Changes for AI logic.

This commit is contained in:
Ashby Issac 2026-01-28 16:57:27 +05:30
parent ab7217ce5b
commit 32b7069b8f
30 changed files with 12824 additions and 1955 deletions

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@ -105,13 +105,13 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
botTypesInGame.Clear();
allPlayerTypes.Clear();
AssignBotTypes(selectedPlayerType, botCount);
InitBotRuntimeData();
allPlayerTypes.Add(selectedPlayerType);
allPlayerTypes.AddRange(botTypesInGame);
playerBaseHandler.InitPlayerTypes(allPlayerTypes);
InitCurrentGamePlayerInfo();
InitBotRuntimeData();
AssignPlayerAndBotStates(selectedPlayerType);
}
@ -129,7 +129,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
foreach (var pawn in playerGameData.playerPawnsDict)
{
botRuntimeMovementData[botType].Add(pawn.Value.PlayerId, BotMove.SafeMove);
botRuntimeMovementData[botType].Add(pawn.Value.PlayerId, BotMove.NoMoves);
}
}
}
@ -213,6 +213,166 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
}
}
public void RollDiceForPlayer(int rolledVal)
{
OnDiceRolled(rolledVal);
CheckForPlayerSwitching();
}
private void CheckForPlayerSwitching()
{
if (canSwitchPlayer && !CanRollDiceAgain)
{
Debug.Log($"Switching player");
SwitchPlayer();
CanRollDice = true;
}
else if (botTypesInGame.Contains(currentPlayerTypeTurn) && CanRollDiceAgain)
{
Debug.Log($"RollDiceForBot");
Invoke(nameof(RollDiceForBot), 1f);
}
}
private void RollDiceForBot()
{
Debug.Log($"CallTest: RollDiceForBot");
OnDiceRolled(UnityEngine.Random.Range(1, Ludo_3D_Constants.Max_Dice_Rolls + 1));
SelectPawnFromBotBase();
CheckForPlayerSwitching();
}
// TODO :: Call right after the dice is rolled with the animation
// What happens when you get a 6
private void SelectPawnFromBotBase()
{
if (availPlayers.Count() < 1 && !CanRollDiceAgain || !botTypesInGame.Contains(currentPlayerTypeTurn)) return;
Debug.Log($"CallTest: SelectPawnFromBotBase: {currentPlayerTypeTurn}");
var botPawnsDictForCurrentPlayer = botRuntimeMovementData[currentPlayerTypeTurn]; // set the data inside this dict
// check the data from the playerGameDataDict
// change playerPawnsDict to list
// only select the pawns that are active
// if no pawns have left the home select the first pawn inside the base should be selected
int savedPlayerId = -1;
PlayerPawn pawn = null;
if (availPlayers.Count() < 1 && CanRollDiceAgain) // got a 6 roll value
{
pawn = playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Values.FirstOrDefault(pawn => pawn.GetPlayerState() == PlayerState.InHome);
OnPawnSelected(pawn);
return;
}
// TODO :: Double check
// foreach (var key in botPawnsDictForCurrentPlayer.Keys)
// botPawnsDictForCurrentPlayer[key] = BotMove.NoMoves;
foreach (var playerPawn in availPlayers)
{
var possibleLandingIndex = playerPawn.CurrentTileIndex + diceRolledValue;
if (playerPawn.GetPlayerState() == PlayerState.HasFinished)
{
botPawnsDictForCurrentPlayer.Remove(playerPawn.PlayerId); // TODO :: Double check logic
continue;
}
int lastIndex = tilesManager.GetGeneralTilesLength() - 1;
int index = possibleLandingIndex > lastIndex ? (possibleLandingIndex - lastIndex) - 1 : possibleLandingIndex;
Tile possibleTileData = tilesManager.RetrieveTileBasedOnIndex(index);
if (playerPawn.GetPlayerState() == PlayerState.InFinishingPath || possibleLandingIndex > playerGameDatasDict[currentPlayerTypeTurn].endIndex)
{
botPawnsDictForCurrentPlayer[playerPawn.PlayerId] = BotMove.FinishingPathMove;
savedPlayerId = playerPawn.PlayerId;
break;
}
else if (possibleTileData.IsSafeZone || playerPawn.GetPlayerState() == PlayerState.InHome)
{
botPawnsDictForCurrentPlayer[playerPawn.PlayerId] = BotMove.SafeMove;
}
else if (possibleTileData.PlayerPawn != null)
{
botPawnsDictForCurrentPlayer[playerPawn.PlayerId] = BotMove.AttackMove;
}
else
{
botPawnsDictForCurrentPlayer[playerPawn.PlayerId] = BotMove.NormalMove;
}
}
List<int> playerIds = new List<int>();
if (savedPlayerId != -1)
{
pawn = playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict[savedPlayerId]; // chances are when one of the character reaches towards the finishing point
}
else
{
if (botPawnsDictForCurrentPlayer.ContainsValue(BotMove.SafeMove) && botPawnsDictForCurrentPlayer.ContainsValue(BotMove.AttackMove))
{
InitPlayerIdsBasedOnState((val) => val == BotMove.AttackMove || val == BotMove.SafeMove);
savedPlayerId = playerIds[UnityEngine.Random.Range(0, playerIds.Count)];
pawn = playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict[savedPlayerId];
Debug.Log($"Getting savedplayer id");
}
else if (botPawnsDictForCurrentPlayer.ContainsValue(BotMove.SafeMove))
{
InitPawnBasedOnState(BotMove.SafeMove);
Debug.Log($"Getting savedplayer id");
}
else if (botPawnsDictForCurrentPlayer.ContainsValue(BotMove.AttackMove))
{
InitPawnBasedOnState(BotMove.AttackMove);
Debug.Log($"Getting savedplayer id");
}
else if (botPawnsDictForCurrentPlayer.ContainsValue(BotMove.NormalMove))
{
InitPawnBasedOnState(BotMove.NormalMove);
Debug.Log($"Getting savedplayer id");
}
}
OnPawnSelected(pawn);
void InitPawnBasedOnState(BotMove botMove)
{
InitPlayerIdsBasedOnState((val) => val == botMove);
ReturnPlayerWithMaxSteps(ref savedPlayerId);
pawn = playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict[savedPlayerId];
}
void InitPlayerIdsBasedOnState(Predicate<BotMove> state)
{
foreach (var botPair in botPawnsDictForCurrentPlayer)
if (state.Invoke(botPair.Value))
playerIds.Add(botPair.Key);
}
void ReturnPlayerWithMaxSteps(ref int savedPlayerId)
{
int maxStepsTaken = -999;
foreach (var id in playerIds)
{
if (playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict[id].StepsTaken > maxStepsTaken)
{
maxStepsTaken = playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict[id].StepsTaken;
savedPlayerId = id;
}
}
}
}
private List<PlayerPawn> availPlayers = new List<PlayerPawn>();
private bool canSwitchPlayer = false;
public void OnDiceRolled(int rolledVal)
{
CanRollDice = false;
@ -224,6 +384,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
if (rolledVal == Ludo_3D_Constants.Max_Dice_Rolls)
{
canSwitchPlayer = false;
// provide option to select a pawn from the list
// also play a simple animation before selecting
EnablePlayerSelectionStates(true);
@ -238,11 +399,15 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
else // if there are any other pawns that are in safe or moving state
{
// for player's logic
IEnumerable<PlayerPawn> availPlayers = playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Values.Select(pawn => pawn)
availPlayers.Clear();
availPlayers = playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Values.Select(pawn => pawn)
.Where(pawn => pawn.GetPlayerState() == PlayerState.InSafeZone ||
pawn.GetPlayerState() == PlayerState.Moving ||
pawn.GetPlayerState() == PlayerState.InFinishingPath);
pawn.GetPlayerState() == PlayerState.InFinishingPath).ToList();
Debug.Log($"availPlayers: {playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Values.Select(pawn => pawn).Where(pawn => pawn.GetPlayerState() == PlayerState.InHome).ToList().Count}");
int customAvailPlayers = availPlayers.Count();
Debug.Log($"before CustomAvailablePlayers: {customAvailPlayers}");
foreach (PlayerPawn playerPawn in availPlayers)
{
@ -266,15 +431,11 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
// if (availPlayers.Count() < 1)
Debug.Log($"CustomAvailablePlayers: {customAvailPlayers}");
if (customAvailPlayers < 1)
{
// TODO :: Switch the player once the dice rolling has completed
SwitchPlayer();
CanRollDice = true;
}
canSwitchPlayer = customAvailPlayers < 1;
CanRollDiceAgain = false;
}
Debug.Log($"CanRollDiceAgain: {CanRollDiceAgain}, canSwitchPlayer: {canSwitchPlayer}");
}
private bool AreAllPawnsInFinishingPath()
@ -295,6 +456,13 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
return areAllPawnsInFinishingPath;
}
private void UpdatePlayerState(PlayerPawn playerPawn, PlayerState playerState)
{
playerGameDatasDict[playerPawn.PlayerType].playerPawnsDict[playerPawn.PlayerId] = playerPawn;
playerGameDatasDict[playerPawn.PlayerType].playerPawnsDict[playerPawn.PlayerId].SetPlayerState(playerState);
playerPawn.SetPlayerState(playerState);
}
public void OnPawnSelected(PlayerPawn playerPawn)
{
EnablePlayerSelectionStates(false);
@ -311,7 +479,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
onComplete: () =>
{
CanRollDice = true;
playerPawn.SetPlayerState(PlayerState.InSafeZone);
UpdatePlayerState(playerPawn, PlayerState.InSafeZone);
}, playerGameData.startIndex);
return;
@ -372,6 +540,8 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
private void SwitchPlayer(PlayerPawn playerPawn = null)
{
Debug.Log($"CallTest: SwitchPlayer");
if (!CanRollDiceAgain)
{
Debug.Log($"currentPlayerTurn: {currentPlayerTypeTurn}");
@ -405,67 +575,17 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
// pointerMeshRend.materials[0] = turnMat;
if (playerPawn)
playerPawn.SetPlayerState(tilesManager.RetrieveTileBasedOnIndex(playerPawn.CurrentTileIndex).IsSafeZone ? PlayerState.InSafeZone : PlayerState.Moving);
UpdatePlayerState(playerPawn, tilesManager.RetrieveTileBasedOnIndex(playerPawn.CurrentTileIndex).IsSafeZone ? PlayerState.InSafeZone : PlayerState.Moving);
Debug.Log($"botTypesInGame.Contains(currentPlayerTypeTurn): {botTypesInGame.Contains(currentPlayerTypeTurn)}");
if (!CanRollDiceAgain && botTypesInGame.Contains(currentPlayerTypeTurn)) // TODO :: Double check calling of the function
if (botTypesInGame.Contains(currentPlayerTypeTurn)) // TODO :: Double check calling of the function
{
Debug.Log($"Invoking RollDiceForBot");
Invoke(nameof(RollDiceForBot), 1f);
}
}
private void RollDiceForBot()
{
Debug.Log($"RollDiceForBot");
OnDiceRolled(UnityEngine.Random.Range(1, Ludo_3D_Constants.Max_Dice_Rolls + 1));
}
// TODO :: Call right after the dice is rolled with the animation
// What happens when you get a 6
private void SelectPawnFromBotBase()
{
var botPawnsDict = botRuntimeMovementData[currentPlayerTypeTurn]; // set the data inside this dict
// check the data from the playerGameDataDict
// change playerPawnsDict to list
// only select the pawns that are active
// if no pawns have left the home select the first pawn inside the base
//
foreach (var keyValuePair in playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict)
{
var playerPawn = keyValuePair.Value;
var possibleLandingIndex = playerPawn.CurrentTileIndex + diceRolledValue;
if (playerPawn.GetPlayerState() == PlayerState.HasFinished)
{
botPawnsDict.Remove(playerPawn.PlayerId); // TODO :: Double check logic
continue;
}
Tile tileData = tilesManager.RetrieveTileBasedOnIndex(possibleLandingIndex);
if (playerPawn.GetPlayerState() == PlayerState.InFinishingPath || possibleLandingIndex > playerGameDatasDict[currentPlayerTypeTurn].endIndex)
{
botPawnsDict[playerPawn.PlayerId] = BotMove.FinishingPathMove;
continue;
}
else if (tileData.IsSafeZone || playerPawn.GetPlayerState() == PlayerState.InHome)
{
botPawnsDict[playerPawn.PlayerId] = BotMove.SafeMove;
}
else if (tileData.PlayerPawn != null)
{
botPawnsDict[playerPawn.PlayerId] = BotMove.AttackMove;
}
else
{
botPawnsDict[playerPawn.PlayerId] = BotMove.NormalMove;
}
}
}
private void MoveThroughTiles(PlayerPawn playerPawn, int index, int targetIndex)
{
Tile nextTile = tilesManager.RetrieveTileBasedOnIndex(index);
@ -524,8 +644,8 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
var playerBasePos = playerBaseHandler.GetPlayerBase(nextTile.PlayerPawn.PlayerType)
.GetBasePlacementDataPosition(nextTile.PlayerPawn.PlayerId - 1).position;
Debug.Log($"playerBasePos: {playerBasePos}");
nextTile.PlayerPawn.transform.position = playerBasePos;
nextTile.PlayerPawn.SetPlayerState(PlayerState.InHome);
nextTile.PlayerPawn.MoveBackToHome(playerBasePos);
}
nextTile.InitPlayerPawn(playerPawn, currentPlayerTypeTurn);
@ -597,7 +717,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
private void MoveThroughFinishingPath(PlayerPawn playerPawn, int index, int targetIndex)
{
playerPawn.SetPlayerState(PlayerState.InFinishingPath);
UpdatePlayerState(playerPawn, PlayerState.InFinishingPath);
playerPawn.MoveToTile(
tilesManager.RetrievePositionForFinishingTile(currentPlayerTypeTurn, index).position,
onComplete: () =>
@ -619,7 +739,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
{
if (playerPawn.CurrentTileIndex == tilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn) - 1)
{
playerPawn.SetPlayerState(PlayerState.HasFinished);
UpdatePlayerState(playerPawn, PlayerState.HasFinished);
playerGameDatasDict[currentPlayerTypeTurn].totalPawnsFinished++;
if (playerGameDatasDict[currentPlayerTypeTurn].totalPawnsFinished == playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Count)

View File

@ -44,6 +44,11 @@ public class PlayerPawn : MonoBehaviour
get; private set;
}
public int StepsTaken
{
get; private set;
}
public void AssignBotPlayerState(bool state)
{
IsBotPlayer = state;
@ -60,19 +65,23 @@ public class PlayerPawn : MonoBehaviour
public void MoveToTile(Vector3 startingPoint, Action onComplete, int tileIndex)
{
StepsTaken++;
CurrentTileIndex = tileIndex;
transform.DOMove(startingPoint, 0.1f).onComplete = () => onComplete?.Invoke();
transform.DOMove(startingPoint, 0.5f).onComplete = () => onComplete?.Invoke();
}
public void MoveToCustomTilePosition(Vector3 targetPoint)
{
transform.DOMove(targetPoint, 0.1f);
StepsTaken++;
transform.DOMove(targetPoint, 0.5f);
}
// when he is defeated
public void MoveBackToHome()
public void MoveBackToHome(Vector3 pos)
{
transform.position = pos;
SetPlayerState(PlayerState.InHome);
StepsTaken = 0;
}
public PlayerState GetPlayerState() => playerState;

View File

@ -27,8 +27,8 @@ public class DiceRoller : MonoBehaviour
private void OnDiceRolled()
{
int currentRolledVal = Random.Range(1, Ludo_3D_Constants.Max_Dice_Rolls + 1);
// diceTestValue != 0 ? diceTestValue : Random.Range(1, Ludo_3D_Constants.Max_Dice_Rolls + 1);
int currentRolledVal = //Random.Range(1, Ludo_3D_Constants.Max_Dice_Rolls + 1);
diceTestValue != 0 ? diceTestValue : Random.Range(1, Ludo_3D_Constants.Max_Dice_Rolls + 1);
inputManager.SetDiceRollValue(currentRolledVal);
}
}

View File

@ -40,7 +40,7 @@ public class InputManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
public void SetDiceRollValue(int currentRolledVal)
{
DiceRolledValue = currentRolledVal;
GameplayManager.OnDiceRolled(currentRolledVal);
GameplayManager.RollDiceForPlayer(currentRolledVal);
}
}

View File

@ -4,7 +4,6 @@ using System.Collections.Generic;
public class SafeTile : Tile
{
[SerializeField] private Transform centerPlacementPoint;
[SerializeField] private Transform[] placementPoints;
protected Queue<Transform> placementQueue = new Queue<Transform>();
@ -35,6 +34,7 @@ public class SafeTile : Tile
playerPawns = new Dictionary<int, PlayerPawn>()
});
Debug.Log($"tileName: {name}, playerPawn.PlayerId: {playerPawn.PlayerId}");
playerTypesDict[playerType].playerPawns.Add(playerPawn.PlayerId, playerPawn);
playerTypesDict[playerType].commonPlacementTransform = placementQueue.Dequeue();
@ -42,6 +42,7 @@ public class SafeTile : Tile
}
else
{
Debug.Log($"tileName: {name}, playerPawn.PlayerId: {playerPawn.PlayerId}");
playerTypesDict[playerType].playerCount++;
Debug.Log($"targetSafeTile. Adding player {playerType} {playerTypesDict[playerType].playerCount}, tileName: {name}");
playerTypesDict[playerType].playerPawns.Add(playerPawn.PlayerId, playerPawn);

View File

@ -19,10 +19,11 @@ public class PlayerTileData
public class Tile : MonoBehaviour
{
[SerializeField] protected bool isSafeZone = false;
[SerializeField] protected Transform centeredPoint;
public bool IsSafeZone => isSafeZone;
public Vector3 CenterPlacementPosition => new Vector3(transform.position.x, 1f, transform.position.z);
public Vector3 CenterPlacementPosition => centeredPoint.position;
protected int lastOccupiedIndex = 0;