Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. Dismiss Notice

Bug Using Dictionary.Values.Max() to check values not working on first attempt

Discussion in 'Scripting' started by Lucastrophe, Jul 22, 2023.

  1. Lucastrophe

    Lucastrophe

    Joined:
    Jun 18, 2023
    Posts:
    4
    I'm making a turn based combat system and I've got a battle controller script that I'm using to sort the turn order for combat. In this is a bool for whether it's a new turn or not. When this is true combatants get a speed roll, otherwise they've already got a speed roll value so I just want to return the highest value. After a combatant takes their turn their speed value is reduced by 100. When everyone has a speed value of 0 or less then I want to set the new turn bool to true. This is all working fine except that my if statement to check whether the speed values are less than 1 is only working after one combatant with a speed value of 0 or less is taking an action(so there's always 1 extra action taken which shouldn't be).


    public enum BattleState { BattleStart, BattleTurnCalculator, BattleTurn}

    public class BattleController : MonoBehaviour
    {
    public BattleState State;
    public BaseActor ActiveUnit;
    public static Func<int> GetInitiative;
    public static Func<int> GetSpeed ;
    public Dictionary<BaseActor, int> _initiativeDictionary = new Dictionary<BaseActor, int>();
    BaseActor baseActor;
    public bool newTurn;

    public void Start()
    {
    UpdateBattleState(BattleState.BattleStart);
    }
    public void UpdateBattleState(BattleState newState)
    {
    State = newState;
    switch (newState)
    {
    case BattleState.BattleStart:
    newTurn = true;
    UpdateBattleState(BattleState.BattleTurnCalculator);
    break;
    case BattleState.BattleTurnCalculator:
    if (GetInitiative != null && newTurn == true)
    {
    //gets new speed value
    ActiveUnit = _initiativeDictionary.Aggregate((x, y) => x.Value > y.Value ? x : y).Key;
    }
    else (GetInitiative != null && newTurn != true)
    {
    //gets the current speed value
    ActiveUnit = _initiativeDictionary.Aggregate((x, y) => x.Value > y.Value ? x : y).Key;
    ActiveUnit.currentspeed = (ActiveUnit.currentspeed -= 100);
    }
    if (_initiativeDictionary.Values.Max() < 1)
    {
    newTurn = true;
    }
    else
    {
    newTurn = false;
    }
    _initiativeDictionary.Clear();
    UpdateBattleState(BattleState.BattleTurn);
    break;
    case BattleState.BattleTurn:
    //combatant takes their turn here
    ActiveUnit = null;
    //the battlestate gets changed to BattleTurnCalculator
    break;



    So this is what isn't working the first time around but weirdly is working at the second time around.


    if (_initiativeDictionary.Values.Max() < 1)
    {
    newTurn = true;
    }


    Any help with this would be greatly appreciated.
     
  2. Lucastrophe

    Lucastrophe

    Joined:
    Jun 18, 2023
    Posts:
    4
    Realise my mistake as soon as my head hit the pillow - the speed value is getting updated but the value in the dictionary isn’t until the next loop on the battle turn calculator. Pretty sure this will solve it tomorrow. Just need to juggle the order of things to change the bool and update the active unit speed.
     
    ijmmai likes this.
  3. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,563
    Awesome! If that's not it, well then it is...

    Time to start debugging! Here is how you can begin your exciting new debugging adventures:

    You must find a way to get the information you need in order to reason about what the problem is.

    Once you understand what the problem is, you may begin to reason about a solution to the problem.

    What is often happening in these cases is one of the following:

    - the code you think is executing is not actually executing at all
    - the code is executing far EARLIER or LATER than you think
    - the code is executing far LESS OFTEN than you think
    - the code is executing far MORE OFTEN than you think
    - the code is executing on another GameObject than you think it is
    - you're getting an error or warning and you haven't noticed it in the console window

    To help gain more insight into your problem, I recommend liberally sprinkling
    Debug.Log()
    statements through your code to display information in realtime.

    Doing this should help you answer these types of questions:

    - is this code even running? which parts are running? how often does it run? what order does it run in?
    - what are the names of the GameObjects or Components involved?
    - what are the values of the variables involved? Are they initialized? Are the values reasonable?
    - are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

    Knowing this information will help you reason about the behavior you are seeing.

    You can also supply a second argument to Debug.Log() and when you click the message, it will highlight the object in scene, such as
    Debug.Log("Problem!",this);


    If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

    You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

    You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

    You could also just display various important quantities in UI Text elements to watch them change as you play the game.

    Visit Google for how to see console output from builds. If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer for iOS: https://forum.unity.com/threads/how-to-capturing-device-logs-on-ios.529920/ or this answer for Android: https://forum.unity.com/threads/how-to-capturing-device-logs-on-android.528680/

    If you are working in VR, it might be useful to make your on onscreen log output, or integrate one from the asset store, so you can see what is happening as you operate your software.

    Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

    If your problem is with OnCollision-type functions, print the name of what is passed in!

    Here's an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

    https://forum.unity.com/threads/coroutine-missing-hint-and-error.1103197/#post-7100494

    "When in doubt, print it out!(tm)" - Kurt Dekker (and many others)

    Note: the
    print()
    function is an alias for Debug.Log() provided by the MonoBehaviour class.