Fix: Attacking logic for multiple pawns in the same tile.

This commit is contained in:
Ashby Issac 2026-01-29 18:13:07 +05:30
parent f86216c729
commit 4b2720759c
3 changed files with 42 additions and 16 deletions

View File

@ -1,6 +1,7 @@
using System;
using System.Collections.Generic;
using System.Linq;
using DG.Tweening;
using TMPro;
using UnityEngine;
@ -80,6 +81,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
public void Initialize()
{
InterfaceManager.Instance?.RegisterInterface<GameplayManager>(this);
DOTween.useSafeMode = false;
}
public void InitializeData()
@ -91,7 +93,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
// initialize the player list from UI.
// InitPlayerTypesForLAN(null);
InitPlayerTypesForBotMatch(PlayerType.Player1, 3);
InitPlayerTypesForBotMatch(PlayerType.Player1, 1);
}
// TODO :: Call when the UI selection is made and game starts
@ -310,7 +312,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
Debug.Log($"AI playerPawn :: {playerPawn.name} :: state: {playerPawn.GetPlayerState()}, possibleLandingIndex: {possibleLandingIndex > playerGameDatasDict[currentPlayerTypeTurn].endIndex}");
Debug.Log($"AI playerPawn :: {playerPawn.name} :: possibleTileData.IsSafeZone: {possibleTileData.IsSafeZone}");
Debug.Log($"AI playerPawn :: {playerPawn.name} :: possibleTileData.PlayerPawn: {possibleTileData.PlayerPawn}");
Debug.Log($"AI playerPawn :: {playerPawn.name} :: possibleTileData.PlayerPawn: {possibleTileData.HasPawnsAvailable}");
if (playerPawn.GetPlayerState() == PlayerState.InFinishingPath || possibleLandingIndex > playerGameDatasDict[currentPlayerTypeTurn].endIndex)
{
@ -331,7 +333,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
Debug.Log($"AI playerPawn :: {playerPawn.name} :: {playerPawn.PlayerId} :: safeMove");
botPawnsDictForCurrentPlayer[playerPawn.PlayerId] = BotMove.SafeMove;
}
else if (possibleTileData.PlayerPawn != null)
else if (possibleTileData.HasPawnsAvailable)
{
Debug.Log($"AI playerPawn :: {playerPawn.name} :: {playerPawn.PlayerId} :: attackMove");
botPawnsDictForCurrentPlayer[playerPawn.PlayerId] = BotMove.AttackMove;
@ -596,7 +598,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
}
else
{
currentSittingTile.ResetPlayerPawn();
currentSittingTile.ResetPlayerPawn(playerPawn);
}
MoveThroughTiles(playerPawn, nextTileIdx, targetIndex: targetIdx);
@ -710,18 +712,29 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
Debug.Log($"nextTile.IsSafeZone: {nextTile.IsSafeZone}");
if (!nextTile.IsSafeZone)
{
Debug.Log($"nextTile.PlayerPawn: {nextTile.PlayerPawn}, {nextTile.transform.name}");
if (nextTile.PlayerPawn != null && playerPawn.PlayerType != nextTile.PlayerPawn.PlayerType)
Debug.Log($"nextTile.HasPawnsAvailable: {nextTile.HasPawnsAvailable}");
if (nextTile.HasPawnsAvailable && playerPawn.PlayerType != nextTile.CurrentHoldingPlayerType)
{
Debug.Log($"nextTile.PlayerPawn: {nextTile.CurrentHoldingPlayerType}, {nextTile.transform.name}");
Debug.Log($"nextTile.TotalPawnsInTile: {nextTile.TotalPawnsInTile}");
// play animation for moving back to base.
// TODO :: Send existing pawn back to base.
// means there's already a pawn there, move him back to the base.
var playerBasePos = playerBaseHandler.GetPlayerBase(nextTile.PlayerPawn.PlayerType)
.GetBasePlacementDataPosition(nextTile.PlayerPawn.PlayerId - 1);
var counter = nextTile.TotalPawnsInTile;
for (int i = counter; i > 0; i--)
{
var pawn = nextTile.GetPlayerPawn();
Debug.Log($"pawn: {pawn}");
Debug.Log($"playerBase: {playerBaseHandler}");
var playerBasePos = playerBaseHandler.GetPlayerBase(pawn.PlayerType)
.GetBasePlacementDataPosition(pawn.PlayerId - 1);
Debug.Log($"playerBasePos: {playerBasePos}");
playerGameDatasDict[nextTile.PlayerPawn.PlayerType].totalPawnsInHome++;
nextTile.PlayerPawn.MoveBackToHome(playerBasePos);
playerGameDatasDict[pawn.PlayerType].totalPawnsInHome++;
pawn.MoveBackToHome(playerBasePos);
}
}
nextTile.InitPlayerPawn(playerPawn, currentPlayerTypeTurn);

View File

@ -39,6 +39,7 @@ public class PlayerBase : MonoBehaviour
public Transform GetBasePlacementDataPosition(int idx)
{
Debug.Log($"Index: {idx}, basePlacementDatas[idx]: {basePlacementDatas[idx]}");
return basePlacementDatas[idx].placementTransform;
}
}

View File

@ -27,18 +27,30 @@ public class Tile : MonoBehaviour
protected int lastOccupiedIndex = 0;
public PlayerPawn PlayerPawn // Change implementation
private List<PlayerPawn> PlayerPawns = new List<PlayerPawn>(); // Change implementation
public bool HasPawnsAvailable => PlayerPawns.Count > 0;
public PlayerType CurrentHoldingPlayerType => PlayerPawns[0].PlayerType;
public int TotalPawnsInTile => PlayerPawns.Count;
public PlayerPawn GetPlayerPawn()
{
get; private set;
var pawn = PlayerPawns[0];
PlayerPawns.RemoveAt(0);
return pawn;
}
public virtual void InitPlayerPawn(PlayerPawn playerPawn, PlayerType playerType)
{
PlayerPawn = playerPawn;
PlayerPawns.Add(playerPawn);
Debug.Log($"Adding new PlayerPawn {playerPawn.name}, playerType: {playerType} to {name}");
Debug.Log($"Adding new PlayerPawn {PlayerPawns.Count} {name}");
}
public void ResetPlayerPawn()
public void ResetPlayerPawn(PlayerPawn movingPawn)
{
PlayerPawn = null;
PlayerPawns.Remove(movingPawn);
Debug.Log($"Resetting new PlayerPawn {movingPawn.name} {name}");
Debug.Log($"Resetting new PlayerPawn {PlayerPawns.Count} {name}");
}
}