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Assets/Scripts/Minigames/FortFight/AI/FortFightAIController.cs
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111
Assets/Scripts/Minigames/FortFight/AI/FortFightAIController.cs
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using System.Collections;
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using Core;
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using Core.Lifecycle;
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using Minigames.FortFight.Core;
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using Minigames.FortFight.Data;
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using UnityEngine;
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namespace Minigames.FortFight.AI
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{
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/// <summary>
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/// AI controller for the PigMan opponent.
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/// Phase 1: Stubbed implementation - just simulates taking a turn.
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/// Phase 4: Full implementation with trajectory calculation and target selection.
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/// </summary>
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public class FortFightAIController : ManagedBehaviour
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{
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[Header("AI Settings (Stubbed)")]
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[SerializeField] private float aiThinkTime = 1.5f; // Time AI "thinks" before acting
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private TurnManager turnManager;
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private bool isThinking = false;
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#region Initialization
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/// <summary>
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/// Initialize the AI controller
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/// </summary>
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public void Initialize()
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{
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// Get reference to turn manager
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turnManager = FindFirstObjectByType<TurnManager>();
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if (turnManager == null)
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{
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Logging.Error("[FortFightAIController] TurnManager not found!");
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return;
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}
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// Subscribe to turn events
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turnManager.OnTurnStarted += OnTurnStarted;
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Logging.Debug("[FortFightAIController] AI initialized");
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}
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#endregion
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#region Turn Handling
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/// <summary>
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/// Called when a new turn starts
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/// </summary>
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private void OnTurnStarted(PlayerData currentPlayer, TurnState turnState)
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{
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// Only act if it's AI's turn
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if (turnState == TurnState.AITurn && !isThinking)
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{
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StartCoroutine(ExecuteAITurn());
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}
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}
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/// <summary>
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/// Execute the AI's turn (stubbed for Phase 1)
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/// </summary>
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private IEnumerator ExecuteAITurn()
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{
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isThinking = true;
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Logging.Debug($"[FortFightAIController] AI is thinking... (for {aiThinkTime}s)");
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// Simulate AI "thinking"
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yield return new WaitForSeconds(aiThinkTime);
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// STUBBED: Perform AI action
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Logging.Debug("[FortFightAIController] AI takes action! (STUBBED - no actual projectile fired yet)");
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// End AI turn
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isThinking = false;
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if (turnManager != null)
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{
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turnManager.EndTurn();
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}
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}
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#endregion
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#region Cleanup
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internal override void OnManagedDestroy()
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{
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base.OnManagedDestroy();
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if (turnManager != null)
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{
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turnManager.OnTurnStarted -= OnTurnStarted;
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}
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}
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#endregion
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#region Future Implementation (Phase 4)
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// TODO Phase 4: Implement ballistic trajectory calculation
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// TODO Phase 4: Implement target selection logic
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// TODO Phase 4: Implement shot deviation system
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// TODO Phase 4: Implement ammunition selection
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#endregion
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: d82cbd88db94eec4ba7c19ef60b9fbbc
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