You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

373 lines
12 KiB

4 years ago
4 years ago
4 years ago
4 years ago
4 years ago
4 years ago
4 years ago
4 years ago
4 years ago
4 years ago
4 years ago
4 years ago
4 years ago
  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using System.Linq;
  4. using UnityEngine;
  5. using UnityEngine.Networking;
  6. using Networking.Server;
  7. using Networking;
  8. using UnityEngine.SceneManagement;
  9. public class GameManager : MonoBehaviour
  10. {
  11. #region Inspector Field
  12. [Header("Settings")]
  13. [SerializeField]
  14. private float AnimationTime;
  15. [SerializeField]
  16. private GameModeReference CurrentGameMode;
  17. [Header("References")]
  18. [SerializeField]
  19. [Tooltip("Prefab of character for players to play")]
  20. private Character characterPrefab;
  21. [SerializeField]
  22. private ServerObject server;
  23. [SerializeField]
  24. private ClientList ClientList;
  25. public blockSpawn spawnBlock;
  26. #endregion Inspector Field
  27. #region Private Variables
  28. public Dictionary<int, PlayerData> playerData;
  29. private ActiveBlock[] EnvironmentBlocks;
  30. #endregion Private Variables
  31. #region Read Only
  32. /// <summary>
  33. /// Easy access to IEnumerable in playerData so we can Enumerate through it
  34. /// </summary>
  35. private PlayerData[] playerDataAsArray { get { return playerData.Values.ToArray(); } }
  36. /// <summary>
  37. /// Easy access to GameMode value in CurrentGameMode reference
  38. /// </summary>
  39. private GameMode gameMode { get { return CurrentGameMode.Value; } }
  40. #endregion Read Only
  41. #region Unity Functions
  42. private void Start()
  43. {
  44. spawnBlock = gameObject.GetComponent<blockSpawn>();
  45. //Start Game
  46. StartCoroutine(GameRoutine());
  47. }
  48. private void Update()
  49. {
  50. //This is required so that the server can continue to recieve client messages
  51. //(it is a unity thing)
  52. server.ServerUpdate();
  53. }
  54. private void OnEnable()
  55. {
  56. //Let Server know we want to recieve some messages
  57. RegisterHandlers();
  58. }
  59. private void OnDisable()
  60. {
  61. //Let server know to not send messages this way
  62. UnRegisterHandlers();
  63. }
  64. #endregion Unity Functions
  65. #region Class Functions
  66. private IEnumerator GameRoutine()
  67. {
  68. //Allows game mode to instantiate anything it might need;
  69. gameMode.PreGameStart();
  70. //gets list of items to check spawn locations
  71. spawnBlock.wakeup();
  72. //Spawn Characters and tell let the GameMode do anything with the characters it might want
  73. SpawnCharacters();
  74. playerDataAsArray.ForEach(p => p.client.SendLives());
  75. gameMode.GameStart(playerDataAsArray);
  76. //Loop until the GameMode lets us know the game is over
  77. while (!gameMode.isGameOver(playerDataAsArray))
  78. {
  79. //wait until we have recieved all player input
  80. yield return StartCoroutine(WaitForPlayerInput());
  81. //I hate having to do this
  82. EnvironmentBlocks = FindObjectsOfType<ActiveBlock>();
  83. ////Debug.Log("Active blocks found: " + EnvironmentBlocks.Length);
  84. //Routine for players movement
  85. yield return StartCoroutine(RoundRoutine()); //it's pretty long so it gets it's own coroutine;
  86. }
  87. //Let the gamemode know that the game is over
  88. gameMode.GameEnd(playerDataAsArray);
  89. }
  90. private void removePlayer(PlayerData player)
  91. {
  92. player.client.ChangeScene("WaitScene");
  93. player.isDead = true;
  94. }
  95. private IEnumerator RoundRoutine()
  96. {
  97. //Tell the gamemode that we are starting a round
  98. gameMode.RoundStart(playerDataAsArray);
  99. //playerDataAsArray.OrderByDescending(unit => unit.character.transform.position.x);
  100. //playerDataAsArray = playerDataAsArray.OrderBy(unit => unit.character.CurrentBlock.transform.position.x).ToArray();
  101. playerData = playerData.OrderBy(unit => unit.Value.character.CurrentBlock.transform.position.x).ToDictionary(unit => unit.Key, unit => unit.Value);
  102. //Loop until all players have finished moving
  103. while (playerDataAsArray.Any(p => !p.blockReader.Finished))
  104. {
  105. //Loop through all players
  106. foreach (PlayerData player in playerDataAsArray)
  107. {
  108. yield return StartCoroutine(MoveRoutine(player));//Move Player
  109. gameMode.PlayerMoved(player);//LetGameModeKnow
  110. }
  111. //Let Gamemode know all players have moved
  112. gameMode.AllPlayersMoved(playerDataAsArray);
  113. //I hate having to do this
  114. EnvironmentBlocks = FindObjectsOfType<ActiveBlock>();
  115. //Let the environment take a turn
  116. yield return StartCoroutine(EnvironmentTurn());
  117. gameMode.EnvironmentTurn(playerDataAsArray);
  118. //if Game is over break out of loop
  119. if (gameMode.isGameOver(playerDataAsArray))
  120. break;
  121. }
  122. //decrease lives here!!
  123. foreach (PlayerData player in playerDataAsArray)
  124. {
  125. gameMode.PlayerKilled(player);
  126. }
  127. playerDataAsArray.ForEach(p => p.client.SendLives()); //Update the players score
  128. //Let GameMode know that Round is Over
  129. yield return StartCoroutine(EnvironmentEnd());
  130. gameMode.RoundEnd(playerDataAsArray.ToArray());
  131. //check is anyone has 0 lives remaining
  132. //remove them from the array
  133. //force them back to the waiting for players screen
  134. foreach (PlayerData player in playerDataAsArray)
  135. {
  136. if (player.client.Lives == 0)
  137. {
  138. //Debug.Log("Remove: " + player.client.characterAnimal);
  139. removePlayer(player);
  140. }
  141. }
  142. //spawn collectible logic blocks
  143. spawnBlock.Spawn();
  144. //Reset some player Data
  145. foreach (PlayerData player in playerDataAsArray)
  146. {
  147. if (player.client.Lives > 0)
  148. {
  149. player.blockReader.Reset();
  150. player.client.SendInventory();
  151. }
  152. }
  153. }
  154. private IEnumerator WaitForPlayerInput()
  155. {
  156. //send round length to players
  157. //#TODO make this only happen after first input
  158. LogicProtocols.FloatMsg RoundTime = new LogicProtocols.FloatMsg(gameMode.GetRoundTime());
  159. //playerDataAsArray.ForEach(p => p.client.conn.Send(LogicProtocols.SendRoundTime, RoundTime));
  160. foreach (PlayerData player in playerDataAsArray)
  161. {
  162. if (player.client.Lives > 0)
  163. {
  164. player.client.conn.Send(LogicProtocols.SendRoundTime, RoundTime);
  165. }
  166. }
  167. //Send players to input Scene
  168. //ClientList.ForEach(p => p.ChangeScene("ClientScene"));
  169. foreach (ClientData client in ClientList)
  170. {
  171. if (client.Lives > 0) { client.ChangeScene("ClientScene"); }
  172. }
  173. //Let gamemode know clients are input-ing
  174. gameMode.InputStart(playerDataAsArray);
  175. //wait for all players to
  176. yield return new WaitUntil(() => playerData.All(p => p.Value.recievedList || p.Value.isDead));
  177. //reset
  178. //playerDataAsArray.ForEach(p => p.recievedList = false); //reset all players list
  179. foreach (PlayerData player in playerDataAsArray)
  180. {
  181. if (player.client.Lives > 0) { player.recievedList = false; }
  182. }
  183. //Let gamemode know all inputs have been recieved
  184. gameMode.InputEnd(playerDataAsArray);
  185. }
  186. private IEnumerator MoveRoutine(PlayerData data)
  187. {
  188. //If the current block hasn't already been removed, remove it from the player inventory
  189. //We need to check if it has already been removed so loops don't eat an entire stack
  190. if (data.blockReader.CurrentBlock != null && !data.blockReader.CurrentBlock.hasBeenRemoved)
  191. {
  192. data.client.Inventory.Remove(data.blockReader.CurrentBlock);
  193. data.blockReader.CurrentBlock.hasBeenRemoved = true;
  194. }
  195. //Process the move
  196. //blockFinished = data.blockReader.Read(data.character, AnimationTime, out waitTime);
  197. //Wait for the animation to finish
  198. //yield return new WaitForSeconds(waitTime);
  199. yield return StartCoroutine(data.blockReader.Read(data.character, AnimationTime));
  200. }
  201. private void SpawnCharacters()
  202. {
  203. playerData = new Dictionary<int, PlayerData>();
  204. Block[] SpawnBlocks = FindObjectsOfType<Block>().Where(p => p.isSpawnable).ToArray();
  205. int blockIndex = 0;
  206. foreach (Block block in SpawnBlocks)
  207. {
  208. ////Debug.Log("Block #" + blockIndex++ + " (" + block.transform.position.x + ", " + block.transform.position.y + ", " + block.transform.position.z + ")");
  209. }
  210. //int spawnIndex = 0;
  211. //If we have an odd number of players, then we start at spawn point 0 (in the middle)
  212. //If we have an even number, then we skip it
  213. //int spawnIndex = ((ClientList.Count() + 1) % 2);
  214. int spawnIndex = 0;
  215. foreach (ClientData client in ClientList)
  216. {
  217. ////Debug.Log("spawnIndex = " + spawnIndex);
  218. Character newChar = Instantiate(characterPrefab);
  219. //Block startingBlock = SpawnBlocks[(spawnIndex++ % ClientList.ConnectedClients.Count)];
  220. Block startingBlock = SpawnBlocks[spawnIndex++];
  221. newChar.Initialise(startingBlock, client.Inventory, client.characterAnimal);
  222. newChar.transform.forward = startingBlock.SpawnDirection.ToVector();
  223. playerData.Add(client.ID, new PlayerData(newChar, client));
  224. newChar.ClientLink = client;
  225. client.playerCharacter = newChar;
  226. }
  227. }
  228. private IEnumerator EnvironmentTurn()
  229. {
  230. foreach (var InitiativeGroup in EnvironmentBlocks.GroupBy(p => p.GetInitative())){
  231. foreach (ActiveBlock block in InitiativeGroup)
  232. StartCoroutine(block.OnEnvironmentTurn(playerDataAsArray));
  233. yield return new WaitUntil(() => InitiativeGroup.All(p => p.isFinished));
  234. InitiativeGroup.ForEach(p => p.Reset());
  235. }
  236. }
  237. private IEnumerator EnvironmentEnd()
  238. {
  239. foreach (var InitiativeGroup in EnvironmentBlocks.GroupBy(p => p.GetInitative())){
  240. foreach (ActiveBlock block in InitiativeGroup)
  241. StartCoroutine(block.OnRoundEnd(playerDataAsArray));
  242. yield return new WaitUntil(() => InitiativeGroup.All(p => p.isFinished));
  243. InitiativeGroup.ForEach(p => p.Reset());
  244. }
  245. }
  246. private ActiveBlock[] GetActiveBlocksOf(int intiative)
  247. {
  248. return EnvironmentBlocks.Where(p => p.GetInitative() == intiative).ToArray();
  249. }
  250. #endregion Class Functions
  251. #region Networking Functions
  252. /// <summary>
  253. /// Registers functions which should deal with incoming messages from clients
  254. /// </summary>
  255. private void RegisterHandlers()
  256. {
  257. server.RegisterHandler(LogicProtocols.SendLogicList, RecieveLogicList);
  258. }
  259. /// <summary>
  260. /// Clears any functions from server register which the manager would deal with
  261. /// </summary>
  262. private void UnRegisterHandlers()
  263. {
  264. server.UnregisterHandler(LogicProtocols.SendLogicList);
  265. }
  266. /// <summary>
  267. /// Called when server recieves moves from client
  268. /// </summary>
  269. /// <param name="msg">messages passed by server</param>
  270. private void RecieveLogicList(NetworkMessage msg)
  271. {
  272. //try to read base message as a logic message
  273. LogicProtocols.LogicMsg logicMsg;
  274. if (!msg.TryRead(out logicMsg))
  275. return;
  276. ////Debug that we have recieved it
  277. ////Debug.Log("Recieved function from " + ClientList[msg.conn.connectionId].Name);
  278. //Update player Data with recieved list
  279. playerData[msg.conn.Hash()].blockReader.LogicChain = new List<LogicBlock>(logicMsg.elements);
  280. playerData[msg.conn.Hash()].recievedList = true;
  281. }
  282. #endregion Networking Functions
  283. }
  284. public class PlayerData
  285. {
  286. public Character character;
  287. public BlockReader blockReader;
  288. public ClientData client;
  289. public bool recievedList;
  290. public bool isDead = false;
  291. public PlayerData(Character character, ClientData client)
  292. {
  293. this.character = character;
  294. this.client = client;
  295. blockReader = new BlockReader();
  296. }
  297. }