using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; 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); gameLogic.CountStoneCounter(); if (gameLogic.CheckGameWin(playerType, row, col)) { GameManager.Instance.panelManager.OpenConfirmPanel($"Game Over: {playerType} Win", () => { var gameResult = playerType == Enums.PlayerType.PlayerA? Enums.GameResult.Win:Enums.GameResult.Lose; gameLogic.EndGame(gameResult); }); } else { if (gameLogic.TotalStoneCounter >= Constants.MinCountForDrawCheck) { if (gameLogic.CheckGameDraw()) { GameManager.Instance.panelManager.OpenConfirmPanel($"Game Over: 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; } 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 { 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; //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; #region Renju Members // 렌주룰 금수 검사기 private RenjuForbiddenMoveDetector _forbiddenDetector; // 현재 금수 위치 목록 private List _forbiddenMoves = new List(); #endregion 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; _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 (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); } }; } //TODO: 기보 매니저에게 플레이어 닉네임 넘겨주기, 프로필정보도 넘겨줘야 합니다. ReplayManager.Instance.InitReplayData("PlayerA","nicknameB"); switch (gameType) { case Enums.GameType.SinglePlay: firstPlayerState = new PlayerState(true); secondPlayerState = new AIState(); SetState(firstPlayerState); break; case Enums.GameType.MultiPlay: //TODO: 멀티 구현 필요 break; case Enums.GameType.Replay: //TODO: 리플레이 구현 break; } } //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); } //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 SceneManager.LoadScene("Main"); } //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 >= Constants.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); } 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 _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 }