Added auto selecting logic for player.
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@ -8476,24 +8476,28 @@ MonoBehaviour:
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playersParent: {fileID: 1373272158}
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totalPawnsInHome: 0
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totalPawnsFinished: 0
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totalPawnsInFinishingPath: 0
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- playerType: 1
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startIndex: 13
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endIndex: 11
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playersParent: {fileID: 1841959051}
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totalPawnsInHome: 0
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totalPawnsFinished: 0
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totalPawnsInFinishingPath: 0
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- playerType: 2
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startIndex: 26
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endIndex: 24
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playersParent: {fileID: 1934858463}
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totalPawnsInHome: 0
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totalPawnsFinished: 0
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totalPawnsInFinishingPath: 0
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- playerType: 3
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startIndex: 39
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endIndex: 37
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playersParent: {fileID: 1094154913}
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totalPawnsInHome: 0
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totalPawnsFinished: 0
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totalPawnsInFinishingPath: 0
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playerBaseHandler: {fileID: 433034051}
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--- !u!4 &896294589 stripped
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Transform:
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@ -76,7 +76,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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private bool CanRollDiceAgain = false; // used for when you get a 6 or when you reach the finish point
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private int diceSixRollCounter = 0;
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private List<PlayerPawn> availPlayers = new List<PlayerPawn>();
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private List<PlayerPawn> availPlayersToMove = new List<PlayerPawn>();
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private bool canSwitchPlayer = true;
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public bool CanRollDiceForUser
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@ -396,7 +396,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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// What happens when you get a 6
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private void SelectPawnFromBotBase()
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{
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if (canSwitchPlayer || availPlayers.Count() < 1 && !CanRollDiceAgain || !botTypesInGame.Contains(currentPlayerTypeTurn))
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if (canSwitchPlayer || availPlayersToMove.Count() < 1 && !CanRollDiceAgain || !botTypesInGame.Contains(currentPlayerTypeTurn))
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{
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Debug.Log($"returning from SelectPawnFromBotBase");
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return; // Have a better check here
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@ -408,7 +408,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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int savedPlayerId = -1;
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PlayerPawn pawn = null;
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Debug.Log($"SelectPawnFromBotBase: availPlayers.Count(): {availPlayers.Count()}, CanRollDiceAgain: {CanRollDiceAgain}");
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Debug.Log($"SelectPawnFromBotBase: availPlayers.Count(): {availPlayersToMove.Count()}, CanRollDiceAgain: {CanRollDiceAgain}");
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if (playerGameDatasDict[currentPlayerTypeTurn].totalPawnsInHome == 0)
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{
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@ -428,7 +428,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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}
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Debug.Log($"Before Iterating");
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foreach (var playerPawn in availPlayers)
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foreach (var playerPawn in availPlayersToMove)
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{
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int possibleSteps = 0;
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Tile possibleTileData = null;
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@ -578,15 +578,12 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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Debug.Log($"Tile Index :: LUDO :: rolledVal: {rolledVal} :: {currentPlayerTypeTurn}");
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diceRolledValue = rolledVal;
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diceText.text = $"{diceRolledValue}";
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availPlayers = new List<PlayerPawn>();
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availPlayersToMove = new List<PlayerPawn>();
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InitActivePlayers();
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if (!CanRollDiceAgain)
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{
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UpdateActivePlayersAndSetDisplay(true);
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}
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else
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{
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InitActivePlayers();
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SetDisplayCountForAllAvailPlayers(true);
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}
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if (rolledVal == Ludo_3D_Constants.Max_Dice_Rolls)
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@ -596,6 +593,27 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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// also play a simple animation before selecting
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CanRollDiceAgain = true;
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diceSixRollCounter++;
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if (botTypesInGame != null && !botTypesInGame.Contains(currentPlayerTypeTurn))
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{
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var hasNoPlayersTraveling = Mathf.Abs(availPlayersToMove.Count - playerGameDatasDict[currentPlayerTypeTurn].totalPawnsInFinishingPath) < 1;
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Debug.Log($"availPlayersToMove.Count: {availPlayersToMove.Count}, hasNoPlayersTraveling: {hasNoPlayersTraveling}, totalPawnsInFinishingPath: {playerGameDatasDict[currentPlayerTypeTurn].totalPawnsInFinishingPath}");
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if (availPlayersToMove.Count < 1 || hasNoPlayersTraveling)
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{
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if (playerGameDatasDict[currentPlayerTypeTurn].totalPawnsInHome > 0)
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{
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OnPawnSelected(playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Values
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.FirstOrDefault(pawn => pawn.GetPlayerState() == PlayerState.InHome));
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return;
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}
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}
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else
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{
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if (playerGameDatasDict[currentPlayerTypeTurn].totalPawnsInHome < 1 && CanMoveSoloPlayer())
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return;
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}
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}
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#if UNITY_EDITOR
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pointerMeshRend.material = selectMat;
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#endif
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@ -612,56 +630,75 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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}
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Debug.Log($"### EnablePlayerSelectionStates");
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EnablePlayerSelectionStates(true);
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// pointerMeshRend.materials[0] = selectMat;
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}
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else // if there are any other pawns that are in safe or moving state
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{
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// for player's logic
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int customAvailPlayers = availPlayers.Count();
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Debug.Log($"before CustomAvailablePlayers: {customAvailPlayers}");
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Debug.Log($"before CustomAvailablePlayers: {availPlayersToMove.Count}");
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List<int> indexesToRemove = new List<int>();
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for (int i = 0; i < availPlayers.Count; i++)
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for (int i = 0; i < availPlayersToMove.Count; i++)
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{
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Debug.Log($"## playerPawn.GetPlayerState(): {availPlayers[i].GetPlayerState()}");
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Debug.Log($"## playerPawn.GetPlayerState(): {availPlayersToMove[i].GetPlayerState()}");
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if (availPlayers[i].GetPlayerState() == PlayerState.InFinishingPath)
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if (availPlayersToMove[i].GetPlayerState() == PlayerState.InFinishingPath)
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{
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Debug.Log($"diceRolledValue: {diceRolledValue}, FinishingDataLen: {TilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn)}, playerPawn.CurrentTileIndex: {availPlayers[i].CurrentTileIndex}");
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if (diceRolledValue <= TilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn) - (availPlayers[i].CurrentTileIndex + 1))
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Debug.Log($"diceRolledValue: {diceRolledValue}, FinishingDataLen: {TilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn)}, playerPawn.CurrentTileIndex: {availPlayersToMove[i].CurrentTileIndex}");
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if (diceRolledValue <= TilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn) - (availPlayersToMove[i].CurrentTileIndex + 1))
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{
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availPlayers[i].SetPlayerSelectionState(true);
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availPlayersToMove[i].SetPlayerSelectionState(true);
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}
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else
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{
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indexesToRemove.Add(i);
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availPlayers[i].SetPlayerSelectionState(false);
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availPlayers[i].ShowPlayerCountCanvas(false);
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customAvailPlayers--;
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availPlayersToMove[i].SetPlayerSelectionState(false);
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availPlayersToMove[i].ShowPlayerCountCanvas(false);
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}
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continue;
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}
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availPlayers[i].SetPlayerSelectionState(true);
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availPlayersToMove[i].SetPlayerSelectionState(true);
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}
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for (int idx = indexesToRemove.Count - 1; idx >= 0; idx--)
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availPlayers.RemoveAt(idx);
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availPlayersToMove.RemoveAt(idx);
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// if (availPlayers.Count() < 1)
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Debug.Log($"CustomAvailablePlayers: {customAvailPlayers}");
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canSwitchPlayer = customAvailPlayers < 1;
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Debug.Log($"CustomAvailablePlayers: {availPlayersToMove.Count}");
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canSwitchPlayer = availPlayersToMove.Count < 1;
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CanRollDiceAgain = false;
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if (botTypesInGame != null && !botTypesInGame.Contains(currentPlayerTypeTurn) &&
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availPlayersToMove.Count > 0)
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{
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if (CanMoveSoloPlayer())
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{
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EnablePlayerSelectionStates(false);
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OnPawnSelected(availPlayersToMove[0]);
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}
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}
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}
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Debug.Log($"CanRollDiceAgain: {CanRollDiceAgain}, canSwitchPlayer: {canSwitchPlayer}");
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}
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private bool CanMoveSoloPlayer()
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{
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if (availPlayersToMove.Count == 1)
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{
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if (availPlayersToMove[0].GetPlayerState() == PlayerState.InSafeZone || availPlayersToMove[0].GetPlayerState() == PlayerState.Moving
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|| availPlayersToMove[0].GetPlayerState() == PlayerState.InFinishingPath)
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{
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return true;
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}
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}
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return false;
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}
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private void UpdateActivePlayersAndSetDisplay(bool state)
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{
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InitActivePlayers();
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@ -670,7 +707,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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private void InitActivePlayers()
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{
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availPlayers = playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Values.Select(pawn => pawn)
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availPlayersToMove = playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Values.Select(pawn => pawn)
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.Where(pawn => pawn.GetPlayerState() == PlayerState.InSafeZone ||
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pawn.GetPlayerState() == PlayerState.Moving ||
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pawn.GetPlayerState() == PlayerState.InFinishingPath).ToList();
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@ -770,6 +807,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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else if (selectedPawn.CurrentTileIndex == playerGameDatasDict[currentPlayerTypeTurn].endIndex)
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{
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TilesManager.RetrieveTileBasedOnIndex(selectedPawn.CurrentTileIndex).ResetPlayerPawn(selectedPawn);
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playerGameDatasDict[currentPlayerTypeTurn].totalPawnsInFinishingPath++;
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ApplyFinishingPathLogic(selectedPawn);
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}
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else if (selectedPawn.GetPlayerState() == PlayerState.InSafeZone || selectedPawn.GetPlayerState() == PlayerState.Moving)
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@ -843,10 +881,10 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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Debug.Log($"currentPlayerTurn: {currentPlayerTypeTurn}");
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Debug.Log($"currentPlayerTurnIndex: {currentPlayerTurnIndex}");
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Debug.Log($"before SwitchPlayer availPlayers: {availPlayers.Count}, playerPawn: {playerPawn}");
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Debug.Log($"before SwitchPlayer availPlayers: {availPlayersToMove.Count}, playerPawn: {playerPawn}");
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UpdateActivePlayersAndSetDisplay(false);
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Debug.Log($"after SwitchPlayer availPlayers: {availPlayers.Count}, playerPawn: {playerPawn}");
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Debug.Log($"after SwitchPlayer availPlayers: {availPlayersToMove.Count}, playerPawn: {playerPawn}");
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Debug.Log($"after allPlayerTypes.Count: {allPlayerTypes.Count}");
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if (allPlayerTypes.Count == 0)
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@ -906,11 +944,11 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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{
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if (state)
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{
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availPlayers.ForEach(pawn => ShowUpdatedPlayerCountOnTile(pawn));
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availPlayersToMove.ForEach(pawn => ShowUpdatedPlayerCountOnTile(pawn));
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}
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else
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{
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availPlayers.ForEach(pawn => pawn.ShowPlayerCountCanvas(false));
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availPlayersToMove.ForEach(pawn => pawn.ShowPlayerCountCanvas(false));
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}
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}
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@ -948,6 +986,9 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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{
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// MoveThroughTiles(playerPawn, index, targetIndex);
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Debug.Log($"TargetIdx: {targetIndex - index}");
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if (index == playerGameDatasDict[currentPlayerTypeTurn].endIndex)
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playerGameDatasDict[currentPlayerTypeTurn].totalPawnsInFinishingPath++;
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CheckForGamePause(() => MoveThroughFinishingPath(playerPawn, 0, targetIndex - index));
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}
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else if (nextTileIndex <= targetIndex)
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@ -1066,6 +1107,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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UpdatePlayerState(playerPawn, PlayerState.HasFinished);
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playerGameDatasDict[currentPlayerTypeTurn].totalPawnsFinished++;
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playerGameDatasDict[currentPlayerTypeTurn].totalPawnsInFinishingPath--;
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Debug.Log($"playerGameDatasDict[currentPlayerTypeTurn].totalPawnsFinished: {playerGameDatasDict[currentPlayerTypeTurn].totalPawnsFinished}");
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Debug.Log($"playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Count: {playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Count}");
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@ -1185,7 +1227,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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playerGameDatasDict = null;
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playerDatas = null;
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availPlayers = null;
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availPlayersToMove = null;
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botTypesInGame = null;
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botRuntimeMovementData = null;
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@ -27,6 +27,7 @@ public class PlayerGameData
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public Dictionary<int, PlayerPawn> playerPawnsDict;
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public int totalPawnsInHome = 0;
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public int totalPawnsFinished = 0;
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public int totalPawnsInFinishingPath = 0;
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}
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[System.Serializable]
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