369 lines
11 KiB
C#
369 lines
11 KiB
C#
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();
|
|
this.fioTimer.OnTimeout = OnTimeout;
|
|
}
|
|
|
|
//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;
|
|
}
|
|
}
|
|
|
|
//타임아웃 시 할 행동
|
|
private void 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();
|
|
}
|
|
}
|
|
|
|
//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()
|
|
{
|
|
SetState(null);
|
|
ReplayManager.Instance.SaveReplayData(currentTurn);
|
|
}
|
|
|
|
//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);
|
|
}
|
|
|
|
public bool CheckGameDraw(Enums.PlayerType[,] board)
|
|
{
|
|
|
|
|
|
|
|
return false;
|
|
}
|
|
}
|