Bot and player bug fixes.
Fixes for selecting wrong player, switching player.
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@ -99,6 +99,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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{
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// TODO :: 2P, 3P, 4P
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allPlayerTypes = new List<PlayerType> { PlayerType.Player1, PlayerType.Player2, PlayerType.Player3, PlayerType.Player4 };
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// allPlayerTypes = new List<PlayerType> { PlayerType.Player1, PlayerType.Player3 };
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playerBaseHandler.InitPlayerTypes(allPlayerTypes);
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InitCurrentGamePlayerInfo();
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@ -258,7 +259,7 @@ 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 (availPlayers.Count() < 1 && !CanRollDiceAgain || !botTypesInGame.Contains(currentPlayerTypeTurn)) return; // Have a better check here
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if (canSwitchPlayer || availPlayers.Count() < 1 && !CanRollDiceAgain || !botTypesInGame.Contains(currentPlayerTypeTurn)) return; // Have a better check here
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Debug.Log($"CallTest: SelectPawnFromBotBase: {currentPlayerTypeTurn}");
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var botPawnsDictForCurrentPlayer = botRuntimeMovementData[currentPlayerTypeTurn]; // set the data inside this dict
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@ -303,7 +304,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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}
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int lastIndex = tilesManager.GetGeneralTilesLength() - 1;
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int index = possibleLandingIndex > lastIndex ? (possibleLandingIndex - lastIndex) - 1 : possibleLandingIndex;
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int index = possibleLandingIndex > lastIndex ? possibleLandingIndex - lastIndex - 1 : possibleLandingIndex;
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Tile possibleTileData = tilesManager.RetrieveTileBasedOnIndex(index);
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Debug.Log($"AI playerPawn :: {playerPawn.name} :: state: {playerPawn.GetPlayerState()}, possibleLandingIndex: {possibleLandingIndex > playerGameDatasDict[currentPlayerTypeTurn].endIndex}");
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@ -312,9 +313,16 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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if (playerPawn.GetPlayerState() == PlayerState.InFinishingPath || possibleLandingIndex > playerGameDatasDict[currentPlayerTypeTurn].endIndex)
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{
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botPawnsDictForCurrentPlayer[playerPawn.PlayerId] = BotMove.FinishingPathMove;
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savedPlayerId = playerPawn.PlayerId;
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break;
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if (playerPawn.CanSelectPlayer)
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{
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botPawnsDictForCurrentPlayer[playerPawn.PlayerId] = BotMove.FinishingPathMove;
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savedPlayerId = playerPawn.PlayerId;
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break;
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}
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else
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{
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botPawnsDictForCurrentPlayer[playerPawn.PlayerId] = BotMove.NoMoves;
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}
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}
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else if (possibleTileData.IsSafeZone || playerPawn.GetPlayerState() == PlayerState.InHome)
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{
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@ -326,13 +334,16 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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}
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else
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{
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Debug.Log($"AI playerPawn :: {playerPawn.name} :: normalMove");
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Debug.Log($"AI playerPawn :: {playerPawn.name} :: {playerPawn.PlayerId} :: normalMove");
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botPawnsDictForCurrentPlayer[playerPawn.PlayerId] = BotMove.NormalMove;
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}
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}
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List<int> playerIds = new List<int>();
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if (savedPlayerId != -1 && playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict[savedPlayerId].CanSelectPlayerFromHome)
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if (savedPlayerId != -1)
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Debug.Log($"SavedPlayerId: {savedPlayerId}, CanSelectPlayer: {playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict[savedPlayerId].CanSelectPlayer}");
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if (savedPlayerId != -1 && playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict[savedPlayerId].CanSelectPlayer)
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{
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pawn = playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict[savedPlayerId]; // chances are when one of the character reaches towards the finishing point
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}
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@ -412,13 +423,25 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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canSwitchPlayer = false;
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// provide option to select a pawn from the list
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// also play a simple animation before selecting
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EnablePlayerSelectionStates(true);
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CanRollDiceAgain = true;
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pointerMeshRend.material = selectMat;
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foreach (var playerPawn in playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict)
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if (playerPawn.Value.GetPlayerState() == PlayerState.InFinishingPath)
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playerPawn.Value.SetPlayerSelectionState(false);
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Debug.Log($"### AreAllPawnsInFinishingPath");
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if (AreAllPawnsInFinishingPath())
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{
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CanRollDice = true;
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pointerMeshRend.material = selectMat;
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return;
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}
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Debug.Log($"### EnablePlayerSelectionStates");
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EnablePlayerSelectionStates(true);
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// pointerMeshRend.materials[0] = selectMat;
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}
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else // if there are any other pawns that are in safe or moving state
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@ -426,31 +449,37 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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// for player's logic
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InitActivePlayers();
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Debug.Log($"availPlayers: {playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Values.Select(pawn => pawn).Where(pawn => pawn.GetPlayerState() == PlayerState.InHome).ToList().Count}");
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int customAvailPlayers = availPlayers.Count();
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Debug.Log($"before CustomAvailablePlayers: {customAvailPlayers}");
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List<int> indexesToRemove = new List<int>();
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foreach (PlayerPawn playerPawn in availPlayers)
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for (int i = 0; i < availPlayers.Count; i++)
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{
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Debug.Log($"## playerPawn.GetPlayerState(): {playerPawn.GetPlayerState()}");
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if (playerPawn.GetPlayerState() == PlayerState.InFinishingPath)
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Debug.Log($"## playerPawn.GetPlayerState(): {availPlayers[i].GetPlayerState()}");
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if (availPlayers[i].GetPlayerState() == PlayerState.HasFinished || availPlayers[i].GetPlayerState() == PlayerState.InHome) continue;
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if (availPlayers[i].GetPlayerState() == PlayerState.InFinishingPath)
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{
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Debug.Log($"diceRolledValue: {diceRolledValue}, FinishingDataLen: {tilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn)}, playerPawn.CurrentTileIndex: {playerPawn.CurrentTileIndex}");
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if (diceRolledValue <= tilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn) - (playerPawn.CurrentTileIndex + 1))
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Debug.Log($"diceRolledValue: {diceRolledValue}, FinishingDataLen: {tilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn)}, playerPawn.CurrentTileIndex: {availPlayers[i].CurrentTileIndex}");
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if (diceRolledValue <= tilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn) - (availPlayers[i].CurrentTileIndex + 1))
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{
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playerPawn.SetPlayerSelectionState(true);
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availPlayers[i].SetPlayerSelectionState(true);
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}
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else
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{
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indexesToRemove.Add(i);
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availPlayers[i].SetPlayerSelectionState(false);
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customAvailPlayers--;
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}
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continue;
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}
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playerPawn.SetPlayerSelectionState(true);
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availPlayers[i].SetPlayerSelectionState(true);
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}
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foreach (int i in indexesToRemove) availPlayers.RemoveAt(i);
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// if (availPlayers.Count() < 1)
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Debug.Log($"CustomAvailablePlayers: {customAvailPlayers}");
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canSwitchPlayer = customAvailPlayers < 1;
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@ -473,7 +502,9 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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bool areAllPawnsInFinishingPath = false;
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foreach (var pawn in playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict)
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{
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if (pawn.Value.GetPlayerState() == PlayerState.InFinishingPath && pawn.Value.GetPlayerState() != PlayerState.HasFinished)
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if (pawn.Value.GetPlayerState() == PlayerState.HasFinished) continue;
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if (pawn.Value.GetPlayerState() == PlayerState.InFinishingPath)
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{
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areAllPawnsInFinishingPath = true;
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continue;
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@ -21,10 +21,11 @@ public class PlayerPawn : MonoBehaviour
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{
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[SerializeField] private PlayerState playerState;
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public bool CanSelectPlayerFromHome
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public bool CanSelectPlayer
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{
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get; private set;
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}
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private GameplayManager gameplayManager;
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public int CurrentTileIndex
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@ -59,8 +60,8 @@ public class PlayerPawn : MonoBehaviour
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public void SetPlayerSelectionState(bool state)
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{
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CanSelectPlayerFromHome = state;
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if (CanSelectPlayerFromHome)
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CanSelectPlayer = state;
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if (CanSelectPlayer)
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{
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// TODO :: Play animation for selecting any of the players
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}
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@ -96,7 +97,7 @@ public class PlayerPawn : MonoBehaviour
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private void OnMouseDown()
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{
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if (IsBotPlayer || !CanSelectPlayerFromHome) return;
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if (IsBotPlayer || !CanSelectPlayer) return;
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SetGameplayManager();
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gameplayManager.OnPawnSelected(this);
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