2025-03-27 22:00:00 +09:00

956 lines
39 KiB
C#

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 : IDisposable
{
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;}}
//무승부 요청 가능 여부
private bool _requestDrawChance;
public bool RequestDrawChance{
get { return _requestDrawChance;}
set { _requestDrawChance = value;}
}
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;
// 멀티 플레이 관련
public MultiplayManager _multiplayManager;
private string _roomId;
private string opponentNickname;
private int opponentImageIndex;
#region Renju Members
// 렌주룰 금수 검사기
private RenjuForbiddenMoveDetector _forbiddenDetector;
// 현재 금수 위치 목록
private List<Vector2Int> _forbiddenMoves = new List<Vector2Int>();
#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;
RequestDrawChance = true;
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 = () =>
{
// 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
{
if (this.gameType == Enums.GameType.MultiPlay) // 멀티플레이인 경우
{
_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",
() => { } );
}
};
}
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
bool isFirstPlayer;
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
isFirstPlayer = joinRoomData.isBlack;
opponentNickname = joinRoomData.opponentNickname;
opponentImageIndex = joinRoomData.opponentImageIndex;
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;
opponentNickname = startGameData.opponentNickname;
opponentImageIndex = startGameData.opponentImageIndex;
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.ReceiveDrawRequest:
Debug.Log("상대방의 무승부 요청 들어옴");
UnityMainThreadDispatcher.Instance().Enqueue(() =>
{
GameManager.Instance.panelManager.OpenDrawConfirmPanel("무승부 요청을 승낙하시겠습니까?", () =>
{
GameManager.Instance.panelManager.OpenEffectPanel(Enums.GameResult.Draw);
EndGame(Enums.GameResult.Draw);
_multiplayManager.AcceptDraw();
}, () =>
{
_multiplayManager.RejectDraw();
});
});
break;
case Constants.MultiplayManagerState.DrawRequestSent:
Debug.Log("무승부 요청 전송 완료");
break;
case Constants.MultiplayManagerState.DrawAccepted:
Debug.Log("무승부 요청이 승낙이 들어옴");
UnityMainThreadDispatcher.Instance().Enqueue(() =>
{
GameManager.Instance.panelManager.OpenEffectPanel(Enums.GameResult.Draw);
EndGame(Enums.GameResult.Draw);
});
break;
case Constants.MultiplayManagerState.DrawConfirmed:
Debug.Log("무승부 요청 승낙 완료");
break;
case Constants.MultiplayManagerState.DrawRejected:
Debug.Log("무승부 요청이 거부가 들어옴");
UnityMainThreadDispatcher.Instance().Enqueue(() =>
{
GameManager.Instance.panelManager.OpenConfirmPanel("무승부 요청을 거부하였습니다.", () => { });
});
break;
case Constants.MultiplayManagerState.DrawRejectionConfirmed:
Debug.Log("무승부 요청 거부 완료");
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;
case Constants.MultiplayManagerState.RevengeRequestSent:
Debug.Log("재대결 요청: 전송 완료");
break;
case Constants.MultiplayManagerState.ReceiveRevengeRequest:
Debug.Log("상대방의 재대결 요청이 들어옴");
UnityMainThreadDispatcher.Instance().Enqueue(() =>
{
GameManager.Instance.panelManager.OpenDrawConfirmPanel("재대결 요청을 승낙하시겠습니까?", () =>
{
_multiplayManager.AcceptRevenge();
}, () =>
{
_multiplayManager.RejectRevenge();
});
});
break;
case Constants.MultiplayManagerState.RevengeAccepted:
Debug.Log("재대결 요청: 승낙이 들어옴");
var revengeAcceptedData = data as RevengeData;
// TODO: 응답값 없을 때 서버에서 다시 받아오기 or AI 플레이로 넘기는 처리 필요
if (revengeAcceptedData == null)
{
Debug.Log("RevengeAccepted 응답값이 null 입니다");
return;
}
// 선공, 후공 처리
isFirstPlayer = revengeAcceptedData.isBlack;
UnityMainThreadDispatcher.Instance().Enqueue(() =>
{
GameManager.Instance.panelManager.OpenConfirmPanel("상대방이 재대결 요청을 승낙하였습니다.\n게임이 다시 시작됩니다.", () =>
{
InitBoardForRevenge(isFirstPlayer);
});
});
break;
case Constants.MultiplayManagerState.RevengeConfirmed:
Debug.Log("재대결 요청: 승낙 완료");
var revengConfirmedData = data as RevengeData;
// TODO: 응답값 없을 때 서버에서 다시 받아오기 or AI 플레이로 넘기는 처리 필요
if (revengConfirmedData == null)
{
Debug.Log("RevengeConfirmed 응답값이 null 입니다");
return;
}
// 선공, 후공 처리
isFirstPlayer = revengConfirmedData.isBlack;
UnityMainThreadDispatcher.Instance().Enqueue(() =>
{
GameManager.Instance.panelManager.OpenConfirmPanel("재대결 요청을 승낙하였습니다.\n게임이 다시 시작됩니다.", () =>
{
InitBoardForRevenge(isFirstPlayer);
});
});
break;
case Constants.MultiplayManagerState.RevengeRejected:
Debug.Log("재대결 요청: 거부가 들어옴");
UnityMainThreadDispatcher.Instance().Enqueue(() =>
{
GameManager.Instance.panelManager.OpenConfirmPanel("상대방이 재대결 요청을 거부하였습니다.", () => { });
});
break;
case Constants.MultiplayManagerState.RevengeRejectionConfirmed:
Debug.Log("재대결 요청: 거부 완료");
UnityMainThreadDispatcher.Instance().Enqueue(() =>
{
GameManager.Instance.panelManager.OpenConfirmPanel("재대결 요청을 거부하였습니다.", () => { });
});
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;
}
}
private void InitBoardForRevenge(bool isFirstPlayer)
{
//보드 초기화
_board = new Enums.PlayerType[15, 15];
_totalStoneCounter = 0;
stoneController.InitStones();
RequestDrawChance = false;
selectedRow = -1;
selectedCol = -1;
// 금수 감지기 초기화
_forbiddenDetector.RenjuForbiddenMove(_board);
_lastRow = -1;
_lastCol = -1;
//timer 초기화
fioTimer.InitTimer();
if (isFirstPlayer)
{
Debug.Log("해당 플레이어가 선공 입니다");
firstPlayerState = new PlayerState(true, _multiplayManager, _roomId);
secondPlayerState = new MultiPlayerState(false, _multiplayManager);
GameManager.Instance.InitPlayersName(UserManager.Instance.Nickname, opponentNickname);
GameManager.Instance.InitProfileImages(UserManager.Instance.imageIndex, opponentImageIndex);
// 리플레이 데이터 업데이트
ReplayManager.Instance.InitReplayData(UserManager.Instance.Nickname, opponentNickname, UserManager.Instance.imageIndex, opponentImageIndex);
}
else
{
Debug.Log("해당 플레이어가 후공 입니다");
firstPlayerState = new MultiPlayerState(true, _multiplayManager);
secondPlayerState = new PlayerState(false, _multiplayManager, _roomId);
GameManager.Instance.InitPlayersName(opponentNickname, UserManager.Instance.Nickname);
GameManager.Instance.InitProfileImages(opponentImageIndex, UserManager.Instance.imageIndex);
// 리플레이 데이터 업데이트
ReplayManager.Instance.InitReplayData(opponentNickname, UserManager.Instance.Nickname, opponentImageIndex, UserManager.Instance.imageIndex);
}
GameManager.Instance.panelManager.CloseLoadingPanel();
// 첫 번째 플레이어(유저)부터 시작
SetState(firstPlayerState);
}
//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
}