using System; using System.Collections; using System.Collections.Generic; using UnityEngine; public abstract class BasePlayerState { public abstract void OnEnter(GameLogic gameLogic); public abstract void OnExit(GameLogic gameLogic); public abstract void HandleMove(GameLogic gameLogic, int row, int col); public abstract void HandleNextTurn(GameLogic gameLogic); public void ProcessMove(GameLogic gameLogic, Enums.PlayerType playerType, int row, int col) { gameLogic.fioTimer.PauseTimer(); gameLogic.SetNewBoardValue(playerType, row, col); if (gameLogic.CheckGameWin(playerType, row, col)) { GameManager.Instance.OpenConfirmPanel($"Game Over: {playerType} Win",() =>{}); gameLogic.EndGame(); } else { //TODO: 무승부 확인 HandleNextTurn(gameLogic); } } } public class PlayerState : BasePlayerState { private Enums.PlayerType _playerType; private bool _isFirstPlayer; public PlayerState(bool isFirstPlayer) { _isFirstPlayer = isFirstPlayer; _playerType = isFirstPlayer ? Enums.PlayerType.PlayerA : Enums.PlayerType.PlayerB; } public override void OnEnter(GameLogic gameLogic) { gameLogic.fioTimer.StartTimer(); //TODO: 첫번째 플레이어면 렌주 룰 확인 gameLogic.currentTurn = _playerType; gameLogic.stoneController.OnStoneClickedDelegate = (row, col) => { HandleMove(gameLogic, row, col); }; } public override void OnExit(GameLogic gameLogic) { //TODO: 렌주 룰 금수자리 초기화 gameLogic.fioTimer.InitTimer(); gameLogic.stoneController.OnStoneClickedDelegate = null; } public override void HandleMove(GameLogic gameLogic, int row, int col) { gameLogic.SetStoneSelectedState(row, col); } public override void HandleNextTurn(GameLogic gameLogic) { if (_isFirstPlayer) { gameLogic.SetState(gameLogic.secondPlayerState); } else { gameLogic.SetState(gameLogic.firstPlayerState); } } } public class AIState: BasePlayerState { public override void OnEnter(GameLogic gameLogic) { gameLogic.fioTimer.StartTimer(); //TODO: AI이식 } public override void OnExit(GameLogic gameLogic) { gameLogic.fioTimer.InitTimer(); } public override void HandleMove(GameLogic gameLogic, int row, int col) { ProcessMove(gameLogic, Enums.PlayerType.PlayerB,row, col); } public override void HandleNextTurn(GameLogic gameLogic) { gameLogic.SetState(gameLogic.firstPlayerState); } } public class MultiPlayerState: BasePlayerState { public override void OnEnter(GameLogic gameLogic) { gameLogic.fioTimer.StartTimer(); } public override void OnExit(GameLogic gameLogic) { gameLogic.fioTimer.InitTimer(); } public override void HandleMove(GameLogic gameLogic, int row, int col) { } public override void HandleNextTurn(GameLogic gameLogic) { } } public class GameLogic : MonoBehaviour { private Enums.PlayerType[,] _board; public StoneController stoneController; public Enums.PlayerType currentTurn; public Enums.GameType gameType; public BasePlayerState firstPlayerState; public BasePlayerState secondPlayerState; private BasePlayerState _currentPlayerState; public FioTimer fioTimer; private const int WIN_COUNT = 5; //선택된 좌표 public int selectedRow; public int selectedCol; //마지막 배치된 좌표 private int _lastRow; private int _lastCol; private static int[][] _directions = new int[][] { new int[] {1, 0}, // 수직 new int[] {0, 1}, // 수평 new int[] {1, 1}, // 대각선 ↘ ↖ new int[] {1, -1} // 대각선 ↙ ↗ }; public GameLogic(StoneController stoneController, Enums.GameType gameType, FioTimer fioTimer = null) { //보드 초기화 _board = new Enums.PlayerType[15, 15]; this.stoneController = stoneController; this.gameType = gameType; selectedRow = -1; selectedCol = -1; _lastRow = -1; _lastCol = -1; //timer 초기화 if (fioTimer != null) { this.fioTimer = fioTimer; this.fioTimer.InitTimer(); //timer 시간초과시 진행 함수 this.fioTimer.OnTimeout = () => { if (currentTurn == Enums.PlayerType.PlayerA) { GameManager.Instance.OpenConfirmPanel($"Game Over: {Enums.PlayerType.PlayerB} Win", () =>{}); EndGame(); } else if (currentTurn == Enums.PlayerType.PlayerB) { GameManager.Instance.OpenConfirmPanel($"Game Over: {Enums.PlayerType.PlayerA} Win", () =>{}); EndGame(); } }; } //TODO: 기보 매니저에게 플레이어 닉네임 넘겨주기 ReplayManager.Instance.InitReplayData("PlayerA","nicknameB"); switch (gameType) { case Enums.GameType.SinglePlay: firstPlayerState = new PlayerState(true); secondPlayerState = new PlayerState(false); SetState(firstPlayerState); break; case Enums.GameType.MultiPlay: //TODO: 멀티 구현 필요 break; case Enums.GameType.Replay: //TODO: 리플레이 구현 break; } } //착수 버튼 클릭시 호출되는 함수 public void OnConfirm() { _currentPlayerState.ProcessMove(this, currentTurn, selectedRow, selectedCol); } //보드 초기화 public void ResetBoard() { Array.Clear(_board, 0, _board.Length); } public void SetState(BasePlayerState state) { _currentPlayerState?.OnExit(this); _currentPlayerState = state; _currentPlayerState?.OnEnter(this); } //스톤의 상태변경 명령함수 public void SetStoneNewState(Enums.StoneState state, int row, int col) { stoneController.SetStoneState(state, row, col); } public void SetStoneSelectedState(int row, int col) { if (_board[row, col] != Enums.PlayerType.None) return; if (stoneController.GetStoneState(row, col) != Enums.StoneState.None && currentTurn == Enums.PlayerType.PlayerA) return; //첫수 및 중복 확인 if ((selectedRow != row || selectedCol != col) && (selectedRow != -1 && selectedCol != -1)) { stoneController.SetStoneState(Enums.StoneState.None,selectedRow, selectedCol); } selectedRow = row; selectedCol = col; stoneController.SetStoneState(Enums.StoneState.Selected, row, col); } //보드에 돌추가 함수 public void SetNewBoardValue(Enums.PlayerType playerType, int row, int col) { if (_board[row, col] != Enums.PlayerType.None) return; switch (playerType) { case Enums.PlayerType.PlayerA: stoneController.SetStoneType(Enums.StoneType.Black, row, col); stoneController.SetStoneState(Enums.StoneState.LastPositioned, row, col); _board[row, col] = Enums.PlayerType.PlayerA; LastNSelectedSetting(row, col); ReplayManager.Instance.RecordStonePlaced(Enums.StoneType.Black, row, col); //기보 데이터 저장 break; case Enums.PlayerType.PlayerB: /* // AI 테스트 시작 OmokAI.Instance.StartBestMoveSearch(_board, (bestMove) => { if (bestMove != null) { // 타이머 제대로 30초로 clear안되는 문제. 아마 스레드가 언제 끝나는 지 몰라서 그러는 듯 stoneController.SetStoneType(Enums.StoneType.White, bestMove.Value.Item1, bestMove.Value.Item2); stoneController.SetStoneState(Enums.StoneState.LastPositioned, bestMove.Value.Item1, bestMove.Value.Item2); _board[bestMove.Value.Item1, bestMove.Value.Item2] = Enums.PlayerType.PlayerB; LastNSelectedSetting(bestMove.Value.Item1, bestMove.Value.Item2); ReplayManager.Instance.RecordStonePlaced(Enums.StoneType.White, bestMove.Value.Item1, bestMove.Value.Item2); } }); // AI 테스트 끝 */ stoneController.SetStoneType(Enums.StoneType.White, row, col); stoneController.SetStoneState(Enums.StoneState.LastPositioned, row, col); _board[row, col] = Enums.PlayerType.PlayerB; LastNSelectedSetting(row, col); ReplayManager.Instance.RecordStonePlaced(Enums.StoneType.White, row, col); break; } } //돌 지우는 함수 public void RemoveStone(int row, int col) { _board[row, col] = Enums.PlayerType.None; stoneController.SetStoneType(Enums.StoneType.None, row, col); stoneController.SetStoneState(Enums.StoneState.None, row, col); } //마지막 좌표와 선택 좌표 세팅 private void LastNSelectedSetting(int row, int col) { //첫수 확인 if (_lastRow != -1 || _lastCol != -1) { stoneController.SetStoneState(Enums.StoneState.None, _lastRow, _lastCol); } //마지막 좌표 저장 _lastRow = row; _lastCol = col; //선택 좌표 초기화 selectedRow = -1; selectedCol = -1; } //게임 끝 public void EndGame() { SetState(null); } //승리 확인 함수 public bool CheckGameWin(Enums.PlayerType player, int row, int col) { foreach (var dir in _directions) { var (count, _) = CountStones(_board, row, col, dir, player); // 자기 자신 포함하여 5개 이상일 시 true 반환 if (count + 1 >= WIN_COUNT) return true; } return false; } // 특정 방향으로 같은 돌 개수와 열린 끝 개수를 계산하는 함수 private (int count, int openEnds) CountStones( Enums.PlayerType[,] board, int row, int col, int[] direction, Enums.PlayerType player) { int size = board.GetLength(0); int count = 0; int openEnds = 0; // 정방향 탐색 int r = row + direction[0], c = col + direction[1]; while (r >= 0 && r < size && c >= 0 && c < size && board[r, c] == player) { count++; r += direction[0]; // row값 옮기기 c += direction[1]; // col값 옮기기 } if (r >= 0 && r < size && c >= 0 && c < size && board[r, c] == Enums.PlayerType.None) { openEnds++; } // 역방향 탐색 r = row - direction[0]; c = col - direction[1]; while (r >= 0 && r < size && c >= 0 && c < size && board[r, c] == player) { count++; r -= direction[0]; c -= direction[1]; } if (r >= 0 && r < size && c >= 0 && c < size && board[r, c] == Enums.PlayerType.None) { openEnds++; } return (count, openEnds); } }