Ludo-3D/Assets/Scripts/Gameplay/GameplayManager.cs

951 lines
38 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using DG.Tweening;
using TMPro;
using UnityEngine;
public enum PlayerType
{
Player1 = 0,
Player2 = 1,
Player3 = 2,
Player4 = 3
}
[System.Serializable]
public class PlayerGameData
{
public PlayerType playerType;
public int startIndex;
public int endIndex;
public Transform playersParent;
public Dictionary<int, PlayerPawn> playerPawnsDict;
public int totalPawnsInHome = 0;
public int totalPawnsFinished = 0;
}
[System.Serializable]
public enum MatchType
{
PVP,
Bot
}
public enum BotMove
{
FinishingPathMove = 0,
SafeMove = 1,
AttackMove = 2,
NormalMove = 3,
NoMoves = 4
}
public class GameplayManager : MonoBehaviour, IBase, IBootLoader, IDataLoader
{
[SerializeField] DiceRollHandler diceRollHandler;
[SerializeField] private int diceValue = 0;
[SerializeField] private TextMeshProUGUI diceText;
[SerializeField] private Transform pointerDebug;
[SerializeField] private MeshRenderer pointerMeshRend;
[SerializeField] private Material turnMat;
[SerializeField] private Material selectMat;
[SerializeField] private PlayerGameData[] playerGameDatas;
[SerializeField] private PlayerBaseHandler playerBaseHandler;
private PlayerType currentPlayerTypeTurn;
private int currentPlayerTurnIndex = 0;
private List<PlayerType> allPlayerTypes = new List<PlayerType>();
private List<PlayerType> botTypesInGame = new List<PlayerType>();
private List<PlayerType> playerRankings = new List<PlayerType>();
// private Dictionary<PlayerTypes, > playerPawnsDict = new Dictionary<PlayerTypes, List<PlayerPawn>>();
private Dictionary<PlayerType, PlayerGameData> playerGameDatasDict = new Dictionary<PlayerType, PlayerGameData>();
// botRuntimeMovementData: where can the bot move if a particular dice value is thrown, and based on the value set the bot move for each using a predictive approach and select based on the the priority
private Dictionary<PlayerType, Dictionary<int, BotMove>> botRuntimeMovementData = new Dictionary<PlayerType, Dictionary<int, BotMove>>();
private TilesManager tilesManager;
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> availPlayers = new List<PlayerPawn>();
private bool canSwitchPlayer = false;
public bool CanRollDice
{
get; private set;
}
public List<PlayerType> PlayerTypesCollection => allPlayerTypes;
public void Initialize()
{
InterfaceManager.Instance?.RegisterInterface<GameplayManager>(this);
DOTween.useSafeMode = false;
}
public void InitializeData()
{
tilesManager = InterfaceManager.Instance.GetInterfaceInstance<TilesManager>();
CanRollDice = true;
// initialize the player list from UI.
// InitPlayerTypesForLAN(null);
InitPlayerTypesForBotMatch(PlayerType.Player1, 3);
}
// TODO :: Call when the UI selection is made and game starts
public void InitPlayerTypesForLAN(List<PlayerType> types)
{
// 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();
}
public void InitPlayerTypesForBotMatch(PlayerType selectedPlayerType, int botCount)
{
botTypesInGame.Clear();
allPlayerTypes.Clear();
AssignBotTypes(selectedPlayerType, botCount);
allPlayerTypes.Add(selectedPlayerType);
allPlayerTypes.AddRange(botTypesInGame);
playerBaseHandler.InitPlayerTypes(allPlayerTypes);
InitCurrentGamePlayerInfo();
InitBotRuntimeData();
AssignPlayerAndBotStates(selectedPlayerType);
}
private void InitBotRuntimeData()
{
botRuntimeMovementData.Clear();
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);
}
}
}
// TODO :: Call based on 2P/3P/4P
public void InitCurrentGamePlayerInfo()
{
currentPlayerTypeTurn = allPlayerTypes[currentPlayerTurnIndex];
// initialize the board based on the player types
foreach (PlayerGameData playerGameData in playerGameDatas)
{
if (!allPlayerTypes.Contains(playerGameData.playerType))
continue;
Debug.Log($"playerGameData.playerType: {playerGameData.playerType}");
playerGameDatasDict.Add(playerGameData.playerType, playerGameData);
playerGameDatasDict[playerGameData.playerType].playerPawnsDict = new Dictionary<int, PlayerPawn>();
foreach (Transform playerPawnChild in playerGameData.playersParent)
{
if (!playerPawnChild.gameObject.activeInHierarchy) continue;
var pawn = playerPawnChild.GetComponent<PlayerPawn>();
playerGameDatasDict[playerGameData.playerType].playerPawnsDict.Add(pawn.PlayerId, pawn);
}
playerGameDatasDict[playerGameData.playerType].totalPawnsInHome = playerGameDatasDict[playerGameData.playerType].playerPawnsDict.Count;
}
}
public void EnablePlayerSelectionStates(bool state)
{
foreach (var playerPawn in playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict)
{
if (playerPawn.Value.GetPlayerState() == PlayerState.InFinishingPath) continue;
playerPawn.Value.SetPlayerSelectionState(state);
}
}
public void OnDiceInteracted()
{
diceRollHandler.HandleDiceView();
}
public void RollDiceForPlayer(int rolledVal)
{
OnDiceRolled(rolledVal);
OnNoMovesLeft();
}
// Summary :: Function will be called and effective when a dice is rolled and no selection of pawns is made.
private void OnNoMovesLeft()
{
if (canSwitchPlayer && !CanRollDiceAgain)
{
Debug.Log($"Switching player");
SwitchPlayer();
SetCanRollDiceForUser(true);
}
}
private bool CheckForMaxDiceRollAttempt()
{
if (diceSixRollCounter == 3)
{
CanRollDiceAgain = false;
SwitchPlayer();
return true;
}
return false;
}
private void RollDiceForBot()
{
Debug.Log($"CallTest: RollDiceForBot");
// OnDiceRolled(diceValue == 0 ? UnityEngine.Random.Range(1, Ludo_3D_Constants.Max_Dice_Rolls + 1) : diceValue);
OnDiceRolled(diceValue == 0 ? UnityEngine.Random.Range(1, Ludo_3D_Constants.Max_Dice_Rolls + 1) : diceValue);
SelectPawnFromBotBase();
OnNoMovesLeft();
}
// TODO :: Call right after the dice is rolled with the animation
// What happens when you get a 6
private void SelectPawnFromBotBase()
{
if (canSwitchPlayer || availPlayers.Count() < 1 && !CanRollDiceAgain || !botTypesInGame.Contains(currentPlayerTypeTurn)) return; // Have a better check here
Debug.Log($"CallTest: SelectPawnFromBotBase: {currentPlayerTypeTurn}");
var botPawnsDictForCurrentPlayer = botRuntimeMovementData[currentPlayerTypeTurn]; // set the data inside this dict
// check the data from the playerGameDataDict
// change playerPawnsDict to list
// only select the pawns that are active
// if no pawns have left the home select the first pawn inside the base should be selected
int savedPlayerId = -1;
PlayerPawn pawn = null;
Debug.Log($"SelectPawnFromBotBase: availPlayers.Count(): {availPlayers.Count()}, CanRollDiceAgain: {CanRollDiceAgain}");
if (playerGameDatasDict[currentPlayerTypeTurn].totalPawnsInHome == 0)
{
InitActivePlayers();
}
if (availPlayers.Count() < 1 && CanRollDiceAgain) // got a 6 roll value
{
pawn = playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Values.FirstOrDefault(pawn => pawn.GetPlayerState() == PlayerState.InHome);
Debug.Log($"SelectedPawn: {pawn.name}");
OnPawnSelected(pawn);
return;
}
// TODO :: Double check
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;
int lastIndex = tilesManager.GetGeneralTilesLength() - 1;
int index = possibleLandingIndex > lastIndex ? possibleLandingIndex - lastIndex - 1 : possibleLandingIndex;
Tile possibleTileData = tilesManager.RetrieveTileBasedOnIndex(index);
Debug.Log($"AI playerPawn :: {playerPawn.name} :: state: {playerPawn.GetPlayerState()}, possibleLandingIndex: {possibleLandingIndex > playerGameDatasDict[currentPlayerTypeTurn].endIndex}");
Debug.Log($"AI playerPawn :: {playerPawn.name} :: possibleTileData.IsSafeZone: {possibleTileData.IsSafeZone}");
Debug.Log($"AI playerPawn :: {playerPawn.name} :: possibleTileData.PlayerPawn: {possibleTileData.HasPawnsAvailable}");
if (playerPawn.GetPlayerState() == PlayerState.InFinishingPath || possibleLandingIndex > playerGameDatasDict[currentPlayerTypeTurn].endIndex)
{
Debug.Log($"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)
{
Debug.Log($"AI playerPawn :: {playerPawn.name} :: {playerPawn.PlayerId} :: safeMove");
botPawnsDictForCurrentPlayer[playerPawn.PlayerId] = BotMove.SafeMove;
}
else if (possibleTileData.HasPawnsAvailable)
{
Debug.Log($"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");
}
}
Debug.Log($"AI playerPawn :: {pawn.name} :: SelectedPawn: {pawn.name}");
OnPawnSelected(pawn);
void InitPawnBasedOnState(BotMove botMove)
{
InitPlayerIdsBasedOnState((val) => val == botMove);
ReturnPlayerWithMaxSteps(ref savedPlayerId);
pawn = playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict[savedPlayerId];
}
void InitPlayerIdsBasedOnState(Predicate<BotMove> state)
{
foreach (var botPair in botPawnsDictForCurrentPlayer)
if (state.Invoke(botPair.Value))
playerIds.Add(botPair.Key);
}
void ReturnPlayerWithMaxSteps(ref int savedPlayerId)
{
int maxStepsTaken = -999;
foreach (var id in playerIds)
{
if (playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict[id].StepsTaken > maxStepsTaken)
{
maxStepsTaken = playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict[id].StepsTaken;
savedPlayerId = id;
}
}
}
}
public void OnDiceRolled(int rolledVal)
{
SetCanRollDiceForUser(false);
// add core dice logic here
Debug.Log($"Tile Index :: LUDO :: rolledVal: {rolledVal} :: {currentPlayerTypeTurn}");
diceRolledValue = rolledVal;
diceText.text = $"{diceRolledValue}";
availPlayers.Clear();
if (rolledVal == Ludo_3D_Constants.Max_Dice_Rolls)
{
canSwitchPlayer = false;
// provide option to select a pawn from the list
// also play a simple animation before selecting
CanRollDiceAgain = true;
diceSixRollCounter++;
pointerMeshRend.material = selectMat;
foreach (var playerPawn in playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict)
if (playerPawn.Value.GetPlayerState() == PlayerState.InFinishingPath)
playerPawn.Value.SetPlayerSelectionState(false);
Debug.Log($"### AreAllPawnsInFinishingPath");
if (AreAllPawnsInFinishingPath())
{
SetCanRollDiceForUser(true);
return;
}
Debug.Log($"### EnablePlayerSelectionStates");
EnablePlayerSelectionStates(true);
// pointerMeshRend.materials[0] = selectMat;
}
else // if there are any other pawns that are in safe or moving state
{
// for player's logic
InitActivePlayers();
int customAvailPlayers = availPlayers.Count();
Debug.Log($"before CustomAvailablePlayers: {customAvailPlayers}");
List<int> indexesToRemove = new List<int>();
for (int i = 0; i < availPlayers.Count; i++)
{
Debug.Log($"## playerPawn.GetPlayerState(): {availPlayers[i].GetPlayerState()}");
if (availPlayers[i].GetPlayerState() == PlayerState.InFinishingPath)
{
Debug.Log($"diceRolledValue: {diceRolledValue}, FinishingDataLen: {tilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn)}, playerPawn.CurrentTileIndex: {availPlayers[i].CurrentTileIndex}");
if (diceRolledValue <= tilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn) - (availPlayers[i].CurrentTileIndex + 1))
{
availPlayers[i].SetPlayerSelectionState(true);
}
else
{
indexesToRemove.Add(i);
availPlayers[i].SetPlayerSelectionState(false);
customAvailPlayers--;
}
continue;
}
availPlayers[i].SetPlayerSelectionState(true);
}
foreach (int i in indexesToRemove) availPlayers.RemoveAt(i);
// if (availPlayers.Count() < 1)
Debug.Log($"CustomAvailablePlayers: {customAvailPlayers}");
canSwitchPlayer = customAvailPlayers < 1;
CanRollDiceAgain = false;
}
Debug.Log($"CanRollDiceAgain: {CanRollDiceAgain}, canSwitchPlayer: {canSwitchPlayer}");
}
private void InitActivePlayers()
{
availPlayers = 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)
{
playerGameDatasDict[playerPawn.PlayerType].playerPawnsDict[playerPawn.PlayerId] = playerPawn;
playerGameDatasDict[playerPawn.PlayerType].playerPawnsDict[playerPawn.PlayerId].SetPlayerState(playerState);
playerPawn.SetPlayerState(playerState);
}
private void CheckDiceRollForBot(PlayerPawn playerPawn)
{
if (CanRollDiceAgain)
RollDiceForBot();
}
public void OnPawnSelected(PlayerPawn playerPawn)
{
EnablePlayerSelectionStates(false);
PlayerGameData playerGameData = playerGameDatasDict[currentPlayerTypeTurn];
Debug.Log($"playerPawn.GetPlayerState(): {playerPawn.GetPlayerState()}");
if (playerPawn.GetPlayerState() == PlayerState.InHome)
{
Tile targetTile = tilesManager.RetrieveTileBasedOnIndex(playerGameData.startIndex);
playerPawn.MoveToTile(
GetAndInitPositionInsideSafeZone(playerPawn, targetTile),
onComplete: () =>
{
playerGameDatasDict[playerGameData.playerType].totalPawnsInHome--;
UpdatePlayerState(playerPawn, PlayerState.InSafeZone);
if (CheckForMaxDiceRollAttempt())
{
return;
}
if (playerPawn.IsBotPlayer)
CheckDiceRollForBot(playerPawn);
else
SetCanRollDiceForUser(true);
}, playerGameData.startIndex);
return;
}
else if (playerPawn.GetPlayerState() == PlayerState.InFinishingPath)
{
ApplyFinishingPathLogic(playerPawn);
}
else if (playerPawn.CurrentTileIndex == playerGameDatasDict[currentPlayerTypeTurn].endIndex)
{
tilesManager.RetrieveTileBasedOnIndex(playerPawn.CurrentTileIndex).ResetPlayerPawn(playerPawn);
ApplyFinishingPathLogic(playerPawn);
}
else if (playerPawn.GetPlayerState() == PlayerState.InSafeZone || playerPawn.GetPlayerState() == PlayerState.Moving)
{
// move based on the dice value
Debug.Log($"Tile Index :: currentTileIndex: {playerPawn.CurrentTileIndex}");
int nextTileIdx = GetNextGeneralTileIndex(playerPawn);
int targetIdx = playerPawn.CurrentTileIndex + diceRolledValue;
if (nextTileIdx == 0)
targetIdx = (targetIdx - playerPawn.CurrentTileIndex) - 1;
Tile currentSittingTile = tilesManager.RetrieveTileBasedOnIndex(playerPawn.CurrentTileIndex);
if (currentSittingTile.IsSafeZone)
{
SafeTile safeTile = (SafeTile)currentSittingTile;
safeTile.UpdateSafeZonePlayerData(currentPlayerTypeTurn, playerPawn);
if (safeTile.PlayerTypesCount == 1)
{
PlayerType playerType = safeTile.GetFirstPlayerType();
var playerPawns = safeTile.GetPlayerPawns(playerType);
foreach (var pawn in playerPawns)
pawn.MoveToCustomTilePosition(safeTile.CenterPlacementPosition);
}
}
else
{
currentSittingTile.ResetPlayerPawn(playerPawn);
}
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($"TargetIdx: {targetIdx}, finishingPathIndex: {finishingPathIndex}");
MoveThroughFinishingPath(playerPawn, finishingPathIndex, targetIdx);
}
public int GetNextGeneralTileIndex(PlayerPawn playerPawn)
{
return playerPawn.CurrentTileIndex == tilesManager.GetGeneralTilesLength() - 1 ? 0 : playerPawn.CurrentTileIndex + 1;
}
private int GetNextFinishingTileIndex(PlayerPawn playerPawn)
{
return playerPawn.CurrentTileIndex > tilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn) - 1 ? 0 : playerPawn.CurrentTileIndex + 1;
}
private void SwitchPlayer(PlayerPawn playerPawn = null)
{
Debug.Log($"CallTest: SwitchPlayer");
if (!CanRollDiceAgain)
{
Debug.Log($"currentPlayerTurn: {currentPlayerTypeTurn}");
Debug.Log($"currentPlayerTurnIndex: {currentPlayerTurnIndex}");
if (allPlayerTypes.Count == 1)
{
Debug.LogError($"GAME IS OVER");
return;
}
if (currentPlayerTypeTurn == allPlayerTypes[allPlayerTypes.Count - 1])
{
currentPlayerTurnIndex = 0;
currentPlayerTypeTurn = allPlayerTypes[currentPlayerTurnIndex];
}
else
{
currentPlayerTurnIndex++;
currentPlayerTypeTurn = allPlayerTypes[currentPlayerTurnIndex];
}
diceSixRollCounter = 0;
diceText.text = $"{0}";
}
SetCanRollDiceForUser(!botTypesInGame.Contains(currentPlayerTypeTurn));
Debug.Log($"CurrentPlayerTurn: {currentPlayerTypeTurn}");
var tempPos = playerBaseHandler.GetPlayerBase(currentPlayerTypeTurn).transform.position;
pointerDebug.position = new Vector3(tempPos.x, 3f, tempPos.z);
pointerMeshRend.material = turnMat;
// pointerMeshRend.materials[0] = turnMat;
if (playerPawn)
UpdatePlayerState(playerPawn, tilesManager.RetrieveTileBasedOnIndex(playerPawn.CurrentTileIndex).IsSafeZone ? PlayerState.InSafeZone : PlayerState.Moving);
Debug.Log($"botTypesInGame.Contains(currentPlayerTypeTurn): {botTypesInGame.Contains(currentPlayerTypeTurn)}");
if (botTypesInGame.Contains(currentPlayerTypeTurn)) // TODO :: Double check calling of the function
{
Debug.Log($"Invoking RollDiceForBot");
Invoke(nameof(RollDiceForBot), 1f);
}
}
private void MoveThroughTiles(PlayerPawn playerPawn, int index, int targetIndex)
{
Tile nextTile = tilesManager.RetrieveTileBasedOnIndex(index);
Vector3 targetPosition = nextTile.CenterPlacementPosition;
Debug.Log($"Tile Index :: nextIndex: {index}, targetIndex: {targetIndex}, nextTileName: {nextTile.name}");
if (index == targetIndex) // if the target index is the safe zone only then apply the logic for rearranging pawns
{
Tile targetTile = tilesManager.RetrieveTileBasedOnIndex(targetIndex);
if (targetTile.IsSafeZone)
{
targetPosition = GetAndInitPositionInsideSafeZone(playerPawn, targetTile);
}
}
Debug.Log($"tile targetPosition: {targetPosition}");
playerPawn.MoveToTile(
targetPosition,
onComplete: () =>
{
diceRolledValue--;
Debug.Log($"DiceRolledValue: {diceRolledValue}");
if (diceRolledValue > 0)
{
int nextTileIndex = GetNextGeneralTileIndex(playerPawn);
Debug.Log($"currentTileIndex: {playerPawn.CurrentTileIndex}, nextTileIndex: {nextTileIndex}, targetIndex: {targetIndex}");
if (playerPawn.GetPlayerState() == PlayerState.InFinishingPath || index == playerGameDatasDict[currentPlayerTypeTurn].endIndex)
{
// MoveThroughTiles(playerPawn, index, targetIndex);
Debug.Log($"TargetIdx: {targetIndex - index}");
MoveThroughFinishingPath(playerPawn, 0, targetIndex - index);
}
else if (nextTileIndex <= targetIndex)
{
if (nextTileIndex == 0)
targetIndex = (targetIndex - playerPawn.CurrentTileIndex) - 1;
MoveThroughTiles(playerPawn, nextTileIndex, targetIndex);
}
}
else
{
// TODO :: Improve this logic, use a collection
Debug.Log($"nextTile.IsSafeZone: {nextTile.IsSafeZone}");
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($"nextTile.TotalPawnsInTile: {nextTile.TotalPawnsInTile}");
// play animation for moving back to base.
// TODO :: Send existing pawn back to base.
// means there's already a pawn there, move him back to the base.
int counter = nextTile.TotalPawnsInTile;
for (int i = counter; i > 0; i--)
{
var pawn = nextTile.GetPlayerPawn();
Debug.Log($"pawn: {pawn}");
Debug.Log($"playerBase: {playerBaseHandler}");
var playerBasePos = playerBaseHandler.GetPlayerBase(pawn.PlayerType)
.GetBasePlacementDataPosition(pawn.PlayerId - 1);
Debug.Log($"playerBasePos: {playerBasePos}");
playerGameDatasDict[pawn.PlayerType].totalPawnsInHome++;
pawn.MoveBackToHome(playerBasePos);
}
if (CheckForMaxDiceRollAttempt())
{
nextTile.InitPlayerPawn(playerPawn, currentPlayerTypeTurn);
return;
}
CanRollDiceAgain = true;
if (playerPawn.IsBotPlayer)
CheckDiceRollForBot(playerPawn);
else
SetCanRollDiceForUser(true);
}
nextTile.InitPlayerPawn(playerPawn, currentPlayerTypeTurn);
if (CheckForMaxDiceRollAttempt())
{
return;
}
}
else
{
if (CheckForMaxDiceRollAttempt())
{
return;
}
}
SwitchPlayer(playerPawn);
if (!CanRollDiceAgain)
{
SetCanRollDiceForUser(true);
}
}
},
index);
}
private Vector3 GetAndInitPositionInsideSafeZone(PlayerPawn playerPawn, Tile targetTile)
{
Vector3 targetPosition;
SafeTile targetSafeTile = (SafeTile)targetTile;
Debug.Log($"targetSafeTile.PlayerTypesCount: {targetSafeTile.PlayerTypesCount}");
if (targetSafeTile.PlayerTypesCount == 1)
{
Debug.Log($"targetSafeTile.ContainsPlayerType(currentPlayerTypeTurn): {targetSafeTile.ContainsPlayerType(currentPlayerTypeTurn)}");
if (!targetSafeTile.ContainsPlayerType(currentPlayerTypeTurn)) // means it is a new player type, the second one
{
PlayerType initialPlayerType = targetSafeTile.GetFirstPlayerType();
// rearrange already existing player from center position to it's saved transform
var playerPawns = targetSafeTile.GetPlayerPawns(initialPlayerType);
foreach (var pawn in playerPawns)
{
var placementPoint = targetSafeTile.GetPlacementPoint(initialPlayerType);
pawn.MoveToCustomTilePosition(placementPoint.position);
}
targetSafeTile.InitPlayerPawn(playerPawn, currentPlayerTypeTurn);
targetPosition = targetSafeTile.GetPlacementPoint(currentPlayerTypeTurn).position;
}
else
{
targetSafeTile.InitPlayerPawn(playerPawn, currentPlayerTypeTurn);
targetPosition = targetTile.CenterPlacementPosition;
}
}
else
{
// TODO :: Check the data if it's consistent
Debug.Log($"targetSafeTile.ContainsPlayerType(currentPlayerTypeTurn): {targetSafeTile.ContainsPlayerType(currentPlayerTypeTurn)}");
if (!targetSafeTile.ContainsPlayerType(currentPlayerTypeTurn))
{
Debug.Log($"targetSafeTile.PlayerTypesCount: {targetSafeTile.PlayerTypesCount}");
if (targetSafeTile.PlayerTypesCount < 1) // he is the only player that is being added to the safe zone
{
targetSafeTile.InitPlayerPawn(playerPawn, currentPlayerTypeTurn);
targetPosition = targetTile.CenterPlacementPosition;
}
else
{
targetSafeTile.InitPlayerPawn(playerPawn, currentPlayerTypeTurn);
targetPosition = targetSafeTile.GetPlacementPoint(currentPlayerTypeTurn).position;
}
}
else
{
targetSafeTile.InitPlayerPawn(playerPawn, currentPlayerTypeTurn);
targetPosition = targetSafeTile.GetPlacementPoint(currentPlayerTypeTurn).position;
}
}
return targetPosition;
}
private void MoveThroughFinishingPath(PlayerPawn playerPawn, int index, int targetIndex)
{
UpdatePlayerState(playerPawn, PlayerState.InFinishingPath);
playerPawn.MoveToTile(
tilesManager.RetrievePositionForFinishingTile(currentPlayerTypeTurn, index).position,
onComplete: () =>
{
diceRolledValue--;
Debug.Log($"DiceRolledValue: {diceRolledValue}");
if (diceRolledValue > 0)
{
int tileIndex = GetNextFinishingTileIndex(playerPawn);
Debug.Log($"tileIndex: {tileIndex}, targetIndex: {targetIndex}");
if (tileIndex <= targetIndex)
{
// MoveThroughTiles(playerPawn, index, targetIndex);
MoveThroughFinishingPath(playerPawn, tileIndex, targetIndex);
}
}
else
{
Debug.Log($"CurrentTileIndex: {playerPawn.CurrentTileIndex} == lastIndex: {tilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn) - 1}");
if (playerPawn.CurrentTileIndex == tilesManager.GetFinishingTileDataLength(currentPlayerTypeTurn) - 1)
{
UpdatePlayerState(playerPawn, PlayerState.HasFinished);
playerGameDatasDict[currentPlayerTypeTurn].totalPawnsFinished++;
Debug.Log($"totalPawnsFinished: {playerGameDatasDict[currentPlayerTypeTurn].totalPawnsFinished}, playerPawnsDict.Count: {playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Count}");
if (playerGameDatasDict[currentPlayerTypeTurn].totalPawnsFinished == playerGameDatasDict[currentPlayerTypeTurn].playerPawnsDict.Count)
{
CanRollDiceAgain = false;
if (allPlayerTypes.Contains(currentPlayerTypeTurn))
{
playerRankings.Add(currentPlayerTypeTurn);
allPlayerTypes.Remove(currentPlayerTypeTurn);
}
if (allPlayerTypes.Count == 1)
{
// Game is over
playerRankings.Add(allPlayerTypes[0]);
allPlayerTypes.Remove(0);
// Show Game Over panel
return;
}
SwitchPlayer();
Debug.Log($"PlayerTypes: {allPlayerTypes.Count}");
}
else
{
CanRollDiceAgain = true;
if (playerPawn.IsBotPlayer)
CheckDiceRollForBot(playerPawn);
}
}
else
{
if (CheckForMaxDiceRollAttempt())
{
SetCanRollDiceForUser(true);
return;
}
SwitchPlayer();
}
SetCanRollDiceForUser(true);
}
},
index);
}
private void SetCanRollDiceForUser(bool state)
{
// if (botTypesInGame.Contains(playerType)) return;
CanRollDice = state;
}
}