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3 Commits

Author SHA1 Message Date
f86216c729 Merge branch 'Gameplay/main-gameplay' into Gameplay/ashby-gameplay 2026-01-29 16:20:55 +05:30
aaaf88c72a Refactored changes. 2026-01-29 16:17:19 +05:30
d247307e51 Bot and player bug fixes.
Fixes for selecting wrong player, switching player.
2026-01-29 15:45:49 +05:30
2 changed files with 66 additions and 31 deletions

View File

@ -99,6 +99,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
{
// TODO :: 2P, 3P, 4P
allPlayerTypes = new List<PlayerType> { PlayerType.Player1, PlayerType.Player2, PlayerType.Player3, PlayerType.Player4 };
// allPlayerTypes = new List<PlayerType> { PlayerType.Player1, PlayerType.Player3 };
playerBaseHandler.InitPlayerTypes(allPlayerTypes);
InitCurrentGamePlayerInfo();
@ -258,7 +259,7 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
// What happens when you get a 6
private void SelectPawnFromBotBase()
{
if (availPlayers.Count() < 1 && !CanRollDiceAgain || !botTypesInGame.Contains(currentPlayerTypeTurn)) return; // Have a better check here
if (canSwitchPlayer || availPlayers.Count() < 1 && !CanRollDiceAgain || !botTypesInGame.Contains(currentPlayerTypeTurn)) return; // Have a better check here
Debug.Log($"CallTest: SelectPawnFromBotBase: {currentPlayerTypeTurn}");
var botPawnsDictForCurrentPlayer = botRuntimeMovementData[currentPlayerTypeTurn]; // set the data inside this dict
@ -289,21 +290,22 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
}
// TODO :: Double check
// foreach (var key in botPawnsDictForCurrentPlayer.Keys)
// botPawnsDictForCurrentPlayer[key] = BotMove.NoMoves;
foreach (var key in botPawnsDictForCurrentPlayer.Keys)
{
Debug.Log($"b :: botPawnsDictForCurrentPlayer[key]: {botPawnsDictForCurrentPlayer[key]}");
// botPawnsDictForCurrentPlayer[key] = BotMove.NoMoves;
Debug.Log($"a :: botPawnsDictForCurrentPlayer[key]: {botPawnsDictForCurrentPlayer[key]}");
}
Debug.Log($"Before Iterating");
foreach (var playerPawn in availPlayers)
{
Debug.Log($"Iterating");
var possibleLandingIndex = playerPawn.CurrentTileIndex + diceRolledValue;
if (playerPawn.GetPlayerState() == PlayerState.HasFinished)
{
botPawnsDictForCurrentPlayer.Remove(playerPawn.PlayerId); // TODO :: Double check logic
continue;
}
int lastIndex = tilesManager.GetGeneralTilesLength() - 1;
int index = possibleLandingIndex > lastIndex ? (possibleLandingIndex - lastIndex) - 1 : possibleLandingIndex;
int index = possibleLandingIndex > lastIndex ? possibleLandingIndex - lastIndex - 1 : possibleLandingIndex;
Tile possibleTileData = tilesManager.RetrieveTileBasedOnIndex(index);
Debug.Log($"AI playerPawn :: {playerPawn.name} :: state: {playerPawn.GetPlayerState()}, possibleLandingIndex: {possibleLandingIndex > playerGameDatasDict[currentPlayerTypeTurn].endIndex}");
@ -312,27 +314,40 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
if (playerPawn.GetPlayerState() == PlayerState.InFinishingPath || possibleLandingIndex > playerGameDatasDict[currentPlayerTypeTurn].endIndex)
{
botPawnsDictForCurrentPlayer[playerPawn.PlayerId] = BotMove.FinishingPathMove;
savedPlayerId = playerPawn.PlayerId;
break;
Debug.Log($"AI playerPawn :: {playerPawn.name} :: {playerPawn.PlayerId} :: inFinishingPath :: canSelectPlayer: {playerPawn.CanSelectPlayer}");
if (playerPawn.CanSelectPlayer)
{
botPawnsDictForCurrentPlayer[playerPawn.PlayerId] = BotMove.FinishingPathMove;
savedPlayerId = playerPawn.PlayerId;
break;
}
else
{
botPawnsDictForCurrentPlayer[playerPawn.PlayerId] = BotMove.NoMoves;
}
}
else if (possibleTileData.IsSafeZone || playerPawn.GetPlayerState() == PlayerState.InHome)
else if (possibleTileData.IsSafeZone)
{
Debug.Log($"AI playerPawn :: {playerPawn.name} :: {playerPawn.PlayerId} :: safeMove");
botPawnsDictForCurrentPlayer[playerPawn.PlayerId] = BotMove.SafeMove;
}
else if (possibleTileData.PlayerPawn != null)
{
Debug.Log($"AI playerPawn :: {playerPawn.name} :: {playerPawn.PlayerId} :: attackMove");
botPawnsDictForCurrentPlayer[playerPawn.PlayerId] = BotMove.AttackMove;
}
else
{
Debug.Log($"AI playerPawn :: {playerPawn.name} :: normalMove");
Debug.Log($"AI playerPawn :: {playerPawn.name} :: {playerPawn.PlayerId} :: normalMove");
botPawnsDictForCurrentPlayer[playerPawn.PlayerId] = BotMove.NormalMove;
}
}
List<int> playerIds = new List<int>();
if (savedPlayerId != -1 && playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict[savedPlayerId].CanSelectPlayerFromHome)
if (savedPlayerId != -1)
Debug.Log($"SavedPlayerId: {savedPlayerId}, CanSelectPlayer: {playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict[savedPlayerId].CanSelectPlayer}");
if (savedPlayerId != -1 && playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict[savedPlayerId].CanSelectPlayer)
{
pawn = playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict[savedPlayerId]; // chances are when one of the character reaches towards the finishing point
}
@ -412,13 +427,25 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
canSwitchPlayer = false;
// provide option to select a pawn from the list
// also play a simple animation before selecting
EnablePlayerSelectionStates(true);
CanRollDiceAgain = true;
pointerMeshRend.material = selectMat;
foreach (var playerPawn in playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict)
if (playerPawn.Value.GetPlayerState() == PlayerState.InFinishingPath)
playerPawn.Value.SetPlayerSelectionState(false);
Debug.Log($"### AreAllPawnsInFinishingPath");
if (AreAllPawnsInFinishingPath())
{
CanRollDice = true;
pointerMeshRend.material = selectMat;
return;
}
Debug.Log($"### EnablePlayerSelectionStates");
EnablePlayerSelectionStates(true);
// pointerMeshRend.materials[0] = selectMat;
}
else // if there are any other pawns that are in safe or moving state
@ -426,31 +453,36 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
// for player's logic
InitActivePlayers();
Debug.Log($"availPlayers: {playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Values.Select(pawn => pawn).Where(pawn => pawn.GetPlayerState() == PlayerState.InHome).ToList().Count}");
int customAvailPlayers = availPlayers.Count();
Debug.Log($"before CustomAvailablePlayers: {customAvailPlayers}");
List<int> indexesToRemove = new List<int>();
foreach (PlayerPawn playerPawn in availPlayers)
for (int i = 0; i < availPlayers.Count; i++)
{
Debug.Log($"## playerPawn.GetPlayerState(): {playerPawn.GetPlayerState()}");
if (playerPawn.GetPlayerState() == PlayerState.InFinishingPath)
Debug.Log($"## playerPawn.GetPlayerState(): {availPlayers[i].GetPlayerState()}");
if (availPlayers[i].GetPlayerState() == PlayerState.InFinishingPath)
{
Debug.Log($"diceRolledValue: {diceRolledValue}, FinishingDataLen: {tilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn)}, playerPawn.CurrentTileIndex: {playerPawn.CurrentTileIndex}");
if (diceRolledValue <= tilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn) - (playerPawn.CurrentTileIndex + 1))
Debug.Log($"diceRolledValue: {diceRolledValue}, FinishingDataLen: {tilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn)}, playerPawn.CurrentTileIndex: {availPlayers[i].CurrentTileIndex}");
if (diceRolledValue <= tilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn) - (availPlayers[i].CurrentTileIndex + 1))
{
playerPawn.SetPlayerSelectionState(true);
availPlayers[i].SetPlayerSelectionState(true);
}
else
{
indexesToRemove.Add(i);
availPlayers[i].SetPlayerSelectionState(false);
customAvailPlayers--;
}
continue;
}
playerPawn.SetPlayerSelectionState(true);
availPlayers[i].SetPlayerSelectionState(true);
}
foreach (int i in indexesToRemove) availPlayers.RemoveAt(i);
// if (availPlayers.Count() < 1)
Debug.Log($"CustomAvailablePlayers: {customAvailPlayers}");
canSwitchPlayer = customAvailPlayers < 1;
@ -473,7 +505,9 @@ public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
bool areAllPawnsInFinishingPath = false;
foreach (var pawn in playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict)
{
if (pawn.Value.GetPlayerState() == PlayerState.InFinishingPath && pawn.Value.GetPlayerState() != PlayerState.HasFinished)
if (pawn.Value.GetPlayerState() == PlayerState.HasFinished) continue;
if (pawn.Value.GetPlayerState() == PlayerState.InFinishingPath)
{
areAllPawnsInFinishingPath = true;
continue;

View File

@ -22,10 +22,11 @@ public class PlayerPawn : MonoBehaviour
[SerializeField] private PlayerState playerState;
[SerializeField] private Animator animator;
public bool CanSelectPlayerFromHome
public bool CanSelectPlayer
{
get; private set;
}
private GameplayManager gameplayManager;
public int CurrentTileIndex
@ -60,8 +61,8 @@ public class PlayerPawn : MonoBehaviour
public void SetPlayerSelectionState(bool state)
{
CanSelectPlayerFromHome = state;
if (CanSelectPlayerFromHome)
CanSelectPlayer = state;
if (CanSelectPlayer)
{
// TODO :: Play animation for selecting any of the players
}
@ -112,7 +113,7 @@ public class PlayerPawn : MonoBehaviour
private void OnMouseDown()
{
if (IsBotPlayer || !CanSelectPlayerFromHome) return;
if (IsBotPlayer || !CanSelectPlayer) return;
SetGameplayManager();
gameplayManager.OnPawnSelected(this);