155 lines
4.7 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GameLogic : MonoBehaviour
{
private Enums.PlayerType[,] _board;
private StoneController _stoneController;
public Enums.PlayerType currentTurn;
//선택된 좌표
public int selectedRow;
public int selectedCol;
//마지막 배치된 좌표
public int lastRow;
public int lastCol;
#region Renju Members
// 렌주룰 금수 검사기
private RenjuForbiddenMoveDetector _forbiddenDetector;
// 현재 금수 위치 목록
private List<(Vector2Int position, ForbiddenType type)> _forbiddenMoves = new List<(Vector2Int, ForbiddenType)>();
#endregion
public GameLogic(StoneController stoneController, Enums.GameType gameType)
{
//보드 초기화
_board = new Enums.PlayerType[15, 15];
_stoneController = stoneController;
selectedRow = -1;
selectedCol = -1;
lastRow = -1;
lastCol = -1;
// 금수 감지기 초기화
_forbiddenDetector = new RenjuForbiddenMoveDetector();
currentTurn = Enums.PlayerType.PlayerA;
SetState(currentTurn);
}
private void SetState(Enums.PlayerType player)
{
currentTurn = player;
// 턴이 변경될 때마다 금수 위치 업데이트
UpdateForbiddenMoves();
_stoneController.OnStoneClickedDelegate = (row, col) =>
{
if (_board[row, col] == Enums.PlayerType.None)
{
if ((selectedRow != row || selectedCol != col) && (selectedRow != -1 && selectedCol != -1))
{
SetStoneNewState(Enums.StoneState.None,selectedRow, selectedCol);
}
selectedRow = row;
selectedCol = col;
SetStoneNewState(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)
{
if (playerType == 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);
SetState(Enums.PlayerType.PlayerB);
}
if (playerType == 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);
SetState(Enums.PlayerType.PlayerA);
}
}
}
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;
}
//스톤의 상태변경 명령함수
private void SetStoneNewState(Enums.StoneState state, int row, int col)
{
_stoneController.SetStoneState(state, row, col);
}
#region Renju Rule Detector
// 금수 위치 업데이트 및 표시
private void UpdateForbiddenMoves()
{
// TODO: 이전 금수 표시 제거
ClearForbiddenMarks();
// 흑돌 차례에만 금수 규칙 적용
if (currentTurn == Enums.PlayerType.PlayerA)
{
// 모든 금수의 위치 찾기
_forbiddenMoves = _forbiddenDetector.FindAllForbiddenMoves(_board);
foreach (var forbiddenMove in _forbiddenMoves)
{
Vector2Int pos = forbiddenMove.position;
SetStoneNewState(Enums.StoneState.Blocked, pos.x, pos.y);
}
}
else
{
// 백돌 차례면 금수 목록 비우기
_forbiddenMoves.Clear();
}
}
// 이전에 표시된 금수 마크 제거
private void ClearForbiddenMarks()
{
foreach (var forbiddenMove in _forbiddenMoves)
{
Vector2Int pos = forbiddenMove.position;
if (_board[pos.x, pos.y] == Enums.PlayerType.None)
{
SetStoneNewState(Enums.StoneState.None, pos.x, pos.y);
}
}
}
#endregion
}