Applied probability logic for pawns.

This commit is contained in:
Ashby Issac 2026-02-11 19:53:16 +05:30
parent 97cd17c0cf
commit da4b44957b
8 changed files with 164 additions and 45 deletions

View File

@ -1,6 +1,8 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Random = UnityEngine.Random;
public class DiceView : MonoBehaviour, IBase
{
@ -16,10 +18,14 @@ public class DiceView : MonoBehaviour, IBase
[SerializeField] private float sideForce = 0.18f;
[SerializeField] private float liftForce = 0.1f;
private List<int> probabilityValues = new List<int>() { 3, 4, 5 };
private Quaternion startRotation;
private Action<int> onRollingComplete = null;
private IRollBase rollBase = null;
private bool hasNoActionOnRoll = false;
void Awake()
private void Awake()
{
rb = GetComponent<Rigidbody>();
rb.useGravity = false;
@ -39,31 +45,31 @@ public class DiceView : MonoBehaviour, IBase
}
}
IEnumerator RollRoutine()
private IEnumerator RollRoutine()
{
rolling = true;
// MICRO DELAY → breaks physics sync between dice
yield return new WaitForSeconds(UnityEngine.Random.Range(0.01f, 0.06f));
yield return new WaitForSeconds(Random.Range(0.01f, 0.06f));
rb.useGravity = true;
// PER-DICE FORCE MULTIPLIER
float spinMultiplier = UnityEngine.Random.Range(0.8f, 1.25f);
float spinMultiplier = Random.Range(0.8f, 1.25f);
// RANDOM TORQUE
rb.AddTorque(
UnityEngine.Random.Range(-baseSpinForce, baseSpinForce) * spinMultiplier,
UnityEngine.Random.Range(-baseSpinForce, baseSpinForce) * spinMultiplier,
UnityEngine.Random.Range(-baseSpinForce, baseSpinForce) * spinMultiplier,
Random.Range(-baseSpinForce, baseSpinForce) * spinMultiplier,
Random.Range(-baseSpinForce, baseSpinForce) * spinMultiplier,
Random.Range(-baseSpinForce, baseSpinForce) * spinMultiplier,
ForceMode.Impulse
);
// RANDOM SIDE FORCE
Vector3 sideDir = new Vector3(
UnityEngine.Random.Range(-1f, 1f),
Random.Range(-1f, 1f),
0f,
UnityEngine.Random.Range(-1f, 1f)
Random.Range(-1f, 1f)
).normalized;
rb.AddForce(sideDir * sideForce, ForceMode.Impulse);
@ -73,28 +79,44 @@ public class DiceView : MonoBehaviour, IBase
yield return new WaitForSeconds(sideValueTime);
int value = GetDiceValue();
//TODO: Use the dice value as needed
Debug.Log($"Dice rolled: {value}");
ResetDice();
onRollingComplete?.Invoke(value);
}
int GetDiceValue()
{
foreach (DiceSide side in diceSides)
int rolledVal = 0;
if (hasNoActionOnRoll)
{
if (side.OnGround())
return side.sideValue;
if (rollBase.SixRollCount == 0)
{
rollBase.UpdateMaxRollCount(probabilityValues[Random.Range(0, probabilityValues.Count)]);
}
rollBase.UpdateSixRollCount();
rolledVal = rollBase.SixRollCount == rollBase.MaxRollCount ?
Ludo_3D_Constants.Max_Dice_Rolls : GetDiceValue();
}
else
{
rolledVal = GetDiceValue();
}
return 1;
if (rolledVal == Ludo_3D_Constants.Max_Dice_Rolls)
ResetRollData();
ResetDice();
Debug.Log($"Dice rolled: {rolledVal}");
onRollingComplete?.Invoke(rolledVal);
}
private int GetDiceValue()
{
return Random.Range(1, Ludo_3D_Constants.Max_Dice_Rolls + 1);
}
public void ResetRollData()
{
if (rollBase != null) rollBase.ResetRollData();
}
public void ResetDice()
{
rollBase = null;
rb.useGravity = false;
rb.velocity = Vector3.zero;
rb.angularVelocity = Vector3.zero;
@ -108,4 +130,13 @@ public class DiceView : MonoBehaviour, IBase
transform.localRotation = startRotation;
onRollingComplete = null;
}
public void InitOnNoActionsAfterRoll(IRollBase rollBase, bool state)
{
hasNoActionOnRoll = state;
if (!state)
return;
this.rollBase = rollBase;
}
}

View File

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 05273ddf992ca4671b13f0b4b9dde85d
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,11 @@
public interface IRollBase
{
public int SixRollCount { get; }
public int MaxRollCount { get; }
void UpdateSixRollCount();
void UpdateMaxRollCount(int val);
void ResetRollData();
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 4683cbbafe11541cf8a71cdd12df62ac
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -169,7 +169,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
private void HandleDiceRollWithDelay()
{
Invoke(nameof(HandleDiceRoll), botDiceRollDelay);
Invoke(nameof(RollDiceForBot), botDiceRollDelay);
}
private void InitBotRuntimeData()
@ -267,7 +267,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
currentPlayerTurnTimer.Init(currentPlayerTurnMaxTime, onComplete: () =>
{
Debug.Log($"currentPlayerTurnTimer: HandleDiceViewForUser");
diceRollHandler.HandleDiceViewForUser();
RollDiceForUser();
}, inProgress: (remTime) =>
{
uIManager.UpdatePlayerTurnText(currentPlayerTypeTurn, currentPlayerTurnMaxTime - (int)remTime);
@ -349,7 +349,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
public void OnDiceInteracted()
{
ResetCurrentPlayerTurnTimer();
diceRollHandler.HandleDiceViewForUser();
RollDiceForUser();
}
public void RollDiceForPlayer(int rolledVal)
@ -515,7 +515,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
}
if (CanRollDiceAgain)
HandleDiceRoll();
RollDiceForBot();
else
SwitchPlayer();
}
@ -570,6 +570,8 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
return possibleSteps > TilesManager.GetGeneralTilesLength() - 1;
}
private bool HasNoPlayersTravelling() => Mathf.Abs(availPlayersToMove.Count - playerGameDatasDict[currentPlayerTypeTurn].totalPawnsInFinishingPath) < 1;
public void OnDiceRolled(int rolledVal)
{
SetCanRollDiceForUser(false);
@ -578,9 +580,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
Debug.Log($"Tile Index :: LUDO :: rolledVal: {rolledVal} :: {currentPlayerTypeTurn}");
diceRolledValue = rolledVal;
diceText.text = $"{diceRolledValue}";
availPlayersToMove = new List<PlayerPawn>();
InitActivePlayers();
if (!CanRollDiceAgain)
{
SetDisplayCountForAllAvailPlayers(true);
@ -596,9 +596,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
if (botTypesInGame != null && !botTypesInGame.Contains(currentPlayerTypeTurn))
{
var hasNoPlayersTraveling = Mathf.Abs(availPlayersToMove.Count - playerGameDatasDict[currentPlayerTypeTurn].totalPawnsInFinishingPath) < 1;
Debug.Log($"availPlayersToMove.Count: {availPlayersToMove.Count}, hasNoPlayersTraveling: {hasNoPlayersTraveling}, totalPawnsInFinishingPath: {playerGameDatasDict[currentPlayerTypeTurn].totalPawnsInFinishingPath}");
if (availPlayersToMove.Count < 1 || hasNoPlayersTraveling)
if (availPlayersToMove.Count < 1 || HasNoPlayersTravelling())
{
if (playerGameDatasDict[currentPlayerTypeTurn].totalPawnsInHome > 0)
{
@ -707,6 +705,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
private void InitActivePlayers()
{
availPlayersToMove = new List<PlayerPawn>();
availPlayersToMove = playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Values.Select(pawn => pawn)
.Where(pawn => pawn.GetPlayerState() == PlayerState.InSafeZone ||
pawn.GetPlayerState() == PlayerState.Moving ||
@ -745,16 +744,48 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
{
if (CanRollDiceAgain)
{
HandleDiceRoll();
RollDiceForBot();
}
}
private void HandleDiceRoll()
private void RollDiceForUser()
{
InitActivePlayers();
bool canUsePawnsFromHome = CanUsePawnsFromHome();
diceRollHandler.HandleDiceViewForUser(
hasNoActionOnRoll: canUsePawnsFromHome,
playerBase: canUsePawnsFromHome ? PlayerBaseHandler.GetPlayerBase(currentPlayerTypeTurn) : null);
}
private void RollDiceForBot()
{
InitActivePlayers();
HandleDiceRollForBot();
}
/***
* Summary:
* Scenario where the user/bot has no other move when some of the pawns/characters out of home
* are in finishing path and doesn't have a move from dice rolled value
*/
private bool CanUsePawnsFromHome()
{
return playerGameDatasDict[currentPlayerTypeTurn].totalPawnsInHome > 0 && HasNoPlayersTravelling();
}
private void HandleDiceRollForBot()
{
if (isDebugAITest)
diceRollHandler.HandleDiceViewForBot((rollVal) => RollDiceForBot(rollVal), diceValue == 0 ? UnityEngine.Random.Range(1, Ludo_3D_Constants.Max_Dice_Rolls + 1) : diceValue);
else
diceRollHandler.HandleDiceViewForBot((rollVal) => RollDiceForBot(rollVal));
diceRollHandler.HandleDiceViewForBot((rollVal) => RollDiceForBot(rollVal),
diceValue == 0 ? UnityEngine.Random.Range(1, Ludo_3D_Constants.Max_Dice_Rolls + 1) : diceValue);
else
{
bool canUsePawnsFromHome = CanUsePawnsFromHome();
diceRollHandler.HandleDiceViewForBot(
(rollVal) => RollDiceForBot(rollVal),
hasNoActionOnRoll: canUsePawnsFromHome,
playerBase: canUsePawnsFromHome ? PlayerBaseHandler.GetPlayerBase(currentPlayerTypeTurn) : null);
}
}
public void OnPawnSelected(PlayerPawn selectedPawn)
@ -1106,6 +1137,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
// ShowUpdatedPlayerCountOnTile(playerPawn);
UpdatePlayerState(playerPawn, PlayerState.HasFinished);
playerGameDatasDict[currentPlayerTypeTurn].totalPawnsFinished++;
playerGameDatasDict[currentPlayerTypeTurn].totalPawnsInFinishingPath--;

View File

@ -7,12 +7,17 @@ public class BasePlacementData
public Transform placementTransform;
}
public class PlayerBase : MonoBehaviour
public class PlayerBase : MonoBehaviour, IRollBase
{
[SerializeField] private PlayerType playerType;
[SerializeField] private BasePlacementData[] basePlacementDatas;
[SerializeField] private PlayerPawn[] playerPawns;
[SerializeField] private GameObject playerBaseEffect;
private int sixRollCount, maxRollCount;
public int SixRollCount => sixRollCount;
public int MaxRollCount => maxRollCount;
public bool IsBotBase
{
@ -21,6 +26,22 @@ public class PlayerBase : MonoBehaviour
public PlayerType GetPlayerType() => playerType;
public void UpdateSixRollCount()
{
sixRollCount++;
}
public void ResetRollData()
{
sixRollCount = 0;
maxRollCount = 0;
}
public void UpdateMaxRollCount(int val)
{
maxRollCount = val;
}
public void InitPlayerData()
{
for (int idx = 0; idx < basePlacementDatas.Length; idx++)

View File

@ -1,6 +1,5 @@
using System;
using System.Collections.Generic;
using UnityEngine;
using System.Collections.Generic;
[System.Serializable]
public class PlayerBaseData

View File

@ -29,7 +29,7 @@ public class DiceRollHandler : MonoBehaviour
inputManager.SetDiceRollValue(rolledVal);
}
public void HandleDiceViewForUser()
public void HandleDiceViewForUser(bool hasNoActionOnRoll = false, PlayerBase playerBase = null)
{
if (!inputManager.GameplayManager.CanRollDiceForUser) return;
@ -39,11 +39,17 @@ public class DiceRollHandler : MonoBehaviour
if (inputManager.GameplayManager.IsDebugPlayerTest)
OnUserDiceRollComplete(GetDiceTestVal());
else
diceView.Roll(onComplete: (rolledVal) => OnUserDiceRollComplete(rolledVal), false);
{
diceView.InitOnNoActionsAfterRoll(playerBase, hasNoActionOnRoll);
diceView.Roll(
(rolledVal) => OnUserDiceRollComplete(rolledVal),
false);
}
}
public void HandleDiceViewForBot(Action<int> onComplete)
public void HandleDiceViewForBot(Action<int> onComplete, bool hasNoActionOnRoll = false, PlayerBase playerBase = null)
{
diceView.InitOnNoActionsAfterRoll(playerBase, hasNoActionOnRoll);
diceView.Roll(onComplete: onComplete, true);
}