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using CDSAE3_Lian_Lian_Kan.Boards;
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2024-03-22 17:03:01 +08:00
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using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.ComponentModel.Design;
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using System.Data;
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using System.Drawing;
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using System.IO;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using System.Windows.Forms;
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using static System.Windows.Forms.VisualStyles.VisualStyleElement.Window;
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namespace CDSAE3_Lian_Lian_Kan.Forms
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{
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public partial class GameControl : UserControl, IGameControl
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{
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IBoard board = new Graph_Board();
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IGameMode? iGameMode;
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Queue<((int, int), Single_Block)> queue = new Queue<((int, int), Single_Block)>();//y,x
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bool do_search = false;
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List<Single_Block> hint_blocks = new List<Single_Block>();
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public GameControl()
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{
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InitializeComponent();
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DoubleBuffered = true;
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Etcs.game_form = this;
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playPanel_set(board.make_board());
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iGameMode = Etcs.game_mode_form;
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}
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void playPanel_set(int[,] bd)
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{
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playPanel.SuspendLayout();
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playPanel_size_change();
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for (int i = 0; i < playPanel.RowCount; i++)
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for (int j = 0; j < playPanel.ColumnCount; j++)
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{
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if (bd[i, j] == -1)
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{
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var x = new Single_Block(Etcs.trans_Image, (j, i));
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x.Dock = DockStyle.Fill;
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playPanel.Controls.Add(x, j, i);
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}
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else
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{
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var x = new Single_Block(bd[i, j], Etcs.def_Color, Etcs.sel_Color, (j, i));
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x.Dock = DockStyle.Fill;
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playPanel.Controls.Add(x, j, i);
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}
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}
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playPanel.ResumeLayout();
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}
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/// <summary>
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/// 由form和to两个点获取方向
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/// </summary>
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/// <param name="from">起始点</param>
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/// <param name="to">终点</param>
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/// <returns></returns>
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Etcs.Direction get_Direction((int, int) from, (int, int) to) //x,y
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{
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if (from.Item1 == to.Item1)
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if (from.Item2 > to.Item2)
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return Etcs.Direction.up;
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else
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return Etcs.Direction.down;
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else
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if (from.Item1 > to.Item1)
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return Etcs.Direction.left;
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else
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return Etcs.Direction.right;
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}
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/// <summary>
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/// 设置单个点方向
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/// </summary>
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/// <param name="point"></param>
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/// <param name="direction"></param>
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/// <param name="blocks"></param>
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/// <param name="decrease"></param>
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/// <returns></returns>
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async Task set_PathAsync((int, int) point, Etcs.Direction direction, List<Single_Block> blocks, int wait_time, bool is_hint)
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{
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if (wait_time != 0)
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await Task.Delay(wait_time);
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Control? control = playPanel.GetControlFromPosition(point.Item1, point.Item2);
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if (control != null && control is Single_Block single_Block)
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{
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if (is_hint)
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single_Block.hint_path(direction);
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else
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single_Block.to_path(direction);
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blocks.Add(single_Block);
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}
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}
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async Task to_path((int, int) from, (int, int) to, bool include_end, Etcs.Direction extra_Direction, List<Single_Block> blocks, int wait_time, bool is_hint)
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{
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var direction = get_Direction(from, to);
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switch (direction)
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{
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case Etcs.Direction.up:
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for (int i = from.Item2 - 1; i != to.Item2; i--)
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await set_PathAsync((from.Item1, i), Etcs.Direction.up_down, blocks, wait_time, is_hint);
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break;
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case Etcs.Direction.down:
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for (int i = from.Item2 + 1; i != to.Item2; i++)
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await set_PathAsync((from.Item1, i), Etcs.Direction.up_down, blocks, wait_time, is_hint);
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break;
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case Etcs.Direction.right:
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for (int i = from.Item1 + 1; i != to.Item1; i++)
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await set_PathAsync((i, from.Item2), Etcs.Direction.left_right, blocks, wait_time, is_hint);
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break;
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case Etcs.Direction.left:
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for (int i = from.Item1 - 1; i != to.Item1; i--)
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await set_PathAsync((i, from.Item2), Etcs.Direction.left_right, blocks, wait_time, is_hint);
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break;
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}
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if (include_end)
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{
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direction = ((int)direction & 3) > 0 ? (Etcs.Direction)((int)direction << 2) : (Etcs.Direction)((int)direction >> 2);
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direction = direction | extra_Direction;
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await set_PathAsync(to, direction, blocks, wait_time, is_hint);
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}
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}
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async Task path_drawerAsync(List<(int, int)> path, int wait_time, List<Single_Block> blocks, bool is_hint)
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{
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switch (path.Count)
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{
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case 2:
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await to_path(path[0], path[1], false, Etcs.Direction.none, blocks, wait_time, is_hint);
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break;
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case 3:
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var extra_direction = get_Direction(path[1], path[2]);
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await to_path(path[0], path[1], true, extra_direction, blocks, wait_time, is_hint);
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await to_path(path[1], path[2], false, Etcs.Direction.none, blocks, wait_time, is_hint);
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break;
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case 4:
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Etcs.Direction extra_directionA = get_Direction(path[1], path[2]), extra_directionB = get_Direction(path[2], path[3]);
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await to_path(path[0], path[1], true, extra_directionA, blocks, wait_time, is_hint);
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await to_path(path[1], path[2], true, extra_directionB, blocks, wait_time, is_hint);
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await to_path(path[2], path[3], false, Etcs.Direction.none, blocks, wait_time, is_hint);
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break;
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}
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}
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internal void set_tip()
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{
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if (queue.Count != 1)
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return;
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List<List<(int, int)>> paths = board.get_tip(queue.Peek().Item1);
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foreach (var path in paths)
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_ = path_drawerAsync(path, 0, hint_blocks, true);
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}
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internal void de_set_tip()
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{
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foreach (var control in hint_blocks)
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control.de_path();
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hint_blocks.Clear();
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}
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public void Selected_Handler(Single_Block sender, SelectedEventArgs e)
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{
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Task.Run(() =>
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{
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iGameMode?.De_pause(this, e);
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if (e.be_selected)
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{
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switch (queue.Count)
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{
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case 0:
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queue.Enqueue((e.position, sender));
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if (do_search)
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{
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de_set_tip();
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set_tip();
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}
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break;
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case 1:
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var (posa, sendera) = queue.Dequeue();
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var posb = e.position;
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var (could, path) = board.test(posa, posb);
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if (could)
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{
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board.decrease(posa, posb);
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_ = Block_ClearAsync(path);
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while (queue.Count() > 0)
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queue.Dequeue();
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}
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else
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{
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if (do_search)
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{
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de_set_tip();
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set_tip();
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}
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queue.Enqueue((e.position, sender));
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sendera.deselect();
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}
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break;
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}
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}
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else
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{
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switch (queue.Count)
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{
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case 0:
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break;
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case 1:
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if (queue.Peek().Item1 == e.position)
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{
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queue.Dequeue();
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if (do_search)
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de_set_tip();
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}
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break;
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}
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}
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});
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}
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async Task Block_ClearAsync(List<(int, int)>? path)
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{
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if (do_search == true)
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foreach (Single_Block single_Block in hint_blocks)
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single_Block.de_path();
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List<Single_Block> blocks = new List<Single_Block>();
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if (path == null)
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return;
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await path_drawerAsync(path, 20, blocks, false);
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Control? controlA = playPanel.GetControlFromPosition(path[0].Item1, path[0].Item2), controlB = playPanel.GetControlFromPosition(path.Last().Item1, path.Last().Item2);
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Etcs.info_Audio_Processer.play_random_break_soundScape();
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if (controlA != null && controlB != null && controlA is Single_Block single_BlockA && controlB is Single_Block single_BlockB)
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{
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single_BlockA.destroyAsync();
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single_BlockB.destroyAsync();
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}
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await Task.Delay(200);
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foreach (var control in blocks)
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control.de_path();
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iGameMode?.Score_Add(this, new AddScoreArgs { score = (blocks.Count + 2) * 10 });
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}
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void playPanel_size_change()
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{
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var (width, height) = board.size;
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playPanel.RowCount = height + 2;
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playPanel.ColumnCount = width + 2;
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playPanel.ColumnStyles[0] = new ColumnStyle(SizeType.Percent, 100F);
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playPanel.RowStyles[0] = new RowStyle(SizeType.Percent, 100F);
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for (int i = 0; i < width + 1; i++)
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playPanel.ColumnStyles.Add(new ColumnStyle(SizeType.Percent, 100F));
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for (int i = 0; i < height + 1; i++)
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playPanel.RowStyles.Add(new RowStyle(SizeType.Percent, 100F));
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}
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public void Exchange_Handler(object? sender, EventArgs e)
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{
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2024-04-02 21:57:04 +08:00
|
|
|
|
int[,] bd = board.remake_board();
|
2024-04-08 21:04:47 +08:00
|
|
|
|
playPanel.SuspendLayout();
|
2024-03-29 14:18:38 +08:00
|
|
|
|
for (int i = 0; i < bd.GetLength(0); i++)
|
|
|
|
|
for (int j = 0; j < bd.GetLength(1); j++)
|
|
|
|
|
if (bd[i, j] == -1)
|
|
|
|
|
continue;
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
Control? control = playPanel.GetControlFromPosition(j, i);
|
|
|
|
|
if (control != null && control is Single_Block single_Block)
|
|
|
|
|
single_Block.Re_create(bd[i, j], null, null, null);
|
|
|
|
|
}
|
2024-04-08 21:04:47 +08:00
|
|
|
|
playPanel.ResumeLayout();
|
2024-03-29 14:18:38 +08:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void Search_Handler(object? sender, SearchEventArgs e)
|
|
|
|
|
{
|
|
|
|
|
if (e.set_search)
|
|
|
|
|
{
|
|
|
|
|
do_search = true;
|
|
|
|
|
set_tip();
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
do_search = false;
|
|
|
|
|
de_set_tip();
|
|
|
|
|
}
|
|
|
|
|
}
|
2024-03-22 17:03:01 +08:00
|
|
|
|
}
|
|
|
|
|
}
|