Merge branch 'main' into DO-33-오목-룰-적용하기
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7
Assets/LIN/Scenes/MainTestLIN.unity.meta
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7
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8
Assets/LIN/Scripts.meta
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8
Assets/LIN/Scripts.meta
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146
Assets/LIN/Scripts/GameManagerTestLIN.cs
Normal file
146
Assets/LIN/Scripts/GameManagerTestLIN.cs
Normal file
@ -0,0 +1,146 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
|
||||
public class GameManagerTestLIN : Singleton<GameManagerTestLIN>
|
||||
{
|
||||
[SerializeField] private GameObject signinPanel;
|
||||
[SerializeField] private GameObject signupPanel;
|
||||
|
||||
[SerializeField] private Canvas canvas;
|
||||
private UserManager _userManager; // UserManager 인스턴스 관리
|
||||
|
||||
private Enums.GameType _gameType;
|
||||
private GameLogic _gameLogic;
|
||||
private StoneController _stoneController;
|
||||
private Canvas _canvas;
|
||||
|
||||
public Sprite[] profileSprites; //패널에서 사용할 테스트 배열
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
// UserManager가 없으면 생성
|
||||
if (UserManager.Instance == null)
|
||||
{
|
||||
GameObject userManagerObj = new GameObject("UserManager");
|
||||
_userManager = userManagerObj.AddComponent<UserManager>();
|
||||
|
||||
//TODO: 게임 내에서 기보 타입 적용하기
|
||||
_gameType = Enums.GameType.Replay;
|
||||
}
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
//TODO: 기보 타입으로 들어왔을 때 데이터 로드 테스트 수정할것
|
||||
ReplayManager.Instance.InitReplayBoard(ReplayManager.Instance.LoadReplayDatas()[9]);
|
||||
|
||||
|
||||
//게임 씬에서 확인하기 위한 임시 코드
|
||||
_stoneController = GameObject.FindObjectOfType<StoneController>();
|
||||
_stoneController.InitStones();
|
||||
_gameLogic = new GameLogic(_stoneController, _gameType);
|
||||
}
|
||||
|
||||
private void TryAutoSignin()
|
||||
{
|
||||
NetworkManager.Instance.GetInfo((userInfo) =>
|
||||
{
|
||||
Debug.Log("자동 로그인 성공");
|
||||
|
||||
UpdateMainPanelUI();
|
||||
// ScoreData.SetScore(userInfo.score);
|
||||
// OpenConfirmPanel(userInfo.nickname + "님 로그인 성공하였습니다.", () => { });
|
||||
}, () =>
|
||||
{
|
||||
Debug.Log("자동 로그인 실패");
|
||||
// 로그인 화면
|
||||
OpenSigninPanel();
|
||||
});
|
||||
}
|
||||
|
||||
private void UpdateMainPanelUI()
|
||||
{
|
||||
MainPanelController mainPanel = FindObjectOfType<MainPanelController>();
|
||||
if (mainPanel != null)
|
||||
{
|
||||
mainPanel.UpdateUserInfo();
|
||||
}
|
||||
}
|
||||
|
||||
public void OpenSigninPanel()
|
||||
{
|
||||
if (canvas != null)
|
||||
{
|
||||
var signinPanelObject = Instantiate(signinPanel, canvas.transform);
|
||||
}
|
||||
}
|
||||
|
||||
public void OpenSignupPanel()
|
||||
{
|
||||
if (canvas != null)
|
||||
{
|
||||
var signupPanelObject = Instantiate(signupPanel, canvas.transform);
|
||||
}
|
||||
}
|
||||
|
||||
public void OnClickConfirmButton()
|
||||
{
|
||||
_gameLogic.SetNewBoardValue(_gameLogic.currentTurn, _gameLogic.selectedRow,_gameLogic.selectedCol);
|
||||
|
||||
}
|
||||
|
||||
public void OnClickReplayNextButton()
|
||||
{
|
||||
Move nextMove = ReplayManager.Instance.GetNextMove();
|
||||
if (nextMove != null)
|
||||
{
|
||||
if (nextMove.stoneType.Equals(Enums.StoneType.Black.ToString()))
|
||||
{
|
||||
_gameLogic.SetNewBoardValue(Enums.PlayerType.PlayerA, nextMove.columnIndex, nextMove.rowIndex);
|
||||
|
||||
}
|
||||
else if (nextMove.stoneType.Equals(Enums.StoneType.White.ToString()))
|
||||
{
|
||||
_gameLogic.SetNewBoardValue(Enums.PlayerType.PlayerB, nextMove.columnIndex, nextMove.rowIndex);
|
||||
}
|
||||
ReplayManager.Instance.PushMove(nextMove);
|
||||
}
|
||||
}
|
||||
|
||||
public void OnClickReplayUndoButton()
|
||||
{
|
||||
Move targetMove = ReplayManager.Instance.PopMove();
|
||||
if (targetMove != null)
|
||||
{
|
||||
if (targetMove.stoneType.Equals(Enums.StoneType.Black.ToString()))
|
||||
{
|
||||
_gameLogic.SetNewBoardValue(Enums.PlayerType.PlayerA, targetMove.columnIndex, targetMove.rowIndex);
|
||||
|
||||
}
|
||||
else if (targetMove.stoneType.Equals(Enums.StoneType.White.ToString()))
|
||||
{
|
||||
_gameLogic.SetNewBoardValue(Enums.PlayerType.PlayerB, targetMove.columnIndex, targetMove.rowIndex);
|
||||
}
|
||||
ReplayManager.Instance.PushUndoMove(targetMove);
|
||||
//TODO: 화면상에서 돌 치우기
|
||||
}
|
||||
}
|
||||
private void ChangeToGameScene(Enums.GameType gameType)
|
||||
{
|
||||
_gameType = gameType;
|
||||
SceneManager.LoadScene("Game");
|
||||
}
|
||||
|
||||
protected override void OnSceneLoaded(Scene scene, LoadSceneMode mode)
|
||||
{
|
||||
if (scene.name == "Game")
|
||||
{
|
||||
_stoneController = GameObject.FindObjectOfType<StoneController>();
|
||||
_stoneController.InitStones();
|
||||
_gameLogic = new GameLogic(_stoneController, _gameType);
|
||||
}
|
||||
_canvas = GameObject.Find("Canvas").GetComponent<Canvas>();
|
||||
}
|
||||
}
|
11
Assets/LIN/Scripts/GameManagerTestLIN.cs.meta
Normal file
11
Assets/LIN/Scripts/GameManagerTestLIN.cs.meta
Normal file
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40
Assets/LIN/Scripts/MainPanelControllerTestLIN.cs
Normal file
40
Assets/LIN/Scripts/MainPanelControllerTestLIN.cs
Normal file
@ -0,0 +1,40 @@
|
||||
using System;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class MainPanelControllerTestLIN : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private TextMeshProUGUI nicknameText;
|
||||
[SerializeField] private TextMeshProUGUI ratingText;
|
||||
[SerializeField] private Button signOutButton;
|
||||
[SerializeField] private GameObject replayPanel;
|
||||
|
||||
public void UpdateUserInfo()
|
||||
{
|
||||
if (UserManager.Instance == null) return;
|
||||
|
||||
nicknameText.text = UserManager.Instance.Nickname;
|
||||
ratingText.text = $"{UserManager.Instance.Rating}급";
|
||||
}
|
||||
|
||||
public void OnSignOutClick()
|
||||
{
|
||||
NetworkManager.Instance.SignOut(() =>
|
||||
{
|
||||
Debug.Log("로그아웃 성공");
|
||||
|
||||
// 로그인 화면
|
||||
GameManager.Instance.OpenSigninPanel();
|
||||
}, () =>
|
||||
{
|
||||
Debug.Log("로그아웃 실패");
|
||||
// OpenConfirmPanel("로그아웃 되었습니다.", () => { });
|
||||
});
|
||||
}
|
||||
|
||||
public void OnclickRecordButton()
|
||||
{
|
||||
Instantiate(replayPanel, GetComponent<Transform>());
|
||||
}
|
||||
}
|
3
Assets/LIN/Scripts/MainPanelControllerTestLIN.cs.meta
Normal file
3
Assets/LIN/Scripts/MainPanelControllerTestLIN.cs.meta
Normal file
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
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guid: 67ce17de423b0644bb099f5272a48faf
|
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timeCreated: 1741848912
|
8
Assets/Script/AI.meta
Normal file
8
Assets/Script/AI.meta
Normal file
@ -0,0 +1,8 @@
|
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fileFormatVersion: 2
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guid: 2b0c3d8290ac86441b7db8c07a6d21a6
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userData:
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340
Assets/Script/AI/MiniMaxAIController.cs
Normal file
340
Assets/Script/AI/MiniMaxAIController.cs
Normal file
@ -0,0 +1,340 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEngine;
|
||||
|
||||
public static class MiniMaxAIController
|
||||
{
|
||||
// To-Do List
|
||||
// 탐색 시간 개선: 캐싱(_stoneInfoCache), 좋은 수부터 탐색(Move Ordering)
|
||||
// AI 난이도 개선
|
||||
|
||||
private const int SEARCH_DEPTH = 3; // 탐색 깊이 제한 (3 = 빠른 응답, 4 = 좀 더 강한 AI 그러나 느린)
|
||||
private const int WIN_COUNT = 5;
|
||||
|
||||
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 ↙ ↗
|
||||
};
|
||||
|
||||
private static int _playerLevel = 1; // 급수 설정
|
||||
private static float _mistakeMove;
|
||||
private static Enums.PlayerType _AIPlayerType = Enums.PlayerType.PlayerB;
|
||||
|
||||
// 중복 계산을 방지하기 위한 캐싱 데이터. 위치(row, col) 와 방향(dirX, dirY) 중복 계산 방지
|
||||
private static Dictionary<(int, int, int, int), (int count, int openEnds)> _stoneInfoCache
|
||||
= new Dictionary<(int, int, int, int), (int count, int openEnds)>();
|
||||
|
||||
// 급수 설정 -> 실수 넣을 때 계산
|
||||
public static void SetLevel(int level)
|
||||
{
|
||||
_playerLevel = level;
|
||||
|
||||
_mistakeMove = GetMistakeProbability(_playerLevel);
|
||||
}
|
||||
|
||||
// 실수 확률 계산 함수
|
||||
private static float GetMistakeProbability(int level)
|
||||
{
|
||||
// 레벨이 1일 때 실수 확률 0%, 레벨이 18일 때 실수 확률 50%
|
||||
return (level - 1) / 17f * 0.5f;
|
||||
}
|
||||
|
||||
// return 값이 null 일 경우 == 보드에 칸 꽉 참
|
||||
public static (int row, int col)? GetBestMove(Enums.PlayerType[,] board)
|
||||
{
|
||||
// 캐시 초기화
|
||||
ClearCache();
|
||||
|
||||
float bestScore = float.MinValue;
|
||||
(int row, int col)? bestMove = null;
|
||||
(int row, int col)? secondBestMove = null;
|
||||
List<(int row, int col, float score)> validMoves = GetValidMoves(board);
|
||||
|
||||
// 보드에 놓을 수 있는 자리가 있는지 확인
|
||||
if (validMoves.Count == 0)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
// 5연승 가능한 자리를 먼저 찾아서 우선적으로 설정
|
||||
List<(int row, int col)> fiveInARowMoves = GetFiveInARowCandidateMoves(board);
|
||||
if (fiveInARowMoves.Count > 0)
|
||||
{
|
||||
bestMove = fiveInARowMoves[0];
|
||||
return bestMove;
|
||||
}
|
||||
|
||||
foreach (var (row, col, _) in validMoves)
|
||||
{
|
||||
board[row, col] = _AIPlayerType;
|
||||
float score = DoMinimax(board, SEARCH_DEPTH, false, -1000, 1000, row, col);
|
||||
board[row, col] = Enums.PlayerType.None;
|
||||
|
||||
if (score > bestScore)
|
||||
{
|
||||
bestScore = score;
|
||||
|
||||
if (bestMove != null)
|
||||
{
|
||||
secondBestMove = bestMove;
|
||||
}
|
||||
|
||||
bestMove = (row, col);
|
||||
}
|
||||
}
|
||||
|
||||
// 랜덤 실수
|
||||
if (secondBestMove != null && UnityEngine.Random.value < _mistakeMove) // UnityEngine.Random.value == 0~1 사이 반환
|
||||
{
|
||||
Debug.Log("AI Mistake");
|
||||
return secondBestMove;
|
||||
}
|
||||
|
||||
return bestMove;
|
||||
}
|
||||
|
||||
private static float DoMinimax(Enums.PlayerType[,] board, int depth, bool isMaximizing, float alpha, float beta,
|
||||
int recentRow, int recentCol)
|
||||
{
|
||||
if (CheckGameWin(Enums.PlayerType.PlayerA, board, recentRow, recentCol)) return -100 + depth;
|
||||
if (CheckGameWin(Enums.PlayerType.PlayerB, board, recentRow, recentCol)) return 100 - depth;
|
||||
if (depth == 0) return EvaluateBoard(board);
|
||||
|
||||
float bestScore = isMaximizing ? float.MinValue : float.MaxValue;
|
||||
List<(int row, int col, float score)> validMoves = GetValidMoves(board); // 현재 놓을 수 있는 자리 리스트
|
||||
|
||||
foreach (var (row, col, _) in validMoves)
|
||||
{
|
||||
board[row, col] = isMaximizing ? Enums.PlayerType.PlayerB : Enums.PlayerType.PlayerA;
|
||||
ClearCachePartial(row, col); // 부분 초기화
|
||||
// ClearCache();
|
||||
|
||||
float minimaxScore = DoMinimax(board, depth - 1, !isMaximizing, alpha, beta, row, col);
|
||||
|
||||
board[row, col] = Enums.PlayerType.None;
|
||||
ClearCachePartial(row, col);
|
||||
// ClearCache();
|
||||
|
||||
if (isMaximizing)
|
||||
{
|
||||
bestScore = Math.Max(bestScore, minimaxScore);
|
||||
alpha = Math.Max(alpha, bestScore);
|
||||
}
|
||||
else
|
||||
{
|
||||
bestScore = Math.Min(bestScore, minimaxScore);
|
||||
beta = Math.Min(beta, bestScore);
|
||||
}
|
||||
|
||||
if (beta <= alpha) break;
|
||||
}
|
||||
return bestScore;
|
||||
}
|
||||
|
||||
// 이동 가능 + 주변에 돌 있는 위치 탐색
|
||||
private static List<(int row, int col, float score)> GetValidMoves(Enums.PlayerType[,] board)
|
||||
{
|
||||
List<(int, int, float)> validMoves = new List<(int, int, float)>();
|
||||
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 && HasNearbyStones(board, row, col))
|
||||
{
|
||||
float score = EvaluateBoard(board);
|
||||
validMoves.Add((row, col, score));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
validMoves.Sort((a, b) => b.Item3.CompareTo(a.Item3));
|
||||
return validMoves;
|
||||
}
|
||||
|
||||
private static bool HasNearbyStones(Enums.PlayerType[,] board, int row, int col, int distance = 3)
|
||||
{
|
||||
// 9칸 기준으로 현재 위치를 중앙으로 상정한 후 나머지 8방향
|
||||
int[] dr = { -1, -1, -1, 0, 0, 1, 1, 1 };
|
||||
int[] dc = { -1, 0, 1, -1, 1, -1, 0, 1 };
|
||||
int size = board.GetLength(0);
|
||||
|
||||
for(int i = 0; i < dr.Length; i++)
|
||||
{
|
||||
int nr = row + dr[i], nc = col + dc[i];
|
||||
if (nr >= 0 && nr < size && nc >= 0 && nc < size && board[nr, nc] != Enums.PlayerType.None)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
// 특정 방향으로 같은 돌 개수와 열린 끝 개수를 계산하는 함수
|
||||
private static (int count, int openEnds) CountStones(
|
||||
Enums.PlayerType[,] board, int row, int col, int[] direction, Enums.PlayerType player)
|
||||
{
|
||||
int dirX = direction[0], dirY = direction[1];
|
||||
var key = (row, col, dirX, dirY);
|
||||
|
||||
// 캐시에 존재하면 바로 반환 (탐색 시간 감소)
|
||||
if (_stoneInfoCache.TryGetValue(key, out var cachedResult))
|
||||
{
|
||||
return cachedResult;
|
||||
}
|
||||
|
||||
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++;
|
||||
}
|
||||
|
||||
var resultValue = (count, openEnds);
|
||||
_stoneInfoCache[key] = resultValue; // 결과 저장
|
||||
return resultValue;
|
||||
}
|
||||
|
||||
// 캐시 초기화, 새로운 돌이 놓일 시 실행
|
||||
private static void ClearCache()
|
||||
{
|
||||
_stoneInfoCache.Clear();
|
||||
}
|
||||
|
||||
// 캐시 부분 초기화 (현재 변경된 위치 N에서 반경 5칸만 초기화)
|
||||
private static void ClearCachePartial(int centerRow, int centerCol, int radius = 5)
|
||||
{
|
||||
// 캐시가 비어있으면 아무 작업도 하지 않음
|
||||
if (_stoneInfoCache.Count == 0) return;
|
||||
|
||||
// 제거할 키 목록
|
||||
List<(int, int, int, int)> keysToRemove = new List<(int, int, int, int)>();
|
||||
|
||||
// 모든 캐시 항목을 검사
|
||||
foreach (var key in _stoneInfoCache.Keys)
|
||||
{
|
||||
var (row, col, _, _) = key;
|
||||
|
||||
// 거리 계산
|
||||
int distance = Math.Max(Math.Abs(row - centerRow), Math.Abs(col - centerCol));
|
||||
|
||||
// 지정된 반경 내에 있는 캐시 항목을 삭제 목록에 추가
|
||||
if (distance <= radius)
|
||||
{
|
||||
keysToRemove.Add(key);
|
||||
}
|
||||
}
|
||||
|
||||
// 반경 내의 키 제거
|
||||
foreach (var key in keysToRemove)
|
||||
{
|
||||
_stoneInfoCache.Remove(key);
|
||||
}
|
||||
}
|
||||
|
||||
// 최근에 둔 돌 위치 기반으로 게임 승리를 판별하는 함수
|
||||
public static bool CheckGameWin(Enums.PlayerType player, Enums.PlayerType[,] board, 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;
|
||||
}
|
||||
|
||||
// 5목이 될 수 있는 위치 찾기
|
||||
private static List<(int row, int col)> GetFiveInARowCandidateMoves(Enums.PlayerType[,] board)
|
||||
{
|
||||
List<(int row, int col)> fiveInARowMoves = new List<(int, int)>();
|
||||
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) continue;
|
||||
|
||||
foreach (var dir in _directions)
|
||||
{
|
||||
var (count, openEnds) = CountStones(board, row, col, dir, _AIPlayerType);
|
||||
|
||||
if (count == 4 && openEnds > 0)
|
||||
{
|
||||
fiveInARowMoves.Add((row, col));
|
||||
break; // 하나 나오면 바로 break (시간 단축)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return fiveInARowMoves;
|
||||
}
|
||||
|
||||
// 현재 보드 평가 함수
|
||||
private static float EvaluateBoard(Enums.PlayerType[,] board)
|
||||
{
|
||||
float score = 0;
|
||||
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) continue;
|
||||
|
||||
Enums.PlayerType player = board[row, col];
|
||||
int playerScore = (player == _AIPlayerType) ? 1 : -1; // AI는 양수, 플레이어는 음수
|
||||
|
||||
foreach (var dir in _directions)
|
||||
{
|
||||
var (count, openEnds) = CountStones(board, row, col, dir, player);
|
||||
|
||||
// 점수 계산
|
||||
if (count == 4)
|
||||
score += playerScore * (openEnds == 2 ? 10000 : 1000);
|
||||
else if (count == 3)
|
||||
score += playerScore * (openEnds == 2 ? 1000 : 100);
|
||||
else if (count == 2)
|
||||
score += playerScore * (openEnds == 2 ? 100 : 10);
|
||||
}
|
||||
}
|
||||
}
|
||||
return score;
|
||||
}
|
||||
}
|
11
Assets/Script/AI/MiniMaxAIController.cs.meta
Normal file
11
Assets/Script/AI/MiniMaxAIController.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0cabba9cae3792747bd277ecdc12196d
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
84
Assets/Script/AI/TestGameManager.cs
Normal file
84
Assets/Script/AI/TestGameManager.cs
Normal file
@ -0,0 +1,84 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Serialization;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class TestGameManager : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private TMP_InputField rowText;
|
||||
[SerializeField] private TMP_InputField colText;
|
||||
[SerializeField] private TMP_Text boardText;
|
||||
|
||||
private Enums.PlayerType[,] _board;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
_board = new Enums.PlayerType[15, 15];
|
||||
MiniMaxAIController.SetLevel(1); // 급수 설정 테스트
|
||||
ResultBoard();
|
||||
}
|
||||
|
||||
public void OnClickGoButton()
|
||||
{
|
||||
int row = int.Parse(rowText.text);
|
||||
int col = int.Parse(colText.text);
|
||||
|
||||
if (_board[row, col] != Enums.PlayerType.None)
|
||||
{
|
||||
Debug.Log("중복 위치");
|
||||
return;
|
||||
}
|
||||
|
||||
_board[row, col] = Enums.PlayerType.PlayerA;
|
||||
Debug.Log($"Player's row: {row} col: {col}");
|
||||
|
||||
// var isEnded = MiniMaxAIController.CheckGameWin(Enums.PlayerType.PlayerA, _board, row, col);
|
||||
// Debug.Log("PlayerA is Win: " + isEnded);
|
||||
|
||||
// 인공지능 호출
|
||||
var result = MiniMaxAIController.GetBestMove(_board);
|
||||
|
||||
if (result.HasValue)
|
||||
{
|
||||
Debug.Log($"AI's row: {result.Value.row} col: {result.Value.col}");
|
||||
_board[result.Value.row, result.Value.col] = Enums.PlayerType.PlayerB;
|
||||
|
||||
// isEnded = MiniMaxAIController.CheckGameWin(Enums.PlayerType.PlayerB, _board, result.Value.row, result.Value.col);
|
||||
// Debug.Log("PlayerB is Win: " + isEnded);
|
||||
}
|
||||
|
||||
ResultBoard();
|
||||
}
|
||||
|
||||
private void ResultBoard()
|
||||
{
|
||||
boardText.text = "";
|
||||
|
||||
// player 타입에 따라 입력받는 건 무조건 A로 해서 A, AI는 B로 나타내고 None은 _
|
||||
for (int i = 0; i < 15; i++)
|
||||
{
|
||||
for (int j = 0; j < 15; j++)
|
||||
{
|
||||
if (_board[i, j] == Enums.PlayerType.PlayerA)
|
||||
{
|
||||
boardText.text += 'A';
|
||||
}
|
||||
else if (_board[i, j] == Enums.PlayerType.PlayerB)
|
||||
{
|
||||
boardText.text += 'B';
|
||||
}
|
||||
else if (_board[i, j] == Enums.PlayerType.None)
|
||||
{
|
||||
boardText.text += '_';
|
||||
}
|
||||
|
||||
boardText.text += ' ';
|
||||
}
|
||||
|
||||
boardText.text += '\n';
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Script/AI/TestGameManager.cs.meta
Normal file
11
Assets/Script/AI/TestGameManager.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: facc79abb6042e846bb0a2b099b58e9c
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -8,5 +8,6 @@ public class Enums
|
||||
|
||||
public enum StoneState{ None, Selected, Blocked, LastPositioned }
|
||||
|
||||
public enum GameType{ None, SinglePlay, MultiPlay, RePlay}
|
||||
public enum GameType{ None, SinglePlay, MultiPlay, Replay }
|
||||
|
||||
}
|
||||
|
@ -160,6 +160,7 @@ public class GameLogic : MonoBehaviour
|
||||
|
||||
selectedRow = -1;
|
||||
selectedCol = -1;
|
||||
|
||||
_lastRow = -1;
|
||||
_lastCol = -1;
|
||||
//timer 초기화
|
||||
@ -170,15 +171,17 @@ public class GameLogic : MonoBehaviour
|
||||
{
|
||||
if (currentTurn == Enums.PlayerType.PlayerA)
|
||||
{
|
||||
GameManager.Instance.OpenConfirmPanel($"Game Over: {PlayerType.PlayerB} Win",() =>{});
|
||||
GameManager.Instance.OpenConfirmPanel($"Game Over: {Enums.PlayerType.PlayerB} Win",() =>{});
|
||||
EndGame();
|
||||
}
|
||||
else if (currentTurn == Enums.PlayerType.PlayerB)
|
||||
{
|
||||
GameManager.Instance.OpenConfirmPanel($"Game Over: {PlayerType.PlayerA} Win",() =>{});
|
||||
GameManager.Instance.OpenConfirmPanel($"Game Over: {Enums.PlayerType.PlayerA} Win",() =>{});
|
||||
EndGame();
|
||||
}
|
||||
};
|
||||
//TODO: 기보 매니저에게 플레이어 닉네임 넘겨주기
|
||||
ReplayManager.Instance.InitReplayData("PlayerA","nicknameB");
|
||||
|
||||
switch (gameType)
|
||||
{
|
||||
@ -243,12 +246,16 @@ public class GameLogic : MonoBehaviour
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
@ -13,7 +13,7 @@ public class ReplayCell : MonoBehaviour
|
||||
[SerializeField] private TMP_Text recordDateText;
|
||||
|
||||
private ReplayRecord _storedReplayRecord;
|
||||
private PlayerType _myPlayerType;
|
||||
private Enums.PlayerType _myPlayerType;
|
||||
private string _opponentNickname;
|
||||
|
||||
|
||||
@ -32,7 +32,7 @@ public class ReplayCell : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
public void SetMyPlayerType(PlayerType myPlayerType)
|
||||
public void SetMyPlayerType(Enums.PlayerType myPlayerType)
|
||||
{
|
||||
_myPlayerType = myPlayerType;
|
||||
}
|
||||
|
@ -5,12 +5,6 @@ using System.IO;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
|
||||
//TODO: 테스트용, 게임로직과 머지시 삭제
|
||||
public enum PlayerType{None, PlayerA, PlayerB}
|
||||
public enum StoneType{None, White, Black}
|
||||
|
||||
|
||||
[Serializable]
|
||||
public class ReplayRecord
|
||||
{
|
||||
@ -38,8 +32,60 @@ public class Move
|
||||
public class ReplayManager : Singleton<ReplayManager>
|
||||
{
|
||||
private ReplayRecord _recordingReplayData;
|
||||
|
||||
|
||||
#region 기보 시작 후 데이터를 컨트롤하기
|
||||
|
||||
private ReplayRecord _replayRecord;
|
||||
|
||||
//DO, Undo를 위한 스택
|
||||
private Stack<Move> _placedStoneStack;
|
||||
private Stack<Move> _undoStack;
|
||||
private int _moveIndex;
|
||||
|
||||
|
||||
public void InitReplayBoard(ReplayRecord replayRecord)
|
||||
{
|
||||
_replayRecord = replayRecord;
|
||||
_moveIndex = 0;
|
||||
|
||||
_placedStoneStack = new Stack<Move>();
|
||||
_undoStack = new Stack<Move>();
|
||||
}
|
||||
|
||||
public Move GetNextMove()
|
||||
{
|
||||
if (_undoStack.Count > 0)
|
||||
return _undoStack.Pop();
|
||||
|
||||
if(_moveIndex >= _replayRecord.moves.Count)
|
||||
return null;
|
||||
|
||||
Move move = _replayRecord.moves[_moveIndex];
|
||||
_moveIndex++;
|
||||
return move;
|
||||
}
|
||||
|
||||
public void PushMove(Move storedMove)
|
||||
{
|
||||
_placedStoneStack.Push(storedMove);
|
||||
}
|
||||
|
||||
public Move PopMove()
|
||||
{
|
||||
if (_placedStoneStack.Count == 0)
|
||||
return null;
|
||||
Move move = _placedStoneStack.Pop();
|
||||
return move;
|
||||
}
|
||||
|
||||
public void PushUndoMove(Move storedMove)
|
||||
{
|
||||
_undoStack.Push(storedMove);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region 게임 플레이중 기보 데이터 저장
|
||||
///<summary>
|
||||
/// 게임 시작에 호출해서 기보 데이터 초기화
|
||||
/// </summary>
|
||||
@ -53,7 +99,7 @@ public class ReplayManager : Singleton<ReplayManager>
|
||||
///<summary>
|
||||
/// 게임 씬에서 착수를 할 때마다 호출해서 기록
|
||||
/// </summary>
|
||||
public void RecordStonePlaced(StoneType stoneType,int row, int col)
|
||||
public void RecordStonePlaced(Enums.StoneType stoneType,int row, int col)
|
||||
{
|
||||
string stoneColor = stoneType.ToString();
|
||||
_recordingReplayData.moves.Add(new Move(stoneColor, row, col));
|
||||
@ -63,7 +109,7 @@ public class ReplayManager : Singleton<ReplayManager>
|
||||
/// <summary>
|
||||
/// 게임 종료 후 호출하여 리플레이 데이터를 저장합니다.
|
||||
/// </summary>
|
||||
public void SaveReplayData(PlayerType winnerPlayerType)
|
||||
public void SaveReplayData(Enums.PlayerType winnerPlayerType)
|
||||
{
|
||||
try
|
||||
{
|
||||
@ -87,7 +133,8 @@ public class ReplayManager : Singleton<ReplayManager>
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
#endregion
|
||||
|
||||
//폴더내 기보 파일을 전부 읽어옵니다.
|
||||
public List<ReplayRecord> LoadReplayDatas()
|
||||
{
|
||||
@ -139,4 +186,18 @@ public class ReplayManager : Singleton<ReplayManager>
|
||||
protected override void OnSceneLoaded(Scene scene, LoadSceneMode mode)
|
||||
{
|
||||
}
|
||||
|
||||
#region for tests
|
||||
|
||||
public void OnClickSaveButton(string winnerPlayerType = "PlayerA")
|
||||
{
|
||||
if(winnerPlayerType == Enums.PlayerType.PlayerA.ToString())
|
||||
SaveReplayData(Enums.PlayerType.PlayerA);
|
||||
else
|
||||
SaveReplayData(Enums.PlayerType.PlayerB);
|
||||
|
||||
}
|
||||
|
||||
|
||||
#endregion
|
||||
}
|
||||
|
@ -33,8 +33,8 @@ public class ReplayPanelController : MonoBehaviour
|
||||
var replayCellButtonObject = Instantiate(replayCellPrefab, contentTransform);
|
||||
ReplayCell replayCell = replayCellButtonObject.GetComponent<ReplayCell>();
|
||||
|
||||
PlayerType myPlayerType = _myNickname.Equals(replayRecord.playerA) ? PlayerType.PlayerA : PlayerType.PlayerB;
|
||||
string opponentNickname = myPlayerType==PlayerType.PlayerA ? replayRecord.playerB : replayRecord.playerA;
|
||||
Enums.PlayerType myPlayerType = _myNickname.Equals(replayRecord.playerA) ? Enums.PlayerType.PlayerA : Enums.PlayerType.PlayerB;
|
||||
string opponentNickname = myPlayerType==Enums.PlayerType.PlayerA ? replayRecord.playerB : replayRecord.playerA;
|
||||
|
||||
replayCell.SetMyPlayerType(myPlayerType);
|
||||
replayCell.SetWinImage(myPlayerType.ToString().Equals(replayRecord.winnerPlayerType));
|
||||
|
Loading…
x
Reference in New Issue
Block a user