using Networking.Client;
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using Networking.Server;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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//public class MapManager : MonoBehaviour
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[CreateAssetMenu(menuName = "Major Project/Map Manager")]
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public class MapManager : ScriptableObject
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{
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public ClientList clients;
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public GameObject spawn4; //The section to use as a spawn-point for games with 2-5 players
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public GameObject spawn8; //The section to use a spawn-point for games with 5-8 players
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//In 5-player games, we choose between them at random
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public List<MapSection> sections; //The list of sections to choose from after starting
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public int minConns = 2; //The minimum number of valid connections between two map sections for them to be allowed to link up
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public List<MapSection> activeSections; //The list of sections that have been placed on the map (and not removed)
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MapSection lastSection; //Which map-section was most recently added?
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float startX = -16.0f; //The x-position of the current start of the track
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float endX = -16.0f; //The x-position of the current end of the track
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int totalSections = 0; //How many sections have been added? Including ones that have been deleted
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int initialPlayerCount;
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int diffMin; //Minimum difficulty for a map section to be selected
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int diffMax; //Maximum difficulty for a map section to be selected
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int diffMinStart = 0; //Initial minimum difficulty for a map section to be selected
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int diffMaxStart = 1; //Initial maximum difficulty for a map section to be selected
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int diffMinMax = 4; //The highest diffMin can go - ensure that it doesn't go too high to have legal map sections
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int widthMin; //The minimum widthIn that we want for a new map section
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int widthMax; //The maximum widthIn that we want for a new map section
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int minPossibleWidth = 3; //The minimum to which widthMin and widthMax can be reduced
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public void init()
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{
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initialPlayerCount = clients.ConnectedClients.Count;
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activeSections = new List<MapSection>();
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if (initialPlayerCount < 5)
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{
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addSection(spawn4.GetComponent<MapSection>());
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}
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else if (initialPlayerCount > 5)
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{
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addSection(spawn8.GetComponent<MapSection>());
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}
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else
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{
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if (Random.Range(0.0f, 1.0f) < 0.5f)
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{
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addSection(spawn4.GetComponent<MapSection>());
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}
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else
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{
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addSection(spawn8.GetComponent<MapSection>());
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}
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}
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widthMin = activeSections[0].widthOut - 2;
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widthMax = activeSections[0].widthOut + 2;
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//Set the maximum possible diffMin value to 1 less than the highest difficulty on the section list
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diffMinMax = 0;
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foreach (MapSection section in sections)
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{
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if (section.difficulty > diffMinMax)
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{
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diffMinMax = section.difficulty;
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}
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}
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diffMinMax--;
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switch (initialPlayerCount)
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{
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case 2:
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foreach (GameObject spawnBlock in lastSection.spawns2)
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{
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spawnBlock.GetComponent<Block>().isSpawnable = true;
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}
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break;
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case 3:
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foreach (GameObject spawnBlock in lastSection.spawns3)
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{
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spawnBlock.GetComponent<Block>().isSpawnable = true;
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}
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break;
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case 4:
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foreach (GameObject spawnBlock in lastSection.spawns4)
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{
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spawnBlock.GetComponent<Block>().isSpawnable = true;
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}
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break;
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case 5:
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foreach (GameObject spawnBlock in lastSection.spawns5)
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{
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spawnBlock.GetComponent<Block>().isSpawnable = true;
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}
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break;
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case 6:
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foreach (GameObject spawnBlock in lastSection.spawns6)
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{
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spawnBlock.GetComponent<Block>().isSpawnable = true;
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}
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break;
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case 7:
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foreach (GameObject spawnBlock in lastSection.spawns7)
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{
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spawnBlock.GetComponent<Block>().isSpawnable = true;
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}
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break;
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case 8:
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foreach (GameObject spawnBlock in lastSection.spawns8)
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{
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spawnBlock.GetComponent<Block>().isSpawnable = true;
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}
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break;
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default:
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foreach (GameObject spawnBlock in lastSection.spawns1)
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{
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spawnBlock.GetComponent<Block>().isSpawnable = true;
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}
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break;
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}
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checkForward();
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}
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void chooseNextSection()
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{
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//First, we determine which sections are valid
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List<MapSection> validSections = new List<MapSection>();
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updateCriteria(); //We update the section selection criteria for the current gamestate
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foreach (MapSection section in sections)
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{
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if (checkSegments(section))
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{
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validSections.Add(section); //If a segment is a valid continuation of the current most-recent segment, add it to the list
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}
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}
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//Having generated our list, we choose a random segment from it
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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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}*/
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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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addSection(nextSection);
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}
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void addSection(MapSection section)
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{
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//Instantiate new section at x = endX
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Vector3 pos = new Vector3(endX, 0.0f, 0.0f);
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GameObject newSection = (GameObject)Instantiate(section.gameObject, pos, Quaternion.identity);
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//GameObject.Instantiate(section.gameObject, pos, Quaternion.identity);
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MapSection newSectionScript = newSection.GetComponent<MapSection>();
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newSectionScript.InitSection(activeSections.Count);
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newSection.name = newSectionScript.name;
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activeSections.Add(newSectionScript);
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lastSection = newSectionScript;
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endX += newSectionScript.length;
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totalSections++;
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}
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bool checkSegments(MapSection second)
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{
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return checkSegments(this.lastSection, second);
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}
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bool checkSegments(MapSection first, MapSection second)
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{
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int connections = 0;
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if (second.difficulty < diffMin || second.difficulty > diffMax)
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{
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return false;
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}
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if (second.widthIn < widthMin || second.widthIn > widthMax)
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{
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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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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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if (checkConnection(exit, entry))
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{
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connections++;
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}
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}
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}
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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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}
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else
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{
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//Debug.Log("Invalid section!");
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}
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return (connections >= minConns);
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}
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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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+ ", 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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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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//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 (!(exit.GetComponent<Block>().is_Walkable) || !(entry.GetComponent<Block>().is_Walkable))
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{
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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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//If both components are water, moving through this connection is technically possible, but we don't count it as valid
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if ((exit.GetComponent<Block>().isWater) && (entry.GetComponent<Block>().isWater))
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{
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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("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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}
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//Check whether it's time to extend the track forward
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void checkForward()
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{
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//We check if the end of the last section of track is in sight
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Vector3 trackEnd = new Vector3(endX, 0.0f); //Get the middle of the end of the last track section
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//If it is, then we add a new section
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if (checkView(trackEnd))
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{
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chooseNextSection();
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checkForward();
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}
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}
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//Check whether it's time to delete the oldest section of active track
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void checkBack()
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{
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//We check if the end of the first section of track is still in sight
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Vector3 firstSectionEnd = new Vector3(startX + activeSections[0].length, 0.0f); //Get the middle of the end of the first track section
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//If it's not, then we remove it
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if (!(checkView(firstSectionEnd)))
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{
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startX += activeSections[0].length;
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activeSections[0].destroySection();
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activeSections.RemoveAt(0);
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}
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}
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//Check whether a point is in sight or not
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bool checkView(Vector3 point)
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{
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Vector3 screenPoint = Camera.main.WorldToViewportPoint(point); //Map it into viewport space
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//The camera's field of view is represented by 0 > (x, y) < 1, with z being the distance from the camera
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return (screenPoint.z > 0 && screenPoint.x > 0 && screenPoint.x < 1 && screenPoint.y > 0 && screenPoint.y < 1);
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}
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//Checks in both directions for sections needing to be added or removed
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public void checkTrack()
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{
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checkForward();
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checkBack();
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}
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//Updates minimum and maximum difficulty, width, etc, based on current gamestate
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public void updateCriteria()
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{
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//By default, we can add a section 1 tile wider or narrower on either side than the last section
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widthMin = lastSection.widthOut - 2;
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widthMax = lastSection.widthOut + 2;
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/* Calculate min & max difficulties & width modifications
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* We recalculate from scratch each time (that is,
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* each time a section is added) so as to avoid having
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* to track which one-off increase has been applied
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* and which hasn't
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*/
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//Start with base values
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diffMin = diffMinStart;
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diffMax = diffMaxStart;
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//As the number of players shrinks, we ramp up the difficulty and contract the track
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if (clients.ConnectedClients.Count <= (float)(0.5f * initialPlayerCount))
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{
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diffMin++;
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diffMax++;
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widthMin -= 2;
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widthMax -= 2;
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}
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if (clients.ConnectedClients.Count <= (float)(0.25f * initialPlayerCount))
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{
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diffMin++;
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diffMax += 2;
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widthMin -= 2;
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widthMax -= 2;
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}
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//Ramp up the difficulty as the game goes on
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diffMin += (totalSections - 2) / 2;
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diffMax += totalSections / 2;
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//Once the difficulty has ramped up, we cause the track to steadily narrow
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//It can no longer widen, only remain constant or shrink
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if (diffMin > 2)
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{
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widthMax--;
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}
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//Apply caps
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if (diffMin > diffMinMax)
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{
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diffMin = diffMinMax;
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}
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if (widthMin < minPossibleWidth)
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{
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widthMin = minPossibleWidth;
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}
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}
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// Update is called once per frame
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void Update()
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{
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//checkTrack();
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}
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}
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