using System.Collections.Generic; using System.Linq; using UnityEngine; using Networking.Server; public class blockSpawn : MonoBehaviour { [SerializeField] public Inventory.Data[] spawnLogicList; public List ConnectedClients; public ClientList clientDataList; public Block[] SpawnBlocks; public List spawnedLocations; int scoreDifference = 0; float average = 0; void Awake() { ConnectedClients = clientDataList.ConnectedClients; SpawnBlocks = FindObjectsOfType().Where(p => p.is_Walkable).ToArray(); spawnedLocations = new List(); } public void Spawn() { getPlayerScores(); getPlayerLocations(ConnectedClients.ToArray(), 0.75f); //second spawning block only if needed /* if (scoreDifference > average) { List lessClients = new List(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().Collectable.element = spawnLogicList[number].element; block.GetComponent().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])); } 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)); } } }