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List<Vector2> positions = new(_board._cells.Select(c=>c.Position).ToList());
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int start = SHIFT_SPOTS > 0 ? 0 : 9;
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for (int i = 0; i < _board._cells.Count; i++)
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{
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int newSpot = (start + i + SHIFT_SPOTS) % 9;
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_board._cells[i].Position = positions[newSpot];
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}
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_board.RenumberCells();
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return true;
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}
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public bool SwapCells(int CELL_A_ADDRESS = -1, int CELL_B_ADDRESS = -1)
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{
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if (CELL_A_ADDRESS < -1 || CELL_A_ADDRESS > 8 || CELL_B_ADDRESS < -1 || CELL_B_ADDRESS > 8 || CELL_A_ADDRESS == CELL_B_ADDRESS)
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