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difficulty: 0 + difficultyMin: 0 + difficultyMax: 3 sectionName: Test 1 spawns1: [] spawns2: [] diff --git a/Assets/Prefabs/Map Sections/Test 2.prefab b/Assets/Prefabs/Map Sections/Test 2.prefab index 0ec5327..35caaf9 100644 --- a/Assets/Prefabs/Map Sections/Test 2.prefab +++ b/Assets/Prefabs/Map Sections/Test 2.prefab @@ -131,7 +131,8 @@ MonoBehaviour: widthOut: 7 widthMax: 7 length: 6 - difficulty: 0 + difficultyMin: 1 + difficultyMax: 4 sectionName: Test 2 spawns1: [] spawns2: [] diff --git a/Assets/Prefabs/Map Sections/Test 3.prefab b/Assets/Prefabs/Map Sections/Test 3.prefab index 04a128f..fbc4f82 100644 --- a/Assets/Prefabs/Map Sections/Test 3.prefab +++ b/Assets/Prefabs/Map Sections/Test 3.prefab @@ -98,7 +98,8 @@ MonoBehaviour: widthOut: 5 widthMax: 5 length: 4 - difficulty: 0 + difficultyMin: 0 + difficultyMax: 2 sectionName: Test 3 spawns1: [] spawns2: [] diff --git a/Assets/Scenes/Map Generator Test.unity b/Assets/Scenes/Map Generator Test.unity new file mode 100644 index 0000000..13e7c61 --- /dev/null +++ b/Assets/Scenes/Map Generator Test.unity @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:1b0ead882bbacc097c11e41a49c828f6d1dc8b5ce9bbfe0307a416da14f13f39 +size 8668 diff --git a/Assets/Scenes/Map Generator Test.unity.meta b/Assets/Scenes/Map Generator Test.unity.meta new file mode 100644 index 0000000..cdddae5 --- /dev/null +++ b/Assets/Scenes/Map Generator Test.unity.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 41fa8ae556790fa45b17a508e90982eb +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Map Generation/MapManager.cs b/Assets/Scripts/Map Generation/MapManager.cs index d501726..e39b61e 100644 --- a/Assets/Scripts/Map Generation/MapManager.cs +++ b/Assets/Scripts/Map Generation/MapManager.cs @@ -5,7 +5,7 @@ using System.Collections.Generic; using UnityEngine; //public class MapManager : MonoBehaviour -[CreateAssetMenu(menuName = "Major Project/Map Manager")] +[CreateAssetMenu(menuName = "Major Project/Map Generation/Map Manager")] public class MapManager : ScriptableObject { public ClientList clients; @@ -13,27 +13,54 @@ public class MapManager : ScriptableObject public GameObject spawn8; //The section to use a spawn-point for games with 5-8 players //In 5-player games, we choose between them at random public List sections; //The list of sections to choose from after starting + //Split up the inspector lists to make them easier to manage. They'll be combined on initialisation + public List sectionLists; public int minConns = 2; //The minimum number of valid connections between two map sections for them to be allowed to link up public List activeSections; //The list of sections that have been placed on the map (and not removed) MapSection lastSection; //Which map-section was most recently added? float startX = -16.0f; //The x-position of the current start of the track - float endX = -16.0f; //The x-position of the current end of the track - int totalSections = 0; //How many sections have been added? Including ones that have been deleted + float endX; //The x-position of the current end of the track + int totalSections; //How many sections have been added? Including ones that have been deleted int initialPlayerCount; - int diffMin; //Minimum difficulty for a map section to be selected + int diffStart = 0; //Initial difficulty rating + int diffCap = 5; //The highest the difficulty rating can go + int difficulty; //Current difficulty rating + + /*int diffMin; //Minimum difficulty for a map section to be selected int diffMax; //Maximum difficulty for a map section to be selected int diffMinStart = 0; //Initial minimum difficulty for a map section to be selected int diffMaxStart = 1; //Initial maximum difficulty for a map section to be selected int diffMinMax = 4; //The highest diffMin can go - ensure that it doesn't go too high to have legal map sections + */ + int widthMin; //The minimum widthIn that we want for a new map section int widthMax; //The maximum widthIn that we want for a new map section int minPossibleWidth = 3; //The minimum to which widthMin and widthMax can be reduced public void init() { + sections = new List(); + endX = startX; + totalSections = 0; + + foreach (SectionList sectionList in sectionLists) + { + foreach (MapSection section in sectionList.sectionList) + { + sections.Add(section); + } + } + + Debug.Log("sections.Count = " + sections.Count); + + foreach (MapSection section in sections) + { + Debug.Log("Possible section: " + section.name); + } + initialPlayerCount = clients.ConnectedClients.Count; activeSections = new List(); @@ -60,8 +87,10 @@ public class MapManager : ScriptableObject widthMin = activeSections[0].widthOut - 2; widthMax = activeSections[0].widthOut + 2; + difficulty = diffStart; + //Set the maximum possible diffMin value to 1 less than the highest difficulty on the section list - diffMinMax = 0; + /*diffMinMax = 0; foreach (MapSection section in sections) { @@ -71,7 +100,7 @@ public class MapManager : ScriptableObject } } - diffMinMax--; + diffMinMax--;*/ switch (initialPlayerCount) { @@ -139,16 +168,21 @@ public class MapManager : ScriptableObject { if (checkSegments(section)) { - validSections.Add(section); //If a segment is a valid continuation of the current most-recent segment, add it to the list + //If a segment is a valid continuation of the current most-recent segment, add it to the list + //We weight longer segments more heavily + for (int i = 0; i < section.length; i++) + { + validSections.Add(section); + } } } //Having generated our list, we choose a random segment from it - /*foreach (MapSection section in validSections) + foreach (MapSection section in validSections) { Debug.Log("Valid section: " + section.name); - }*/ + }/**/ Debug.Log("Choosing section"); @@ -186,13 +220,18 @@ public class MapManager : ScriptableObject { int connections = 0; - if (second.difficulty < diffMin || second.difficulty > diffMax) + Debug.Log("Checking " + first.name + ", " + second.name); + + //if (second.difficulty < diffMin || second.difficulty > diffMax) + if (second.difficultyMax < difficulty || second.difficultyMin > difficulty) //Check that we're in the right difficulty range for this section { + Debug.Log("Difficulty = " + difficulty + ", max = " + second.difficultyMax + ", min = " + second.difficultyMin); return false; } - if (second.widthIn < widthMin || second.widthIn > widthMax) + if (second.widthIn < widthMin || second.widthIn > widthMax) //And that it's in the right width range { + Debug.Log("width = " + second.widthIn + ", max = " + widthMin + ", min = " + widthMax); return false; } @@ -202,8 +241,8 @@ public class MapManager : ScriptableObject { foreach (GameObject entry in second.entrances) { - /*Debug.Log("Checking connections: exit = " + exit.transform.localPosition.z + ", " + exit.transform.localPosition.x - + ", entry = " + entry.transform.localPosition.z + ", " + entry.transform.localPosition.x);*/ + Debug.Log("Checking connections: exit = " + exit.transform.localPosition.z + ", " + exit.transform.localPosition.x + + ", entry = " + entry.transform.localPosition.z + ", " + entry.transform.localPosition.x);/**/ if (checkConnection(exit, entry)) { connections++; @@ -236,10 +275,18 @@ public class MapManager : ScriptableObject return false; } + //If both components require jumping (pits or water), the connection is invalid + //It's technically possible to cross two water blocks, but we don't count that + if (requiresJump(exit) && requiresJump(entry)) + { + //Debug.Log("Invalid connection - both water"); + return false; + } + //Debug.Log("Exit.is_Walkable = " + exit.GetComponent().is_Walkable + ", Entry.is_Walkable = " + entry.GetComponent().is_Walkable); //Since we currently don't let people jump over walls, if either block is a wall, the connection is invalid - if (!(exit.GetComponent().is_Walkable) || !(entry.GetComponent().is_Walkable)) + if (isWall(exit) || isWall(entry)) { //Debug.Log("Invalid connection - not walkable"); return false; @@ -247,19 +294,32 @@ public class MapManager : ScriptableObject //Debug.Log("Exit.isWater = " + exit.GetComponent().isWater + ", Entry.isWater = " + entry.GetComponent().isWater); - //If both components are water, moving through this connection is technically possible, but we don't count it as valid - if ((exit.GetComponent().isWater) && (entry.GetComponent().isWater)) - { - //Debug.Log("Invalid connection - both water"); - return false; - } - //Debug.Log("Valid connection!"); //If we've passed all these tests, the connection is valid! return true; } + bool requiresJump(GameObject block) + { + if (block.GetComponent() == null) //The object must be a pit trap + { + return true; + } + + return block.GetComponent().isWater; //If it's not a pit, then whether it requires jumping depends on whether it's water or not + } + + bool isWall(GameObject block) + { + if (block.GetComponent() == null) + { + return true; + } + + return !(block.GetComponent().is_Walkable); + } + //Check whether it's time to extend the track forward void checkForward() { @@ -308,10 +368,12 @@ public class MapManager : ScriptableObject //Updates minimum and maximum difficulty, width, etc, based on current gamestate public void updateCriteria() { + //Start with base values + difficulty = diffStart; //By default, we can add a section 1 tile wider or narrower on either side than the last section widthMin = lastSection.widthOut - 2; widthMax = lastSection.widthOut + 2; - + /* Calculate min & max difficulties & width modifications * We recalculate from scratch each time (that is, * each time a section is added) so as to avoid having @@ -319,45 +381,55 @@ public class MapManager : ScriptableObject * and which hasn't */ - //Start with base values - diffMin = diffMinStart; - diffMax = diffMaxStart; + /*diffMin = diffMinStart; + diffMax = diffMaxStart;*/ //As the number of players shrinks, we ramp up the difficulty and contract the track - if (clients.ConnectedClients.Count <= (float)(0.5f * initialPlayerCount)) + if (initialPlayerCount > 0) { - diffMin++; - diffMax++; + if (clients.ConnectedClients.Count <= (float)(0.5f * initialPlayerCount)) + { + Debug.Log("Initial players = " + initialPlayerCount + ", current players = " + clients.ConnectedClients.Count + ", player count at half or below"); + /*diffMin++; + diffMax++;*/ + difficulty++; - widthMin -= 2; - widthMax -= 2; - } + widthMin -= 2; + widthMax -= 2; + } - if (clients.ConnectedClients.Count <= (float)(0.25f * initialPlayerCount)) - { - diffMin++; - diffMax += 2; + if (clients.ConnectedClients.Count <= (float)(0.33f * initialPlayerCount)) + { + Debug.Log("Initial players = " + initialPlayerCount + ", current players = " + clients.ConnectedClients.Count + ", player count below 33%"); + /*diffMin++; + diffMax += 2;*/ + difficulty += 2; - widthMin -= 2; - widthMax -= 2; + widthMin -= 2; + widthMax -= 2; + } } - //Ramp up the difficulty as the game goes on + //Ramp up the difficulty as the track extends + difficulty += ((int)endX - (int)startX) / 10; - diffMin += (totalSections - 2) / 2; - diffMax += totalSections / 2; + /*diffMin += (totalSections - 2) / 2; + diffMax += totalSections / 2;*/ //Once the difficulty has ramped up, we cause the track to steadily narrow //It can no longer widen, only remain constant or shrink - if (diffMin > 2) + //if (diffMin > 2) + if (difficulty > 2) { widthMax--; } //Apply caps - if (diffMin > diffMinMax) + //if (diffMin > diffMinMax) + if (difficulty > diffCap) { - diffMin = diffMinMax; + //diffMin = diffMinMax; + difficulty = diffCap; } if (widthMin < minPossibleWidth) @@ -370,6 +442,6 @@ public class MapManager : ScriptableObject // Update is called once per frame void Update() { - //checkTrack(); + checkTrack(); } } diff --git a/Assets/Scripts/Map Generation/MapSection.cs b/Assets/Scripts/Map Generation/MapSection.cs index 55e34ba..4ae1f07 100644 --- a/Assets/Scripts/Map Generation/MapSection.cs +++ b/Assets/Scripts/Map Generation/MapSection.cs @@ -10,8 +10,8 @@ public class MapSection : MonoBehaviour public int widthMax = 0; //Greatest width at any point (including external walls) public int length = 0; int size; - public int difficulty; - public string sectionName = ""; + public int difficultyMin; //The lowest difficulty rating that this section can appear on + public int difficultyMax; //And the highest //Lists of spawn points //One for each possible number of players diff --git a/Assets/Scripts/Map Generation/SectionList.cs b/Assets/Scripts/Map Generation/SectionList.cs new file mode 100644 index 0000000..9e441ba --- /dev/null +++ b/Assets/Scripts/Map Generation/SectionList.cs @@ -0,0 +1,9 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +[CreateAssetMenu(menuName = "Major Project/Map Generation/Section List")] +public class SectionList : ScriptableObject +{ + public List sectionList; +} diff --git a/Assets/Scripts/Map Generation/SectionList.cs.meta b/Assets/Scripts/Map Generation/SectionList.cs.meta new file mode 100644 index 0000000..9385f17 --- /dev/null +++ b/Assets/Scripts/Map Generation/SectionList.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9a6f997a30064014a9e5347b123c3010 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Map Generation/TestGenerator.cs b/Assets/Scripts/Map Generation/TestGenerator.cs new file mode 100644 index 0000000..c5bda83 --- /dev/null +++ b/Assets/Scripts/Map Generation/TestGenerator.cs @@ -0,0 +1,14 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class TestGenerator : MonoBehaviour +{ + public MapManager manager; + + // Start is called before the first frame update + void Start() + { + manager.init(); + } +} diff --git a/Assets/Scripts/Map Generation/TestGenerator.cs.meta b/Assets/Scripts/Map Generation/TestGenerator.cs.meta new file mode 100644 index 0000000..028a9be --- /dev/null +++ b/Assets/Scripts/Map Generation/TestGenerator.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3b68e99c3c3ca554fad0d9c430d911c0 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: