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Tweaked how min and max difficulty work for adding new map sections. Added a bunch of new length-1 sections to join longer sections together if need be. Weighted the selection more towards longer sections. Divided possible map sections into multiple lists (each managed by a script object) to make them easier to work with.

Josh_Dev_branch
s3607057 (Angus Niven) 5 years ago
parent
commit
547e82ab82
84 changed files with 14653 additions and 614 deletions
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propertyPath: m_LocalPosition.y
value: -1
objectReference: {fileID: 0}
- target: {fileID: 4721099741402202, guid: 125772d94eff8224a8f3a327ec632883, type: 3}
- target: {fileID: 4721100610124675, guid: 125772d94eff8224a8f3a327ec632883, type: 3}
propertyPath: m_LocalPosition.y
value: -3
value: -2
objectReference: {fileID: 0}
m_RemovedComponents: []
m_SourcePrefab: {fileID: 100100000, guid: 125772d94eff8224a8f3a327ec632883, type: 3}
@ -1872,6 +1873,16 @@ PrefabInstance:
propertyPath: m_TagString
value: Coloured
objectReference: {fileID: 0}
- target: {fileID: 8101348915751558870, guid: d7698c69246c64044ab2a94628bf0291,
type: 3}
propertyPath: isSpawnable
value: 0
objectReference: {fileID: 0}
- target: {fileID: 8101348915751558870, guid: d7698c69246c64044ab2a94628bf0291,
type: 3}
propertyPath: SpawnDirection
value: 1
objectReference: {fileID: 0}
- target: {fileID: 4490970058520500, guid: d7698c69246c64044ab2a94628bf0291, type: 3}
propertyPath: m_LocalPosition.x
value: 1
@ -1928,16 +1939,6 @@ PrefabInstance:
propertyPath: m_LocalScale.z
value: 1
objectReference: {fileID: 0}
- target: {fileID: 8101348915751558870, guid: d7698c69246c64044ab2a94628bf0291,
type: 3}
propertyPath: isSpawnable
value: 0
objectReference: {fileID: 0}
- target: {fileID: 8101348915751558870, guid: d7698c69246c64044ab2a94628bf0291,
type: 3}
propertyPath: SpawnDirection
value: 1
objectReference: {fileID: 0}
m_RemovedComponents: []
m_SourcePrefab: {fileID: 100100000, guid: d7698c69246c64044ab2a94628bf0291, type: 3}
--- !u!1 &1476947395447377135 stripped
@ -2150,6 +2151,16 @@ PrefabInstance:
propertyPath: m_TagString
value: Coloured
objectReference: {fileID: 0}
- target: {fileID: 8101348915751558870, guid: d7698c69246c64044ab2a94628bf0291,
type: 3}
propertyPath: isSpawnable
value: 0
objectReference: {fileID: 0}
- target: {fileID: 8101348915751558870, guid: d7698c69246c64044ab2a94628bf0291,
type: 3}
propertyPath: SpawnDirection
value: 1
objectReference: {fileID: 0}
- target: {fileID: 4490970058520500, guid: d7698c69246c64044ab2a94628bf0291, type: 3}
propertyPath: m_LocalPosition.x
value: 1
@ -2206,16 +2217,6 @@ PrefabInstance:
propertyPath: m_LocalScale.z
value: 1
objectReference: {fileID: 0}
- target: {fileID: 8101348915751558870, guid: d7698c69246c64044ab2a94628bf0291,
type: 3}
propertyPath: isSpawnable
value: 0
objectReference: {fileID: 0}
- target: {fileID: 8101348915751558870, guid: d7698c69246c64044ab2a94628bf0291,
type: 3}
propertyPath: SpawnDirection
value: 1
objectReference: {fileID: 0}
m_RemovedComponents: []
m_SourcePrefab: {fileID: 100100000, guid: d7698c69246c64044ab2a94628bf0291, type: 3}
--- !u!4 &1878588751769195332 stripped
@ -2562,6 +2563,16 @@ PrefabInstance:
propertyPath: m_TagString
value: Coloured
objectReference: {fileID: 0}
- target: {fileID: 8101348915751558870, guid: d7698c69246c64044ab2a94628bf0291,
type: 3}
propertyPath: isSpawnable
value: 0
objectReference: {fileID: 0}
- target: {fileID: 8101348915751558870, guid: d7698c69246c64044ab2a94628bf0291,
type: 3}
propertyPath: SpawnDirection
value: 3
objectReference: {fileID: 0}
- target: {fileID: 4490970058520500, guid: d7698c69246c64044ab2a94628bf0291, type: 3}
propertyPath: m_LocalPosition.x
value: 3
@ -2618,16 +2629,6 @@ PrefabInstance:
propertyPath: m_LocalScale.z
value: 1
objectReference: {fileID: 0}
- target: {fileID: 8101348915751558870, guid: d7698c69246c64044ab2a94628bf0291,
type: 3}
propertyPath: isSpawnable
value: 0
objectReference: {fileID: 0}
- target: {fileID: 8101348915751558870, guid: d7698c69246c64044ab2a94628bf0291,
type: 3}
propertyPath: SpawnDirection
value: 3
objectReference: {fileID: 0}
m_RemovedComponents: []
m_SourcePrefab: {fileID: 100100000, guid: d7698c69246c64044ab2a94628bf0291, type: 3}
--- !u!1 &2712934075651174045 stripped
@ -3114,6 +3115,16 @@ PrefabInstance:
propertyPath: m_TagString
value: Coloured
objectReference: {fileID: 0}
- target: {fileID: 8101348915751558870, guid: d7698c69246c64044ab2a94628bf0291,
type: 3}
propertyPath: isSpawnable
value: 0
objectReference: {fileID: 0}
- target: {fileID: 8101348915751558870, guid: d7698c69246c64044ab2a94628bf0291,
type: 3}
propertyPath: SpawnDirection
value: 1
objectReference: {fileID: 0}
- target: {fileID: 4490970058520500, guid: d7698c69246c64044ab2a94628bf0291, type: 3}
propertyPath: m_LocalPosition.x
value: 1
@ -3170,16 +3181,6 @@ PrefabInstance:
propertyPath: m_LocalScale.z
value: 1
objectReference: {fileID: 0}
- target: {fileID: 8101348915751558870, guid: d7698c69246c64044ab2a94628bf0291,
type: 3}
propertyPath: isSpawnable
value: 0
objectReference: {fileID: 0}
- target: {fileID: 8101348915751558870, guid: d7698c69246c64044ab2a94628bf0291,
type: 3}
propertyPath: SpawnDirection
value: 1
objectReference: {fileID: 0}
m_RemovedComponents: []
m_SourcePrefab: {fileID: 100100000, guid: d7698c69246c64044ab2a94628bf0291, type: 3}
--- !u!1 &3620822236163029838 stripped
@ -5409,6 +5410,16 @@ PrefabInstance:
propertyPath: m_TagString
value: Coloured
objectReference: {fileID: 0}
- target: {fileID: 8101348915751558870, guid: d7698c69246c64044ab2a94628bf0291,
type: 3}
propertyPath: isSpawnable
value: 0
objectReference: {fileID: 0}
- target: {fileID: 8101348915751558870, guid: d7698c69246c64044ab2a94628bf0291,
type: 3}
propertyPath: SpawnDirection
value: 2
objectReference: {fileID: 0}
- target: {fileID: 4490970058520500, guid: d7698c69246c64044ab2a94628bf0291, type: 3}
propertyPath: m_LocalPosition.x
value: 2
@ -5465,16 +5476,6 @@ PrefabInstance:
propertyPath: m_LocalScale.z
value: 1
objectReference: {fileID: 0}
- target: {fileID: 8101348915751558870, guid: d7698c69246c64044ab2a94628bf0291,
type: 3}
propertyPath: isSpawnable
value: 0
objectReference: {fileID: 0}
- target: {fileID: 8101348915751558870, guid: d7698c69246c64044ab2a94628bf0291,
type: 3}
propertyPath: SpawnDirection
value: 2
objectReference: {fileID: 0}
m_RemovedComponents: []
m_SourcePrefab: {fileID: 100100000, guid: d7698c69246c64044ab2a94628bf0291, type: 3}
--- !u!1 &5915415157891220731 stripped

+ 509
- 508
Assets/Prefabs/Map Sections/Start 8-player.prefab
File diff suppressed because it is too large
View File


+ 2
- 1
Assets/Prefabs/Map Sections/Test 1.prefab View File

@ -138,7 +138,8 @@ MonoBehaviour:
widthOut: 7
widthMax: 7
length: 6
difficulty: 0
difficultyMin: 0
difficultyMax: 3
sectionName: Test 1
spawns1: []
spawns2: []

+ 2
- 1
Assets/Prefabs/Map Sections/Test 2.prefab View File

@ -131,7 +131,8 @@ MonoBehaviour:
widthOut: 7
widthMax: 7
length: 6
difficulty: 0
difficultyMin: 1
difficultyMax: 4
sectionName: Test 2
spawns1: []
spawns2: []

+ 2
- 1
Assets/Prefabs/Map Sections/Test 3.prefab View File

@ -98,7 +98,8 @@ MonoBehaviour:
widthOut: 5
widthMax: 5
length: 4
difficulty: 0
difficultyMin: 0
difficultyMax: 2
sectionName: Test 3
spawns1: []
spawns2: []

+ 3
- 0
Assets/Scenes/Map Generator Test.unity View File

@ -0,0 +1,3 @@
version https://git-lfs.github.com/spec/v1
oid sha256:1b0ead882bbacc097c11e41a49c828f6d1dc8b5ce9bbfe0307a416da14f13f39
size 8668

+ 7
- 0
Assets/Scenes/Map Generator Test.unity.meta View File

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 41fa8ae556790fa45b17a508e90982eb
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

+ 116
- 44
Assets/Scripts/Map Generation/MapManager.cs View File

@ -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<MapSection> 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<SectionList> 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<MapSection> 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<MapSection>();
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<MapSection>();
@ -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<Block>().is_Walkable + ", Entry.is_Walkable = " + entry.GetComponent<Block>().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<Block>().is_Walkable) || !(entry.GetComponent<Block>().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<Block>().isWater + ", Entry.isWater = " + entry.GetComponent<Block>().isWater);
//If both components are water, moving through this connection is technically possible, but we don't count it as valid
if ((exit.GetComponent<Block>().isWater) && (entry.GetComponent<Block>().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<Block>() == null) //The object must be a pit trap
{
return true;
}
return block.GetComponent<Block>().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<Block>() == null)
{
return true;
}
return !(block.GetComponent<Block>().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();
}
}

+ 2
- 2
Assets/Scripts/Map Generation/MapSection.cs View File

@ -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

+ 9
- 0
Assets/Scripts/Map Generation/SectionList.cs View File

@ -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<MapSection> sectionList;
}

+ 11
- 0
Assets/Scripts/Map Generation/SectionList.cs.meta View File

@ -0,0 +1,11 @@
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+ 14
- 0
Assets/Scripts/Map Generation/TestGenerator.cs View File

@ -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();
}
}

+ 11
- 0
Assets/Scripts/Map Generation/TestGenerator.cs.meta View File

@ -0,0 +1,11 @@
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