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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Networking.Server;
using TMPro;
using UnityEngine.UI;
using System.Linq;
[CreateAssetMenu(menuName = "Major Project/GameModes/Racetrack", order = 201)]
public class RacetrackGameMode : GameMode
{
public MapManager mapManager;
public blockSpawn spawn;
public int MaxRound = 999;
public string nextScene = "ServerTestScene";
List<ClientData> ConnectedClients;
public Material OverlayMaterial;
public float scrollSpeed = 1.0f; //The rate at which the level will scroll past
[SerializeField]
[Tooltip("Layers to ignore when checking for blocks")]
public LayerMask Ignore;
public int RoundCount { get; private set; }
private Dictionary<ClientData, List<Block>> BlocksOwned;
int currentBoulderCount;
/// <summary>
/// Called once before any players have spawned
/// </summary>
protected override void OnPreGameStart()
{
mapManager.init();
}
/// <summary>
/// Called once all players have finished their moves but before the Objective is checked
/// </summary>
protected override void OnRoundEnd(PlayerData[] allPlayers)
{
cameraCheck(allPlayers);
//At the end of each round, any stuck players are freed to resume moving next round
respawnPlayers(allPlayers);
/*foreach (PlayerData player in allPlayers)
{
player.character.stuck = false;
if (player.character.respawnNeeded && player.client.Lives > 0)
{
player.character.respawnCharacter();
}
}*/
RoundCount++;
}
void respawnPlayers(PlayerData[] allPlayers)
{
//First step: determine if anyone is waiting to respawn
List<PlayerData> respawningPlayers = new List<PlayerData>();
List<PlayerData> survivingPlayers = new List<PlayerData>();
foreach (PlayerData player in allPlayers)
{
if (player.client.Lives > 0)
{
if (player.character.respawnNeeded)
{
respawningPlayers.Add(player);
player.client.Lives--;
}
else
{
survivingPlayers.Add(player);
}
}
}
//If nobody needs a respawn, we stop here. Otherwise, we carry on
if (respawningPlayers.Count > 0)
{
//Next step: figure out the appropriate respawn point
//If there are any players left, it will be the average of their positions
//Otherwise, it will be as close to the centre of the screen as possible
Vector3 respawnLocation = new Vector3(0.0f, -0.5f, 0.0f);
//Debug.Log("Initial respawn location: " + respawnLocation);
if (survivingPlayers.Count > 0) //If any players are not currently waiting to respawn, we get the average of their locations
{
//Debug.Log("Averaging survivor locations");
//We list the positions of all the surviving players
List<Vector3> survivingPlayerLocations = new List<Vector3>();
foreach (PlayerData player in survivingPlayers)
{
survivingPlayerLocations.Add(player.character.transform.position);
}
foreach (Vector3 vec in survivingPlayerLocations)
{
respawnLocation += vec;
}
respawnLocation = respawnLocation / survivingPlayers.Count;
//Debug.Log("Averaged survivor locations, new respawn location: " + respawnLocation);
}
else //Otherwise, we go for the middle of the screen
{
//Debug.Log("Seeking the middle of the screen");
//We start in the middle of the track, at the back, and scroll forward until we're past the centre of the camera's view
respawnLocation.x = mapManager.startX;
Vector3 respawnLocationVP = Camera.main.WorldToViewportPoint(respawnLocation);
while (respawnLocationVP.x < 0.5f || respawnLocationVP.y < 0.5f)
{
respawnLocation.x += 1.0f;
respawnLocationVP = Camera.main.WorldToViewportPoint(respawnLocation);
//Debug.Log("respawnLocation = " + respawnLocation + ", viewport = " + respawnLocationVP);
}
//Debug.Log("Found middle of camera view, new respawn location: " + respawnLocation);
}
//Now we randomly pick blocks in the vicinity of this point to respawn players on
//Valid blocks are those within x & +/-1 from the chosen location
//If we don't find enough open, unoccupied blocks within that radius, then we widen it
int radius = 0;
List<Block> respawnBlocks;
do
{
respawnBlocks = new List<Block>();
radius++;
//Debug.Log("Finding respawn blocks at radius = " + radius);
for (int i = -1 * radius; i <= radius; i++)
{
for (int j = -1 * radius; j <= radius; j++)
{
Block currentBlock;
Vector3 currentPos = new Vector3(respawnLocation.x + i, respawnLocation.y, respawnLocation.z + j);
//Debug.Log("Checking position " + currentPos);
if (Block.isBlockAtPosition(currentPos, 1, ~Ignore, out currentBlock))
{
/*Debug.Log("Found block at " + currentPos
+ ". is_Walkable = " + currentBlock.is_Walkable
+ ", currentBlock is Water = " + (currentBlock is Water)
+ ", isPit = " + currentBlock.isPit
+ ", no currentPlayer = " + (currentBlock.CurrentPlayer == null));*/
if (currentBlock.is_Walkable //Are we allowed on this block?
&& !(currentBlock is Water) && !(currentBlock.isPit) //Don't respawn on top of instant traps
&& currentBlock.CurrentPlayer == null) //Block must be unoccupied
{
respawnBlocks.Add(currentBlock);
//Debug.Log("Added block at " + currentPos);
}
else
{
//Debug.Log("Block at " + currentPos + " invalid");
}
}
else
{
//Debug.Log("No block at " + currentPos);
}
}
}
} while (respawnBlocks.Count < respawningPlayers.Count);
//Debug.Log("Possible respawn spots: ");
/*foreach(Block block in respawnBlocks)
{
Debug.Log(block.transform.position);
}*/
foreach (PlayerData player in respawningPlayers)
{
//We randomly pick a block for them to respawn on
int respawnIndex = (int)Random.Range(0.0f, (float)respawnBlocks.Count);
//Debug.Log("Respawn index = " + respawnIndex);
Block respawnBlock = respawnBlocks[respawnIndex];
//Debug.Log("Respawn location = " + respawnBlock.transform.position);
player.character.respawnCharacter(respawnBlock);
respawnBlocks.RemoveAt(respawnIndex); //Then we remove it from the list for the next player
//respawnBlocks.Remove(respawnBlock); //Then we remove it from the list for the next player
}
}
}
void cameraCheck(PlayerData[] allPlayers)
{
//Safety check: if anyone has somehow ended up behind the camera before it moved, mark them as needing respawning
checkInView(allPlayers);
//Get the average x-position of all players
float xAvg = 0.0f;
int livePlayerCount = 0;
foreach (PlayerData player in allPlayers)
{
if (!(player.character.respawnNeeded) && player.client.Lives > 0)
{
xAvg += player.character.transform.position.x;
livePlayerCount++;
}
}
if (livePlayerCount > 0)
{
xAvg = xAvg / livePlayerCount;
}
//Turn that position into a vector in viewport space
Vector3 xAvgPos = new Vector3(xAvg, 0.0f, 0.0f);
Vector3 xAvgVP = Camera.main.WorldToViewportPoint(xAvgPos);
//Debug.Log("xAvgPos = " + xAvgPos + ", xAvgVP = " + xAvgVP);
//We move the camera forward by at least one increment
//Keep doing it until the average x-position is roughly centred
do
{
Camera.main.transform.Translate(scrollSpeed, 0, 0, Space.World);
xAvgVP = Camera.main.WorldToViewportPoint(xAvgPos);
//Debug.Log("Camera = " + Camera.main.transform.position + ", xAvgVP = " + xAvgVP);
} while (xAvgVP.x > 0.5f || xAvgVP.y > 0.5f);
//If the foremost player is off the screen, scroll forward to catch up with them
//Find who's furthest ahead
PlayerData playerAhead = allPlayers[0];
foreach (PlayerData player in allPlayers)
{
if (player.client.Lives > 0 && player.character.transform.position.x > playerAhead.character.transform.position.x)
{
playerAhead = player;
}
}
//Turn their position to a viewport vector
Vector3 playerVP = Camera.main.WorldToViewportPoint(playerAhead.character.transform.position);
//If that position is not in view, advance until it is
while (playerVP.x > 1 || playerVP.y > 1)
{
Camera.main.transform.Translate(scrollSpeed, 0, 0, Space.World);
playerVP = Camera.main.WorldToViewportPoint(playerAhead.character.transform.position);
}/**/
//If anyone is out of view at this point, they are dead and need to respawn
checkInView(allPlayers);
/*foreach (PlayerData player in allPlayers)
{
if (player.client.Lives > 0 && !(player.character.respawnNeeded))
{
playerVP = Camera.main.WorldToViewportPoint(player.character.transform.position);
if (playerVP.x < 0.0f || playerVP.y < 0.0f)
{
player.character.respawnNeeded = true;
}
}
}*/
//We check for track sections we need to add/remove
mapManager.checkTrack();
//spawn.wakeup();
//Move the camera forward at a steady rate each round
/*if (scrollSpeed > 0.0f)
{
Camera.main.transform.Translate(scrollSpeed, 0, 0, Space.World);
mapManager.checkTrack();
//Debug.Log("New camera position at x = " + Camera.main.transform.position.x);
//Plan: get average position of surviving players, centre camera view on it
//Also, will need to check every time someone moves: are they still on camera?
//If ahead of camera, advance it until they're visible
//If behind camera, they lose a life & respawn
}
else
{
//Debug.Log("Not scrolling");
}*/
}
//Marks any player out of the camera's view as in need of respawning
void checkInView(PlayerData[] allPlayers)
{
//If anyone is out of view at this point, they are dead and need to respawn
foreach (PlayerData player in allPlayers)
{
if (player.client.Lives > 0 && !(player.character.respawnNeeded))
{
Vector3 playerVP = Camera.main.WorldToViewportPoint(player.character.transform.position);
if (playerVP.x < 0.0f || playerVP.y < 0.0f)
{
player.character.respawnNeeded = true;
}
}
}
}
/// <summary>
/// Checks if the Game is finished
/// </summary>
/// <returns>returns if game is finished</returns>
public override bool isGameOver(PlayerData[] allPlayers)
{
return (RoundCount >= MaxRound -1);
}
/// <summary>
/// Called once per player after they have moved onto a block
/// </summary>
/// <param name="character">Character which moved</param>
/// <param name="client">Client of the character</param>
/// <param name="currentBlock">Block moved onto</param>
protected override void OnPlayerMoved(Character character, ClientData client, Block currentBlock)
{
handleFalling(character, client, currentBlock, character.justMoved);
}
protected override void OnRoundStart(PlayerData[] allPlayers)
{
}
protected override void OnAllPlayersMoved(PlayerData[] allPlayers)
{
foreach (PlayerData player in allPlayers)
{
/* The justMoved variable is used to determine whether a player taking their turn in the water should become stuck
* (because they moved into/in the water), or not (because they're turning while remaining in the same square)
* It's not needed from move to move, so we clear it
*/
player.character.justMoved = false;
}
}
protected override void OnGameOver(PlayerData[] allPlayers)
{
throw new System.NotImplementedException();
}
private bool isOwned(Block block, out ClientData client)
{
client = null;
foreach (KeyValuePair<ClientData, List<Block>> ownedList in BlocksOwned)
{
if (ownedList.Value.Contains(block))
{
client = ownedList.Key;
return true;
}
}
return false;
}
private void handleFalling(Character character, ClientData client, Block currentBlock, bool didMove)
{
//If a character has fallen in the water or into a pit, we mark that fact, and they lose the rest of their turn
character.inWater = currentBlock.isWater;
character.respawnNeeded = currentBlock.isPit;
character.onCrystal = currentBlock.isCrystals;
character.underRock = currentBlock.isRock;
if (didMove && (character.inWater || character.respawnNeeded))
{
character.stuck = true;
}
}
protected override void OnPlayerKilled(Character character, ClientData client)
{
if (character.respawnNeeded || character.onCrystal)
{
character.lives -= 1;
character.ClientLink.Lives = character.lives;
}
if(character.underRock && currentBoulderCount < 1)
{
character.lives -= 1;
character.ClientLink.Lives = character.lives;
}
}
private IEnumerator AnimateBlock(Material mat, float time)
{
float timeElasped = 0;
while (timeElasped < time)
{
mat.SetFloat("_Multiplier", (timeElasped / time));
yield return new WaitForEndOfFrame();
timeElasped += Time.deltaTime;
}
mat.SetFloat("_Multiplier", 1);
}
protected override void OnGameStart(PlayerData[] AllPlayers)
{
BlocksOwned = new Dictionary<ClientData, List<Block>>();
RoundCount = 0;
AllPlayers = getPlayerOrder(AllPlayers);
for (int i = 0; i < AllPlayers.Length; i++)
{
OnPlayerMoved(AllPlayers[i].character, AllPlayers[i].client, AllPlayers[i].character.CurrentBlock);
}
}
public override PlayerData[] getPlayerOrder(PlayerData[] AllPlayers)
{
AllPlayers = AllPlayers.ToArray().OrderBy(unit => unit.character.CurrentBlock.transform.position.x).ToArray();
int order = 1;
foreach(PlayerData data in AllPlayers)
{
data.character.runOrder = order;
order++;
}
return AllPlayers;
}
}