using Networking.Client; using Networking.Server; using System.Collections; using System.Collections.Generic; using UnityEngine; //public class MapManager : MonoBehaviour [CreateAssetMenu(menuName = "Major Project/Map Manager")] public class MapManager : ScriptableObject { public ClientList clients; public GameObject spawn4; //The section to use as a spawn-point for games with 2-5 players 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 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 int initialPlayerCount; 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() { initialPlayerCount = clients.ConnectedClients.Count; activeSections = new List(); if (initialPlayerCount < 5) { addSection(spawn4.GetComponent()); } else if (initialPlayerCount > 5) { addSection(spawn8.GetComponent()); } else { if (Random.Range(0.0f, 1.0f) < 0.5f) { addSection(spawn4.GetComponent()); } else { addSection(spawn8.GetComponent()); } } widthMin = activeSections[0].widthOut - 2; widthMax = activeSections[0].widthOut + 2; //Set the maximum possible diffMin value to 1 less than the highest difficulty on the section list diffMinMax = 0; foreach (MapSection section in sections) { if (section.difficulty > diffMinMax) { diffMinMax = section.difficulty; } } diffMinMax--; switch (initialPlayerCount) { case 2: foreach (GameObject spawnBlock in lastSection.spawns2) { spawnBlock.GetComponent().isSpawnable = true; } break; case 3: foreach (GameObject spawnBlock in lastSection.spawns3) { spawnBlock.GetComponent().isSpawnable = true; } break; case 4: foreach (GameObject spawnBlock in lastSection.spawns4) { spawnBlock.GetComponent().isSpawnable = true; } break; case 5: foreach (GameObject spawnBlock in lastSection.spawns5) { spawnBlock.GetComponent().isSpawnable = true; } break; case 6: foreach (GameObject spawnBlock in lastSection.spawns6) { spawnBlock.GetComponent().isSpawnable = true; } break; case 7: foreach (GameObject spawnBlock in lastSection.spawns7) { spawnBlock.GetComponent().isSpawnable = true; } break; case 8: foreach (GameObject spawnBlock in lastSection.spawns8) { spawnBlock.GetComponent().isSpawnable = true; } break; default: foreach (GameObject spawnBlock in lastSection.spawns1) { spawnBlock.GetComponent().isSpawnable = true; } break; } checkForward(); } void chooseNextSection() { //First, we determine which sections are valid List validSections = new List(); updateCriteria(); //We update the section selection criteria for the current gamestate foreach (MapSection section in sections) { if (checkSegments(section)) { validSections.Add(section); //If a segment is a valid continuation of the current most-recent segment, add it to the list } } //Having generated our list, we choose a random segment from it /*foreach (MapSection section in validSections) { Debug.Log("Valid section: " + section.name); }*/ Debug.Log("Choosing section"); MapSection nextSection = validSections[(int)Random.Range(0.0f, (float)validSections.Count)]; Debug.Log("Chosen section: " + nextSection.name); addSection(nextSection); } void addSection(MapSection section) { //Instantiate new section at x = endX Vector3 pos = new Vector3(endX, 0.0f, 0.0f); GameObject newSection = (GameObject)Instantiate(section.gameObject, pos, Quaternion.identity); //GameObject.Instantiate(section.gameObject, pos, Quaternion.identity); MapSection newSectionScript = newSection.GetComponent(); newSectionScript.InitSection(activeSections.Count); newSection.name = newSectionScript.name; activeSections.Add(newSectionScript); lastSection = newSectionScript; endX += newSectionScript.length; totalSections++; } bool checkSegments(MapSection second) { return checkSegments(this.lastSection, second); } bool checkSegments(MapSection first, MapSection second) { int connections = 0; if (second.difficulty < diffMin || second.difficulty > diffMax) { return false; } if (second.widthIn < widthMin || second.widthIn > widthMax) { return false; } //Debug.Log("Checking sections: first = " + first.name + ", second = " + second.name); foreach (GameObject exit in first.exits) { 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);*/ if (checkConnection(exit, entry)) { connections++; } } } //Debug.Log("Connections = " + connections); if (connections >= minConns) { //Debug.Log("Valid section!"); } else { //Debug.Log("Invalid section!"); } return (connections >= minConns); } bool checkConnection(GameObject exit, GameObject entry) { /*Debug.Log("Checking connections: exit = " + exit.transform.localPosition.z + ", " + exit.transform.localPosition.x + ", entry = " + entry.transform.localPosition.z + ", " + entry.transform.localPosition.x);*/ //If the squares being checked don't line up, the connection is invalid if (exit.transform.localPosition.z != entry.transform.localPosition.z) { //Debug.Log(exit.transform.localPosition.z + " != " + entry.transform.localPosition.z); 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)) { //Debug.Log("Invalid connection - not walkable"); return false; } //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; } //Check whether it's time to extend the track forward void checkForward() { //We check if the end of the last section of track is in sight Vector3 trackEnd = new Vector3(endX, 0.0f); //Get the middle of the end of the last track section //If it is, then we add a new section if (checkView(trackEnd)) { chooseNextSection(); checkForward(); } } //Check whether it's time to delete the oldest section of active track void checkBack() { //We check if the end of the first section of track is still in sight Vector3 firstSectionEnd = new Vector3(startX + activeSections[0].length, 0.0f); //Get the middle of the end of the first track section //If it's not, then we remove it if (!(checkView(firstSectionEnd))) { startX += activeSections[0].length; activeSections[0].destroySection(); activeSections.RemoveAt(0); } } //Check whether a point is in sight or not bool checkView(Vector3 point) { Vector3 screenPoint = Camera.main.WorldToViewportPoint(point); //Map it into viewport space //The camera's field of view is represented by 0 > (x, y) < 1, with z being the distance from the camera return (screenPoint.z > 0 && screenPoint.x > 0 && screenPoint.x < 1 && screenPoint.y > 0 && screenPoint.y < 1); } //Checks in both directions for sections needing to be added or removed public void checkTrack() { checkForward(); checkBack(); } //Updates minimum and maximum difficulty, width, etc, based on current gamestate public void updateCriteria() { //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 * to track which one-off increase has been applied * and which hasn't */ //Start with base values 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)) { diffMin++; diffMax++; widthMin -= 2; widthMax -= 2; } if (clients.ConnectedClients.Count <= (float)(0.25f * initialPlayerCount)) { diffMin++; diffMax += 2; widthMin -= 2; widthMax -= 2; } //Ramp up the difficulty as the game goes on 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) { widthMax--; } //Apply caps if (diffMin > diffMinMax) { diffMin = diffMinMax; } if (widthMin < minPossibleWidth) { widthMin = minPossibleWidth; } } // Update is called once per frame void Update() { //checkTrack(); } }