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