Applied probability logic for pawns.
This commit is contained in:
parent
97cd17c0cf
commit
da4b44957b
@ -1,6 +1,8 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Random = UnityEngine.Random;
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public class DiceView : MonoBehaviour, IBase
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{
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@ -16,10 +18,14 @@ public class DiceView : MonoBehaviour, IBase
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[SerializeField] private float sideForce = 0.18f;
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[SerializeField] private float liftForce = 0.1f;
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private List<int> probabilityValues = new List<int>() { 3, 4, 5 };
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private Quaternion startRotation;
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private Action<int> onRollingComplete = null;
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private IRollBase rollBase = null;
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private bool hasNoActionOnRoll = false;
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void Awake()
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private void Awake()
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{
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rb = GetComponent<Rigidbody>();
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rb.useGravity = false;
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@ -39,31 +45,31 @@ public class DiceView : MonoBehaviour, IBase
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}
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}
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IEnumerator RollRoutine()
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private IEnumerator RollRoutine()
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{
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rolling = true;
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// MICRO DELAY → breaks physics sync between dice
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yield return new WaitForSeconds(UnityEngine.Random.Range(0.01f, 0.06f));
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yield return new WaitForSeconds(Random.Range(0.01f, 0.06f));
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rb.useGravity = true;
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// PER-DICE FORCE MULTIPLIER
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float spinMultiplier = UnityEngine.Random.Range(0.8f, 1.25f);
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float spinMultiplier = Random.Range(0.8f, 1.25f);
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// RANDOM TORQUE
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rb.AddTorque(
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UnityEngine.Random.Range(-baseSpinForce, baseSpinForce) * spinMultiplier,
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UnityEngine.Random.Range(-baseSpinForce, baseSpinForce) * spinMultiplier,
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UnityEngine.Random.Range(-baseSpinForce, baseSpinForce) * spinMultiplier,
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Random.Range(-baseSpinForce, baseSpinForce) * spinMultiplier,
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Random.Range(-baseSpinForce, baseSpinForce) * spinMultiplier,
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Random.Range(-baseSpinForce, baseSpinForce) * spinMultiplier,
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ForceMode.Impulse
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);
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// RANDOM SIDE FORCE
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Vector3 sideDir = new Vector3(
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UnityEngine.Random.Range(-1f, 1f),
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Random.Range(-1f, 1f),
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0f,
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UnityEngine.Random.Range(-1f, 1f)
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Random.Range(-1f, 1f)
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).normalized;
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rb.AddForce(sideDir * sideForce, ForceMode.Impulse);
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@ -73,28 +79,44 @@ public class DiceView : MonoBehaviour, IBase
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yield return new WaitForSeconds(sideValueTime);
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int value = GetDiceValue();
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//TODO: Use the dice value as needed
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Debug.Log($"Dice rolled: {value}");
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ResetDice();
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onRollingComplete?.Invoke(value);
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}
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int GetDiceValue()
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{
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foreach (DiceSide side in diceSides)
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int rolledVal = 0;
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if (hasNoActionOnRoll)
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{
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if (side.OnGround())
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return side.sideValue;
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if (rollBase.SixRollCount == 0)
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{
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rollBase.UpdateMaxRollCount(probabilityValues[Random.Range(0, probabilityValues.Count)]);
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}
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rollBase.UpdateSixRollCount();
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rolledVal = rollBase.SixRollCount == rollBase.MaxRollCount ?
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Ludo_3D_Constants.Max_Dice_Rolls : GetDiceValue();
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}
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else
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{
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rolledVal = GetDiceValue();
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}
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return 1;
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if (rolledVal == Ludo_3D_Constants.Max_Dice_Rolls)
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ResetRollData();
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ResetDice();
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Debug.Log($"Dice rolled: {rolledVal}");
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onRollingComplete?.Invoke(rolledVal);
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}
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private int GetDiceValue()
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{
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return Random.Range(1, Ludo_3D_Constants.Max_Dice_Rolls + 1);
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}
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public void ResetRollData()
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{
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if (rollBase != null) rollBase.ResetRollData();
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}
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public void ResetDice()
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{
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rollBase = null;
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rb.useGravity = false;
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rb.velocity = Vector3.zero;
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rb.angularVelocity = Vector3.zero;
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@ -108,4 +130,13 @@ public class DiceView : MonoBehaviour, IBase
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transform.localRotation = startRotation;
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onRollingComplete = null;
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}
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public void InitOnNoActionsAfterRoll(IRollBase rollBase, bool state)
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{
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hasNoActionOnRoll = state;
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if (!state)
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return;
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this.rollBase = rollBase;
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}
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}
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8
Assets/Scripts/Abstraction/Game.meta
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8
Assets/Scripts/Abstraction/Game.meta
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@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 05273ddf992ca4671b13f0b4b9dde85d
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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11
Assets/Scripts/Abstraction/Game/IRollBase.cs
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Assets/Scripts/Abstraction/Game/IRollBase.cs
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public interface IRollBase
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{
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public int SixRollCount { get; }
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public int MaxRollCount { get; }
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void UpdateSixRollCount();
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void UpdateMaxRollCount(int val);
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void ResetRollData();
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}
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11
Assets/Scripts/Abstraction/Game/IRollBase.cs.meta
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11
Assets/Scripts/Abstraction/Game/IRollBase.cs.meta
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 4683cbbafe11541cf8a71cdd12df62ac
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -169,7 +169,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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private void HandleDiceRollWithDelay()
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{
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Invoke(nameof(HandleDiceRoll), botDiceRollDelay);
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Invoke(nameof(RollDiceForBot), botDiceRollDelay);
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}
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private void InitBotRuntimeData()
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@ -267,7 +267,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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currentPlayerTurnTimer.Init(currentPlayerTurnMaxTime, onComplete: () =>
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{
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Debug.Log($"currentPlayerTurnTimer: HandleDiceViewForUser");
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diceRollHandler.HandleDiceViewForUser();
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RollDiceForUser();
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}, inProgress: (remTime) =>
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{
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uIManager.UpdatePlayerTurnText(currentPlayerTypeTurn, currentPlayerTurnMaxTime - (int)remTime);
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@ -349,7 +349,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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public void OnDiceInteracted()
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{
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ResetCurrentPlayerTurnTimer();
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diceRollHandler.HandleDiceViewForUser();
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RollDiceForUser();
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}
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public void RollDiceForPlayer(int rolledVal)
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@ -515,7 +515,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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}
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if (CanRollDiceAgain)
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HandleDiceRoll();
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RollDiceForBot();
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else
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SwitchPlayer();
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}
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@ -570,6 +570,8 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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return possibleSteps > TilesManager.GetGeneralTilesLength() - 1;
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}
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private bool HasNoPlayersTravelling() => Mathf.Abs(availPlayersToMove.Count - playerGameDatasDict[currentPlayerTypeTurn].totalPawnsInFinishingPath) < 1;
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public void OnDiceRolled(int rolledVal)
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{
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SetCanRollDiceForUser(false);
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@ -578,9 +580,7 @@ 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 = $"{diceRolledValue}";
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availPlayersToMove = new List<PlayerPawn>();
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InitActivePlayers();
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if (!CanRollDiceAgain)
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{
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SetDisplayCountForAllAvailPlayers(true);
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@ -596,9 +596,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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if (botTypesInGame != null && !botTypesInGame.Contains(currentPlayerTypeTurn))
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{
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var hasNoPlayersTraveling = Mathf.Abs(availPlayersToMove.Count - playerGameDatasDict[currentPlayerTypeTurn].totalPawnsInFinishingPath) < 1;
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Debug.Log($"availPlayersToMove.Count: {availPlayersToMove.Count}, hasNoPlayersTraveling: {hasNoPlayersTraveling}, totalPawnsInFinishingPath: {playerGameDatasDict[currentPlayerTypeTurn].totalPawnsInFinishingPath}");
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if (availPlayersToMove.Count < 1 || hasNoPlayersTraveling)
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if (availPlayersToMove.Count < 1 || HasNoPlayersTravelling())
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{
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if (playerGameDatasDict[currentPlayerTypeTurn].totalPawnsInHome > 0)
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{
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@ -707,6 +705,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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private void InitActivePlayers()
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{
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availPlayersToMove = new List<PlayerPawn>();
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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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@ -745,16 +744,48 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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{
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if (CanRollDiceAgain)
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{
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HandleDiceRoll();
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RollDiceForBot();
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}
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}
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private void HandleDiceRoll()
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private void RollDiceForUser()
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{
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InitActivePlayers();
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bool canUsePawnsFromHome = CanUsePawnsFromHome();
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diceRollHandler.HandleDiceViewForUser(
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hasNoActionOnRoll: canUsePawnsFromHome,
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playerBase: canUsePawnsFromHome ? PlayerBaseHandler.GetPlayerBase(currentPlayerTypeTurn) : null);
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}
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private void RollDiceForBot()
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{
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InitActivePlayers();
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HandleDiceRollForBot();
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}
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/***
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* Summary:
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* Scenario where the user/bot has no other move when some of the pawns/characters out of home
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* are in finishing path and doesn't have a move from dice rolled value
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*/
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private bool CanUsePawnsFromHome()
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{
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return playerGameDatasDict[currentPlayerTypeTurn].totalPawnsInHome > 0 && HasNoPlayersTravelling();
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}
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private void HandleDiceRollForBot()
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{
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if (isDebugAITest)
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diceRollHandler.HandleDiceViewForBot((rollVal) => RollDiceForBot(rollVal), diceValue == 0 ? UnityEngine.Random.Range(1, Ludo_3D_Constants.Max_Dice_Rolls + 1) : diceValue);
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else
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diceRollHandler.HandleDiceViewForBot((rollVal) => RollDiceForBot(rollVal));
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diceRollHandler.HandleDiceViewForBot((rollVal) => RollDiceForBot(rollVal),
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diceValue == 0 ? UnityEngine.Random.Range(1, Ludo_3D_Constants.Max_Dice_Rolls + 1) : diceValue);
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else
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{
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bool canUsePawnsFromHome = CanUsePawnsFromHome();
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diceRollHandler.HandleDiceViewForBot(
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(rollVal) => RollDiceForBot(rollVal),
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hasNoActionOnRoll: canUsePawnsFromHome,
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playerBase: canUsePawnsFromHome ? PlayerBaseHandler.GetPlayerBase(currentPlayerTypeTurn) : null);
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}
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}
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public void OnPawnSelected(PlayerPawn selectedPawn)
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@ -1106,6 +1137,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
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// ShowUpdatedPlayerCountOnTile(playerPawn);
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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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@ -7,12 +7,17 @@ public class BasePlacementData
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public Transform placementTransform;
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}
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public class PlayerBase : MonoBehaviour
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public class PlayerBase : MonoBehaviour, IRollBase
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{
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[SerializeField] private PlayerType playerType;
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[SerializeField] private BasePlacementData[] basePlacementDatas;
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[SerializeField] private PlayerPawn[] playerPawns;
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[SerializeField] private GameObject playerBaseEffect;
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private int sixRollCount, maxRollCount;
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public int SixRollCount => sixRollCount;
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public int MaxRollCount => maxRollCount;
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public bool IsBotBase
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{
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@ -21,6 +26,22 @@ public class PlayerBase : MonoBehaviour
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public PlayerType GetPlayerType() => playerType;
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public void UpdateSixRollCount()
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{
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sixRollCount++;
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}
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public void ResetRollData()
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{
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sixRollCount = 0;
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maxRollCount = 0;
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}
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public void UpdateMaxRollCount(int val)
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{
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maxRollCount = val;
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}
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public void InitPlayerData()
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{
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for (int idx = 0; idx < basePlacementDatas.Length; idx++)
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@ -1,6 +1,5 @@
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using System.Collections.Generic;
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[System.Serializable]
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public class PlayerBaseData
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@ -29,7 +29,7 @@ public class DiceRollHandler : MonoBehaviour
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inputManager.SetDiceRollValue(rolledVal);
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}
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public void HandleDiceViewForUser()
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public void HandleDiceViewForUser(bool hasNoActionOnRoll = false, PlayerBase playerBase = null)
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{
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if (!inputManager.GameplayManager.CanRollDiceForUser) return;
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@ -39,11 +39,17 @@ public class DiceRollHandler : MonoBehaviour
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if (inputManager.GameplayManager.IsDebugPlayerTest)
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OnUserDiceRollComplete(GetDiceTestVal());
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else
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diceView.Roll(onComplete: (rolledVal) => OnUserDiceRollComplete(rolledVal), false);
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{
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diceView.InitOnNoActionsAfterRoll(playerBase, hasNoActionOnRoll);
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diceView.Roll(
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(rolledVal) => OnUserDiceRollComplete(rolledVal),
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false);
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}
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}
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public void HandleDiceViewForBot(Action<int> onComplete)
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public void HandleDiceViewForBot(Action<int> onComplete, bool hasNoActionOnRoll = false, PlayerBase playerBase = null)
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{
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diceView.InitOnNoActionsAfterRoll(playerBase, hasNoActionOnRoll);
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diceView.Roll(onComplete: onComplete, true);
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}
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