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74442fd498
@ -39,14 +39,27 @@ public class GameUIController : MonoBehaviour
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}
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public void OnClickSurrenderButton()
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{
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if (GameManager.Instance.CheckIsSinglePlay())
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{
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GameManager.Instance.SurrenderSinglePlay();
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}
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else
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{
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GameManager.Instance.panelManager.OpenConfirmPanel("항복 하시겠습니까?", () =>
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{
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_multiplayManager.RequestSurrender();
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});
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}
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}
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public void OnClickDrawRequestButton()
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{
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if (GameManager.Instance.CheckIsSinglePlay())
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{
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GameManager.Instance.DrawSinglePlay();
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}
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else
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{
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if (GameManager.Instance.GetRequestDrawChance())
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{
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@ -61,8 +74,18 @@ public class GameUIController : MonoBehaviour
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GameManager.Instance.panelManager.OpenConfirmPanel("무승부 요청이 제한돼있습니다.",()=>{});
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}
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}
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}
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public void OnClickRevengeRequestButton()
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{
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if (GameManager.Instance.CheckIsSinglePlay())
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{
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GameManager.Instance.panelManager.OpenConfirmPanel("상대방이 방을 나갔습니다.",() =>
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{
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});
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}
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else
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{
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GameManager.Instance.panelManager.OpenConfirmPanel("재대결 신청을\n하시겠습니까?", () =>
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{
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@ -70,6 +93,7 @@ public class GameUIController : MonoBehaviour
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_multiplayManager.RequestRevengeRequest();
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});
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}
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}
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public void OnClickSettingsButton()
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{
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@ -784,7 +784,7 @@ GameObject:
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- component: {fileID: 4247753812167816150}
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- component: {fileID: 1548693011522092544}
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m_Layer: 5
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m_Name: Retry Button
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m_Name: Draw Button
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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@ -11,9 +11,9 @@ public static class AIEvaluator
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// AI 패턴 점수
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public const float FIVE_IN_A_ROW = 100000f;
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public const float OPEN_FOUR = 15000f;
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public const float HALF_OPEN_FOUR = 5000f;
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public const float HALF_OPEN_FOUR = 6000f;
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public const float CLOSED_FOUR = 500f;
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public const float OPEN_THREE = 3000f;
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public const float OPEN_THREE = 3500f;
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public const float HALF_OPEN_THREE = 500f;
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public const float CLOSED_THREE = 50f;
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public const float OPEN_TWO = 100f;
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@ -23,13 +23,13 @@ public static class AIEvaluator
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public const float CLOSED_ONE = 1f;
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// 복합 패턴 점수
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public const float DOUBLE_THREE = 8000f;
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public const float DOUBLE_THREE = 9000f;
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public const float DOUBLE_FOUR = 12000f;
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public const float FOUR_THREE = 10000f;
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public const float FOUR_THREE = 11000f;
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// 위치 가중치 기본값
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public const float CENTER_WEIGHT = 1.2f;
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public const float EDGE_WEIGHT = 0.8f;
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public const float CENTER_WEIGHT = 1.3f;
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public const float EDGE_WEIGHT = 0.85f;
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}
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private static readonly int[][] Directions = AIConstants.Directions;
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@ -51,7 +51,7 @@ public static class AIEvaluator
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ai4Positions, player4Positions);
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// 2. 복합 패턴 평가
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score += EvaluateComplexPatterns(aiOpen3Positions, playerOpen3Positions, ai4Positions, player4Positions, aiPlayer);
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score += EvaluateComplexPatterns(aiOpen3Positions, playerOpen3Positions, ai4Positions, player4Positions);
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return score;
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}
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@ -153,8 +153,7 @@ public static class AIEvaluator
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List<(int row, int col, int[] dir)> aiOpen3Positions,
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List<(int row, int col, int[] dir)> playerOpen3Positions,
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List<(int row, int col, int[] dir)> ai4Positions,
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List<(int row, int col, int[] dir)> player4Positions,
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Enums.PlayerType aiPlayer)
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List<(int row, int col, int[] dir)> player4Positions)
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{
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float score = 0;
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@ -494,12 +493,12 @@ public static class AIEvaluator
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if (count >= 4)
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{
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normalScore = PatternScore.FIVE_IN_A_ROW / 8.5f;
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normalScore = PatternScore.FIVE_IN_A_ROW / 7.5f;
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}
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else if (count == 3)
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{
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// 일관된 분모 사용 (방어 가중치는 유지)
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normalScore = (openEnds == 2) ? PatternScore.OPEN_THREE / 1.3f :
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normalScore = (openEnds == 2) ? PatternScore.OPEN_THREE / 1.25f :
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(openEnds == 1) ? PatternScore.HALF_OPEN_THREE / 3.2f :
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PatternScore.CLOSED_THREE / 4.2f;
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}
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@ -562,7 +561,7 @@ public static class AIEvaluator
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if (!AreParallelDirections(openThrees[i].dir, openThrees[j].dir))
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{
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float threeThreeScore = PatternScore.DOUBLE_THREE / 4; // 복합 패턴 가중치
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score += isAI ? threeThreeScore * 1.1f : threeThreeScore * 1.3f;
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score += isAI ? threeThreeScore * 1.2f : threeThreeScore * 1.3f;
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break;
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}
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}
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@ -579,7 +578,7 @@ public static class AIEvaluator
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if (!AreParallelDirections(fours[i].dir, fours[j].dir))
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{
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float fourFourScore = PatternScore.DOUBLE_FOUR / 4;
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score += isAI ? fourFourScore * 1.2f : fourFourScore * 1.5f;
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score += isAI ? fourFourScore * 1.3f : fourFourScore * 1.7f;
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break;
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}
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}
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@ -590,7 +589,7 @@ public static class AIEvaluator
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if (fours.Count > 0 && openThrees.Count > 0)
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{
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float fourThreeScore = PatternScore.FOUR_THREE / 4;
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score += isAI ? fourThreeScore * 1.1f : fourThreeScore * 1.4f;
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score += isAI ? fourThreeScore * 1.1f : fourThreeScore * 1.6f;
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}
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return score;
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@ -360,7 +360,7 @@ public static class MiniMaxAIController
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var (count, _) = CountStones(board, row, col, dir, player, isSavedCache);
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// 자기 자신 포함하여 5개 이상일 시 true 반환
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if (count + 1 == WIN_COUNT)
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if (count + 1 >= WIN_COUNT)
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return true;
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}
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@ -145,6 +145,7 @@ public partial class GameLogic : IDisposable
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break;
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case Constants.MultiplayManagerState.ReceiveDrawRequest:
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Debug.Log("상대방의 무승부 요청 들어옴");
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TimerPause();
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ExecuteOnMainThread(() =>
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{
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GameManager.Instance.panelManager.OpenDrawConfirmPanel("무승부 요청을 승낙하시겠습니까?", () =>
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@ -160,6 +161,7 @@ public partial class GameLogic : IDisposable
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break;
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case Constants.MultiplayManagerState.DrawRequestSent:
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Debug.Log("무승부 요청 전송 완료");
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TimerPause();
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break;
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case Constants.MultiplayManagerState.DrawAccepted:
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Debug.Log("무승부 요청이 승낙이 들어옴");
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@ -174,6 +176,7 @@ public partial class GameLogic : IDisposable
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break;
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case Constants.MultiplayManagerState.DrawRejected:
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Debug.Log("무승부 요청이 거부가 들어옴");
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TimerUnpause();
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ExecuteOnMainThread(() =>
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{
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GameManager.Instance.panelManager.OpenConfirmPanel("무승부 요청을 거부하였습니다.", () => { });
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@ -181,7 +184,7 @@ public partial class GameLogic : IDisposable
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break;
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case Constants.MultiplayManagerState.DrawRejectionConfirmed:
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Debug.Log("무승부 요청 거부 완료");
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TimerUnpause();
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break;
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case Constants.MultiplayManagerState.ReceiveTimeout:
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Debug.Log("상대방이 타임 아웃 됨");
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@ -484,6 +487,7 @@ public partial class GameLogic : IDisposable
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// 기존 멀티플레이 상태 초기화
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MultiPlayManager = null;
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_roomId = null;
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GameType = Enums.GameType.SinglePlay;
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// 싱글 플레이 상태로 변경
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InitializeSinglePlayMode();
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@ -540,6 +544,12 @@ public partial class GameLogic : IDisposable
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return AI_NAMIES[index];
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}
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// 타이머 일시정지
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private void TimerPause() => FioTimer.PauseTimer();
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// 타이머 일시정지 해제
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private void TimerUnpause() => FioTimer.StartTimer();
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#endregion
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public void Dispose()
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@ -132,6 +132,27 @@ public class GameManager : Singleton<GameManager>
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_gameLogic.RequestDrawChance = false;
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}
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public bool CheckIsSinglePlay()
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{
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if (_gameLogic == null) return false;
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return _gameLogic.GameType == Enums.GameType.SinglePlay;
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}
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public void SurrenderSinglePlay()
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{
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if(_gameLogic == null) return;
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panelManager.OpenEffectPanel(Enums.GameResult.Lose);
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_gameLogic.EndGame(Enums.GameResult.Lose);
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}
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public void DrawSinglePlay()
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{
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if(_gameLogic == null) return;
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panelManager.OpenEffectPanel(Enums.GameResult.Draw);
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_gameLogic.EndGame(Enums.GameResult.Draw);
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}
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private void OnApplicationQuit()
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{
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Debug.Log("앱 종료 감지: 소켓 연결 정리 중...");
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@ -7,7 +7,7 @@
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}
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// 특정 방향으로 같은 돌 개수와 열린 끝 개수를 계산하는 함수
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private (int count, int openEnds) CountStones(
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public static (int count, int openEnds) CountStones(
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Enums.PlayerType[,] board, int row, int col, int[] direction, Enums.PlayerType player)
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{
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int size = board.GetLength(0);
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@ -73,15 +73,20 @@ public class RenjuForbiddenMoveDetector : ForbiddenDetectorBase
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// 금수 위치에서 5목이 가능할 경우 해당 위치는 금수 표기 X
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private List<Vector2Int> CheckHasFiveStones(Enums.PlayerType[,] board, List<Vector2Int> forbiddenMoves)
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{
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int[][] directions = AIConstants.Directions;
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// 리스트를 수정하는 동안 오류를 방지하기 위해 뒤에서부터 반복
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for (int i = forbiddenMoves.Count - 1; i >= 0; i--)
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{
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int row = forbiddenMoves[i].x;
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int col = forbiddenMoves[i].y;
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// 해당 위치에서 승리(5목)이 가능하면 금수 표기 X
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if (OmokAI.Instance.CheckGameWin(Enums.PlayerType.PlayerA, board, row, col))
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foreach (var dir in directions)
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{
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var (count, _) = GameLogic.CountStones(board, row, col, dir, Enums.PlayerType.PlayerA);
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// 해당 위치에서 승리(5목)이 가능하면 금수 표기 X
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if (count + 1 == 5)
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forbiddenMoves.RemoveAt(i);
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}
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}
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