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@ -54,11 +54,11 @@ public class MapManager : ScriptableObject |
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} |
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} |
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Debug.Log("sections.Count = " + sections.Count); |
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//Debug.Log("sections.Count = " + sections.Count);
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foreach (MapSection section in sections) |
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{ |
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Debug.Log("Possible section: " + section.name); |
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//Debug.Log("Possible section: " + section.name);
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} |
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initialPlayerCount = clients.ConnectedClients.Count; |
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@ -181,14 +181,14 @@ public class MapManager : ScriptableObject |
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foreach (MapSection section in validSections) |
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{ |
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Debug.Log("Valid section: " + section.name); |
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//Debug.Log("Valid section: " + section.name);
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}/**/ |
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Debug.Log("Choosing section"); |
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//Debug.Log("Choosing section");
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MapSection nextSection = validSections[(int)Random.Range(0.0f, (float)validSections.Count)]; |
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Debug.Log("Chosen section: " + nextSection.name); |
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//Debug.Log("Chosen section: " + nextSection.name);
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addSection(nextSection); |
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} |
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@ -220,29 +220,29 @@ public class MapManager : ScriptableObject |
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{ |
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int connections = 0; |
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Debug.Log("Checking " + first.name + ", " + second.name); |
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//Debug.Log("Checking " + first.name + ", " + second.name);
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//if (second.difficulty < diffMin || second.difficulty > diffMax)
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if (second.difficultyMax < difficulty || second.difficultyMin > difficulty) //Check that we're in the right difficulty range for this section
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{ |
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Debug.Log("Difficulty = " + difficulty + ", max = " + second.difficultyMax + ", min = " + second.difficultyMin); |
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//Debug.Log("Difficulty = " + difficulty + ", max = " + second.difficultyMax + ", min = " + second.difficultyMin);
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return false; |
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} |
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if (second.widthIn < widthMin || second.widthIn > widthMax) //And that it's in the right width range
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{ |
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Debug.Log("width = " + second.widthIn + ", max = " + widthMin + ", min = " + widthMax); |
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//Debug.Log("width = " + second.widthIn + ", max = " + widthMin + ", min = " + widthMax);
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return false; |
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} |
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//Debug.Log("Checking sections: first = " + first.name + ", second = " + second.name);
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////Debug.Log("Checking sections: first = " + first.name + ", second = " + second.name);
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foreach (GameObject exit in first.exits) |
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{ |
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foreach (GameObject entry in second.entrances) |
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{ |
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Debug.Log("Checking connections: exit = " + exit.transform.localPosition.z + ", " + exit.transform.localPosition.x |
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+ ", entry = " + entry.transform.localPosition.z + ", " + entry.transform.localPosition.x);/**/ |
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//Debug.Log("Checking connections: exit = " + exit.transform.localPosition.z + ", " + exit.transform.localPosition.x
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//+ ", entry = " + entry.transform.localPosition.z + ", " + entry.transform.localPosition.x);/**/
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if (checkConnection(exit, entry)) |
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{ |
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connections++; |
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@ -250,15 +250,15 @@ public class MapManager : ScriptableObject |
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} |
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} |
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//Debug.Log("Connections = " + connections);
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////Debug.Log("Connections = " + connections);
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if (connections >= minConns) |
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{ |
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//Debug.Log("Valid section!");
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////Debug.Log("Valid section!");
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} |
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else |
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{ |
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//Debug.Log("Invalid section!");
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////Debug.Log("Invalid section!");
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} |
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return (connections >= minConns); |
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@ -266,12 +266,12 @@ public class MapManager : ScriptableObject |
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bool checkConnection(GameObject exit, GameObject entry) |
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{ |
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/*Debug.Log("Checking connections: exit = " + exit.transform.localPosition.z + ", " + exit.transform.localPosition.x |
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/*//Debug.Log("Checking connections: exit = " + exit.transform.localPosition.z + ", " + exit.transform.localPosition.x
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+ ", entry = " + entry.transform.localPosition.z + ", " + entry.transform.localPosition.x);*/ |
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//If the squares being checked don't line up, the connection is invalid
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if (exit.transform.localPosition.z != entry.transform.localPosition.z) |
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{ |
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//Debug.Log(exit.transform.localPosition.z + " != " + entry.transform.localPosition.z);
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////Debug.Log(exit.transform.localPosition.z + " != " + entry.transform.localPosition.z);
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return false; |
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} |
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@ -279,22 +279,22 @@ public class MapManager : ScriptableObject |
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//It's technically possible to cross two water blocks, but we don't count that
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if (requiresJump(exit) && requiresJump(entry)) |
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{ |
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//Debug.Log("Invalid connection - both water");
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////Debug.Log("Invalid connection - both water");
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return false; |
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} |
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//Debug.Log("Exit.is_Walkable = " + exit.GetComponent<Block>().is_Walkable + ", Entry.is_Walkable = " + entry.GetComponent<Block>().is_Walkable);
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////Debug.Log("Exit.is_Walkable = " + exit.GetComponent<Block>().is_Walkable + ", Entry.is_Walkable = " + entry.GetComponent<Block>().is_Walkable);
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//Since we currently don't let people jump over walls, if either block is a wall, the connection is invalid
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if (isWall(exit) || isWall(entry)) |
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{ |
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//Debug.Log("Invalid connection - not walkable");
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////Debug.Log("Invalid connection - not walkable");
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return false; |
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} |
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//Debug.Log("Exit.isWater = " + exit.GetComponent<Block>().isWater + ", Entry.isWater = " + entry.GetComponent<Block>().isWater);
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////Debug.Log("Exit.isWater = " + exit.GetComponent<Block>().isWater + ", Entry.isWater = " + entry.GetComponent<Block>().isWater);
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//Debug.Log("Valid connection!");
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////Debug.Log("Valid connection!");
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//If we've passed all these tests, the connection is valid!
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return true; |
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@ -389,7 +389,7 @@ public class MapManager : ScriptableObject |
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{ |
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if (clients.ConnectedClients.Count <= (float)(0.5f * initialPlayerCount)) |
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{ |
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Debug.Log("Initial players = " + initialPlayerCount + ", current players = " + clients.ConnectedClients.Count + ", player count at half or below"); |
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//Debug.Log("Initial players = " + initialPlayerCount + ", current players = " + clients.ConnectedClients.Count + ", player count at half or below");
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/*diffMin++; |
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diffMax++;*/ |
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difficulty++; |
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@ -400,7 +400,7 @@ public class MapManager : ScriptableObject |
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if (clients.ConnectedClients.Count <= (float)(0.33f * initialPlayerCount)) |
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{ |
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Debug.Log("Initial players = " + initialPlayerCount + ", current players = " + clients.ConnectedClients.Count + ", player count below 33%"); |
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//Debug.Log("Initial players = " + initialPlayerCount + ", current players = " + clients.ConnectedClients.Count + ", player count below 33%");
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/*diffMin++; |
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diffMax += 2;*/ |
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difficulty += 2; |
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