569 lines
22 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
using PimDeWitte.UnityMainThreadDispatcher;
using Random = UnityEngine.Random;
public partial class GameLogic : IDisposable
{
#region Fields
private Enums.PlayerType[,] _board;
private int _totalStoneCounter; // 총 착수된 돌 카운터
private int _lastRow, _lastCol; // 마지막 배치된 좌표
private RenjuForbiddenMoveDetector _forbiddenDetector; // 렌주룰 금수 검사기
private List<Vector2Int> _forbiddenMoves = new (); // 현재 금수 위치 목록
private string _roomId;
private string _opponentNickname;
private int _opponentImageIndex;
private bool isFirstPlayer;
#endregion
#region Properties
public int TotalStoneCounter => _totalStoneCounter;
public bool RequestDrawChance { get; set; } // 무승부 요청 가능 여부
public MultiplayManager MultiPlayManager { get; private set; }
public Enums.PlayerType CurrentTurn { get; set; }
public Enums.GameType GameType { get; set; }
public StoneController StoneController { get; set; }
public BasePlayerState CurrentPlayerState { get; private set; }
public BasePlayerState FirstPlayerState { get; private set; }
public BasePlayerState SecondPlayerState { get; private set; }
public int SelectedRow { get; private set; }
public int SelectedCol { get; private set; }
public FioTimer FioTimer { get; private set; }
public bool GameInProgress { get; private set; } // 게임 진행 중인지 확인
public bool OpponentExist { get; private set; } // 상대방 존재 여부
#endregion
#region Constructor and Initialization
public GameLogic(StoneController stoneController, Enums.GameType gameType, FioTimer fioTimer = null)
{
_forbiddenDetector = new RenjuForbiddenMoveDetector(); // 금수 감지기 초기화
InitializeBoard(stoneController, gameType); // 보드 초기화
InitializeFioTimer(fioTimer); // timer 초기화
GameModeSetter(gameType); // 게임 모드 설정
OpponentExist = false;
}
// 게임 모드 분기 처리
private void GameModeSetter(Enums.GameType gameType)
{
switch (gameType)
{
case Enums.GameType.MultiPlay:
InitializeMultiplayerMode();
break;
case Enums.GameType.Replay:
break;
}
}
private void InitializeMultiplayerMode()
{
// 메인 스레드에서 실행 - UI 업데이트는 메인 스레드에서 실행 필요
ExecuteOnMainThread(() =>
{
GameManager.Instance.panelManager.OpenLoadingPanel(true, true);
});
MultiPlayManager = new MultiplayManager((state, data) =>
{
switch (state)
{
case Constants.MultiplayManagerState.CreateRoom:
_roomId = data as string;
break;
case Constants.MultiplayManagerState.JoinRoom:
var joinRoomData = data as JoinRoomData;
_roomId = joinRoomData.roomId;
if (!ValidateRoomData(joinRoomData, "Join Room")) return;
// 플레이어 셋업
SetupPlayer(joinRoomData.isBlack, _roomId, joinRoomData.opponentNickname, joinRoomData.opponentImageIndex);
// 메인 스레드에서 실행 - UI 업데이트는 메인 스레드에서 실행 필요
StartGameOnMainThread();
break;
case Constants.MultiplayManagerState.SwitchAI:
SwitchToSinglePlayer();
break;
case Constants.MultiplayManagerState.StartGame:
var startGameData = data as StartGameData;
if (!ValidateRoomData(startGameData, "Start Game")) return;
// 플레이어 셋업
SetupPlayer(startGameData.isBlack, _roomId, startGameData.opponentNickname, startGameData.opponentImageIndex);
// 메인 스레드에서 실행 - UI 업데이트는 메인 스레드에서 실행 필요
StartGameOnMainThread();
break;
case Constants.MultiplayManagerState.ExitRoom:
OpponentExist = false;
break;
case Constants.MultiplayManagerState.EndGame:
OpponentExist = false;
ExecuteOnMainThread(() =>
{
GameManager.Instance.panelManager.OpenConfirmPanel("상대방이 방을 나갔습니다.", () => { });
});
break;
case Constants.MultiplayManagerState.DoSurrender:
ExecuteOnMainThread(() =>
{
GameManager.Instance.panelManager.OpenEffectPanel(Enums.GameResult.Win);
EndGame(Enums.GameResult.Win);
});
break;
case Constants.MultiplayManagerState.SurrenderConfirmed:
ExecuteOnMainThread(() =>
{
GameManager.Instance.panelManager.OpenEffectPanel(Enums.GameResult.Lose);
EndGame(Enums.GameResult.Lose);
});
break;
case Constants.MultiplayManagerState.ReceiveDrawRequest:
TimerPause();
ExecuteOnMainThread(() =>
{
GameManager.Instance.panelManager.OpenLoadingPanel(true, true, false, false);
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:
{
ExecuteOnMainThread(() =>
{
GameManager.Instance.panelManager.OpenLoadingPanel(true, true, false, false);
});
TimerPause();
break;
}
case Constants.MultiplayManagerState.DrawAccepted:
ExecuteOnMainThread(() =>
{
GameManager.Instance.panelManager.CloseLoadingPanel();
GameManager.Instance.panelManager.OpenEffectPanel(Enums.GameResult.Draw);
EndGame(Enums.GameResult.Draw);
});
break;
case Constants.MultiplayManagerState.DrawConfirmed:
{
ExecuteOnMainThread(() =>
{
GameManager.Instance.panelManager.CloseLoadingPanel();
});
break;
}
case Constants.MultiplayManagerState.DrawRejected:
ExecuteOnMainThread(() =>
{
GameManager.Instance.panelManager.CloseLoadingPanel();
GameManager.Instance.panelManager.OpenConfirmPanel("무승부 요청을 거부하였습니다.", () => { });
});
TimerUnpause();
break;
case Constants.MultiplayManagerState.DrawRejectionConfirmed:
{
ExecuteOnMainThread(() =>
{
GameManager.Instance.panelManager.CloseLoadingPanel();
});
TimerUnpause();
break;
}
case Constants.MultiplayManagerState.ReceiveTimeout:
ExecuteOnMainThread(() =>
{
GameManager.Instance.panelManager.OpenEffectPanel(Enums.GameResult.Win);
EndGame(Enums.GameResult.Win);
});
break;
case Constants.MultiplayManagerState.RevengeRequestSent:
break;
case Constants.MultiplayManagerState.ReceiveRevengeRequest:
ChangeGameInProgress(true);
ExecuteOnMainThread(() =>
{
GameManager.Instance.panelManager.OpenDrawConfirmPanel("상대방의 재대결 요청을\n승낙하시겠습니까?", () =>
{
MultiPlayManager.AcceptRevenge();
}, () =>
{
MultiPlayManager.RejectRevenge();
});
});
break;
case Constants.MultiplayManagerState.RevengeAccepted:
var revengeAcceptedData = data as RevengeData;
if (revengeAcceptedData == null) return;
// 선공, 후공 처리
isFirstPlayer = revengeAcceptedData.isBlack;
ExecuteOnMainThread(() =>
{
GameManager.Instance.panelManager.OpenConfirmPanel("상대방이\n재대결을 승낙하였습니다.\n게임이 다시 시작됩니다.", () =>
{
InitBoardForRevenge(isFirstPlayer);
});
});
break;
case Constants.MultiplayManagerState.RevengeConfirmed:
var revengConfirmedData = data as RevengeData;
if (revengConfirmedData == null) return;
// 선공, 후공 처리
isFirstPlayer = revengConfirmedData.isBlack;
ExecuteOnMainThread(() =>
{
GameManager.Instance.panelManager.OpenConfirmPanel("재대결 요청을\n승낙하였습니다.\n게임이 다시 시작됩니다.", () =>
{
InitBoardForRevenge(isFirstPlayer);
});
});
break;
case Constants.MultiplayManagerState.RevengeRejected:
ExecuteOnMainThread(() =>
{
GameManager.Instance.panelManager.OpenConfirmPanel("상대방이\n재대결 요청을\n거부하였습니다.", () =>
{
GameManager.Instance.panelManager.CloseLoadingPanel();
});
});
break;
case Constants.MultiplayManagerState.RevengeRejectionConfirmed:
ExecuteOnMainThread(() =>
{
GameManager.Instance.panelManager.OpenConfirmPanel("재대결 요청을\n거부하였습니다.", () =>
{
GameManager.Instance.panelManager.CloseLoadingPanel();
});
});
break;
case Constants.MultiplayManagerState.OpponentDisconnected:
OpponentExist = false;
ExecuteOnMainThread(() =>
{
GameManager.Instance.panelManager.OpenConfirmPanel("연결이 끊어졌습니다.", () =>
{
GameManager.Instance.panelManager.OpenEffectPanel(Enums.GameResult.Win);
EndGame(Enums.GameResult.Win);
});
});
break;
}
ReplayManager.Instance.InitReplayData(UserManager.Instance.Nickname,_opponentNickname);
});
MultiPlayManager.RegisterPlayer(UserManager.Instance.Nickname, UserManager.Instance.Rating, UserManager.Instance.imageIndex);
}
private void SetupPlayer(bool isBlack, string roomId, string opponentNickname, int opponentImageIndex)
{
// 선공, 후공 처리
isFirstPlayer = isBlack;
_opponentNickname = opponentNickname;
_opponentImageIndex = opponentImageIndex;
if (isFirstPlayer)
{
FirstPlayerState = new PlayerState(true, MultiPlayManager, roomId);
SecondPlayerState = new MultiPlayerState(false, MultiPlayManager);
UpdateUIForFirstPlayer(_opponentNickname, _opponentImageIndex);
}
else
{
FirstPlayerState = new MultiPlayerState(true, MultiPlayManager);
SecondPlayerState = new PlayerState(false, MultiPlayManager, roomId);
UpdateUIForSecondPlayer(_opponentNickname, _opponentImageIndex);
}
OpponentExist = true;
}
private void UpdateUIForFirstPlayer(string opponentNickname, int opponentImageIndex)
{
ExecuteOnMainThread(() =>
{
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);
});
}
private void UpdateUIForSecondPlayer(string opponentNickname, int opponentImageIndex)
{
ExecuteOnMainThread(() =>
{
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);
});
}
// 메인스레드에서 게임 시작
private void StartGameOnMainThread()
{
ChangeGameInProgress(true);
GameButtonSetter(GameInProgress); // 버튼 상태 교체
ExecuteOnMainThread(() =>
{
// 로딩 패널 열려있으면 닫기
GameManager.Instance.panelManager.CloseLoadingPanel();
// 게임 시작
SetState(FirstPlayerState);
});
}
// 버튼 상태 교체 함수
private void GameButtonSetter(bool gameInProgress)
{
ExecuteOnMainThread(() =>
{
GameManager.Instance.SetButtonsIndicator(gameInProgress);
});
}
// 방 데이터 유효성 검사 헬퍼 함수
private bool ValidateRoomData(object roomData, string operationName)
{
if (roomData == null) return false;
return true;
}
// 메인 스레드에서 실행하는 헬퍼 함수
private void ExecuteOnMainThread(Action action)
{
UnityMainThreadDispatcher.Instance().Enqueue(action);
}
private void InitializeSinglePlayMode()
{
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(() =>
{
//AI닉네임 랜덤생성
var aiName = RandomAINickname();
var imageIndex = 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);
});
}
private void InitializeBoard(StoneController stoneController, Enums.GameType gameType)
{
_board = new Enums.PlayerType[15, 15];
StoneController = stoneController;
GameType = gameType;
_totalStoneCounter = 0;
RequestDrawChance = true;
SelectedRow = -1;
SelectedCol = -1;
_lastRow = -1;
_lastCol = -1;
}
private void InitializeFioTimer(FioTimer fioTimer)
{
if (fioTimer != null)
{
FioTimer = fioTimer;
FioTimer.InitTimer();
//timer 시간초과시 진행 함수
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
{
GameManager.Instance.panelManager.OpenConfirmPanel("상대방의 응답을 기다리는 중입니다",
() => { }, false, false );
}
};
}
}
private void InitBoardForRevenge(bool isFirstPlayer)
{
//보드 초기화
_board = new Enums.PlayerType[15, 15];
_totalStoneCounter = 0;
StoneController.InitStones();
RequestDrawChance = false;
SelectedRow = -1;
SelectedCol = -1;
_lastRow = -1;
_lastCol = -1;
// 금수 감지기 초기화
_forbiddenDetector.RenjuForbiddenMove(_board);
//timer 초기화
FioTimer.InitTimer();
// 플레이어 셋업
SetupPlayer(isFirstPlayer, _roomId, _opponentNickname, _opponentImageIndex);
// 로딩 패널 열려 있으면 닫기
GameManager.Instance.panelManager.CloseLoadingPanel();
// 메인 스레드에서 실행 - UI 업데이트는 메인 스레드에서 실행 필요
StartGameOnMainThread();
}
#endregion
public Enums.PlayerType[,] GetBoard() => _board;
// 상대가 매칭되지 않을 경우 AI로 전환하는 함수
private void SwitchToSinglePlayer()
{
MultiPlayManager?.Dispose();
// 기존 멀티플레이 상태 초기화
MultiPlayManager = null;
_roomId = null;
GameType = Enums.GameType.SinglePlay;
// 싱글 플레이 상태로 변경
InitializeSinglePlayMode();
}
public void SetState(BasePlayerState state)
{
CurrentPlayerState?.OnExit(this);
CurrentPlayerState = state;
CurrentPlayerState?.OnEnter(this);
// 턴 표시
GameManager.Instance.SetTurnIndicator(CurrentPlayerState == FirstPlayerState);
}
#region Utility
// 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);
}
}
}
// 타이머 일시정지
private void TimerPause() => FioTimer.PauseTimer();
// 타이머 일시정지 해제
private void TimerUnpause() => FioTimer.StartTimer();
// 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);
}
}
}
// AI닉네임 랜덤 생성
private string RandomAINickname()
{
string[] AI_NAMIES = { "이세돌", "신사동호랭이","진짜인간임","종로3가짱돌","마스터김춘배","62세황순자","고준일 강사님"};
var index = Random.Range(0, AI_NAMIES.Length);
return AI_NAMIES[index];
}
#endregion
public void ChangeGameInProgress(bool inProgress)
{
if (GameInProgress == inProgress)
return;
GameInProgress = inProgress;
}
public void Dispose()
{
MultiPlayManager?.LeaveRoom();
_roomId = null; // room id 초기화
MultiPlayManager?.Dispose();
}
public void ForceQuit()
{
MultiPlayManager?.ForceQuit();
_roomId = null;
MultiPlayManager?.Dispose();
}
}