Bug fixes, added logic for multiple pawns in safe node.

This commit is contained in:
Ashby Issac 2026-01-22 20:50:41 +05:30
parent c9ec236fab
commit 45b5fe9dd5
11 changed files with 466 additions and 87 deletions

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View File

@ -1,3 +1,4 @@
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
@ -19,6 +20,7 @@ public class PlayerGameData
public int endIndex;
public Transform playersParent;
public List<PlayerPawn> playerPawns;
public int totalPawnsFinished = 0;
}
public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
@ -30,7 +32,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
[SerializeField] private PlayerGameData[] playerGameDatas;
private PlayerTypes currentPlayerTurn;
private PlayerTypes currentPlayerTypeTurn;
private int currentPlayerTurnIndex = 0;
private List<PlayerTypes> playerTypes = new List<PlayerTypes>();
@ -47,7 +49,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
get; private set;
}
private bool HasRolledSix = false;
private bool CanRollDiceAgain = false; // used for when you get a 6 or when you reach the finish point
public void Initialize()
{
@ -60,14 +62,14 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
CanRollDice = true;
InitCurrentGamePlayerInfo(
new List<PlayerTypes> { PlayerTypes.Player1, PlayerTypes.Player2, PlayerTypes.Player3, PlayerTypes.Player4 });
new List<PlayerTypes> { PlayerTypes.Player1, PlayerTypes.Player3 });
}
// TODO :: Call based on 2P/3P/4P
public void InitCurrentGamePlayerInfo(List<PlayerTypes> playerTypes)
{
this.playerTypes = playerTypes;
currentPlayerTurn = playerTypes[currentPlayerTurnIndex];
currentPlayerTypeTurn = playerTypes[currentPlayerTurnIndex];
// initialize the board based on the player types
foreach (PlayerGameData playerGameData in playerGameDatas)
@ -83,6 +85,8 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
playerGameDatasDict[playerGameData.playerType].playerPawns = new List<PlayerPawn>();
foreach (Transform playerPawnChild in playerGameData.playersParent)
{
if (!playerPawnChild.gameObject.activeInHierarchy) continue;
playerGameDatasDict[playerGameData.playerType].playerPawns.Add(playerPawnChild.GetComponent<PlayerPawn>());
}
}
@ -91,7 +95,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
public void EnablePlayerSelectionStates(bool state)
{
foreach (PlayerPawn playerPawn in playerGameDatasDict[currentPlayerTurn].playerPawns)
foreach (PlayerPawn playerPawn in playerGameDatasDict[currentPlayerTypeTurn].playerPawns)
{
if (playerPawn.GetPlayerState() == PlayerState.InFinishingPath) continue;
@ -104,7 +108,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
CanRollDice = false;
// add core dice logic here
Debug.Log($"LUDO :: rolledVal: {rolledVal}");
Debug.Log($"Tile Index :: LUDO :: rolledVal: {rolledVal} :: {currentPlayerTypeTurn}");
diceRolledValue = rolledVal;
if (rolledVal == Ludo_3D_Constants.Max_Dice_Rolls)
@ -113,7 +117,23 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
// also play a simple animation before selecting
EnablePlayerSelectionStates(true);
HasRolledSix = true;
CanRollDiceAgain = true;
bool AreAllPawnsInFinishingPath = false;
foreach (var pawn in playerGameDatasDict[currentPlayerTypeTurn].playerPawns)
{
if (pawn.GetPlayerState() == PlayerState.InFinishingPath && pawn.GetPlayerState() != PlayerState.HasFinished)
{
AreAllPawnsInFinishingPath = true;
continue;
}
AreAllPawnsInFinishingPath = false;
break;
}
if (AreAllPawnsInFinishingPath)
CanRollDice = true;
pointerMeshRend.material = selectMat;
// pointerMeshRend.materials[0] = selectMat;
@ -121,33 +141,41 @@ 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[currentPlayerTurn].playerPawns.Select(pawn => pawn)
IEnumerable<PlayerPawn> availPlayers = playerGameDatasDict[currentPlayerTypeTurn].playerPawns.Select(pawn => pawn)
.Where(pawn => pawn.GetPlayerState() == PlayerState.InSafeZone ||
pawn.GetPlayerState() == PlayerState.Moving ||
pawn.GetPlayerState() == PlayerState.InFinishingPath);
int customAvailPlayers = availPlayers.Count();
foreach (PlayerPawn playerPawn in availPlayers)
{
Debug.Log($"## playerPawn.GetPlayerState(): {playerPawn.GetPlayerState()}");
if (playerPawn.GetPlayerState() == PlayerState.InFinishingPath)
{
// TODO :: if rolled dice value <= rem tiles to complete in finishing path
// TODO :: playerPawn.SetPlayerSelectionState(true);
// if (diceRolledValue < 6 - playerPawn.CurrentTileIndex) // TODO :: Change hardcoded value
}
else
if (diceRolledValue <= tilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn) - (playerPawn.CurrentTileIndex + 1))
{
playerPawn.SetPlayerSelectionState(true);
}
else
{
customAvailPlayers--;
}
if (availPlayers.Count() < 1)
continue;
}
playerPawn.SetPlayerSelectionState(true);
}
// if (availPlayers.Count() < 1)
Debug.Log($"CustomAvailablePlayers: {customAvailPlayers}");
if (customAvailPlayers < 1)
{
SwitchPlayer();
CanRollDice = true;
}
HasRolledSix = false;
CanRollDiceAgain = false;
}
}
@ -155,7 +183,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
{
EnablePlayerSelectionStates(false);
PlayerGameData playerGameData = playerGameDatasDict[currentPlayerTurn];
PlayerGameData playerGameData = playerGameDatasDict[currentPlayerTypeTurn];
if (playerPawn.GetPlayerState() == PlayerState.InHome)
{
@ -169,91 +197,222 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
return;
}
else if (playerPawn.GetPlayerState() == PlayerState.InSafeZone || playerPawn.GetPlayerState() == PlayerState.Moving
|| playerPawn.GetPlayerState() == PlayerState.InFinishingPath)
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($"TargetIdx: {targetIdx}");
MoveThroughFinishingPath(playerPawn, finishingPathIndex, targetIdx);
}
else if (playerPawn.GetPlayerState() == PlayerState.InSafeZone || playerPawn.GetPlayerState() == PlayerState.Moving)
{
// move based on the dice value
Debug.Log($"Tile Index :: currentTileIndex: {playerPawn.CurrentTileIndex}");
int nextTileIdx = GetNextGeneralTileIndex(playerPawn);
int targetIdx = playerPawn.CurrentTileIndex + diceRolledValue;
MoveThroughTiles(playerPawn, playerPawn.CurrentTileIndex + 1, targetIndex: playerPawn.CurrentTileIndex + diceRolledValue);
if (nextTileIdx == 0)
targetIdx = targetIdx - playerPawn.CurrentTileIndex;
Tile currentSittingTile = tilesManager.RetrieveTileBasedOnIndex(playerPawn.CurrentTileIndex);
if (currentSittingTile.IsSafeZone)
{
currentSittingTile.UpdateSafeZonePlayerData(currentPlayerTypeTurn);
}
MoveThroughTiles(playerPawn, nextTileIdx, targetIndex: targetIdx);
}
}
private void SwitchPlayer()
private int GetNextGeneralTileIndex(PlayerPawn playerPawn)
{
if (!HasRolledSix)
return playerPawn.CurrentTileIndex == tilesManager.GetGeneralTilesLength() - 1 ? 0 : playerPawn.CurrentTileIndex + 1;
}
private int GetNextFinishingTileIndex(PlayerPawn playerPawn)
{
if (currentPlayerTurn == playerTypes[playerTypes.Count - 1])
return playerPawn.CurrentTileIndex > tilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn) - 1 ? 0 : playerPawn.CurrentTileIndex + 1;
}
private void SwitchPlayer(PlayerPawn playerPawn = null)
{
if (!CanRollDiceAgain)
{
Debug.Log($"currentPlayerTurn: {currentPlayerTypeTurn}");
Debug.Log($"currentPlayerTurnIndex: {currentPlayerTurnIndex}");
if (playerTypes.Count == 1)
{
Debug.LogError($"GAME IS OVER");
return;
}
if (currentPlayerTypeTurn == playerTypes[playerTypes.Count - 1])
{
currentPlayerTurnIndex = 0;
currentPlayerTurn = playerTypes[currentPlayerTurnIndex];
currentPlayerTypeTurn = playerTypes[currentPlayerTurnIndex];
}
else
{
currentPlayerTurnIndex++;
currentPlayerTurn = playerTypes[currentPlayerTurnIndex];
Debug.Log($"currentPlayerTurn: {currentPlayerTurn}");
Debug.Log($"currentPlayerTurnIndex: {currentPlayerTurnIndex}");
currentPlayerTypeTurn = playerTypes[currentPlayerTurnIndex];
}
}
var tempPos = playerGameDatasDict[currentPlayerTurn].playerCornerEntity.transform.position;
var tempPos = playerGameDatasDict[currentPlayerTypeTurn].playerCornerEntity.transform.position;
pointerDebug.position = new Vector3(tempPos.x, 3f, tempPos.z);
pointerMeshRend.material = turnMat;
// pointerMeshRend.materials[0] = turnMat;
if (playerPawn)
playerPawn.SetPlayerState(tilesManager.RetrieveTileBasedOnIndex(playerPawn.CurrentTileIndex).IsSafeZone ? PlayerState.InSafeZone : PlayerState.Moving);
}
private void MoveThroughTiles(PlayerPawn playerPawn, int index, int targetIndex)
{
Tile tile = tilesManager.RetrieveTileBasedOnIndex(index);
playerPawn.MoveToTile(
tilesManager.RetrieveTileBasedOnIndex(index).transform.position,
onComplete: () =>
Debug.Log($"Tile Index :: nextIndex: {index}, targetIndex: {targetIndex}");
Tile nextTile = tilesManager.RetrieveTileBasedOnIndex(index);
Vector3 targetPosition = tilesManager.RetrieveTileBasedOnIndex(index).CenterPlacementPosition;
if (index == targetIndex) // is next index the targetIndex
{
if (playerPawn.GetPlayerState() == PlayerState.InFinishingPath || index == playerGameDatasDict[currentPlayerTurn].endIndex)
Tile targetTile = tilesManager.RetrieveTileBasedOnIndex(targetIndex);
if (targetTile.IsSafeZone)
{
// MoveThroughTiles(playerPawn, index, targetIndex);
Debug.Log($"IsMovingThroughFinishingPath({currentPlayerTurn}): {index + 1} :: {playerGameDatasDict[currentPlayerTurn].endIndex}");
MoveThroughFinishingPath(playerPawn, 0, targetIndex - index);
if (targetTile.PlayerTypesCount == 1)
{
if (!targetTile.ContainsPlayerType(currentPlayerTypeTurn)) // means it is a new player type, the second one
{
PlayerTypes initialPlayerType = targetTile.GetFirstPlayerType();
var playerPawnsCount = targetTile.GetPlayerPawnsCountInTile(initialPlayerType);
// rearrange already existing player from center position to it's saved transform
for (int idx = 0; idx < playerPawnsCount; idx++)
{
targetTile.IterateAndGetPlayerPawn(initialPlayerType, idx).MoveToTileSubPosition(targetTile.GetPlacementPoint(initialPlayerType).position);
}
else if (index + 1 <= targetIndex)
{
MoveThroughTiles(playerPawn, index + 1, targetIndex);
targetTile.InitPlayerPawn(playerPawn, currentPlayerTypeTurn);
targetPosition = targetTile.GetPlacementPoint(currentPlayerTypeTurn).position;
}
else
{
if (tile.PlayerPawn != null)
targetPosition = targetTile.CenterPlacementPosition;
}
}
else
{
// send this pawn back to base
// TODO :: Check the data if it's consistent
if (!targetTile.ContainsPlayerType(currentPlayerTypeTurn))
{
targetTile.InitPlayerPawn(playerPawn, currentPlayerTypeTurn);
targetPosition = targetTile.GetPlacementPoint(currentPlayerTypeTurn).position;
}
else
{
targetPosition = targetTile.GetPlacementPoint(currentPlayerTypeTurn).position;
}
}
tile.InitPlayerPawn(playerPawn);
SwitchPlayer();
// TODO :: Introduce a swapping mechanism
}
else
{
// TODO :: Move code to onComplete callback
if (targetTile.PlayerPawn != null) // TODO :: Improve this logic, use a collection
{
// TODO :: send this pawn back to base
}
}
}
playerPawn.MoveToTile(
targetPosition,
onComplete: () =>
{
diceRolledValue--;
if (diceRolledValue > 0)
{
int nextTileIndex = GetNextGeneralTileIndex(playerPawn);
if (playerPawn.GetPlayerState() == PlayerState.InFinishingPath || index == playerGameDatasDict[currentPlayerTypeTurn].endIndex)
{
// MoveThroughTiles(playerPawn, index, targetIndex);
Debug.Log($"TargetIdx: {targetIndex - index}");
MoveThroughFinishingPath(playerPawn, 0, targetIndex - index);
}
else if (nextTileIndex <= targetIndex)
{
if (nextTileIndex == 0)
targetIndex = targetIndex - playerPawn.CurrentTileIndex;
MoveThroughTiles(playerPawn, nextTileIndex, targetIndex);
}
}
else
{
nextTile.InitPlayerPawn(playerPawn, currentPlayerTypeTurn);
SwitchPlayer(playerPawn);
CanRollDice = true;
}
},
index);
CanRollDice = true;
playerPawn.SetPlayerState(tilesManager.RetrieveTileBasedOnIndex(playerPawn.CurrentTileIndex).IsSafeZone ? PlayerState.InSafeZone : PlayerState.Moving);
}
private void MoveThroughFinishingPath(PlayerPawn playerPawn, int index, int targetIndex)
{
playerPawn.SetPlayerState(PlayerState.InFinishingPath);
playerPawn.MoveToTile(
tilesManager.RetrievePositionForFinishingTile(currentPlayerTurn, index).position,
tilesManager.RetrievePositionForFinishingTile(currentPlayerTypeTurn, index).position,
onComplete: () =>
{
Debug.Log($"index: {index}, targetIndex: {targetIndex}");
if (index + 1 < targetIndex)
diceRolledValue--;
Debug.Log($"DiceRolledValue: {diceRolledValue}");
if (diceRolledValue > 0)
{
int tileIndex = GetNextFinishingTileIndex(playerPawn);
Debug.Log($"tileIndex: {tileIndex}, targetIndex: {targetIndex}");
if (tileIndex <= targetIndex)
{
// MoveThroughTiles(playerPawn, index, targetIndex);
MoveThroughFinishingPath(playerPawn, index + 1, targetIndex);
MoveThroughFinishingPath(playerPawn, tileIndex, targetIndex);
}
}
else
{
if (playerPawn.CurrentTileIndex == tilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn) - 1)
{
playerPawn.SetPlayerState(PlayerState.HasFinished);
playerGameDatasDict[currentPlayerTypeTurn].totalPawnsFinished++;
if (playerGameDatasDict[currentPlayerTypeTurn].totalPawnsFinished == playerGameDatasDict[currentPlayerTypeTurn].playerPawns.Count)
{
CanRollDiceAgain = false;
SwitchPlayer();
if (playerTypes.Contains(currentPlayerTypeTurn))
playerTypes.Remove(currentPlayerTypeTurn);
Debug.Log($"PlayerTypes: {playerTypes.Count}");
}
else
{
CanRollDiceAgain = true;
}
}
else
{
SwitchPlayer();
}
CanRollDice = true;
}
},
index);
}

View File

@ -32,9 +32,9 @@ public class PlayerPawn : MonoBehaviour
}
}
public void CheckCurrentTileIndex(int maxTiles)
public void SetCurrentTileIndex(int tileIndex)
{
CurrentTileIndex = CurrentTileIndex == maxTiles ? 0 : CurrentTileIndex;
CurrentTileIndex = tileIndex;
}
public void MoveToTile(Vector3 startingPoint, Action onComplete, int tileIndex)
@ -43,6 +43,11 @@ public class PlayerPawn : MonoBehaviour
transform.DOMove(startingPoint, 0.1f).onComplete = () => onComplete?.Invoke();
}
public void MoveToTileSubPosition(Vector3 targetPoint)
{
transform.DOMove(targetPoint, 0.1f);
}
// when he is defeated
public void MoveBackToHome()
{

View File

@ -4,6 +4,8 @@ using UnityEngine;
public class DiceRoller : MonoBehaviour
{
[SerializeField] private int diceTestValue = 0;
private InputManager inputManager;
private void OnMouseDown()
@ -14,9 +16,18 @@ public class DiceRoller : MonoBehaviour
OnDiceRolled();
}
private void Update()
{
inputManager = inputManager == null ? InterfaceManager.Instance?.GetInterfaceInstance<InputManager>() : inputManager;
if (!inputManager.GameplayManager.CanRollDice) return;
if (Input.GetKeyDown(KeyCode.Space))
OnDiceRolled();
}
private void OnDiceRolled()
{
int currentRolledVal = Random.Range(1, Ludo_3D_Constants.Max_Dice_Rolls + 1);
int currentRolledVal = diceTestValue != 0 ? diceTestValue : Random.Range(1, Ludo_3D_Constants.Max_Dice_Rolls + 1);
inputManager.SetDiceRollValue(currentRolledVal);
}
}

View File

@ -1,17 +1,106 @@
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
[System.Serializable]
public class PlayerTileData
{
public int playerCount;
public Transform placementTransform;
public List<PlayerPawn> playerPawns;
}
public class Tile : MonoBehaviour
{
[SerializeField] private bool isSafeZone = false;
public PlayerPawn PlayerPawn
[SerializeField] private Transform centerPlacementPoint;
[SerializeField] private Transform[] placementPoints;
private int lastOccupiedIndex = 0;
public PlayerPawn PlayerPawn // Change implementation
{
get; private set;
}
private Queue<Transform> placementQueue = new Queue<Transform>();
private Dictionary<PlayerTypes, PlayerTileData> playerTypesDict;
public int PlayerTypesCount => playerTypesDict.Count;
public bool HasMoreThanOnePlayerType => playerTypesDict.Count > 1;
public bool IsSafeZone => isSafeZone;
public void InitPlayerPawn(PlayerPawn playerPawn)
public Vector3 CenterPlacementPosition => centerPlacementPoint.position;
public bool ContainsPlayerType(PlayerTypes playerType) => playerTypesDict.ContainsKey(playerType);
public void Init(int playerTypesCount)
{
if (isSafeZone)
{
playerTypesDict = new Dictionary<PlayerTypes, PlayerTileData>();
foreach (var placement in placementPoints)
{
placementQueue.Enqueue(placement);
}
}
}
public void InitPlayerPawn(PlayerPawn playerPawn, PlayerTypes playerType)
{
PlayerPawn = playerPawn;
if (isSafeZone)
{
if (!playerTypesDict.ContainsKey(playerType))
{
playerTypesDict.Add(
playerType,
new PlayerTileData { playerCount = 1, placementTransform = placementQueue.Dequeue(), // TODO :: Change indexing logic
playerPawns = new List<PlayerPawn> { playerPawn }
});
}
else
{
playerTypesDict[playerType].playerCount++;
playerTypesDict[playerType].playerPawns.Add(playerPawn);
}
}
}
public void UpdateSafeZonePlayerData(PlayerTypes playerType)
{
if (!IsSafeZone) return;
if (playerTypesDict.ContainsKey(playerType))
{
if (playerTypesDict[playerType].playerCount > 0)
{
playerTypesDict[playerType].playerCount--;
playerTypesDict[playerType].playerPawns.RemoveAt(playerTypesDict[playerType].playerPawns.Count - 1);
if (playerTypesDict[playerType].playerCount == 0)
{
placementQueue.Enqueue(playerTypesDict[playerType].placementTransform);
playerTypesDict.Remove(playerType);
lastOccupiedIndex--;
}
}
}
}
public PlayerTypes GetFirstPlayerType() => playerTypesDict.Keys.FirstOrDefault();
public int GetPlayerPawnsCountInTile(PlayerTypes playerType)
{
return playerTypesDict[playerType].playerPawns.Count;
}
public PlayerPawn IterateAndGetPlayerPawn(PlayerTypes playerType, int index)
{
return playerTypesDict[playerType].playerPawns[index];
}
public Transform GetPlacementPoint(PlayerTypes playerType)
{
return playerTypesDict[playerType].placementTransform;
}
}

View File

@ -17,10 +17,6 @@ public class TilesManager : MonoBehaviour, IBootLoader, IDataLoader, IBase
[SerializeField] private TileData[] tileDatas;
private GameplayManager gameplayManager;
public int FinishingTileDataLength
{
get; private set;
}
private Dictionary<PlayerTypes, List<Transform>> finishingTileDataPairs = new Dictionary<PlayerTypes, List<Transform>>();
@ -43,14 +39,19 @@ public class TilesManager : MonoBehaviour, IBootLoader, IDataLoader, IBase
}
}
// FinishingTileDataLength = finishingTileDataPairs.FirstOrDefault().Value.Count;
foreach (var tile in generalTiles)
{
tile.Init(gameplayManager.PlayerTypesCollection.Count);
}
}
public int GetFinishingTileDataLength(PlayerTypes playerType) => finishingTileDataPairs[playerType].Count;
public int GetGeneralTilesLength() => generalTiles.Length;
public Tile RetrieveTileBasedOnIndex(int index)
{
Debug.Log($"RetrieveTileBasedOnIndex: Index: {index}");
return index == generalTiles.Length ? generalTiles[0] : generalTiles[index];
}