using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; using PimDeWitte.UnityMainThreadDispatcher; using Random = UnityEngine.Random; 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); protected string _roomId; protected bool _isMultiplay; protected MultiplayManager _multiplayManager; public void ProcessMove(GameLogic gameLogic, Enums.PlayerType playerType, int row, int col) { gameLogic.fioTimer.PauseTimer(); gameLogic.SetNewBoardValue(playerType, row, col); gameLogic.CountStoneCounter(); if (_isMultiplay) { _multiplayManager.SendPlayerMove(_roomId, new Vector2Int(row, col)); } if (gameLogic.CheckGameWin(playerType, row, col)) { var gameResult = playerType == Enums.PlayerType.PlayerA? Enums.GameResult.Win:Enums.GameResult.Lose; if (gameLogic.gameType == Enums.GameType.MultiPlay) { if (gameLogic.firstPlayerState.GetType() != typeof(PlayerState)) { gameResult = gameResult == Enums.GameResult.Win ? Enums.GameResult.Lose : Enums.GameResult.Win; } } GameManager.Instance.panelManager.OpenEffectPanel(gameResult); gameLogic.EndGame(gameResult); } else { if (gameLogic.TotalStoneCounter >= Constants.MinCountForDrawCheck) { if (gameLogic.CheckGameDraw()) { GameManager.Instance.panelManager.OpenEffectPanel(Enums.GameResult.Draw); gameLogic.EndGame(Enums.GameResult.Draw); } else { HandleNextTurn(gameLogic); } } else { 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; _isMultiplay = false; } public PlayerState(bool isFirstPlayer, MultiplayManager multiplayManager, string roomId) : this(isFirstPlayer) { _isFirstPlayer = isFirstPlayer; _multiplayManager = multiplayManager; _roomId = roomId; _isMultiplay = true; } public override void OnEnter(GameLogic gameLogic) { gameLogic.fioTimer.StartTimer(); //TODO: 첫번째 플레이어면 렌주 룰 확인 #region Renju Turn Set // 턴이 변경될 때마다 금수 위치 업데이트 gameLogic.UpdateForbiddenMoves(); #endregion 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(); OmokAI.Instance.StartBestMoveSearch(gameLogic.GetBoard(), (bestMove) => { if(bestMove.HasValue) HandleMove(gameLogic, bestMove.Value.Item1, bestMove.Value.Item2); }); } 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 { private Enums.PlayerType _playerType; private bool _isFirstPlayer; private MultiplayManager _multiplayManager; public MultiPlayerState(bool isFirstPlayer, MultiplayManager multiplayManager) { _isFirstPlayer = isFirstPlayer; _playerType = isFirstPlayer ? Enums.PlayerType.PlayerA : Enums.PlayerType.PlayerB; _multiplayManager = multiplayManager; } public override void OnEnter(GameLogic gameLogic) { gameLogic.fioTimer.StartTimer(); //TODO: 첫번째 플레이어면 렌주 룰 확인 #region Renju Turn Set // 턴이 변경될 때마다 금수 위치 업데이트 gameLogic.UpdateForbiddenMoves(); #endregion gameLogic.currentTurn = _playerType; // gameLogic.stoneController.OnStoneClickedDelegate = (row, col) => // { // HandleMove(gameLogic, row, col); // }; _multiplayManager.OnOpponentMove = moveData => { var row = moveData.position.x; var col = moveData.position.y; UnityThread.executeInUpdate(() => { HandleMove(gameLogic, row, col); }); }; } public override void OnExit(GameLogic gameLogic) { gameLogic.fioTimer.InitTimer(); _multiplayManager.OnOpponentMove = null; } public override void HandleMove(GameLogic gameLogic, int row, int col) { ProcessMove(gameLogic, _playerType, row, col); } public override void HandleNextTurn(GameLogic gameLogic) { if (_isFirstPlayer) { gameLogic.SetState(gameLogic.secondPlayerState); } else { gameLogic.SetState(gameLogic.firstPlayerState); } } } public class GameLogic : MonoBehaviour { private Enums.PlayerType[,] _board; public StoneController stoneController; public Enums.PlayerType currentTurn; public Enums.GameType gameType; //총 착수된 돌 카운터 public int _totalStoneCounter; public int TotalStoneCounter{get{return _totalStoneCounter;}} public BasePlayerState firstPlayerState; public BasePlayerState secondPlayerState; private BasePlayerState _currentPlayerState; //타이머 public FioTimer fioTimer; //선택된 좌표 public int selectedRow; public int selectedCol; //마지막 배치된 좌표 private int _lastRow; private int _lastCol; public MultiplayManager _multiplayManager; private string _roomId; #region Renju Members // 렌주룰 금수 검사기 private RenjuForbiddenMoveDetector _forbiddenDetector; // 현재 금수 위치 목록 private List _forbiddenMoves = new List(); #endregion public GameLogic(StoneController stoneController, Enums.GameType gameType, FioTimer fioTimer = null) { //보드 초기화 _board = new Enums.PlayerType[15, 15]; this.stoneController = stoneController; this.gameType = gameType; _totalStoneCounter = 0; selectedRow = -1; selectedCol = -1; #region Renju Init // 금수 감지기 초기화 _forbiddenDetector = new RenjuForbiddenMoveDetector(); #endregion _lastRow = -1; _lastCol = -1; //timer 초기화 if (fioTimer != null) { this.fioTimer = fioTimer; this.fioTimer.InitTimer(); //timer 시간초과시 진행 함수 this.fioTimer.OnTimeout = () => { if (gameType == Enums.GameType.MultiPlay) { // 현재 턴의 플레이어가 로컬(유저)인지 확인 bool isCurrentPlayerLocal = (currentTurn == Enums.PlayerType.PlayerA && firstPlayerState is PlayerState) || (currentTurn == Enums.PlayerType.PlayerB && secondPlayerState is PlayerState); if (isCurrentPlayerLocal) // 내가 타임 오버일 때 { _multiplayManager?.SendTimeout(); GameManager.Instance.panelManager.OpenEffectPanel(Enums.GameResult.Lose); EndGame(Enums.GameResult.Lose); } else // 로컬에서 자신의 타이머 기준으로 상대방이 타임 오버일 때 { // TODO: 컨펌 패널 OK 버튼 삭제? GameManager.Instance.panelManager.OpenConfirmPanel("상대방의 응답을 기다리는 중입니다", () => { } ); } } else { if (currentTurn == Enums.PlayerType.PlayerA) { GameManager.Instance.panelManager.OpenConfirmPanel($"Game Over: {Enums.PlayerType.PlayerB} Win", () => { }); EndGame(Enums.GameResult.Lose); } else if (currentTurn == Enums.PlayerType.PlayerB) { GameManager.Instance.panelManager.OpenConfirmPanel($"Game Over: {Enums.PlayerType.PlayerA} Win", () => { }); EndGame(Enums.GameResult.Win); } } }; } switch (gameType) { // TODO: 현재 싱글 플레이로 바로 넘어가지 않기 때문에 미사용 중 // case Enums.GameType.SinglePlay: // firstPlayerState = new PlayerState(true); // secondPlayerState = new AIState(); // // AI 난이도 설정(급수 설정) // OmokAI.Instance.SetRating(UserManager.Instance.Rating); // // //AI닉네임 랜덤생성 // var aiName = RandomAINickname(); // var imageIndex = UnityEngine.Random.Range(0, 2); // // //유저 이름 사진 초기화 // GameManager.Instance.InitPlayersName(UserManager.Instance.Nickname, aiName); // GameManager.Instance.InitProfileImages(UserManager.Instance.imageIndex, imageIndex); // // ReplayManager.Instance.InitReplayData(UserManager.Instance.Nickname,aiName, UserManager.Instance.imageIndex, imageIndex); // // SetState(firstPlayerState); // break; case Enums.GameType.MultiPlay: // 메인 스레드에서 실행 - UI 업데이트는 메인 스레드에서 실행 필요 UnityMainThreadDispatcher.Instance().Enqueue(() => { GameManager.Instance.panelManager.OpenLoadingPanel(true, true); }); _multiplayManager = new MultiplayManager((state, data) => { switch (state) { case Constants.MultiplayManagerState.CreateRoom: Debug.Log("## Create Room"); _roomId = data as string; break; case Constants.MultiplayManagerState.JoinRoom: Debug.Log("## Join Room"); var joinRoomData = data as JoinRoomData; // TODO: 응답값 없을 때 서버에서 다시 받아오기 or AI 플레이로 넘기는 처리 필요 if (joinRoomData == null) { Debug.Log("Join Room 응답값이 null 입니다"); return; } // 선공, 후공 처리 bool isFirstPlayer = joinRoomData.isBlack; if (isFirstPlayer) { Debug.Log("해당 플레이어가 선공 입니다"); firstPlayerState = new PlayerState(true, _multiplayManager, joinRoomData.roomId); secondPlayerState = new MultiPlayerState(false, _multiplayManager); UnityMainThreadDispatcher.Instance().Enqueue(() => { GameManager.Instance.InitPlayersName(UserManager.Instance.Nickname, joinRoomData.opponentNickname); GameManager.Instance.InitProfileImages(UserManager.Instance.imageIndex, joinRoomData.opponentImageIndex); // 리플레이 데이터 업데이트 ReplayManager.Instance.InitReplayData(UserManager.Instance.Nickname, joinRoomData.opponentNickname, UserManager.Instance.imageIndex, joinRoomData.opponentImageIndex); }); } else { Debug.Log("해당 플레이어가 후공 입니다"); firstPlayerState = new MultiPlayerState(true, _multiplayManager); secondPlayerState = new PlayerState(false, _multiplayManager, joinRoomData.roomId); UnityMainThreadDispatcher.Instance().Enqueue(() => { GameManager.Instance.InitPlayersName(joinRoomData.opponentNickname, UserManager.Instance.Nickname); GameManager.Instance.InitProfileImages(joinRoomData.opponentImageIndex, UserManager.Instance.imageIndex); // 리플레이 데이터 업데이트 ReplayManager.Instance.InitReplayData(joinRoomData.opponentNickname, UserManager.Instance.Nickname, joinRoomData.opponentImageIndex, UserManager.Instance.imageIndex); }); } // 메인 스레드에서 실행 - UI 업데이트는 메인 스레드에서 실행 필요 UnityMainThreadDispatcher.Instance().Enqueue(() => { // 로딩 패널 열려있으면 닫기 GameManager.Instance.panelManager.CloseLoadingPanel(); // 게임 시작 SetState(firstPlayerState); }); break; case Constants.MultiplayManagerState.SwitchAI: Debug.Log("## Switching to AI Mode"); SwitchToSinglePlayer(); break; case Constants.MultiplayManagerState.StartGame: Debug.Log("## Start Game"); var startGameData = data as StartGameData; // TODO: 응답값 없을 때 서버에서 다시 받아오기 or AI 플레이로 넘기는 처리 필요 if (startGameData == null) { Debug.Log("Start Game 응답값이 null 입니다"); return; } // 선공, 후공 처리 isFirstPlayer = startGameData.isBlack; if (isFirstPlayer) { Debug.Log("해당 플레이어가 선공 입니다"); firstPlayerState = new PlayerState(true, _multiplayManager, _roomId); secondPlayerState = new MultiPlayerState(false, _multiplayManager); UnityMainThreadDispatcher.Instance().Enqueue(() => { GameManager.Instance.InitPlayersName(UserManager.Instance.Nickname, startGameData.opponentNickname); GameManager.Instance.InitProfileImages(UserManager.Instance.imageIndex, startGameData.opponentImageIndex); // 리플레이 데이터 업데이트 ReplayManager.Instance.InitReplayData(UserManager.Instance.Nickname, startGameData.opponentNickname, UserManager.Instance.imageIndex, startGameData.opponentImageIndex); }); } else { Debug.Log("해당 플레이어가 후공 입니다"); firstPlayerState = new MultiPlayerState(true, _multiplayManager); secondPlayerState = new PlayerState(false, _multiplayManager, _roomId); UnityMainThreadDispatcher.Instance().Enqueue(() => { GameManager.Instance.InitPlayersName(startGameData.opponentNickname, UserManager.Instance.Nickname); GameManager.Instance.InitProfileImages(startGameData.opponentImageIndex, UserManager.Instance.imageIndex); // 리플레이 데이터 업데이트 ReplayManager.Instance.InitReplayData(startGameData.opponentNickname, UserManager.Instance.Nickname, startGameData.opponentImageIndex, UserManager.Instance.imageIndex); }); } // 메인 스레드에서 실행 - UI 업데이트는 메인 스레드에서 실행 필요 UnityMainThreadDispatcher.Instance().Enqueue(() => { // 로딩 패널 열려있으면 닫기 GameManager.Instance.panelManager.CloseLoadingPanel(); // 게임 시작 SetState(firstPlayerState); }); break; case Constants.MultiplayManagerState.ExitRoom: Debug.Log("## Exit Room"); // TODO: Exit Room 처리 break; case Constants.MultiplayManagerState.EndGame: Debug.Log("## End Game"); // TODO: End Room 처리 break; case Constants.MultiplayManagerState.DoSurrender: Debug.Log("상대방의 항복 요청 들어옴"); UnityMainThreadDispatcher.Instance().Enqueue(() => { GameManager.Instance.panelManager.OpenEffectPanel(Enums.GameResult.Win); EndGame(Enums.GameResult.Win); }); break; case Constants.MultiplayManagerState.SurrenderConfirmed: Debug.Log("항복 요청 전송 완료"); UnityMainThreadDispatcher.Instance().Enqueue(() => { GameManager.Instance.panelManager.OpenEffectPanel(Enums.GameResult.Lose); EndGame(Enums.GameResult.Lose); }); break; case Constants.MultiplayManagerState.ReceiveTimeout: Debug.Log("상대방이 타임 아웃 됨"); UnityMainThreadDispatcher.Instance().Enqueue(() => { GameManager.Instance.panelManager.OpenEffectPanel(Enums.GameResult.Win); EndGame(Enums.GameResult.Win); }); break; } ReplayManager.Instance.InitReplayData(UserManager.Instance.Nickname,"nicknameB"); }); _multiplayManager.RegisterPlayer(UserManager.Instance.Nickname, UserManager.Instance.Rating, UserManager.Instance.imageIndex); break; case Enums.GameType.Replay: //TODO: 리플레이 구현 break; } } //AI닉네임 랜덤 생성 private string RandomAINickname() { string[] AI_NAMIES = { "이세돌", "신사동호랭이","진짜인간임","종로3가짱돌","마스터김춘배","62세황순자","고준일 강사님"}; var index = UnityEngine.Random.Range(0, AI_NAMIES.Length); return AI_NAMIES[index]; } public void SwitchToSinglePlayer() { _multiplayManager?.Dispose(); // 기존 멀티플레이 상태 초기화 _multiplayManager = null; _roomId = null; // 싱글 플레이 상태로 변경 firstPlayerState = new PlayerState(true); secondPlayerState = new AIState(); // AI 난이도 설정(급수 설정) OmokAI.Instance.SetRating(UserManager.Instance.Rating); // 메인 스레드에서 실행 - UI 업데이트는 메인 스레드에서 실행 필요 UnityMainThreadDispatcher.Instance().Enqueue(() => { // 스레드 확인 로그: 추후 디버깅 시 필요할 수 있을 것 같아 남겨둡니다 // Debug.Log($"[UnityMainThreadDispatcher] 실행 스레드: {System.Threading.Thread.CurrentThread.ManagedThreadId}"); //AI닉네임 랜덤생성 var aiName = RandomAINickname(); var imageIndex = UnityEngine.Random.Range(0, 2); //유저 이름 사진 초기화 GameManager.Instance.InitPlayersName(UserManager.Instance.Nickname, aiName); GameManager.Instance.InitProfileImages(UserManager.Instance.imageIndex, imageIndex); // 리플레이 데이터 업데이트 ReplayManager.Instance.InitReplayData(UserManager.Instance.Nickname,aiName, UserManager.Instance.imageIndex, imageIndex); // 로딩 패널 열려있으면 닫기 GameManager.Instance.panelManager.CloseLoadingPanel(); // 첫 번째 플레이어(유저)부터 시작 SetState(firstPlayerState); }); } public void Dispose() { _multiplayManager?.LeaveRoom(_roomId); _multiplayManager?.Dispose(); } //돌 카운터 증가 함수 public void CountStoneCounter() { _totalStoneCounter++; } //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); //턴 표시 GameManager.Instance.SetTurnIndicator(_currentPlayerState == firstPlayerState); } //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: 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(Enums.GameResult result) { SetState(null); ReplayManager.Instance.SaveReplayDataResult(result); //TODO: 게임 종료 후 행동 구현 } //승리 확인 함수 public bool CheckGameWin(Enums.PlayerType player, int row, int col) { return OmokAI.Instance.CheckGameWin(player, _board, row, col); } // 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); } public Enums.PlayerType[,] GetBoard() { return _board; } //무승부 확인 public bool CheckGameDraw() { if (CheckIsFull(_board)) return true; // 빈 칸이 없으면 무승부 bool playerAHasChance = CheckFiveChance(_board, Enums.PlayerType.PlayerA); bool playerBHasChance = CheckFiveChance(_board, Enums.PlayerType.PlayerB); return !(playerAHasChance || playerBHasChance); // 둘 다 기회가 없으면 무승부 } //연속되는 5개가 만들어질 기회가 있는지 판단 private bool CheckFiveChance(Enums.PlayerType[,] board, Enums.PlayerType player) { var tempBoard = (Enums.PlayerType[,])board.Clone(); int size = board.GetLength(0); for (int row = 0; row < size; row++) { for (int col = 0; col < size; col++) { if (tempBoard[row, col] != Enums.PlayerType.None) continue; tempBoard[row, col] = player; foreach (var dir in AIConstants.Directions) { var (count, _) = CountStones(tempBoard, row, col, dir, player); // 자기 자신 포함하여 5개 이상일 시 true 반환 if (count + 1 >= Constants.WIN_COUNT) return true; } } } return false; } //보드가 꽉 찼는지 확인 private static bool CheckIsFull(Enums.PlayerType[,] board) { int size = board.GetLength(0); for (int row = 0; row < size; row++) { for (int col = 0; col < size; col++) { if (board[row, col] == Enums.PlayerType.None) return false; } } return true; } #region Renju Rule Detector // 금수 위치 업데이트 및 표시 public void UpdateForbiddenMoves() { ClearForbiddenMarks(); if (currentTurn == Enums.PlayerType.PlayerA) { var cloneBoard = (Enums.PlayerType[,])_board.Clone(); _forbiddenMoves = _forbiddenDetector.RenjuForbiddenMove(cloneBoard); foreach (var pos in _forbiddenMoves) { SetStoneNewState(Enums.StoneState.Blocked, pos.x, pos.y); } } } // 이전에 표시된 금수 마크 제거 private void ClearForbiddenMarks() { foreach (var forbiddenMove in _forbiddenMoves) { Vector2Int pos = forbiddenMove; if (_board[pos.x, pos.y] == Enums.PlayerType.None) { SetStoneNewState(Enums.StoneState.None, pos.x, pos.y); } } } #endregion }