962 lines
40 KiB
C#
962 lines
40 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using PimDeWitte.UnityMainThreadDispatcher;
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using Random = UnityEngine.Random;
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public abstract class BasePlayerState
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{
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public abstract void OnEnter(GameLogic gameLogic);
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public abstract void OnExit(GameLogic gameLogic);
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public abstract void HandleMove(GameLogic gameLogic, int row, int col);
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public abstract void HandleNextTurn(GameLogic gameLogic);
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protected string _roomId;
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protected bool _isMultiplay;
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protected MultiplayManager _multiplayManager;
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public void ProcessMove(GameLogic gameLogic, Enums.PlayerType playerType, int row, int col)
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{
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gameLogic.fioTimer.PauseTimer();
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gameLogic.SetNewBoardValue(playerType, row, col);
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gameLogic.CountStoneCounter();
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if (_isMultiplay)
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{
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_multiplayManager.SendPlayerMove(_roomId, new Vector2Int(row, col));
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}
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if (gameLogic.CheckGameWin(playerType, row, col))
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{
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var gameResult = playerType == Enums.PlayerType.PlayerA? Enums.GameResult.Win:Enums.GameResult.Lose;
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if (gameLogic.gameType == Enums.GameType.MultiPlay)
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{
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if (gameLogic.firstPlayerState.GetType() != typeof(PlayerState))
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{
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gameResult = gameResult == Enums.GameResult.Win ? Enums.GameResult.Lose : Enums.GameResult.Win;
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}
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}
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GameManager.Instance.panelManager.OpenEffectPanel(gameResult);
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gameLogic.EndGame(gameResult);
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}
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else
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{
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if (gameLogic.TotalStoneCounter >= Constants.MinCountForDrawCheck)
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{
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if (gameLogic.CheckGameDraw())
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{
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GameManager.Instance.panelManager.OpenEffectPanel(Enums.GameResult.Draw);
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gameLogic.EndGame(Enums.GameResult.Draw);
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}
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else
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{
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HandleNextTurn(gameLogic);
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}
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}
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else
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{
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HandleNextTurn(gameLogic);
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}
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}
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}
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}
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public class PlayerState : BasePlayerState
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{
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private Enums.PlayerType _playerType;
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private bool _isFirstPlayer;
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public PlayerState(bool isFirstPlayer)
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{
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_isFirstPlayer = isFirstPlayer;
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_playerType = isFirstPlayer ? Enums.PlayerType.PlayerA : Enums.PlayerType.PlayerB;
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_isMultiplay = false;
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}
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public PlayerState(bool isFirstPlayer, MultiplayManager multiplayManager, string roomId)
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: this(isFirstPlayer)
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{
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_isFirstPlayer = isFirstPlayer;
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_multiplayManager = multiplayManager;
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_roomId = roomId;
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_isMultiplay = true;
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}
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public override void OnEnter(GameLogic gameLogic)
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{
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gameLogic.fioTimer.StartTimer();
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//TODO: 첫번째 플레이어면 렌주 룰 확인
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#region Renju Turn Set
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// 턴이 변경될 때마다 금수 위치 업데이트
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gameLogic.UpdateForbiddenMoves();
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#endregion
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gameLogic.currentTurn = _playerType;
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gameLogic.stoneController.OnStoneClickedDelegate = (row, col) =>
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{
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HandleMove(gameLogic, row, col);
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};
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}
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public override void OnExit(GameLogic gameLogic)
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{
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//TODO: 렌주 룰 금수자리 초기화
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gameLogic.fioTimer.InitTimer();
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gameLogic.stoneController.OnStoneClickedDelegate = null;
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}
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public override void HandleMove(GameLogic gameLogic, int row, int col)
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{
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gameLogic.SetStoneSelectedState(row, col);
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}
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public override void HandleNextTurn(GameLogic gameLogic)
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{
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if (_isFirstPlayer)
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{
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gameLogic.SetState(gameLogic.secondPlayerState);
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}
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else
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{
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gameLogic.SetState(gameLogic.firstPlayerState);
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}
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}
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}
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public class AIState: BasePlayerState
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{
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public override void OnEnter(GameLogic gameLogic)
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{
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gameLogic.fioTimer.StartTimer();
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OmokAI.Instance.StartBestMoveSearch(gameLogic.GetBoard(), (bestMove) =>
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{
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if(bestMove.HasValue)
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HandleMove(gameLogic, bestMove.Value.Item1, bestMove.Value.Item2);
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});
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}
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public override void OnExit(GameLogic gameLogic)
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{
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gameLogic.fioTimer.InitTimer();
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}
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public override void HandleMove(GameLogic gameLogic, int row, int col)
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{
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ProcessMove(gameLogic, Enums.PlayerType.PlayerB,row, col);
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}
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public override void HandleNextTurn(GameLogic gameLogic)
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{
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gameLogic.SetState(gameLogic.firstPlayerState);
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}
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}
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public class MultiPlayerState: BasePlayerState
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{
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private Enums.PlayerType _playerType;
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private bool _isFirstPlayer;
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private MultiplayManager _multiplayManager;
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public MultiPlayerState(bool isFirstPlayer, MultiplayManager multiplayManager)
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{
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_isFirstPlayer = isFirstPlayer;
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_playerType = isFirstPlayer ? Enums.PlayerType.PlayerA : Enums.PlayerType.PlayerB;
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_multiplayManager = multiplayManager;
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}
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public override void OnEnter(GameLogic gameLogic)
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{
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gameLogic.fioTimer.StartTimer();
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//TODO: 첫번째 플레이어면 렌주 룰 확인
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#region Renju Turn Set
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// 턴이 변경될 때마다 금수 위치 업데이트
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gameLogic.UpdateForbiddenMoves();
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#endregion
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// gameLogic.currentTurn = _playerType;
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// gameLogic.stoneController.OnStoneClickedDelegate = (row, col) =>
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// {
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// HandleMove(gameLogic, row, col);
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// };
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_multiplayManager.OnOpponentMove = moveData =>
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{
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var row = moveData.position.x;
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var col = moveData.position.y;
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UnityThread.executeInUpdate(() =>
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{
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HandleMove(gameLogic, row, col);
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});
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};
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}
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public override void OnExit(GameLogic gameLogic)
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{
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gameLogic.fioTimer.InitTimer();
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_multiplayManager.OnOpponentMove = null;
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}
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public override void HandleMove(GameLogic gameLogic, int row, int col)
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{
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ProcessMove(gameLogic, _playerType, row, col);
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}
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public override void HandleNextTurn(GameLogic gameLogic)
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{
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if (_isFirstPlayer)
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{
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gameLogic.SetState(gameLogic.secondPlayerState);
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}
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else
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{
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gameLogic.SetState(gameLogic.firstPlayerState);
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}
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}
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}
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public class GameLogic : IDisposable
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{
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private Enums.PlayerType[,] _board;
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public StoneController stoneController;
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public Enums.PlayerType currentTurn;
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public Enums.GameType gameType;
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//총 착수된 돌 카운터
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public int _totalStoneCounter;
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public int TotalStoneCounter{get{return _totalStoneCounter;}}
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//무승부 요청 가능 여부
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private bool _requestDrawChance;
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public bool RequestDrawChance{
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get { return _requestDrawChance;}
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set { _requestDrawChance = value;}
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}
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public BasePlayerState firstPlayerState;
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public BasePlayerState secondPlayerState;
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private BasePlayerState _currentPlayerState;
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//타이머
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public FioTimer fioTimer;
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//선택된 좌표
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public int selectedRow;
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public int selectedCol;
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//마지막 배치된 좌표
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private int _lastRow;
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private int _lastCol;
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// 멀티 플레이 관련
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public MultiplayManager _multiplayManager;
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private string _roomId;
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private string opponentNickname;
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private int opponentImageIndex;
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#region Renju Members
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// 렌주룰 금수 검사기
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private RenjuForbiddenMoveDetector _forbiddenDetector;
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// 현재 금수 위치 목록
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private List<Vector2Int> _forbiddenMoves = new List<Vector2Int>();
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#endregion
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public GameLogic(StoneController stoneController, Enums.GameType gameType, FioTimer fioTimer = null)
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{
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//보드 초기화
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_board = new Enums.PlayerType[15, 15];
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this.stoneController = stoneController;
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this.gameType = gameType;
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_totalStoneCounter = 0;
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RequestDrawChance = true;
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selectedRow = -1;
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selectedCol = -1;
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#region Renju Init
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// 금수 감지기 초기화
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_forbiddenDetector = new RenjuForbiddenMoveDetector();
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#endregion
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_lastRow = -1;
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_lastCol = -1;
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//timer 초기화
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if (fioTimer != null)
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{
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this.fioTimer = fioTimer;
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this.fioTimer.InitTimer();
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//timer 시간초과시 진행 함수
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this.fioTimer.OnTimeout = () =>
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{
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// 현재 턴의 플레이어가 로컬(유저)인지 확인
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bool isCurrentPlayerLocal = (currentTurn == Enums.PlayerType.PlayerA && firstPlayerState is PlayerState) ||
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(currentTurn == Enums.PlayerType.PlayerB && secondPlayerState is PlayerState);
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if (isCurrentPlayerLocal) // 내가 타임 오버일 때
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{
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if (this.gameType == Enums.GameType.MultiPlay) // 멀티플레이인 경우
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{
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_multiplayManager?.SendTimeout();
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}
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GameManager.Instance.panelManager.OpenEffectPanel(Enums.GameResult.Lose);
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EndGame(Enums.GameResult.Lose);
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}
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else // 로컬에서 자신의 타이머 기준으로 상대방이 타임 오버일 때
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{
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// TODO: 컨펌 패널 OK 버튼 삭제?
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GameManager.Instance.panelManager.OpenConfirmPanel("상대방의 응답을 기다리는 중입니다",
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() => { } );
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}
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};
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}
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switch (gameType)
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{
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// TODO: 현재 싱글 플레이로 바로 넘어가지 않기 때문에 미사용 중
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// case Enums.GameType.SinglePlay:
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// firstPlayerState = new PlayerState(true);
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// secondPlayerState = new AIState();
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// // AI 난이도 설정(급수 설정)
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// OmokAI.Instance.SetRating(UserManager.Instance.Rating);
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//
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// //AI닉네임 랜덤생성
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// var aiName = RandomAINickname();
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// var imageIndex = UnityEngine.Random.Range(0, 2);
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//
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// //유저 이름 사진 초기화
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// GameManager.Instance.InitPlayersName(UserManager.Instance.Nickname, aiName);
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// GameManager.Instance.InitProfileImages(UserManager.Instance.imageIndex, imageIndex);
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//
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// ReplayManager.Instance.InitReplayData(UserManager.Instance.Nickname,aiName, UserManager.Instance.imageIndex, imageIndex);
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//
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// SetState(firstPlayerState);
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// break;
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case Enums.GameType.MultiPlay:
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// 메인 스레드에서 실행 - UI 업데이트는 메인 스레드에서 실행 필요
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bool isFirstPlayer;
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UnityMainThreadDispatcher.Instance().Enqueue(() =>
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{
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GameManager.Instance.panelManager.OpenLoadingPanel(true, true);
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});
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_multiplayManager = new MultiplayManager((state, data) =>
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{
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switch (state)
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{
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case Constants.MultiplayManagerState.CreateRoom:
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Debug.Log("## Create Room");
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_roomId = data as string;
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break;
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case Constants.MultiplayManagerState.JoinRoom:
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Debug.Log("## Join Room");
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var joinRoomData = data as JoinRoomData;
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// TODO: 응답값 없을 때 서버에서 다시 받아오기 or AI 플레이로 넘기는 처리 필요
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if (joinRoomData == null)
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{
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Debug.Log("Join Room 응답값이 null 입니다");
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return;
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}
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_roomId = joinRoomData.roomId;
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// 선공, 후공 처리
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isFirstPlayer = joinRoomData.isBlack;
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opponentNickname = joinRoomData.opponentNickname;
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opponentImageIndex = joinRoomData.opponentImageIndex;
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if (isFirstPlayer)
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{
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Debug.Log("해당 플레이어가 선공 입니다");
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firstPlayerState = new PlayerState(true, _multiplayManager, _roomId);
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secondPlayerState = new MultiPlayerState(false, _multiplayManager);
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UnityMainThreadDispatcher.Instance().Enqueue(() =>
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{
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GameManager.Instance.InitPlayersName(UserManager.Instance.Nickname, joinRoomData.opponentNickname);
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GameManager.Instance.InitProfileImages(UserManager.Instance.imageIndex, joinRoomData.opponentImageIndex);
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// 리플레이 데이터 업데이트
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ReplayManager.Instance.InitReplayData(UserManager.Instance.Nickname, joinRoomData.opponentNickname, UserManager.Instance.imageIndex, joinRoomData.opponentImageIndex);
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});
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}
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else
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{
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Debug.Log("해당 플레이어가 후공 입니다");
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firstPlayerState = new MultiPlayerState(true, _multiplayManager);
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secondPlayerState = new PlayerState(false, _multiplayManager, _roomId);
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UnityMainThreadDispatcher.Instance().Enqueue(() =>
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{
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GameManager.Instance.InitPlayersName(joinRoomData.opponentNickname, UserManager.Instance.Nickname);
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GameManager.Instance.InitProfileImages(joinRoomData.opponentImageIndex, UserManager.Instance.imageIndex);
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// 리플레이 데이터 업데이트
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ReplayManager.Instance.InitReplayData(joinRoomData.opponentNickname, UserManager.Instance.Nickname, joinRoomData.opponentImageIndex, UserManager.Instance.imageIndex);
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});
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}
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// 메인 스레드에서 실행 - UI 업데이트는 메인 스레드에서 실행 필요
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UnityMainThreadDispatcher.Instance().Enqueue(() =>
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{
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// 로딩 패널 열려있으면 닫기
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GameManager.Instance.panelManager.CloseLoadingPanel();
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// 게임 시작
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SetState(firstPlayerState);
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});
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break;
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case Constants.MultiplayManagerState.SwitchAI:
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Debug.Log("## Switching to AI Mode");
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SwitchToSinglePlayer();
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break;
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case Constants.MultiplayManagerState.StartGame:
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Debug.Log("## Start Game");
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var startGameData = data as StartGameData;
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// TODO: 응답값 없을 때 서버에서 다시 받아오기 or AI 플레이로 넘기는 처리 필요
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if (startGameData == null)
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{
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Debug.Log("Start Game 응답값이 null 입니다");
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return;
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}
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// 선공, 후공 처리
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isFirstPlayer = startGameData.isBlack;
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opponentNickname = startGameData.opponentNickname;
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opponentImageIndex = startGameData.opponentImageIndex;
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if (isFirstPlayer)
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{
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Debug.Log("해당 플레이어가 선공 입니다");
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firstPlayerState = new PlayerState(true, _multiplayManager, _roomId);
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secondPlayerState = new MultiPlayerState(false, _multiplayManager);
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UnityMainThreadDispatcher.Instance().Enqueue(() =>
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{
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GameManager.Instance.InitPlayersName(UserManager.Instance.Nickname, startGameData.opponentNickname);
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GameManager.Instance.InitProfileImages(UserManager.Instance.imageIndex, startGameData.opponentImageIndex);
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// 리플레이 데이터 업데이트
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ReplayManager.Instance.InitReplayData(UserManager.Instance.Nickname, startGameData.opponentNickname, UserManager.Instance.imageIndex, startGameData.opponentImageIndex);
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});
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}
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else
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{
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Debug.Log("해당 플레이어가 후공 입니다");
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firstPlayerState = new MultiPlayerState(true, _multiplayManager);
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secondPlayerState = new PlayerState(false, _multiplayManager, _roomId);
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UnityMainThreadDispatcher.Instance().Enqueue(() =>
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{
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GameManager.Instance.InitPlayersName(startGameData.opponentNickname, UserManager.Instance.Nickname);
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GameManager.Instance.InitProfileImages(startGameData.opponentImageIndex, UserManager.Instance.imageIndex);
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// 리플레이 데이터 업데이트
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ReplayManager.Instance.InitReplayData(startGameData.opponentNickname, UserManager.Instance.Nickname, startGameData.opponentImageIndex, UserManager.Instance.imageIndex);
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});
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}
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// 메인 스레드에서 실행 - UI 업데이트는 메인 스레드에서 실행 필요
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UnityMainThreadDispatcher.Instance().Enqueue(() =>
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{
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// 로딩 패널 열려있으면 닫기
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GameManager.Instance.panelManager.CloseLoadingPanel();
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// 게임 시작
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SetState(firstPlayerState);
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});
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break;
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case Constants.MultiplayManagerState.ExitRoom:
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Debug.Log("## Exit Room");
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// TODO: Exit Room 처리
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break;
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case Constants.MultiplayManagerState.EndGame:
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Debug.Log("## End Game");
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// TODO: End Room 처리
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break;
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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("상대방의 재대결 요청을\n승낙하시겠습니까?", () =>
|
|
{
|
|
_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\n재대결을 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\n승낙하였습니다.\n게임이 다시 시작됩니다.", () =>
|
|
{
|
|
InitBoardForRevenge(isFirstPlayer);
|
|
});
|
|
});
|
|
break;
|
|
case Constants.MultiplayManagerState.RevengeRejected:
|
|
Debug.Log("재대결 요청: 거부가 들어옴");
|
|
UnityMainThreadDispatcher.Instance().Enqueue(() =>
|
|
{
|
|
GameManager.Instance.panelManager.OpenConfirmPanel("상대방이\n재대결 요청을\n거부하였습니다.", () =>
|
|
{
|
|
GameManager.Instance.panelManager.CloseLoadingPanel();
|
|
});
|
|
});
|
|
break;
|
|
case Constants.MultiplayManagerState.RevengeRejectionConfirmed:
|
|
Debug.Log("재대결 요청: 거부 완료");
|
|
UnityMainThreadDispatcher.Instance().Enqueue(() =>
|
|
{
|
|
GameManager.Instance.panelManager.OpenConfirmPanel("재대결 요청을\n거부하였습니다.", () =>
|
|
{
|
|
GameManager.Instance.panelManager.CloseLoadingPanel();
|
|
});
|
|
});
|
|
break;
|
|
}
|
|
ReplayManager.Instance.InitReplayData(UserManager.Instance.Nickname,opponentNickname);
|
|
|
|
});
|
|
_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
|
|
}
|