Ludo-3D/Assets/Scripts/Gameplay/GameplayManager.cs

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using System;
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using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public enum PlayerTypes
{
Player1 = 0,
Player2 = 1,
Player3 = 2,
Player4 = 3
}
[System.Serializable]
public class PlayerGameData
{
public PlayerTypes playerType;
public int startIndex;
public int endIndex;
public Transform playersParent;
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public List<PlayerPawn> playerPawnsDict;
public int totalPawnsFinished = 0;
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}
public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
{
[SerializeField] private Transform pointerDebug;
[SerializeField] private MeshRenderer pointerMeshRend;
[SerializeField] private Material turnMat;
[SerializeField] private Material selectMat;
[SerializeField] private PlayerGameData[] playerGameDatas;
[SerializeField] private PlayerBaseHandler playerBaseHandler;
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private PlayerTypes currentPlayerTypeTurn;
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private int currentPlayerTurnIndex = 0;
private List<PlayerTypes> playerTypes = new List<PlayerTypes>();
public List<PlayerTypes> PlayerTypesCollection => playerTypes;
// private Dictionary<PlayerTypes, > playerPawnsDict = new Dictionary<PlayerTypes, List<PlayerPawn>>();
private Dictionary<PlayerTypes, PlayerGameData> playerGameDatasDict = new Dictionary<PlayerTypes, PlayerGameData>();
private TilesManager tilesManager;
private int diceRolledValue;
public bool CanRollDice
{
get; private set;
}
private bool CanRollDiceAgain = false; // used for when you get a 6 or when you reach the finish point
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public void Initialize()
{
InterfaceManager.Instance?.RegisterInterface<GameplayManager>(this);
}
public void InitializeData()
{
tilesManager = InterfaceManager.Instance.GetInterfaceInstance<TilesManager>();
CanRollDice = true;
playerTypes = new List<PlayerTypes> { PlayerTypes.Player1, PlayerTypes.Player2, PlayerTypes.Player3, PlayerTypes.Player4 };
playerBaseHandler.InitPlayerTypes(playerTypes);
InitCurrentGamePlayerInfo();
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}
// TODO :: Call based on 2P/3P/4P
public void InitCurrentGamePlayerInfo()
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{
currentPlayerTypeTurn = playerTypes[currentPlayerTurnIndex];
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// initialize the board based on the player types
foreach (PlayerGameData playerGameData in playerGameDatas)
{
if (!playerTypes.Contains(playerGameData.playerType))
continue;
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playerGameDatasDict.Add(playerGameData.playerType, playerGameData);
playerGameDatasDict[playerGameData.playerType].playerPawnsDict = new List<PlayerPawn>();
foreach (Transform playerPawnChild in playerGameData.playersParent)
{
if (!playerPawnChild.gameObject.activeInHierarchy) continue;
playerGameDatasDict[playerGameData.playerType].playerPawnsDict.Add(playerPawnChild.GetComponent<PlayerPawn>());
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}
}
}
public void EnablePlayerSelectionStates(bool state)
{
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foreach (var playerPawn in playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict)
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{
if (playerPawn.GetPlayerState() == PlayerState.InFinishingPath) continue;
playerPawn.SetPlayerSelectionState(state);
}
}
public void OnDiceRolled(int rolledVal)
{
CanRollDice = false;
// add core dice logic here
Debug.Log($"Tile Index :: LUDO :: rolledVal: {rolledVal} :: {currentPlayerTypeTurn}");
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diceRolledValue = rolledVal;
if (rolledVal == Ludo_3D_Constants.Max_Dice_Rolls)
{
// provide option to select a pawn from the list
// also play a simple animation before selecting
EnablePlayerSelectionStates(true);
CanRollDiceAgain = true;
bool AreAllPawnsInFinishingPath = false;
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foreach (var pawn in playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict)
{
if (pawn.GetPlayerState() == PlayerState.InFinishingPath && pawn.GetPlayerState() != PlayerState.HasFinished)
{
AreAllPawnsInFinishingPath = true;
continue;
}
AreAllPawnsInFinishingPath = false;
break;
}
if (AreAllPawnsInFinishingPath)
CanRollDice = true;
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pointerMeshRend.material = selectMat;
// pointerMeshRend.materials[0] = selectMat;
}
else // if there are any other pawns that are in safe or moving state
{
// for player's logic
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IEnumerable<PlayerPawn> availPlayers = playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Select(pawn => pawn)
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.Where(pawn => pawn.GetPlayerState() == PlayerState.InSafeZone ||
pawn.GetPlayerState() == PlayerState.Moving ||
pawn.GetPlayerState() == PlayerState.InFinishingPath);
int customAvailPlayers = availPlayers.Count();
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foreach (PlayerPawn playerPawn in availPlayers)
{
Debug.Log($"## playerPawn.GetPlayerState(): {playerPawn.GetPlayerState()}");
if (playerPawn.GetPlayerState() == PlayerState.InFinishingPath)
{
if (diceRolledValue <= tilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn) - (playerPawn.CurrentTileIndex + 1))
{
playerPawn.SetPlayerSelectionState(true);
}
else
{
customAvailPlayers--;
}
continue;
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}
playerPawn.SetPlayerSelectionState(true);
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}
// if (availPlayers.Count() < 1)
Debug.Log($"CustomAvailablePlayers: {customAvailPlayers}");
if (customAvailPlayers < 1)
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{
SwitchPlayer();
CanRollDice = true;
}
CanRollDiceAgain = false;
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}
}
public void OnPawnSelected(PlayerPawn playerPawn)
{
EnablePlayerSelectionStates(false);
PlayerGameData playerGameData = playerGameDatasDict[currentPlayerTypeTurn];
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if (playerPawn.GetPlayerState() == PlayerState.InHome)
{
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Tile targetTile = tilesManager.RetrieveTileBasedOnIndex(playerGameData.startIndex);
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playerPawn.MoveToTile(
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GetAndInitPositionInsideSafeZone(playerPawn, targetTile),
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onComplete: () =>
{
CanRollDice = true;
playerPawn.SetPlayerState(PlayerState.InSafeZone);
}, playerGameData.startIndex);
return;
}
else if (playerPawn.GetPlayerState() == PlayerState.InFinishingPath
|| playerPawn.CurrentTileIndex == playerGameDatasDict[currentPlayerTypeTurn].endIndex)
{
int finishingPathIndex = GetNextFinishingTileIndex(playerPawn);
int targetIdx = finishingPathIndex + diceRolledValue > tilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn) - 1 ?
tilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn) - 1 : finishingPathIndex + diceRolledValue;
Debug.Log($"TargetIdx: {targetIdx}");
MoveThroughFinishingPath(playerPawn, finishingPathIndex, targetIdx);
}
else if (playerPawn.GetPlayerState() == PlayerState.InSafeZone || playerPawn.GetPlayerState() == PlayerState.Moving)
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{
// move based on the dice value
Debug.Log($"Tile Index :: currentTileIndex: {playerPawn.CurrentTileIndex}");
int nextTileIdx = GetNextGeneralTileIndex(playerPawn);
int targetIdx = playerPawn.CurrentTileIndex + diceRolledValue;
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if (nextTileIdx == 0)
targetIdx = targetIdx - playerPawn.CurrentTileIndex;
Tile currentSittingTile = tilesManager.RetrieveTileBasedOnIndex(playerPawn.CurrentTileIndex);
if (currentSittingTile.IsSafeZone)
{
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SafeTile safeTile = (SafeTile)currentSittingTile;
safeTile.UpdateSafeZonePlayerData(currentPlayerTypeTurn, playerPawn);
if (safeTile.PlayerTypesCount == 1)
{
PlayerTypes playerType = safeTile.GetFirstPlayerType();
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var playerPawns = safeTile.GetPlayerPawns(playerType);
foreach (var pawn in playerPawns)
pawn.MoveToCustomTilePosition(safeTile.CenterPlacementPosition);
}
}
MoveThroughTiles(playerPawn, nextTileIdx, targetIndex: targetIdx);
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}
}
private int GetNextGeneralTileIndex(PlayerPawn playerPawn)
{
return playerPawn.CurrentTileIndex == tilesManager.GetGeneralTilesLength() - 1 ? 0 : playerPawn.CurrentTileIndex + 1;
}
private int GetNextFinishingTileIndex(PlayerPawn playerPawn)
{
return playerPawn.CurrentTileIndex > tilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn) - 1 ? 0 : playerPawn.CurrentTileIndex + 1;
}
private void SwitchPlayer(PlayerPawn playerPawn = null)
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{
if (!CanRollDiceAgain)
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{
Debug.Log($"currentPlayerTurn: {currentPlayerTypeTurn}");
Debug.Log($"currentPlayerTurnIndex: {currentPlayerTurnIndex}");
if (playerTypes.Count == 1)
{
Debug.LogError($"GAME IS OVER");
return;
}
if (currentPlayerTypeTurn == playerTypes[playerTypes.Count - 1])
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{
currentPlayerTurnIndex = 0;
currentPlayerTypeTurn = playerTypes[currentPlayerTurnIndex];
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}
else
{
currentPlayerTurnIndex++;
currentPlayerTypeTurn = playerTypes[currentPlayerTurnIndex];
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}
}
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// var tempPos = playerGameDatasDict[currentPlayerTypeTurn].playerCornerEntity.transform.position;
// pointerDebug.position = new Vector3(tempPos.x, 3f, tempPos.z);
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pointerMeshRend.material = turnMat;
// pointerMeshRend.materials[0] = turnMat;
if (playerPawn)
playerPawn.SetPlayerState(tilesManager.RetrieveTileBasedOnIndex(playerPawn.CurrentTileIndex).IsSafeZone ? PlayerState.InSafeZone : PlayerState.Moving);
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}
private void MoveThroughTiles(PlayerPawn playerPawn, int index, int targetIndex)
{
Tile nextTile = tilesManager.RetrieveTileBasedOnIndex(index);
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Vector3 targetPosition = nextTile.CenterPlacementPosition;
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Debug.Log($"Tile Index :: nextIndex: {index}, targetIndex: {targetIndex}, nextTileName: {nextTile.name}");
if (index == targetIndex) // if the target index is the safe zone only then apply the logic for rearranging pawns
{
Tile targetTile = tilesManager.RetrieveTileBasedOnIndex(targetIndex);
if (targetTile.IsSafeZone)
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{
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targetPosition = GetAndInitPositionInsideSafeZone(playerPawn, targetTile);
}
}
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Debug.Log($"tile targetPosition: {targetPosition}");
playerPawn.MoveToTile(
targetPosition,
onComplete: () =>
{
diceRolledValue--;
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Debug.Log($"DiceRolledValue: {diceRolledValue}");
if (diceRolledValue > 0)
{
int nextTileIndex = GetNextGeneralTileIndex(playerPawn);
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Debug.Log($"currentTileIndex: {playerPawn.CurrentTileIndex}, nextTileIndex: {nextTileIndex}, targetIndex: {targetIndex}");
if (playerPawn.GetPlayerState() == PlayerState.InFinishingPath || index == playerGameDatasDict[currentPlayerTypeTurn].endIndex)
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{
// MoveThroughTiles(playerPawn, index, targetIndex);
Debug.Log($"TargetIdx: {targetIndex - index}");
MoveThroughFinishingPath(playerPawn, 0, targetIndex - index);
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}
else if (nextTileIndex <= targetIndex)
{
if (nextTileIndex == 0)
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targetIndex = (targetIndex - playerPawn.CurrentTileIndex) - 1;
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MoveThroughTiles(playerPawn, nextTileIndex, targetIndex);
}
}
else
{
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// TODO :: Improve this logic, use a collection
if (!nextTile.IsSafeZone)
{
if (nextTile.PlayerPawn != null)
{
// TODO :: Send existing pawn back to base.
// means there's already a pawn there, move him back to the base.
}
nextTile.InitPlayerPawn(playerPawn, currentPlayerTypeTurn);
}
SwitchPlayer(playerPawn);
CanRollDice = true;
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}
},
index);
}
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private Vector3 GetAndInitPositionInsideSafeZone(PlayerPawn playerPawn, Tile targetTile)
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{
Vector3 targetPosition;
SafeTile targetSafeTile = (SafeTile)targetTile;
Debug.Log($"targetSafeTile.PlayerTypesCount: {targetSafeTile.PlayerTypesCount}");
if (targetSafeTile.PlayerTypesCount == 1)
{
Debug.Log($"targetSafeTile.ContainsPlayerType(currentPlayerTypeTurn): {targetSafeTile.ContainsPlayerType(currentPlayerTypeTurn)}");
if (!targetSafeTile.ContainsPlayerType(currentPlayerTypeTurn)) // means it is a new player type, the second one
{
PlayerTypes initialPlayerType = targetSafeTile.GetFirstPlayerType();
// rearrange already existing player from center position to it's saved transform
var playerPawns = targetSafeTile.GetPlayerPawns(initialPlayerType);
foreach (var pawn in playerPawns)
{
var placementPoint = targetSafeTile.GetPlacementPoint(initialPlayerType);
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pawn.MoveToCustomTilePosition(placementPoint.position);
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}
targetSafeTile.InitPlayerPawn(playerPawn, currentPlayerTypeTurn);
targetPosition = targetSafeTile.GetPlacementPoint(currentPlayerTypeTurn).position;
}
else
{
targetSafeTile.InitPlayerPawn(playerPawn, currentPlayerTypeTurn);
targetPosition = targetTile.CenterPlacementPosition;
}
}
else
{
// TODO :: Check the data if it's consistent
Debug.Log($"targetSafeTile.ContainsPlayerType(currentPlayerTypeTurn): {targetSafeTile.ContainsPlayerType(currentPlayerTypeTurn)}");
if (!targetSafeTile.ContainsPlayerType(currentPlayerTypeTurn))
{
Debug.Log($"targetSafeTile.PlayerTypesCount: {targetSafeTile.PlayerTypesCount}");
if (targetSafeTile.PlayerTypesCount < 1) // he is the only player that is being added to the safe zone
{
targetSafeTile.InitPlayerPawn(playerPawn, currentPlayerTypeTurn);
targetPosition = targetTile.CenterPlacementPosition;
}
else
{
targetSafeTile.InitPlayerPawn(playerPawn, currentPlayerTypeTurn);
targetPosition = targetSafeTile.GetPlacementPoint(currentPlayerTypeTurn).position;
}
}
else
{
targetSafeTile.InitPlayerPawn(playerPawn, currentPlayerTypeTurn);
targetPosition = targetSafeTile.GetPlacementPoint(currentPlayerTypeTurn).position;
}
}
return targetPosition;
}
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private void MoveThroughFinishingPath(PlayerPawn playerPawn, int index, int targetIndex)
{
playerPawn.SetPlayerState(PlayerState.InFinishingPath);
playerPawn.MoveToTile(
tilesManager.RetrievePositionForFinishingTile(currentPlayerTypeTurn, index).position,
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onComplete: () =>
{
diceRolledValue--;
Debug.Log($"DiceRolledValue: {diceRolledValue}");
if (diceRolledValue > 0)
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{
int tileIndex = GetNextFinishingTileIndex(playerPawn);
Debug.Log($"tileIndex: {tileIndex}, targetIndex: {targetIndex}");
if (tileIndex <= targetIndex)
{
// MoveThroughTiles(playerPawn, index, targetIndex);
MoveThroughFinishingPath(playerPawn, tileIndex, targetIndex);
}
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}
else
{
if (playerPawn.CurrentTileIndex == tilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn) - 1)
{
playerPawn.SetPlayerState(PlayerState.HasFinished);
playerGameDatasDict[currentPlayerTypeTurn].totalPawnsFinished++;
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if (playerGameDatasDict[currentPlayerTypeTurn].totalPawnsFinished == playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Count)
{
CanRollDiceAgain = false;
SwitchPlayer();
if (playerTypes.Contains(currentPlayerTypeTurn))
playerTypes.Remove(currentPlayerTypeTurn);
Debug.Log($"PlayerTypes: {playerTypes.Count}");
}
else
{
CanRollDiceAgain = true;
}
}
else
{
SwitchPlayer();
}
CanRollDice = true;
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}
},
index);
}
}