Ludo-3D/Assets/Scripts/Gameplay/GameplayManager.cs
Ashby Issac 627ddacb10 Fix: User dice timer system.
Fix: User's dice roll attempt was not stopping while the game was paused.
2026-02-23 17:09:04 +05:30

1432 lines
55 KiB
C#

using TMPro;
using System;
using System.Linq;
using DG.Tweening;
using UnityEngine;
using System.Collections.Generic;
using System.Threading;
using UnityEngine.Serialization;
public enum BotMove
{
FinishingPathMove = 0,
SafeMove = 1,
AttackMove = 2,
NormalMove = 3,
NoMoves = 4
}
public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
{
[SerializeField] private bool isDebugAITest = false;
[SerializeField] private bool isDebugPlayerTest = false;
public bool IsDebugAITest => isDebugAITest;
public bool IsDebugPlayerTest => isDebugPlayerTest;
[SerializeField] DiceRollHandler diceRollHandler;
[SerializeField] private int diceValue = 0;
[SerializeField] private float diceRollDelayForBot = 0.5f;
[SerializeField] private float diceRollDelayForUser = 0.5f;
[SerializeField] private int maxDiceSixRollCounter = 2;
[SerializeField] private int totalStepsForCharacter = 57;
[SerializeField] private int currentPlayerTurnMaxTime = 5;
[SerializeField] private int currentPlayerSelectionMaxTime = 5;
[SerializeField] private TextMeshProUGUI diceText;
#if UNITY_EDITOR
[SerializeField] private Transform pointerDebug;
[SerializeField] private MeshRenderer pointerMeshRend;
[SerializeField] private Material turnMat;
[SerializeField] private Material selectMat;
#endif
[SerializeField] private PlayerGameData[] playerGameDatas;
[SerializeField] private PlayerBaseHandler playerBaseHandler;
public PlayerBaseHandler PlayerBaseHandler => playerBaseHandler;
private PlayerType currentPlayerTypeTurn;
private TimerSystem currentPlayerTurnTimer;
private TimerSystem savedCurrentPlayerTurnTimerInst;
private int currentPlayerTurnIndex = 0;
private List<PlayerType> allPlayerTypes = new List<PlayerType>();
private List<PlayerType> botTypesInGame = new List<PlayerType>();
private List<PlayerData> playerDatas = new List<PlayerData>();
private Dictionary<PlayerType, PlayerGameData> playerGameDatasDict = new Dictionary<PlayerType, PlayerGameData>();
private Dictionary<PlayerType, Dictionary<int, BotMove>> botRuntimeMovementData = new Dictionary<PlayerType, Dictionary<int, BotMove>>();
public TilesManager TilesManager
{
get; private set;
}
private UIManager uIManager;
public GameManager GameManager
{
get; private set;
}
private GameModeHandler gameModeHandler;
private SoundManager soundManager;
private int diceRolledValue;
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> availPlayersToMove = new List<PlayerPawn>();
private bool canSwitchPlayer = true;
public bool CanRollDiceForUser
{
get; private set;
}
public int TotalPlayersInGame
{
get; private set;
}
public List<PlayerData> PlayerDatas => playerDatas;
public List<PlayerType> PlayerTypesCollection => allPlayerTypes;
public Action onGameResumed = null;
public void Initialize()
{
InterfaceManager.Instance?.RegisterInterface<GameplayManager>(this);
DOTween.useSafeMode = false;
}
public void InitializeData()
{
TilesManager = InterfaceManager.Instance.GetInterfaceInstance<TilesManager>();
uIManager = InterfaceManager.Instance.GetInterfaceInstance<UIManager>();
GameManager = InterfaceManager.Instance.GetInterfaceInstance<GameManager>();
gameModeHandler = InterfaceManager.Instance.GetInterfaceInstance<GameModeHandler>();
soundManager = InterfaceManager.Instance.GetInterfaceInstance<SoundManager>();
}
public void InitPlayerTypesForPVP(List<PlayerType> types, List<string> names)
{
allPlayerTypes = new List<PlayerType>(types);
playerDatas = new List<PlayerData>();
TotalPlayersInGame = types.Count;
for (int i=0; i<types.Count; i++)
{
playerDatas.Add(new PlayerData
{
playerType = types[i],
playerName = names[i],
});
}
TilesManager.InitTilesData();
playerBaseHandler.InitPlayerTypes(allPlayerTypes);
InitCurrentGamePlayerInfo();
}
public void InitPlayerTypesForBotMatch(PlayerData selectedPlayerData, int botCount)
{
playerDatas = new List<PlayerData>();
botTypesInGame = new List<PlayerType>();
allPlayerTypes = new List<PlayerType>();
TotalPlayersInGame = botCount + 1;
AssignBotTypes(selectedPlayerData.playerType, botCount);
foreach (PlayerType playerType in Enum.GetValues(typeof(PlayerType)))
{
if (botTypesInGame.Contains(playerType))
{
allPlayerTypes.Add(playerType);
playerDatas.Add(new PlayerData { playerType = playerType, playerName = $"{playerType}" });
}
else if (selectedPlayerData.playerType == playerType)
{
allPlayerTypes.Add(selectedPlayerData.playerType);
playerDatas.Add(new PlayerData { playerType = selectedPlayerData.playerType, playerName = $"{selectedPlayerData.playerName}" });
}
}
TilesManager.InitTilesData();
playerBaseHandler.InitPlayerTypes(allPlayerTypes);
InitCurrentGamePlayerInfo();
InitBotRuntimeData();
AssignPlayerAndBotStates(selectedPlayerData.playerType);
// SetCanRollDiceForUser(!botTypesInGame.Contains(allPlayerTypes[0]));
if (botTypesInGame.Contains(allPlayerTypes[0]))
HandleDiceRollWithDelay();
}
private void HandleDiceRollWithDelay()
{
Invoke(nameof(RollDiceForBot), diceRollDelayForBot);
}
private void InitBotRuntimeData()
{
botRuntimeMovementData = new Dictionary<PlayerType, Dictionary<int, BotMove>>();
foreach (var botType in botTypesInGame)
{
PlayerGameData playerGameData = playerGameDatasDict[botType];
if (!botRuntimeMovementData.ContainsKey(botType))
{
botRuntimeMovementData.Add(botType, new Dictionary<int, BotMove>());
}
foreach (var pawn in playerGameData.playerPawnsDict)
{
botRuntimeMovementData[botType].Add(pawn.Value.PlayerId, BotMove.NoMoves);
}
}
}
private void AssignPlayerAndBotStates(PlayerType selectedPlayerType)
{
PlayerBase playerBase = playerBaseHandler.GetPlayerBase(selectedPlayerType);
playerBase.AssignBotState(PawnType.User);
foreach (PlayerType playerType in botTypesInGame)
{
playerBase = playerBaseHandler.GetPlayerBase(playerType);
playerBase.AssignBotState(PawnType.Bot);
}
}
private void AssignBotTypes(PlayerType selectedPlayerType, int botCount)
{
int addedBots = 0;
if (botCount == 1)
{
var playerType = (PlayerType)((int)selectedPlayerType + 2 < Enum.GetValues(typeof(PlayerType)).Length ?
(int)selectedPlayerType + 2 : (int)selectedPlayerType - 2);
botTypesInGame.Add(playerType);
}
else if (botCount == 2)
{
foreach (PlayerType enumType in Enum.GetValues(typeof(PlayerType)))
{
if (enumType == selectedPlayerType) continue;
botTypesInGame.Add(enumType);
addedBots++;
if (addedBots == botCount) break;
}
}
else
{
foreach (PlayerType enumType in Enum.GetValues(typeof(PlayerType)))
{
if (enumType == selectedPlayerType) continue;
botTypesInGame.Add(enumType);
}
}
}
public void UpdateCurrentPlayerTurn(PlayerType playerType)
{
playerBaseHandler.ShowSelectedPlayerBase(currentPlayerTypeTurn, false);
currentPlayerTypeTurn = playerType;
playerBaseHandler.ShowSelectedPlayerBase(currentPlayerTypeTurn, true);
}
private void UpdateDiceView()
{
diceRollHandler.DiceView.SetDiceButtonInteraction(true);
diceRollHandler.DiceView.ShowDefaultSprite();
UpdateResponseTimerForUser(currentPlayerMaxTime: currentPlayerTurnMaxTime, () => RollDiceForUser());
}
private void UpdateDiceViewForBot()
{
UpdateDiceView();
HandleDiceRollWithDelay();
}
private void UpdateResponseTimerForUser(int currentPlayerMaxTime, Action onComplete)
{
if (gameModeHandler.CurrentGameModeType == GameModeType.Bot)
{
bool isBotTurn = botTypesInGame.Contains(currentPlayerTypeTurn);
// SetCanRollDiceForUser(!isBotTurn); // TODO :: Need to change
if (isBotTurn)
{
currentPlayerTurnTimer?.KillTimer();
uIManager.UpdatePlayerTurnText(currentPlayerTypeTurn);
uIManager.UpdatePlayerTurnIcon(currentPlayerTypeTurn);
return;
}
}
// else
// SetCanRollDiceForUser(true); // TODO :: Need to change
uIManager.UpdatePlayerTurnText(currentPlayerTypeTurn, currentPlayerMaxTime);
uIManager.UpdatePlayerTurnIcon(currentPlayerTypeTurn);
if (currentPlayerTurnTimer == null)
currentPlayerTurnTimer = new TimerSystem();
currentPlayerTurnTimer.Init(currentPlayerMaxTime, onComplete: () =>
{
Debug.Log($"currentPlayerTurnTimer: HandleDiceViewForUser");
onComplete?.Invoke();
}, inProgress: (remTime) =>
{
if (HasGamePausedForUser())
{
savedCurrentPlayerTurnTimerInst = currentPlayerTurnTimer;
currentPlayerTurnTimer = null;
return;
}
uIManager.UpdatePlayerTurnText(currentPlayerTypeTurn, currentPlayerMaxTime - (int)remTime);
});
}
private void Update()
{
if (currentPlayerTurnTimer == null || !currentPlayerTurnTimer.IsInitialized)
{
return;
}
if (!currentPlayerTurnTimer.IsTimerComplete)
currentPlayerTurnTimer.UpdateTimer(Time.deltaTime);
else
ResetCurrentPlayerTurnTimer();
}
private void ResetCurrentPlayerTurnTimer()
{
currentPlayerTurnTimer?.KillTimer();
}
public void InitCurrentGamePlayerInfo()
{
currentPlayerTurnIndex = 0;
UpdateCurrentPlayerTurn(allPlayerTypes[currentPlayerTurnIndex]);
SetCanRollDiceForUser(IsUsersTurn());
UpdateDiceView();
Debug.Log($"currentPlayerTypeTurn: {currentPlayerTypeTurn}");
#if UNITY_EDITOR
SetCurrentSelectedPointer();
#endif
// initialize the board based on the player types
playerGameDatasDict = new Dictionary<PlayerType, PlayerGameData>();
foreach (PlayerGameData playerGameData in playerGameDatas)
{
if (!allPlayerTypes.Contains(playerGameData.playerType))
continue;
Debug.Log($"playerGameData.playerType: {playerGameData.playerType}");
playerGameDatasDict.Add(
playerGameData.playerType,
new PlayerGameData
{
playerType = playerGameData.playerType,
startIndex = playerGameData.startIndex,
endIndex = playerGameData.endIndex,
playersParent = playerGameData.playersParent,
playerPawnsDict = new Dictionary<int, PlayerPawn>(),
totalPawnsInHome = playerGameData.totalPawnsInHome,
totalPawnsFinished = playerGameData.totalPawnsFinished
});
foreach (Transform playerPawnChild in playerGameData.playersParent)
{
if (!playerPawnChild.gameObject.activeInHierarchy) continue;
var pawn = playerPawnChild.GetComponent<PlayerPawn>();
playerGameDatasDict[playerGameData.playerType].playerPawnsDict.Add(pawn.PlayerId, pawn);
}
playerGameDatasDict[playerGameData.playerType].totalPawnsInHome = playerGameDatasDict[playerGameData.playerType].playerPawnsDict.Count;
}
}
public void SetPlayerSelectionStates(bool state, Predicate<PlayerState> skipPredicate = null)
{
foreach (var playerPawn in playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict)
{
if (skipPredicate != null && skipPredicate.Invoke(playerPawn.Value.GetPlayerState()))
{
playerPawn.Value.SetPlayerSelectionState(false);
continue;
}
playerPawn.Value.SetPlayerSelectionState(state);
}
}
public void OnDiceInteracted()
{
RollDiceForUser();
}
public void RollDiceForPlayer(int rolledVal)
{
OnDiceRolled(rolledVal);
OnNoMovesLeft();
}
// Summary :: Function will be called and effective when a dice is rolled and no selection of pawns is made.
private void OnNoMovesLeft()
{
if (canSwitchPlayer && !CanRollDiceAgain)
{
Debug.Log($"Switching player");
SwitchPlayer();
}
}
private bool CheckForMaxDiceRollAttempt()
{
if (diceSixRollCounter > maxDiceSixRollCounter) // TODO :: Reset after test
{
CanRollDiceAgain = false;
SwitchPlayer();
return true;
}
return false;
}
private void RollDiceForBot(int rolledVal)
{
Debug.Log($"CallTest: RollDiceForBot");
// OnDiceRolled(diceValue == 0 ? UnityEngine.Random.Range(1, Ludo_3D_Constants.Max_Dice_Rolls + 1) : diceValue);
OnDiceRolled(rolledVal);
SelectPawnFromBotBase();
OnNoMovesLeft();
}
// TODO :: Call right after the dice is rolled with the animation
// What happens when you get a 6
private void SelectPawnFromBotBase()
{
if (canSwitchPlayer || availPlayersToMove.Count() < 1 && !CanRollDiceAgain || !botTypesInGame.Contains(currentPlayerTypeTurn))
{
Debug.Log($"returning from SelectPawnFromBotBase");
return; // Have a better check here
}
Debug.Log($"CallTest: SelectPawnFromBotBase: {currentPlayerTypeTurn}");
var botPawnsDictForCurrentPlayer = botRuntimeMovementData[currentPlayerTypeTurn]; // set the data inside this dict
int savedPlayerId = -1;
PlayerPawn pawn = null;
Debug.Log($"SelectPawnFromBotBase: availPlayers.Count(): {availPlayersToMove.Count()}, CanRollDiceAgain: {CanRollDiceAgain}");
InitActivePlayers();
#if UNITY_EDITOR
if (playerGameDatasDict[currentPlayerTypeTurn].totalPawnsInHome == 0)
{
SetDisplayCountForAllAvailPlayers(true);
}
#endif
if (CanRollDiceAgain) // got a 6 roll value
{
pawn = playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Values.FirstOrDefault(pawn => pawn.GetPlayerState() == PlayerState.InHome);
if (pawn != null)
{
Debug.Log($"SelectedPawn: {pawn.name}");
OnPawnSelected(pawn);
return;
}
}
Debug.Log($"Before Iterating");
foreach (var playerPawn in availPlayersToMove)
{
int possibleSteps = 0;
Tile possibleTileData = null;
if (playerPawn.GetPlayerState() != PlayerState.InFinishingPath)
FindPossibleTileData(playerPawn, out possibleSteps, out possibleTileData);
if (playerPawn.GetPlayerState() == PlayerState.InFinishingPath || possibleSteps > playerGameDatasDict[currentPlayerTypeTurn].endIndex) // TODO :: have a better second check
{
Debug.Log($"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 != null && possibleTileData.IsSafeZone)
{
Debug.Log($"AI playerPawn :: {playerPawn.name} :: {playerPawn.PlayerId} :: safeMove");
botPawnsDictForCurrentPlayer[playerPawn.PlayerId] = BotMove.SafeMove;
}
else if (possibleTileData != null && possibleTileData.HasPawnsAvailable && possibleTileData.CurrentHoldingPlayerType != playerPawn.PlayerType)
{
Debug.Log($"AI playerPawn :: {playerPawn.name} :: {playerPawn.PlayerId} :: attackMove");
botPawnsDictForCurrentPlayer[playerPawn.PlayerId] = BotMove.AttackMove;
}
else
{
Debug.Log($"AI playerPawn :: {playerPawn.name} :: {playerPawn.PlayerId} :: normalMove");
botPawnsDictForCurrentPlayer[playerPawn.PlayerId] = BotMove.NormalMove;
}
}
List<int> playerIds = new List<int>();
if (savedPlayerId != -1)
Debug.Log($"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
}
else
{
if (botPawnsDictForCurrentPlayer.ContainsValue(BotMove.SafeMove) && botPawnsDictForCurrentPlayer.ContainsValue(BotMove.AttackMove))
{
InitPlayerIdsBasedOnState((val) => val == BotMove.AttackMove || val == BotMove.SafeMove);
savedPlayerId = playerIds[UnityEngine.Random.Range(0, playerIds.Count)];
pawn = playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict[savedPlayerId];
Debug.Log($"AI playerPawn :: {pawn.name} :: Getting savedplayer id");
}
else if (botPawnsDictForCurrentPlayer.ContainsValue(BotMove.SafeMove))
{
InitPawnBasedOnState(BotMove.SafeMove);
Debug.Log($"AI playerPawn :: {pawn.name} :: Getting savedplayer id");
}
else if (botPawnsDictForCurrentPlayer.ContainsValue(BotMove.AttackMove))
{
InitPawnBasedOnState(BotMove.AttackMove);
Debug.Log($"AI playerPawn :: {pawn.name} :: Getting savedplayer id");
}
else if (botPawnsDictForCurrentPlayer.ContainsValue(BotMove.NormalMove))
{
InitPawnBasedOnState(BotMove.NormalMove);
Debug.Log($"AI playerPawn :: {pawn.name} :: Getting savedplayer id");
}
}
if (pawn != null)
{
Debug.Log($"AI playerPawn :: {pawn.name} :: SelectedPawn: {pawn.name}");
OnPawnSelected(pawn);
}
else
{
if (CheckForMaxDiceRollAttempt())
{
return;
}
if (CanRollDiceAgain)
{
RollDiceForBot();
}
else
SwitchPlayer();
}
void InitPawnBasedOnState(BotMove botMove)
{
InitPlayerIdsBasedOnState((val) => val == botMove);
ReturnPlayerWithMaxSteps(ref savedPlayerId);
pawn = playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict[savedPlayerId];
}
void InitPlayerIdsBasedOnState(Predicate<BotMove> state)
{
foreach (var botPair in botPawnsDictForCurrentPlayer)
if (state.Invoke(botPair.Value))
playerIds.Add(botPair.Key);
}
void ReturnPlayerWithMaxSteps(ref int savedPlayerId)
{
int maxStepsTaken = -999;
foreach (var id in playerIds)
{
if (playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict[id].StepsTaken > maxStepsTaken)
{
maxStepsTaken = playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict[id].StepsTaken;
savedPlayerId = id;
}
}
}
}
private void FindPossibleTileData(PlayerPawn playerPawn, out int possibleSteps, out Tile possibleTileData)
{
int lastStepGenTile = totalStepsForCharacter - TilesManager.GetFinishingTileDataLength(playerPawn.PlayerType);//playerGameDatasDict[playerPawn.PlayerType].endIndex;
int possibleTileIndex = playerPawn.CurrentTileIndex + diceRolledValue;
int lastTileIndex = TilesManager.GetGeneralTilesLength() - 1;
bool canGoingInsideFinishingPath = IsGoingInsideFinishingPath(playerPawn, out possibleSteps);
int index = canGoingInsideFinishingPath ? possibleSteps - lastStepGenTile - 1
: possibleTileIndex > lastTileIndex ? possibleTileIndex - lastTileIndex - 1 : possibleTileIndex; // case for addressing the scenario when going through the last index of general tiles.
Debug.Log($"possibleTileIndex: {possibleTileIndex}, lastStepGenTileIdx: {lastStepGenTile}");
Debug.Log($"index: {index}");
possibleTileData = canGoingInsideFinishingPath ? TilesManager.RetrieveFinishingTileBasedOnIndex(playerPawn.PlayerType, index) : TilesManager.RetrieveTileBasedOnIndex(index);
}
public bool IsGoingInsideFinishingPath(PlayerPawn playerPawn, out int possibleSteps)
{
possibleSteps = playerGameDatasDict[playerPawn.PlayerType].playerPawnsDict[playerPawn.PlayerId].StepsTaken + diceRolledValue;
return possibleSteps > TilesManager.GetGeneralTilesLength() - 1;
}
private bool HasNoPlayersTravelling() => Mathf.Abs(availPlayersToMove.Count - playerGameDatasDict[currentPlayerTypeTurn].totalPawnsInFinishingPath) < 1;
private bool IsUsersTurn() => gameModeHandler.CurrentGameModeType != GameModeType.Bot ||
!botTypesInGame.Contains(currentPlayerTypeTurn);
public void OnDiceRolled(int rolledVal)
{
SetCanRollDiceForUser(false);
// add core dice logic here
Debug.Log($"Tile Index :: LUDO :: rolledVal: {rolledVal} :: {currentPlayerTypeTurn}");
diceRolledValue = rolledVal;
diceText.text = $"{diceRolledValue}";
if (!CanRollDiceAgain) // remove this check for showing arrow logic
{
#if UNITY_EDITOR
SetDisplayCountForAllAvailPlayers(true);
#endif
}
FilterAvailablePlayersToMove();
if (rolledVal == Ludo_3D_Constants.Max_Dice_Rolls)
{
canSwitchPlayer = false;
// provide option to select a pawn from the list
// also play a simple animation before selecting
CanRollDiceAgain = true;
diceSixRollCounter++;
if (IsUsersTurn())
{
Debug.Log($"availPlayersToMove.Count < 1: {availPlayersToMove.Count < 1} || HasNoPlayersTravelling(): {HasNoPlayersTravelling()}");
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())
{
SetPlayerSelectionStates(false);
OnPawnSelected(availPlayersToMove[0]);
return;
}
}
}
#if UNITY_EDITOR
pointerMeshRend.material = selectMat;
#endif
Debug.Log($"### AreAllPawnsInFinishingPath");
if (AreAllPawnsInFinishingPath())
{
SetCanRollDiceForUser(IsUsersTurn());
UpdateResponseTimerForUser(currentPlayerSelectionMaxTime, () => RollDiceForUser());
CheckForMaxDiceRollAttempt();
return;
}
SetPlayerSelectionStates(true, (state) => state == PlayerState.InFinishingPath || state == PlayerState.HasFinished);
}
else
{
Debug.Log($"before CustomAvailablePlayers: {availPlayersToMove.Count}");
Debug.Log($"CustomAvailablePlayers: {availPlayersToMove.Count}");
canSwitchPlayer = availPlayersToMove.Count < 1;
CanRollDiceAgain = false;
}
diceRollHandler.DiceView.SetDiceButtonInteraction(CanRollDiceAgain);
Debug.Log($"CanRollDiceAgain: {CanRollDiceAgain}, canSwitchPlayer: {canSwitchPlayer}");
if (IsUsersTurn())
{
Action onComplete = null;
if (CanRollDiceAgain && availPlayersToMove.Count < 1 &&
playerGameDatasDict[currentPlayerTypeTurn].totalPawnsInHome > 0)
{
onComplete = () => OnPawnSelected(playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Values
.FirstOrDefault(pawn => pawn.GetPlayerState() == PlayerState.InHome));
UpdateResponseTimerForUser(currentPlayerSelectionMaxTime, () => onComplete?.Invoke());
}
else if (availPlayersToMove.Count > 0)
{
if (CanRollDiceAgain && playerGameDatasDict[currentPlayerTypeTurn].totalPawnsInHome > 0)
{
onComplete = () => OnPawnSelected(playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Values
.FirstOrDefault(pawn => pawn.GetPlayerState() == PlayerState.InHome));
UpdateResponseTimerForUser(currentPlayerSelectionMaxTime, () => onComplete?.Invoke());
return;
}
if (CanMoveSoloPlayer())
{
SetPlayerSelectionStates(false);
OnPawnSelected(availPlayersToMove[0]);
return;
}
onComplete = () => OnPawnSelected(availPlayersToMove.OrderByDescending(pawn => pawn.StepsTaken).FirstOrDefault());
UpdateResponseTimerForUser(currentPlayerSelectionMaxTime, () => onComplete?.Invoke());
}
}
}
private void FilterAvailablePlayersToMove()
{
List<int> indexesToRemove = new List<int>();
for (int i = 0; i < availPlayersToMove.Count; i++)
{
Debug.Log($"## playerPawn.GetPlayerState(): {availPlayersToMove[i].GetPlayerState()}");
if (availPlayersToMove[i].GetPlayerState() == PlayerState.InFinishingPath)
{
Debug.Log($"diceRolledValue: {diceRolledValue}, FinishingDataLen: {TilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn)}, playerPawn.CurrentTileIndex: {availPlayersToMove[i].CurrentTileIndex}");
if (diceRolledValue <= TilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn) - (availPlayersToMove[i].CurrentTileIndex + 1))
{
availPlayersToMove[i].SetPlayerSelectionState(true);
}
else
{
indexesToRemove.Add(i);
availPlayersToMove[i].SetPlayerSelectionState(false);
#if UNITY_EDITOR
availPlayersToMove[i].ShowPlayerCountCanvas(false);
#endif
}
continue;
}
availPlayersToMove[i].SetPlayerSelectionState(true);
}
for (int idx = indexesToRemove.Count - 1; idx >= 0; idx--)
availPlayersToMove.RemoveAt(idx);
}
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 InitActivePlayers()
{
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();
}
private bool AreAllPawnsInFinishingPath()
{
bool areAllPawnsInFinishingPath = false;
foreach (var pawn in playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict)
{
if (pawn.Value.GetPlayerState() == PlayerState.HasFinished) continue;
if (pawn.Value.GetPlayerState() == PlayerState.InFinishingPath)
{
areAllPawnsInFinishingPath = true;
continue;
}
areAllPawnsInFinishingPath = false;
break;
}
return areAllPawnsInFinishingPath;
}
private void UpdatePlayerState(PlayerPawn playerPawn, PlayerState playerState)
{
if (!playerPawn)
{
// Debug.LogError($"Player pawn is null");
return;
}
Debug.Log($"#### UpdatePlayerState ");
playerGameDatasDict[playerPawn.PlayerType].playerPawnsDict[playerPawn.PlayerId] = playerPawn;
playerGameDatasDict[playerPawn.PlayerType].playerPawnsDict[playerPawn.PlayerId].SetPlayerState(playerState);
playerPawn.SetPlayerState(playerState);
}
private void CheckDiceRollForBot()
{
if (CanRollDiceAgain)
{
RollDiceForBot();
}
}
private void RollDiceForUser()
{
ResetCurrentPlayerTurnTimer();
InitActivePlayers();
bool canUsePawnsFromHome = CanUsePawnsFromHome();
diceRollHandler.HandleDiceViewForUser(
hasNoActionOnRoll: canUsePawnsFromHome,
playerBase: canUsePawnsFromHome ? PlayerBaseHandler.GetPlayerBase(currentPlayerTypeTurn) : null);
}
private void RollDiceForBot()
{
ResetCurrentPlayerTurnTimer();
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
{
bool canUsePawnsFromHome = CanUsePawnsFromHome();
diceRollHandler.HandleDiceViewForBot(
(rollVal) => RollDiceForBot(rollVal),
hasNoActionOnRoll: canUsePawnsFromHome,
playerBase: canUsePawnsFromHome ? PlayerBaseHandler.GetPlayerBase(currentPlayerTypeTurn) : null);
}
}
public void OnPawnSelected(PlayerPawn selectedPawn)
{
// TODO :: Hide the selectable characters indicator here
SetPlayerSelectionStates(false);
if (IsUsersTurn()) currentPlayerTurnTimer.KillTimer();
PlayerGameData playerGameData = playerGameDatasDict[currentPlayerTypeTurn];
Debug.Log($"playerPawn.GetPlayerState(): {selectedPawn.GetPlayerState()}");
#if UNITY_EDITOR
selectedPawn.ShowPlayerCountCanvas(false);
#endif
if (selectedPawn.GetPlayerState() == PlayerState.InHome)
{
Tile targetTile = TilesManager.RetrieveTileBasedOnIndex(playerGameData.startIndex);
selectedPawn.MoveToTile(
TilesManager.GetAndInitPositionInsideSafeZone(selectedPawn, targetTile, currentPlayerTypeTurn),
onComplete: () =>
{
playerGameDatasDict[playerGameData.playerType].totalPawnsInHome--;
UpdatePlayerState(selectedPawn, PlayerState.InSafeZone);
#if UNITY_EDITOR
ShowUpdatedPlayerCountOnTile(selectedPawn);
#endif
if (CheckForMaxDiceRollAttempt())
{
return;
}
if (selectedPawn.IsBotPlayer)
CheckDiceRollForBot();
else
{
SetCanRollDiceForUser(IsUsersTurn());
UpdateResponseTimerForUser(currentPlayerMaxTime: currentPlayerTurnMaxTime, () => RollDiceForUser());
}
}, playerGameData.startIndex);
return;
}
else if (selectedPawn.GetPlayerState() == PlayerState.InFinishingPath)
{
Tile currentSittingTile = TilesManager.RetrieveFinishingTileBasedOnIndex(selectedPawn.PlayerType, selectedPawn.CurrentTileIndex);
currentSittingTile.ResetPlayerPawn(selectedPawn);
#if UNITY_EDITOR
if (currentSittingTile.HasPawnsAvailable)
{
var playerPawns = currentSittingTile.GetPlayerPawns();
foreach (var pawn in playerPawns)
ShowUpdatedPlayerCountOnTile(pawn);
}
#endif
ApplyFinishingPathLogic(selectedPawn);
}
else if (selectedPawn.CurrentTileIndex == playerGameDatasDict[currentPlayerTypeTurn].endIndex)
{
TilesManager.RetrieveTileBasedOnIndex(selectedPawn.CurrentTileIndex).ResetPlayerPawn(selectedPawn);
playerGameDatasDict[currentPlayerTypeTurn].totalPawnsInFinishingPath++;
ApplyFinishingPathLogic(selectedPawn);
}
else if (selectedPawn.GetPlayerState() == PlayerState.InSafeZone || selectedPawn.GetPlayerState() == PlayerState.Moving)
{
// move based on the dice value
Debug.Log($"Tile Index :: currentTileIndex: {selectedPawn.CurrentTileIndex}");
int nextTileIdx = TilesManager.GetNextGeneralTileIndex(selectedPawn.CurrentTileIndex);
int targetIdx = selectedPawn.CurrentTileIndex + diceRolledValue;
if (nextTileIdx == 0)
targetIdx = (targetIdx - selectedPawn.CurrentTileIndex) - 1;
Tile currentSittingTile = TilesManager.RetrieveTileBasedOnIndex(selectedPawn.CurrentTileIndex);
if (currentSittingTile.IsSafeZone)
{
SafeTile currentSittingSafeTile = (SafeTile)currentSittingTile;
currentSittingSafeTile.UpdateSafeZonePlayerData(currentPlayerTypeTurn, selectedPawn);
if (currentSittingSafeTile.PlayerTypesCount == 1) // && currentSittingSafeTile.ContainsPlayerType(selectedPawn.PlayerType))
{
var playerPawnsTest = currentSittingSafeTile.GetFirstPlayerPawns();
foreach (var pawn in playerPawnsTest)
pawn.MoveToCustomTilePosition(currentSittingSafeTile.CenterPlacementPosition);
}
#if UNITY_EDITOR
if (currentSittingSafeTile.ContainsPlayerType(currentPlayerTypeTurn))
{
var playerPawns = currentSittingSafeTile.GetPlayerPawns(currentPlayerTypeTurn);
foreach (var pawn in playerPawns)
ShowUpdatedPlayerCountOnTile(pawn);
}
#endif
}
else
{
currentSittingTile.ResetPlayerPawn(selectedPawn);
#if UNITY_EDITOR
if (currentSittingTile.HasPawnsAvailable)
{
var playerPawns = currentSittingTile.GetPlayerPawns();
foreach (var pawn in playerPawns)
ShowUpdatedPlayerCountOnTile(pawn);
}
#endif
}
MoveThroughTiles(selectedPawn, nextTileIdx, targetIndex: targetIdx);
}
}
private void ApplyFinishingPathLogic(PlayerPawn playerPawn)
{
int finishingPathIndex = TilesManager.GetNextFinishingTileIndex(playerPawn.CurrentTileIndex, playerPawn.PlayerType);
int targetIdx = finishingPathIndex + diceRolledValue > TilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn) - 1 ?
TilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn) - 1 : finishingPathIndex + diceRolledValue;
Debug.Log($"TargetIdx: {targetIdx}, finishingPathIndex: {finishingPathIndex}");
MoveThroughFinishingPath(playerPawn, finishingPathIndex, targetIdx);
}
// TODO :: move to tiles manager
private void SwitchPlayer(PlayerPawn playerPawn = null)
{
Debug.Log($"CallTest: SwitchPlayer");
if (playerPawn)
UpdatePlayerState(playerPawn, TilesManager.RetrieveTileBasedOnIndex(playerPawn.CurrentTileIndex).IsSafeZone ? PlayerState.InSafeZone : PlayerState.Moving);
if (!CanRollDiceAgain)
{
Debug.Log($"currentPlayerTurn: {currentPlayerTypeTurn}");
Debug.Log($"currentPlayerTurnIndex: {currentPlayerTurnIndex}");
Debug.Log($"before SwitchPlayer availPlayers: {availPlayersToMove.Count}, playerPawn: {playerPawn}");
InitActivePlayers();
#if UNITY_EDITOR
SetDisplayCountForAllAvailPlayers(false);
#endif
Debug.Log($"after SwitchPlayer availPlayers: {availPlayersToMove.Count}, playerPawn: {playerPawn}");
Debug.Log($"after allPlayerTypes.Count: {allPlayerTypes.Count}");
if (allPlayerTypes.Count == 0)
{
Debug.LogError($"GAME IS OVER");
return;
}
currentPlayerTurnIndex = allPlayerTypes.FindIndex(type => type == currentPlayerTypeTurn);
if (currentPlayerTypeTurn == allPlayerTypes[allPlayerTypes.Count - 1])
{
currentPlayerTurnIndex = 0;
}
else
{
currentPlayerTurnIndex++;
}
soundManager.PlayGameSoundClip(SoundType.Turn);
UpdateCurrentPlayerTurn(allPlayerTypes[currentPlayerTurnIndex]);
Debug.Log($"IsUsersTurn: {IsUsersTurn()}");
if (IsUsersTurn())
{
SetCanRollDiceForUser(true);
Invoke(nameof(UpdateDiceView), diceRollDelayForUser);
}
else
{
SetCanRollDiceForUser(false);
currentPlayerTurnTimer?.KillTimer();
Invoke(nameof(UpdateDiceViewForBot), diceRollDelayForBot);
}
diceSixRollCounter = 0;
diceText.text = $"{0}";
}
// else
// {
// UpdateResponseTimerForUser(currentPlayerMaxTime: currentPlayerTurnMaxTime, () => RollDiceForUser());
//
// if (gameModeHandler.CurrentGameModeType == GameModeType.Bot && botTypesInGame.Contains(currentPlayerTypeTurn)) // TODO :: Double check calling of the function
// {
// Debug.Log($"Invoking RollDiceForBot");
// HandleDiceRollWithDelay();
// }
// }
Debug.Log($"currentPlayerTurnIndex: {currentPlayerTurnIndex}");
Debug.Log($"CurrentPlayerTurn: {currentPlayerTypeTurn}");
#if UNITY_EDITOR
SetCurrentSelectedPointer();
pointerMeshRend.material = turnMat;
// pointerMeshRend.materials[0] = turnMat;
#endif
}
private void OnCanRollDiceAgain(PlayerPawn playerPawn = null)
{
if (playerPawn)
UpdatePlayerState(playerPawn, TilesManager.RetrieveTileBasedOnIndex(playerPawn.CurrentTileIndex).IsSafeZone ? PlayerState.InSafeZone : PlayerState.Moving);
UpdateResponseTimerForUser(currentPlayerMaxTime: currentPlayerTurnMaxTime, () => RollDiceForUser());
if (gameModeHandler.CurrentGameModeType == GameModeType.Bot && botTypesInGame.Contains(currentPlayerTypeTurn)) // TODO :: Double check calling of the function
{
Debug.Log($"Invoking RollDiceForBot");
HandleDiceRollWithDelay();
}
}
private void MoveThroughTiles(PlayerPawn playerPawn, int index, int targetIndex)
{
Tile nextTile = TilesManager.RetrieveTileBasedOnIndex(index);
Vector3 targetPosition = nextTile.CenterPlacementPosition;
Debug.Log($"Tile Index :: nextIndex: {index}, targetIndex: {targetIndex}, nextTileName: {nextTile.name}");
if (index == targetIndex) // if the target index is the safe zone only then apply the logic for rearranging pawns
{
Tile targetTile = TilesManager.RetrieveTileBasedOnIndex(targetIndex);
if (targetTile.IsSafeZone)
{
targetPosition = TilesManager.GetAndInitPositionInsideSafeZone(playerPawn, targetTile, currentPlayerTypeTurn);
}
}
Debug.Log($"tile targetPosition: {targetPosition}");
#if UNITY_EDITOR
playerPawn.ShowPlayerCountCanvas(false); // TODO :: Check if call can be removed
#endif
playerPawn.MoveToTile(
targetPosition,
onComplete: () =>
{
diceRolledValue--;
Debug.Log($"DiceRolledValue: {diceRolledValue}");
if (diceRolledValue > 0)
{
int nextTileIndex = TilesManager.GetNextGeneralTileIndex(playerPawn.CurrentTileIndex);
Debug.Log($"currentTileIndex: {playerPawn.CurrentTileIndex}, nextTileIndex: {nextTileIndex}, targetIndex: {targetIndex}");
if (playerPawn.GetPlayerState() == PlayerState.InFinishingPath || index == playerGameDatasDict[currentPlayerTypeTurn].endIndex)
{
// MoveThroughTiles(playerPawn, index, targetIndex);
Debug.Log($"TargetIdx: {targetIndex - index}");
if (index == playerGameDatasDict[currentPlayerTypeTurn].endIndex)
playerGameDatasDict[currentPlayerTypeTurn].totalPawnsInFinishingPath++;
CheckForGamePause(() => MoveThroughFinishingPath(playerPawn, 0, targetIndex - index));
}
else if (nextTileIndex <= targetIndex)
{
if (nextTileIndex == 0)
targetIndex = (targetIndex - playerPawn.CurrentTileIndex) - 1;
CheckForGamePause(() => MoveThroughTiles(playerPawn, nextTileIndex, targetIndex));
}
}
else
{
// TODO :: Improve this logic, use a collection
Debug.Log($"nextTile.IsSafeZone: {nextTile.IsSafeZone}");
if (CanRollDiceAgain)
{
#if UNITY_EDITOR
ShowUpdatedPlayerCountOnTile(playerPawn);
#endif
}
if (!nextTile.IsSafeZone)
{
Debug.Log($"nextTile.HasPawnsAvailable: {nextTile.HasPawnsAvailable}");
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.
// TODO :: Send existing pawn back to base.
// means there's already a pawn there, move him back to the base.
int counter = nextTile.TotalPawnsInTile;
for (int i = counter; i > 0; i--)
{
var pawn = nextTile.GetPlayerPawn();
playerGameDatasDict[pawn.PlayerType].totalPawnsInHome++;
playerBaseHandler.SendPlayerToHome(pawn);
}
if (CheckForMaxDiceRollAttempt())
{
nextTile.InitPlayerPawn(playerPawn, currentPlayerTypeTurn);
// UpdatePlayerCountOnTile(playerPawn, true);
return;
}
CanRollDiceAgain = true;
}
nextTile.InitPlayerPawn(playerPawn, currentPlayerTypeTurn);
#if UNITY_EDITOR
ShowUpdatedPlayerCountOnTile(playerPawn);
#endif
if (CheckForMaxDiceRollAttempt())
{
return;
}
}
else
{
if (CheckForMaxDiceRollAttempt())
{
return;
}
}
if (!CanRollDiceAgain) SwitchPlayer(playerPawn);
else
{
if (IsUsersTurn())
{
UpdateResponseTimerForUser(currentPlayerMaxTime: currentPlayerTurnMaxTime, () => RollDiceForUser());
SetCanRollDiceForUser(IsUsersTurn());
}
OnCanRollDiceAgain(playerPawn);
diceRollHandler.DiceView.SetDiceButtonInteraction(true);
}
}
},
index);
}
private bool HasGamePausedForUser()
{
return (botTypesInGame == null || !botTypesInGame.Contains(currentPlayerTypeTurn)) &&
GameManager.CurrentGameState == GameState.IsPaused;
}
public void CheckForGamePause(Action onComplete)
{
Debug.Log($"CheckForGamePause: {GameManager.CurrentGameState == GameState.IsPaused}");
if (HasGamePausedForUser())
{
onGameResumed = onComplete;
}
else
{
onComplete?.Invoke();
}
}
public void OnGameResumed()
{
onGameResumed?.Invoke();
currentPlayerTurnTimer = savedCurrentPlayerTurnTimerInst;
savedCurrentPlayerTurnTimerInst = null;
}
private void MoveThroughFinishingPath(PlayerPawn playerPawn, int index, int targetIndex)
{
UpdatePlayerState(playerPawn, PlayerState.InFinishingPath);
playerPawn.MoveToTile(
TilesManager.RetrieveFinishingTileBasedOnIndex(currentPlayerTypeTurn, index).transform.position,
onComplete: () =>
{
diceRolledValue--;
Debug.Log($"DiceRolledValue: {diceRolledValue}");
if (diceRolledValue > 0)
{
int tileIndex = TilesManager.GetNextFinishingTileIndex(playerPawn.CurrentTileIndex, playerPawn.PlayerType);
Debug.Log($"tileIndex: {tileIndex}, targetIndex: {targetIndex}");
if (tileIndex <= targetIndex)
{
CheckForGamePause(() => MoveThroughFinishingPath(playerPawn, tileIndex, targetIndex));
}
}
else
{
if (playerPawn.CurrentTileIndex == TilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn) - 1)
{
onGameResumed = null;
Tile tile = TilesManager.RetrieveFinishingTileBasedOnIndex(playerPawn.PlayerType, playerPawn.CurrentTileIndex);
tile.InitPlayerPawn(playerPawn, playerPawn.PlayerType);
// ShowUpdatedPlayerCountOnTile(playerPawn);
UpdatePlayerState(playerPawn, PlayerState.HasFinished);
playerPawn.SetPlayerSelectionState(false);
playerGameDatasDict[currentPlayerTypeTurn].totalPawnsFinished++;
playerGameDatasDict[currentPlayerTypeTurn].totalPawnsInFinishingPath--;
Debug.Log($"playerGameDatasDict[currentPlayerTypeTurn].totalPawnsFinished: {playerGameDatasDict[currentPlayerTypeTurn].totalPawnsFinished}");
Debug.Log($"playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Count: {playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Count}");
if (playerGameDatasDict[currentPlayerTypeTurn].totalPawnsFinished == playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Count)
{
CanRollDiceAgain = false;
var playerTypeToRemove = currentPlayerTypeTurn;
allPlayerTypes.ForEach(type => Debug.Log($"before allPlayerTypes: {type}"));
SwitchPlayer();
allPlayerTypes.ForEach(type => Debug.Log($"after allPlayerTypes: {type}"));
if (allPlayerTypes.Contains(playerTypeToRemove))
{
allPlayerTypes.Remove(playerTypeToRemove);
playerDatas.FirstOrDefault(data => data.playerType == playerTypeToRemove).ranking = TotalPlayersInGame - allPlayerTypes.Count;
}
if (allPlayerTypes.Count == 1)
{
// Game is over
var lastUnfinishingPlayerType = allPlayerTypes[0];
allPlayerTypes.RemoveAt(0);
playerDatas.FirstOrDefault(data => data.playerType == lastUnfinishingPlayerType).ranking = TotalPlayersInGame - allPlayerTypes.Count;
// Show Game Over panel
GameManager.OnGameStateChanged(GameState.GameOver);
return;
}
}
else
{
CanRollDiceAgain = true;
if (playerPawn.IsBotPlayer)
CheckDiceRollForBot();
else
{
SetCanRollDiceForUser(true);
UpdateResponseTimerForUser(currentPlayerMaxTime: currentPlayerTurnMaxTime, () => RollDiceForUser());
}
diceRollHandler.DiceView.SetDiceButtonInteraction(CanRollDiceAgain);
}
}
else
{
// activate here
TilesManager.RetrieveFinishingTileBasedOnIndex(currentPlayerTypeTurn, playerPawn.CurrentTileIndex).InitPlayerPawn(playerPawn, currentPlayerTypeTurn);
if (CheckForMaxDiceRollAttempt())
{
return;
}
if (CanRollDiceAgain)
{
SetCanRollDiceForUser(IsUsersTurn());
OnCanRollDiceAgain();
#if UNITY_EDITOR
ShowUpdatedPlayerCountOnTile(playerPawn);
#endif
}
else
SwitchPlayer();
}
}
},
index);
}
private void SetCanRollDiceForUser(bool state)
{
CanRollDiceForUser = state;
Debug.Log($"CAnRollDiceForUser: {CanRollDiceForUser}");
}
#if UNITY_EDITOR
private void ShowUpdatedPlayerCountOnTile(PlayerPawn playerPawn)
{
Tile tile = playerPawn.GetPlayerState() == PlayerState.InFinishingPath ?
TilesManager.RetrieveFinishingTileBasedOnIndex(playerPawn.PlayerType, playerPawn.CurrentTileIndex)
: TilesManager.RetrieveTileBasedOnIndex(playerPawn.CurrentTileIndex);
playerPawn.ShowPlayerCountCanvas(true);
int count = 0;
if (tile.IsSafeZone)
{
count = (tile as SafeTile).GetPlayerPawnsCountInTile(playerPawn.PlayerType);
}
else
{
count = tile.TotalPawnsInTile;
}
Debug.Log($"ShowUpdatedPlayerCountOnTile: {count}");
playerPawn.PlayerIndicatorCanvas.SetPlayerCount(count);
}
private void SetCurrentSelectedPointer()
{
var tempPos = playerBaseHandler.GetPlayerBase(currentPlayerTypeTurn).transform.position;
pointerDebug.position = new Vector3(tempPos.x, 3f, tempPos.z);
}
public void SetDisplayCountForAllAvailPlayers(bool state)
{
if (state)
{
availPlayersToMove.ForEach(pawn => ShowUpdatedPlayerCountOnTile(pawn));
}
else
{
availPlayersToMove.ForEach(pawn => pawn.ShowPlayerCountCanvas(false));
}
}
#endif
public void ResetTileDatasForPlayers()
{
// causes null ref cast exception while player is moving.
// foreach (PlayerData data in playerDatas)
// {
// var pawns = playerGameDatasDict[data.playerType].playerPawnsDict.Values;
//
// foreach (var pawn in pawns)
// {
// if (pawn.GetPlayerState() == PlayerState.InHome) continue;
//
// TilesManager.ResetTileData(pawn.PlayerType, pawn.CurrentTileIndex, pawn.GetPlayerState());
// }
// }
TilesManager.ResetTileDatas();
}
public void ResetData()
{
Debug.Log($"ResetOnSessionEnd()");
diceRollHandler.DiceView.ResetOnSessionEnd();
ResetGameRestartData();
currentPlayerTurnTimer?.KillTimer();
savedCurrentPlayerTurnTimerInst = null;
currentPlayerTurnTimer = null;
onGameResumed = null;
playerDatas = null;
allPlayerTypes = null;
playerGameDatasDict = null;
playerDatas = null;
availPlayersToMove = null;
botTypesInGame = null;
botRuntimeMovementData = null;
}
public void ResetGameRestartData()
{
currentPlayerTurnIndex = 0;
diceSixRollCounter = 0;
}
}