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@ -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;
void Awake()
private IRollBase rollBase = null;
private bool hasNoActionOnRoll = false;
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;
}
}

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

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@ -76,7 +76,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
private bool CanRollDiceAgain = false; // used for when you get a 6 or when you reach the finish point
private int diceSixRollCounter = 0;
private List<PlayerPawn> availPlayers = new List<PlayerPawn>();
private List<PlayerPawn> availPlayersToMove = new List<PlayerPawn>();
private bool canSwitchPlayer = true;
public bool CanRollDiceForUser
@ -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($"currentPlayerTurnTimer: HandleDiceViewForUser");
diceRollHandler.HandleDiceViewForUser();
RollDiceForUser();
}, inProgress: (remTime) =>
{
uIManager.UpdatePlayerTurnText(currentPlayerTypeTurn, currentPlayerTurnMaxTime - (int)remTime);
@ -349,7 +349,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
public void OnDiceInteracted()
{
ResetCurrentPlayerTurnTimer();
diceRollHandler.HandleDiceViewForUser();
RollDiceForUser();
}
public void RollDiceForPlayer(int rolledVal)
@ -396,7 +396,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
// What happens when you get a 6
private void SelectPawnFromBotBase()
{
if (canSwitchPlayer || availPlayers.Count() < 1 && !CanRollDiceAgain || !botTypesInGame.Contains(currentPlayerTypeTurn))
if (canSwitchPlayer || availPlayersToMove.Count() < 1 && !CanRollDiceAgain || !botTypesInGame.Contains(currentPlayerTypeTurn))
{
Debug.Log($"returning from SelectPawnFromBotBase");
return; // Have a better check here
@ -408,7 +408,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
int savedPlayerId = -1;
PlayerPawn pawn = null;
Debug.Log($"SelectPawnFromBotBase: availPlayers.Count(): {availPlayers.Count()}, CanRollDiceAgain: {CanRollDiceAgain}");
Debug.Log($"SelectPawnFromBotBase: availPlayers.Count(): {availPlayersToMove.Count()}, CanRollDiceAgain: {CanRollDiceAgain}");
if (playerGameDatasDict[currentPlayerTypeTurn].totalPawnsInHome == 0)
{
@ -428,7 +428,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
}
Debug.Log($"Before Iterating");
foreach (var playerPawn in availPlayers)
foreach (var playerPawn in availPlayersToMove)
{
int possibleSteps = 0;
Tile possibleTileData = null;
@ -515,7 +515,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
}
if (CanRollDiceAgain)
HandleDiceRoll();
RollDiceForBot();
else
SwitchPlayer();
}
@ -570,6 +570,8 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
return possibleSteps > TilesManager.GetGeneralTilesLength() - 1;
}
private bool HasNoPlayersTravelling() => Mathf.Abs(availPlayersToMove.Count - playerGameDatasDict[currentPlayerTypeTurn].totalPawnsInFinishingPath) < 1;
public void OnDiceRolled(int rolledVal)
{
SetCanRollDiceForUser(false);
@ -578,15 +580,10 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
Debug.Log($"Tile Index :: LUDO :: rolledVal: {rolledVal} :: {currentPlayerTypeTurn}");
diceRolledValue = rolledVal;
diceText.text = $"{diceRolledValue}";
availPlayers = new List<PlayerPawn>();
if (!CanRollDiceAgain)
{
UpdateActivePlayersAndSetDisplay(true);
}
else
{
InitActivePlayers();
SetDisplayCountForAllAvailPlayers(true);
}
if (rolledVal == Ludo_3D_Constants.Max_Dice_Rolls)
@ -596,6 +593,25 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
// also play a simple animation before selecting
CanRollDiceAgain = true;
diceSixRollCounter++;
if (botTypesInGame != null && !botTypesInGame.Contains(currentPlayerTypeTurn))
{
if (availPlayersToMove.Count < 1 || HasNoPlayersTravelling())
{
if (playerGameDatasDict[currentPlayerTypeTurn].totalPawnsInHome > 0)
{
OnPawnSelected(playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Values
.FirstOrDefault(pawn => pawn.GetPlayerState() == PlayerState.InHome));
return;
}
}
else
{
if (playerGameDatasDict[currentPlayerTypeTurn].totalPawnsInHome < 1 && CanMoveSoloPlayer())
return;
}
}
#if UNITY_EDITOR
pointerMeshRend.material = selectMat;
#endif
@ -614,54 +630,73 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
Debug.Log($"### EnablePlayerSelectionStates");
EnablePlayerSelectionStates(true);
// pointerMeshRend.materials[0] = selectMat;
}
else // if there are any other pawns that are in safe or moving state
{
// for player's logic
int customAvailPlayers = availPlayers.Count();
Debug.Log($"before CustomAvailablePlayers: {customAvailPlayers}");
Debug.Log($"before CustomAvailablePlayers: {availPlayersToMove.Count}");
List<int> indexesToRemove = new List<int>();
for (int i = 0; i < availPlayers.Count; i++)
for (int i = 0; i < availPlayersToMove.Count; i++)
{
Debug.Log($"## playerPawn.GetPlayerState(): {availPlayers[i].GetPlayerState()}");
Debug.Log($"## playerPawn.GetPlayerState(): {availPlayersToMove[i].GetPlayerState()}");
if (availPlayers[i].GetPlayerState() == PlayerState.InFinishingPath)
if (availPlayersToMove[i].GetPlayerState() == PlayerState.InFinishingPath)
{
Debug.Log($"diceRolledValue: {diceRolledValue}, FinishingDataLen: {TilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn)}, playerPawn.CurrentTileIndex: {availPlayers[i].CurrentTileIndex}");
if (diceRolledValue <= TilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn) - (availPlayers[i].CurrentTileIndex + 1))
Debug.Log($"diceRolledValue: {diceRolledValue}, FinishingDataLen: {TilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn)}, playerPawn.CurrentTileIndex: {availPlayersToMove[i].CurrentTileIndex}");
if (diceRolledValue <= TilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn) - (availPlayersToMove[i].CurrentTileIndex + 1))
{
availPlayers[i].SetPlayerSelectionState(true);
availPlayersToMove[i].SetPlayerSelectionState(true);
}
else
{
indexesToRemove.Add(i);
availPlayers[i].SetPlayerSelectionState(false);
availPlayers[i].ShowPlayerCountCanvas(false);
customAvailPlayers--;
availPlayersToMove[i].SetPlayerSelectionState(false);
availPlayersToMove[i].ShowPlayerCountCanvas(false);
}
continue;
}
availPlayers[i].SetPlayerSelectionState(true);
availPlayersToMove[i].SetPlayerSelectionState(true);
}
for (int idx = indexesToRemove.Count - 1; idx >= 0; idx--)
availPlayers.RemoveAt(idx);
availPlayersToMove.RemoveAt(idx);
// if (availPlayers.Count() < 1)
Debug.Log($"CustomAvailablePlayers: {customAvailPlayers}");
canSwitchPlayer = customAvailPlayers < 1;
Debug.Log($"CustomAvailablePlayers: {availPlayersToMove.Count}");
canSwitchPlayer = availPlayersToMove.Count < 1;
CanRollDiceAgain = false;
if (botTypesInGame != null && !botTypesInGame.Contains(currentPlayerTypeTurn) &&
availPlayersToMove.Count > 0)
{
if (CanMoveSoloPlayer())
{
EnablePlayerSelectionStates(false);
OnPawnSelected(availPlayersToMove[0]);
}
}
}
Debug.Log($"CanRollDiceAgain: {CanRollDiceAgain}, canSwitchPlayer: {canSwitchPlayer}");
}
private bool CanMoveSoloPlayer()
{
if (availPlayersToMove.Count == 1)
{
if (availPlayersToMove[0].GetPlayerState() == PlayerState.InSafeZone || availPlayersToMove[0].GetPlayerState() == PlayerState.Moving
|| availPlayersToMove[0].GetPlayerState() == PlayerState.InFinishingPath)
{
return true;
}
}
return false;
}
private void UpdateActivePlayersAndSetDisplay(bool state)
{
InitActivePlayers();
@ -670,7 +705,8 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
private void InitActivePlayers()
{
availPlayers = playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Values.Select(pawn => pawn)
availPlayersToMove = new List<PlayerPawn>();
availPlayersToMove = playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Values.Select(pawn => pawn)
.Where(pawn => pawn.GetPlayerState() == PlayerState.InSafeZone ||
pawn.GetPlayerState() == PlayerState.Moving ||
pawn.GetPlayerState() == PlayerState.InFinishingPath).ToList();
@ -708,16 +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);
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));
{
bool canUsePawnsFromHome = CanUsePawnsFromHome();
diceRollHandler.HandleDiceViewForBot(
(rollVal) => RollDiceForBot(rollVal),
hasNoActionOnRoll: canUsePawnsFromHome,
playerBase: canUsePawnsFromHome ? PlayerBaseHandler.GetPlayerBase(currentPlayerTypeTurn) : null);
}
}
public void OnPawnSelected(PlayerPawn selectedPawn)
@ -770,6 +838,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
else if (selectedPawn.CurrentTileIndex == playerGameDatasDict[currentPlayerTypeTurn].endIndex)
{
TilesManager.RetrieveTileBasedOnIndex(selectedPawn.CurrentTileIndex).ResetPlayerPawn(selectedPawn);
playerGameDatasDict[currentPlayerTypeTurn].totalPawnsInFinishingPath++;
ApplyFinishingPathLogic(selectedPawn);
}
else if (selectedPawn.GetPlayerState() == PlayerState.InSafeZone || selectedPawn.GetPlayerState() == PlayerState.Moving)
@ -843,10 +912,10 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
Debug.Log($"currentPlayerTurn: {currentPlayerTypeTurn}");
Debug.Log($"currentPlayerTurnIndex: {currentPlayerTurnIndex}");
Debug.Log($"before SwitchPlayer availPlayers: {availPlayers.Count}, playerPawn: {playerPawn}");
Debug.Log($"before SwitchPlayer availPlayers: {availPlayersToMove.Count}, playerPawn: {playerPawn}");
UpdateActivePlayersAndSetDisplay(false);
Debug.Log($"after SwitchPlayer availPlayers: {availPlayers.Count}, playerPawn: {playerPawn}");
Debug.Log($"after SwitchPlayer availPlayers: {availPlayersToMove.Count}, playerPawn: {playerPawn}");
Debug.Log($"after allPlayerTypes.Count: {allPlayerTypes.Count}");
if (allPlayerTypes.Count == 0)
@ -906,11 +975,11 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
{
if (state)
{
availPlayers.ForEach(pawn => ShowUpdatedPlayerCountOnTile(pawn));
availPlayersToMove.ForEach(pawn => ShowUpdatedPlayerCountOnTile(pawn));
}
else
{
availPlayers.ForEach(pawn => pawn.ShowPlayerCountCanvas(false));
availPlayersToMove.ForEach(pawn => pawn.ShowPlayerCountCanvas(false));
}
}
@ -948,6 +1017,9 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
{
// MoveThroughTiles(playerPawn, index, targetIndex);
Debug.Log($"TargetIdx: {targetIndex - index}");
if (index == playerGameDatasDict[currentPlayerTypeTurn].endIndex)
playerGameDatasDict[currentPlayerTypeTurn].totalPawnsInFinishingPath++;
CheckForGamePause(() => MoveThroughFinishingPath(playerPawn, 0, targetIndex - index));
}
else if (nextTileIndex <= targetIndex)
@ -1065,7 +1137,9 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
// ShowUpdatedPlayerCountOnTile(playerPawn);
UpdatePlayerState(playerPawn, PlayerState.HasFinished);
playerGameDatasDict[currentPlayerTypeTurn].totalPawnsFinished++;
playerGameDatasDict[currentPlayerTypeTurn].totalPawnsInFinishingPath--;
Debug.Log($"playerGameDatasDict[currentPlayerTypeTurn].totalPawnsFinished: {playerGameDatasDict[currentPlayerTypeTurn].totalPawnsFinished}");
Debug.Log($"playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Count: {playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Count}");
@ -1185,7 +1259,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
playerGameDatasDict = null;
playerDatas = null;
availPlayers = null;
availPlayersToMove = null;
botTypesInGame = null;
botRuntimeMovementData = null;

View File

@ -7,13 +7,18 @@ 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
{
get; private set;
@ -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

@ -27,6 +27,7 @@ public class PlayerGameData
public Dictionary<int, PlayerPawn> playerPawnsDict;
public int totalPawnsInHome = 0;
public int totalPawnsFinished = 0;
public int totalPawnsInFinishingPath = 0;
}
[System.Serializable]

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);
}