using System.Collections.Generic;
|
|
using System.Linq;
|
|
using UnityEngine;
|
|
using Networking.Server;
|
|
|
|
public class blockSpawn : MonoBehaviour
|
|
{
|
|
[SerializeField]
|
|
public Inventory.Data[] spawnLogicList;
|
|
public List<ClientData> ConnectedClients;
|
|
public ClientList clientDataList;
|
|
public Block[] SpawnBlocks;
|
|
public List<Vector3> spawnedLocations;
|
|
int scoreDifference = 0;
|
|
float average = 0;
|
|
|
|
void Awake()
|
|
{
|
|
ConnectedClients = clientDataList.ConnectedClients;
|
|
SpawnBlocks = FindObjectsOfType<Block>().Where(p => p.is_Walkable).ToArray();
|
|
spawnedLocations = new List<Vector3>();
|
|
}
|
|
|
|
public void Spawn()
|
|
{
|
|
getPlayerScores();
|
|
getPlayerLocations(ConnectedClients.ToArray(), 0.75f);
|
|
|
|
//second spawning block only if needed
|
|
/* if (scoreDifference > average)
|
|
{
|
|
List<ClientData> lessClients = new List<ClientData>(ConnectedClients);
|
|
lessClients.RemoveAt(lessClients.Count - 1);
|
|
getPlayerLocations(lessClients.ToArray(), 0.6f);
|
|
}*/
|
|
}
|
|
|
|
private void getPlayerScores()
|
|
{
|
|
ConnectedClients.Sort((b, a) => a.SceneScore.CompareTo(b.SceneScore));
|
|
int totalScores = 0;
|
|
scoreDifference = ConnectedClients[0].SceneScore + ConnectedClients[ConnectedClients.Count-1].SceneScore;
|
|
Debug.Log("score difference " + scoreDifference);
|
|
|
|
for(int i = 0; i < ConnectedClients.Count; i++)
|
|
{
|
|
totalScores += ConnectedClients[i].SceneScore;
|
|
}
|
|
average = totalScores / ConnectedClients.Count;
|
|
Debug.Log("score average " + average);
|
|
}
|
|
|
|
private bool checkDuplicatePosition(Vector3 spawnposition)
|
|
{
|
|
if (spawnedLocations.Count > 0)
|
|
{
|
|
for (int k = 0; k < spawnedLocations.Count; k++)
|
|
{
|
|
if (spawnedLocations[k].x == spawnposition.x && spawnedLocations[k].z == spawnposition.z)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
private bool checkValid(Vector3 spawnposition)
|
|
{
|
|
for (int i = 0; i < SpawnBlocks.Length; i++)
|
|
{
|
|
if (SpawnBlocks[i].position.x == spawnposition.x && SpawnBlocks[i].position.z == spawnposition.z)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
private void spawnBlock(Vector3 spawnposition)
|
|
{
|
|
GameObject prefab = Resources.Load("Logic Block") as GameObject;
|
|
GameObject block = Instantiate(prefab);
|
|
|
|
int number = (int)Random.Range(1.0f, spawnLogicList.Length);
|
|
block.GetComponent<LogicCollectable_Multiplayer>().Collectable.element = spawnLogicList[number].element;
|
|
block.GetComponent<LogicCollectable_Multiplayer>().Collectable.Count = spawnLogicList[number].Count;
|
|
block.transform.position = spawnposition;
|
|
Debug.Log("Instantiated new logic block: " + spawnLogicList[number].element + " at position: " + block.transform.position);
|
|
spawnedLocations.Add(spawnposition);
|
|
}
|
|
|
|
private void checkLocation(Vector3 spawnposition)
|
|
{
|
|
bool duplicate = false;
|
|
if (duplicate == false)
|
|
{
|
|
bool valid = checkValid(spawnposition);
|
|
if (valid == true)
|
|
{
|
|
spawnBlock(spawnposition);
|
|
}
|
|
else
|
|
{
|
|
Block clostest = Utility.minBy(SpawnBlocks, p => Vector3.Distance(p.transform.position, spawnposition));
|
|
checkLocation(new Vector3(clostest.position.x, clostest.position.y + 1.5f, clostest.position.z));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//this needs to be changed
|
|
Block clostest = Utility.minBy(SpawnBlocks, p => Vector3.Distance(p.transform.position, spawnposition));
|
|
checkLocation(new Vector3(clostest.position.x, clostest.position.y + 1.5f, clostest.position.z));
|
|
}
|
|
}
|
|
|
|
private void getPlayerLocations(ClientData[] clients, float weightMultiplier)
|
|
{
|
|
float[] weightings = new float[clients.Length];
|
|
if(clients.Length > 1)
|
|
{
|
|
Vector3 spawnposition = new Vector3(0, 0, 0);
|
|
for (int i = 0; i < clients.Length; i++)
|
|
{
|
|
spawnposition += clients[i].playerCharacter.CurrentBlock.VisualPosition;
|
|
Debug.Log("currentBlock.VisualPosition " + clients[i].playerCharacter.CurrentBlock.VisualPosition);
|
|
}
|
|
spawnposition *= (1.0f / clients.Length);
|
|
Debug.Log("spawnposition " + spawnposition);
|
|
|
|
Vector3[] direction = new Vector3[clients.Length];
|
|
for (int i = 0; i < clients.Length; i++)
|
|
{
|
|
direction[i] = (spawnposition - clients[i].playerCharacter.CurrentBlock.VisualPosition);
|
|
|
|
Debug.Log("direction " + i + " " + direction[i]);
|
|
}
|
|
|
|
//weighting calculations
|
|
float[] difAvg = new float[clients.Length];
|
|
for (int i = 0; i < clients.Length; i++)
|
|
{
|
|
difAvg[i] = clients[i].SceneScore - average;
|
|
}
|
|
|
|
float[] ratio = new float[clients.Length];
|
|
|
|
Debug.Log("difAvg[0] " + difAvg[0]);
|
|
|
|
if (difAvg[0] == 0)
|
|
{
|
|
for (int i = 0; i < clients.Length; i++)
|
|
{
|
|
weightings[i] = 0.5f * weightMultiplier;
|
|
Debug.Log("weightings " + i + " " + weightings[i]);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (int i = 0; i < clients.Length; i++)
|
|
{
|
|
ratio[i] = difAvg[i] / difAvg[0];
|
|
ratio[i] /= 2.0f;
|
|
ratio[i] += 0.5f;
|
|
weightings[i] = ratio[i] * weightMultiplier;
|
|
weightings[i] = Mathf.Clamp(weightings[i], 0, 1);
|
|
Debug.Log("weightings " + i + " " + weightings[i]);
|
|
}
|
|
}
|
|
|
|
//multiply weightings by the direction
|
|
//take average point and add directions
|
|
for (int i = 0; i < clients.Length; i++)
|
|
{
|
|
spawnposition += (weightings[i] * direction[i]);
|
|
Debug.Log("(weightings[i] * direction[i] " + (weightings[i] * direction[i]));
|
|
}
|
|
|
|
spawnposition += Vector3.one * 0.5f;
|
|
Debug.Log("spawnposition " + spawnposition);
|
|
//spawn first block
|
|
checkLocation(spawnposition);
|
|
}
|
|
else
|
|
{
|
|
Vector2 playerOne = new Vector2(clients[0].playerCharacter.CurrentBlock.VisualPosition.x, clients[0].playerCharacter.CurrentBlock.VisualPosition.z);
|
|
int xVal = (int)Random.Range(-3.0f, 3.0f) + (int)playerOne.x;
|
|
int zVal = (int)Random.Range(-3.0f, 3.0f) + (int)playerOne.y;
|
|
checkLocation(new Vector3(xVal, 1.0f, zVal));
|
|
}
|
|
}
|
|
}
|