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3 changed files with 86 additions and 32 deletions

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@ -1,6 +1,7 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using DG.Tweening;
using TMPro; using TMPro;
using UnityEngine; using UnityEngine;
@ -80,6 +81,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
public void Initialize() public void Initialize()
{ {
InterfaceManager.Instance?.RegisterInterface<GameplayManager>(this); InterfaceManager.Instance?.RegisterInterface<GameplayManager>(this);
DOTween.useSafeMode = false;
} }
public void InitializeData() public void InitializeData()
@ -234,7 +236,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
{ {
Debug.Log($"Switching player"); Debug.Log($"Switching player");
SwitchPlayer(); SwitchPlayer();
CanRollDice = true; SetCanRollDiceForUser(currentPlayerTypeTurn, true);
} }
// else if (botTypesInGame.Contains(currentPlayerTypeTurn) && CanRollDiceAgain) // else if (botTypesInGame.Contains(currentPlayerTypeTurn) && CanRollDiceAgain)
// { // {
@ -310,7 +312,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
Debug.Log($"AI playerPawn :: {playerPawn.name} :: state: {playerPawn.GetPlayerState()}, possibleLandingIndex: {possibleLandingIndex > playerGameDatasDict[currentPlayerTypeTurn].endIndex}"); Debug.Log($"AI playerPawn :: {playerPawn.name} :: state: {playerPawn.GetPlayerState()}, possibleLandingIndex: {possibleLandingIndex > playerGameDatasDict[currentPlayerTypeTurn].endIndex}");
Debug.Log($"AI playerPawn :: {playerPawn.name} :: possibleTileData.IsSafeZone: {possibleTileData.IsSafeZone}"); Debug.Log($"AI playerPawn :: {playerPawn.name} :: possibleTileData.IsSafeZone: {possibleTileData.IsSafeZone}");
Debug.Log($"AI playerPawn :: {playerPawn.name} :: possibleTileData.PlayerPawn: {possibleTileData.PlayerPawn}"); Debug.Log($"AI playerPawn :: {playerPawn.name} :: possibleTileData.PlayerPawn: {possibleTileData.HasPawnsAvailable}");
if (playerPawn.GetPlayerState() == PlayerState.InFinishingPath || possibleLandingIndex > playerGameDatasDict[currentPlayerTypeTurn].endIndex) if (playerPawn.GetPlayerState() == PlayerState.InFinishingPath || possibleLandingIndex > playerGameDatasDict[currentPlayerTypeTurn].endIndex)
{ {
@ -331,7 +333,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
Debug.Log($"AI playerPawn :: {playerPawn.name} :: {playerPawn.PlayerId} :: safeMove"); Debug.Log($"AI playerPawn :: {playerPawn.name} :: {playerPawn.PlayerId} :: safeMove");
botPawnsDictForCurrentPlayer[playerPawn.PlayerId] = BotMove.SafeMove; botPawnsDictForCurrentPlayer[playerPawn.PlayerId] = BotMove.SafeMove;
} }
else if (possibleTileData.PlayerPawn != null) else if (possibleTileData.HasPawnsAvailable)
{ {
Debug.Log($"AI playerPawn :: {playerPawn.name} :: {playerPawn.PlayerId} :: attackMove"); Debug.Log($"AI playerPawn :: {playerPawn.name} :: {playerPawn.PlayerId} :: attackMove");
botPawnsDictForCurrentPlayer[playerPawn.PlayerId] = BotMove.AttackMove; botPawnsDictForCurrentPlayer[playerPawn.PlayerId] = BotMove.AttackMove;
@ -414,7 +416,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
public void OnDiceRolled(int rolledVal) public void OnDiceRolled(int rolledVal)
{ {
CanRollDice = false; SetCanRollDiceForUser(currentPlayerTypeTurn, false);
// add core dice logic here // add core dice logic here
Debug.Log($"Tile Index :: LUDO :: rolledVal: {rolledVal} :: {currentPlayerTypeTurn}"); Debug.Log($"Tile Index :: LUDO :: rolledVal: {rolledVal} :: {currentPlayerTypeTurn}");
@ -437,7 +439,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
Debug.Log($"### AreAllPawnsInFinishingPath"); Debug.Log($"### AreAllPawnsInFinishingPath");
if (AreAllPawnsInFinishingPath()) if (AreAllPawnsInFinishingPath())
{ {
CanRollDice = true; SetCanRollDiceForUser(currentPlayerTypeTurn, true);
return; return;
} }
@ -550,7 +552,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
{ {
playerGameDatasDict[playerGameData.playerType].totalPawnsInHome--; playerGameDatasDict[playerGameData.playerType].totalPawnsInHome--;
CanRollDice = true; SetCanRollDiceForUser(playerPawn.PlayerType, true);
UpdatePlayerState(playerPawn, PlayerState.InSafeZone); UpdatePlayerState(playerPawn, PlayerState.InSafeZone);
if (playerPawn.IsBotPlayer) if (playerPawn.IsBotPlayer)
CheckDiceRollForBot(playerPawn); CheckDiceRollForBot(playerPawn);
@ -559,15 +561,14 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
return; return;
} }
else if (playerPawn.GetPlayerState() == PlayerState.InFinishingPath else if (playerPawn.GetPlayerState() == PlayerState.InFinishingPath)
|| playerPawn.CurrentTileIndex == playerGameDatasDict[currentPlayerTypeTurn].endIndex)
{ {
int finishingPathIndex = GetNextFinishingTileIndex(playerPawn); ApplyFinishingPathLogic(playerPawn);
int targetIdx = finishingPathIndex + diceRolledValue > tilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn) - 1 ? }
tilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn) - 1 : finishingPathIndex + diceRolledValue; else if (playerPawn.CurrentTileIndex == playerGameDatasDict[currentPlayerTypeTurn].endIndex)
{
Debug.Log($"TargetIdx: {targetIdx}, finishingPathIndex: {finishingPathIndex}"); tilesManager.RetrieveTileBasedOnIndex(playerPawn.CurrentTileIndex).ResetPlayerPawn(playerPawn);
MoveThroughFinishingPath(playerPawn, finishingPathIndex, targetIdx); ApplyFinishingPathLogic(playerPawn);
} }
else if (playerPawn.GetPlayerState() == PlayerState.InSafeZone || playerPawn.GetPlayerState() == PlayerState.Moving) else if (playerPawn.GetPlayerState() == PlayerState.InSafeZone || playerPawn.GetPlayerState() == PlayerState.Moving)
{ {
@ -596,13 +597,24 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
} }
else else
{ {
currentSittingTile.ResetPlayerPawn(); currentSittingTile.ResetPlayerPawn(playerPawn);
} }
MoveThroughTiles(playerPawn, nextTileIdx, targetIndex: targetIdx); MoveThroughTiles(playerPawn, nextTileIdx, targetIndex: targetIdx);
} }
} }
private void ApplyFinishingPathLogic(PlayerPawn playerPawn)
{
int finishingPathIndex = GetNextFinishingTileIndex(playerPawn);
int targetIdx = finishingPathIndex + diceRolledValue > tilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn) - 1 ?
tilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn) - 1 : finishingPathIndex + diceRolledValue;
Debug.Log($"TargetIdx: {targetIdx}, finishingPathIndex: {finishingPathIndex}");
MoveThroughFinishingPath(playerPawn, finishingPathIndex, targetIdx);
}
public int GetNextGeneralTileIndex(PlayerPawn playerPawn) public int GetNextGeneralTileIndex(PlayerPawn playerPawn)
{ {
return playerPawn.CurrentTileIndex == tilesManager.GetGeneralTilesLength() - 1 ? 0 : playerPawn.CurrentTileIndex + 1; return playerPawn.CurrentTileIndex == tilesManager.GetGeneralTilesLength() - 1 ? 0 : playerPawn.CurrentTileIndex + 1;
@ -710,25 +722,45 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
Debug.Log($"nextTile.IsSafeZone: {nextTile.IsSafeZone}"); Debug.Log($"nextTile.IsSafeZone: {nextTile.IsSafeZone}");
if (!nextTile.IsSafeZone) if (!nextTile.IsSafeZone)
{ {
Debug.Log($"nextTile.PlayerPawn: {nextTile.PlayerPawn}, {nextTile.transform.name}"); Debug.Log($"nextTile.HasPawnsAvailable: {nextTile.HasPawnsAvailable}");
if (nextTile.PlayerPawn != null && playerPawn.PlayerType != nextTile.PlayerPawn.PlayerType) if (nextTile.HasPawnsAvailable && playerPawn.PlayerType != nextTile.CurrentHoldingPlayerType)
{ {
Debug.Log($"nextTile.PlayerPawn: {nextTile.CurrentHoldingPlayerType}, {nextTile.transform.name}");
Debug.Log($"nextTile.TotalPawnsInTile: {nextTile.TotalPawnsInTile}");
// play animation for moving back to base. // play animation for moving back to base.
// TODO :: Send existing pawn back to base. // TODO :: Send existing pawn back to base.
// means there's already a pawn there, move him back to the base. // means there's already a pawn there, move him back to the base.
var playerBasePos = playerBaseHandler.GetPlayerBase(nextTile.PlayerPawn.PlayerType) int counter = nextTile.TotalPawnsInTile;
.GetBasePlacementDataPosition(nextTile.PlayerPawn.PlayerId - 1); for (int i = counter; i > 0; i--)
Debug.Log($"playerBasePos: {playerBasePos}"); {
var pawn = nextTile.GetPlayerPawn();
Debug.Log($"pawn: {pawn}");
Debug.Log($"playerBase: {playerBaseHandler}");
var playerBasePos = playerBaseHandler.GetPlayerBase(pawn.PlayerType)
.GetBasePlacementDataPosition(pawn.PlayerId - 1);
Debug.Log($"playerBasePos: {playerBasePos}");
playerGameDatasDict[nextTile.PlayerPawn.PlayerType].totalPawnsInHome++; playerGameDatasDict[pawn.PlayerType].totalPawnsInHome++;
nextTile.PlayerPawn.MoveBackToHome(playerBasePos); pawn.MoveBackToHome(playerBasePos);
}
CanRollDiceAgain = true;
if (playerPawn.IsBotPlayer)
CheckDiceRollForBot(playerPawn);
else
SetCanRollDiceForUser(playerPawn.PlayerType, true);
} }
nextTile.InitPlayerPawn(playerPawn, currentPlayerTypeTurn); nextTile.InitPlayerPawn(playerPawn, currentPlayerTypeTurn);
} }
SwitchPlayer(playerPawn); SwitchPlayer(playerPawn);
CanRollDice = true; if (!CanRollDiceAgain)
{
SetCanRollDiceForUser(playerPawn.PlayerType, true);
}
} }
}, },
index); index);
@ -819,14 +851,16 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
UpdatePlayerState(playerPawn, PlayerState.HasFinished); UpdatePlayerState(playerPawn, PlayerState.HasFinished);
playerGameDatasDict[currentPlayerTypeTurn].totalPawnsFinished++; playerGameDatasDict[currentPlayerTypeTurn].totalPawnsFinished++;
Debug.Log($"totalPawnsFinished: {playerGameDatasDict[currentPlayerTypeTurn].totalPawnsFinished}, playerPawnsDict.Count: {playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Count}");
if (playerGameDatasDict[currentPlayerTypeTurn].totalPawnsFinished == playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Count) if (playerGameDatasDict[currentPlayerTypeTurn].totalPawnsFinished == playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Count)
{ {
CanRollDiceAgain = false; CanRollDiceAgain = false;
SwitchPlayer();
if (allPlayerTypes.Contains(currentPlayerTypeTurn)) if (allPlayerTypes.Contains(currentPlayerTypeTurn))
allPlayerTypes.Remove(currentPlayerTypeTurn); allPlayerTypes.Remove(currentPlayerTypeTurn);
SwitchPlayer();
Debug.Log($"PlayerTypes: {allPlayerTypes.Count}"); Debug.Log($"PlayerTypes: {allPlayerTypes.Count}");
} }
else else
@ -840,10 +874,17 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
{ {
SwitchPlayer(); SwitchPlayer();
} }
CanRollDice = true; SetCanRollDiceForUser(playerPawn.PlayerType, true);
} }
}, },
index); index);
} }
private void SetCanRollDiceForUser(PlayerType playerType, bool state)
{
if (botTypesInGame.Contains(playerType)) return;
CanRollDice = true;
}
} }

View File

@ -39,6 +39,7 @@ public class PlayerBase : MonoBehaviour
public Transform GetBasePlacementDataPosition(int idx) public Transform GetBasePlacementDataPosition(int idx)
{ {
Debug.Log($"Index: {idx}, basePlacementDatas[idx]: {basePlacementDatas[idx]}");
return basePlacementDatas[idx].placementTransform; return basePlacementDatas[idx].placementTransform;
} }
} }

View File

@ -27,18 +27,30 @@ public class Tile : MonoBehaviour
protected int lastOccupiedIndex = 0; protected int lastOccupiedIndex = 0;
public PlayerPawn PlayerPawn // Change implementation private List<PlayerPawn> PlayerPawns = new List<PlayerPawn>(); // Change implementation
public bool HasPawnsAvailable => PlayerPawns.Count > 0;
public PlayerType CurrentHoldingPlayerType => PlayerPawns[0].PlayerType;
public int TotalPawnsInTile => PlayerPawns.Count;
public PlayerPawn GetPlayerPawn()
{ {
get; private set; var pawn = PlayerPawns[0];
PlayerPawns.RemoveAt(0);
return pawn;
} }
public virtual void InitPlayerPawn(PlayerPawn playerPawn, PlayerType playerType) public virtual void InitPlayerPawn(PlayerPawn playerPawn, PlayerType playerType)
{ {
PlayerPawn = playerPawn; PlayerPawns.Add(playerPawn);
Debug.Log($"Adding new PlayerPawn {playerPawn.name}, playerType: {playerType} to {name}");
Debug.Log($"Adding new PlayerPawn {PlayerPawns.Count} {name}");
} }
public void ResetPlayerPawn() public void ResetPlayerPawn(PlayerPawn movingPawn)
{ {
PlayerPawn = null; PlayerPawns.Remove(movingPawn);
Debug.Log($"Resetting new PlayerPawn {movingPawn.name} {name}");
Debug.Log($"Resetting new PlayerPawn {PlayerPawns.Count} {name}");
} }
} }