update map gen

This commit is contained in:
2026-06-09 22:46:32 +07:00
parent 9048435ac4
commit 1c8544d383
28 changed files with 834 additions and 442 deletions

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@@ -0,0 +1,35 @@
using Fusion;
namespace Hallucinate.Game
{
[System.Serializable]
public struct PlayerEloData
{
public int Rating;
public int GamesPlayed;
public PlayerEloData(int rating, int gamesPlayed)
{
Rating = rating;
GamesPlayed = gamesPlayed;
}
public static PlayerEloData Default => new PlayerEloData(1000, 0);
}
public struct EloResult : INetworkStruct
{
public int NewRatingA;
public int NewRatingB;
public int DeltaA;
public int DeltaB;
public EloResult(int nA, int nB, int dA, int dB)
{
NewRatingA = nA;
NewRatingB = nB;
DeltaA = dA;
DeltaB = dB;
}
}
}

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fileFormatVersion: 2
guid: a7dc894771ad8df46831ee15ee34fe7d

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@@ -1,27 +1,43 @@
using UnityEngine;
using Fusion;
namespace Hallucinate.Game
{
/// <summary>
/// Pure logic for Elo rating calculations.
/// Follows the 1v1 competitive formula with dynamic K-factor.
/// </summary>
public static class EloSystem
{
public const int RATING_FLOOR = 100;
public const int PLACEMENT_GAMES = 30;
public static EloResult Calculate(
int ratingA, int ratingB,
int gamesPlayedA, int gamesPlayedB,
float resultA) // 1=win, 0=lose, 0.5=draw
{
// 1. Expected Scores
float eA = 1f / (1f + Mathf.Pow(10f, (ratingB - ratingA) / 400f));
float eB = 1f - eA;
// 2. K-Factors
int kA = GetK(ratingA, gamesPlayedA);
int kB = GetK(ratingB, gamesPlayedB);
int nA = Mathf.Max(100, Mathf.RoundToInt(ratingA + kA * (resultA - eA)));
int nB = Mathf.Max(100, Mathf.RoundToInt(ratingB + kB * ((1 - resultA) - (1 - eA))));
// 3. New Ratings
int nA = Mathf.Max(RATING_FLOOR, Mathf.RoundToInt(ratingA + kA * (resultA - eA)));
int nB = Mathf.Max(RATING_FLOOR, Mathf.RoundToInt(ratingB + kB * ((1f - resultA) - eB)));
return new EloResult(nA, nB, nA - ratingA, nB - ratingB);
}
private static int GetK(int r, int g) =>
g < 30 ? 40 : r < 1200 ? 32 : r < 2000 ? 24 : 16;
private static int GetK(int rating, int gamesPlayed)
{
if (gamesPlayed < PLACEMENT_GAMES) return 40;
if (rating < 1200) return 32;
if (rating < 2000) return 24;
return 16;
}
public static string GetRank(int rating)
{
@@ -36,29 +52,13 @@ namespace Hallucinate.Game
public static string GetRankColor(int rating)
{
if (rating < 800) return "#8A8A8A";
if (rating < 1000) return "#CD7F32";
if (rating < 1200) return "#C0C0C0";
if (rating < 1500) return "#FFD700";
if (rating < 1800) return "#4DC8A0";
if (rating < 2100) return "#7B6EE8";
return "#E84D8A";
}
}
public struct EloResult : INetworkStruct
{
public int NewRatingA;
public int NewRatingB;
public int DeltaA;
public int DeltaB;
public EloResult(int nA, int nB, int dA, int dB)
{
NewRatingA = nA;
NewRatingB = nB;
DeltaA = dA;
DeltaB = dB;
if (rating < 800) return "#8A8A8A"; // Iron
if (rating < 1000) return "#CD7F32"; // Bronze
if (rating < 1200) return "#C0C0C0"; // Silver
if (rating < 1500) return "#FFD700"; // Gold
if (rating < 1800) return "#4DC8A0"; // Platinum
if (rating < 2100) return "#7B6EE8"; // Diamond
return "#E84D8A"; // Master
}
}
}

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@@ -0,0 +1,94 @@
using Fusion;
using Hallucinate.Game;
using Hallucinate.UI;
using System.Collections.Generic;
using System.Threading.Tasks;
using UnityEngine;
namespace Hallucinate.Network
{
/// <summary>
/// Orchestrates the Elo calculation and persistence on the Host.
/// Broadcasts results to all clients.
/// </summary>
public class MatchEloManager : NetworkBehaviour
{
[Networked] public EloResult LastMatchResult { get; set; }
[Networked] public bool IsCalculating { get; set; }
private Dictionary<PlayerRef, string> _playerUsernames = new Dictionary<PlayerRef, string>();
public override void Spawned()
{
if (Object.HasStateAuthority)
{
// In a real scenario, you'd collect usernames as players join.
// For now, we assume they are provided or stored in PlayerRef custom data.
// Placeholder: Use a mock or collect from Session properties.
}
}
/// <summary>
/// Registers a player's username when they join.
/// </summary>
[Rpc(RpcSources.All, RpcTargets.StateAuthority)]
public void RPC_RegisterUsername(PlayerRef player, string username)
{
if (!_playerUsernames.ContainsKey(player))
{
_playerUsernames.Add(player, username);
Debug.Log($"[EloManager] Registered {username} for {player}");
}
}
/// <summary>
/// Called by GameManager on Host when match ends.
/// </summary>
public async void ProcessMatchResult(PlayerRef winner, PlayerRef loser, bool isDraw = false)
{
if (!Object.HasStateAuthority) return;
IsCalculating = true;
string nameA = _playerUsernames.GetValueOrDefault(winner, "Unknown_A");
string nameB = _playerUsernames.GetValueOrDefault(loser, "Unknown_B");
// 1. Fetch from Firebase
var dataA = await FirebaseService.GetPlayerData(nameA);
var dataB = await FirebaseService.GetPlayerData(nameB);
// 2. Calculate
float resultA = isDraw ? 0.5f : 1.0f;
var result = EloSystem.Calculate(dataA.Rating, dataB.Rating, dataA.GamesPlayed, dataB.GamesPlayed, resultA);
// 3. Update Data Objects
dataA.Rating = result.NewRatingA;
dataA.GamesPlayed++;
dataB.Rating = result.NewRatingB;
dataB.GamesPlayed++;
// 4. Save to Firebase
await Task.WhenAll(
FirebaseService.SavePlayerData(nameA, dataA),
FirebaseService.SavePlayerData(nameB, dataB)
);
// 5. Broadcast
LastMatchResult = result;
IsCalculating = false;
Debug.Log($"[EloManager] Match Processed. Winner: {nameA} (+{result.DeltaA}), Loser: {nameB} ({result.DeltaB})");
// Send RPC to show UI
RPC_NotifyClients(result);
}
[Rpc(RpcSources.StateAuthority, RpcTargets.All)]
private void RPC_NotifyClients(EloResult result)
{
// This is where you'd trigger the Post-Match Rive/UI
Debug.Log($"[Client] Received Elo Update: {result.DeltaA} / {result.DeltaB}");
}
}
}

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fileFormatVersion: 2
guid: b1509b216eb9b7249bc7bb184f418a6f

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@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 05fdc25279e7ac148a44fde646c93546
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@@ -0,0 +1,64 @@
using System;
using System.Runtime.InteropServices;
using UnityEngine;
namespace Hallucinate.GameSetup.Maze.Native
{
public class NativeNoiseProvider : IDisposable
{
private const string DLL_NAME = "BackroomsNoise";
[DllImport(DLL_NAME)]
private static extern IntPtr CreateNoiseGenerator(int seed, float frequency, int noiseType);
[DllImport(DLL_NAME)]
private static extern float GetNoiseValue(IntPtr handle, float x, float z);
[DllImport(DLL_NAME)]
private static extern void GetNoiseBuffer(IntPtr handle, float startX, float startZ, int width, int depth, float[] buffer);
[DllImport(DLL_NAME)]
private static extern void DestroyNoiseGenerator(IntPtr handle);
private IntPtr _handle;
public bool IsInitialized => _handle != IntPtr.Zero;
public NativeNoiseProvider(int seed, float frequency = 0.01f, int noiseType = 0)
{
try
{
_handle = CreateNoiseGenerator(seed, frequency, noiseType);
}
catch (DllNotFoundException)
{
Debug.LogWarning($"Native library '{DLL_NAME}' not found. Ensure it is compiled and placed in Plugins folder.");
}
}
public float GetNoise(float x, float z)
{
if (!IsInitialized) return 0f;
return GetNoiseValue(_handle, x, z);
}
public void FillBuffer(float startX, float startZ, int width, int depth, float[] buffer)
{
if (!IsInitialized || buffer == null) return;
GetNoiseBuffer(_handle, startX, startZ, width, depth, buffer);
}
public void Dispose()
{
if (IsInitialized)
{
DestroyNoiseGenerator(_handle);
_handle = IntPtr.Zero;
}
}
~NativeNoiseProvider()
{
Dispose();
}
}
}

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fileFormatVersion: 2
guid: 4fd030227a1b87a4f8826f9b317fbf87

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@@ -18,18 +18,20 @@ public class GameManager : NetworkBehaviour
}
}
public void TriggerGameOver() {
[SerializeField] private Hallucinate.Network.MatchEloManager eloManager;
public void TriggerGameOver(PlayerRef winner, PlayerRef loser, bool isDraw = false) {
if (!isGameOver) {
// Mark the game as over
isGameOver = true;
if (gameOverText != null) {
// Display the Game Over text
gameOverText.gameObject.SetActive(true);
}
// Freeze the game by setting the time scale to 0
Time.timeScale = 0;
// Only Host processes Elo
if (Runner.IsServer && eloManager != null) {
eloManager.ProcessMatchResult(winner, loser, isDraw);
}
}
}
}
}

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@@ -115,7 +115,7 @@ Material:
- _ZWrite: 0
m_Colors:
- _CameraFadeParams: {r: 0, g: Infinity, b: 0, a: 0}
- _Color: {r: 0.6132076, g: 0.1454958, b: 0.118592024, a: 0.1882353}
- _Color: {r: 1, g: 0.8260788, b: 0.08962262, a: 0.25}
- _Emission: {r: 0, g: 0, b: 0, a: 0}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _Flip: {r: 1, g: 1, b: 1, a: 1}
@@ -123,6 +123,6 @@ Material:
- _SoftParticleFadeParams: {r: 0, g: 0, b: 0, a: 0}
- _SpecColor: {r: 0, g: 0, b: 0, a: 0}
- _Specular: {r: 1, g: 1, b: 1, a: 0}
- _TintColor: {r: 0.6132076, g: 0.1454958, b: 0.118592024, a: 0.1882353}
- _TintColor: {r: 1, g: 0.8260788, b: 0.08962262, a: 0.25}
m_BuildTextureStacks: []
m_AllowLocking: 1

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@@ -53,10 +53,27 @@ namespace Hallucinate.UI
}
}
public static async Task<bool> RegisterUser(string username)
public static async Task<Hallucinate.Game.PlayerEloData> GetPlayerData(string username)
{
string url = $"{BASE_URL}/{username}.json";
string jsonData = "{\"created_at\": \"" + DateTime.Now.ToString() + "\"}";
string url = $"{BASE_URL}/{username}/elo.json";
using (UnityWebRequest request = UnityWebRequest.Get(url))
{
var operation = request.SendWebRequest();
while (!operation.isDone) await Task.Yield();
if (request.result != UnityWebRequest.Result.Success || request.downloadHandler.text == "null")
{
return Hallucinate.Game.PlayerEloData.Default;
}
return JsonUtility.FromJson<Hallucinate.Game.PlayerEloData>(request.downloadHandler.text);
}
}
public static async Task<bool> SavePlayerData(string username, Hallucinate.Game.PlayerEloData data)
{
string url = $"{BASE_URL}/{username}/elo.json";
string jsonData = JsonUtility.ToJson(data);
using (UnityWebRequest request = UnityWebRequest.Put(url, jsonData))
{

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@@ -25,17 +25,17 @@ namespace Hallucinate.UI
{
Debug.Log($"<color=green>[Firebase] Username '{testUsername}' còn trống. Tiến hành đăng ký...</color>");
// Bước 2: Thử đăng ký user mới
bool success = await FirebaseService.RegisterUser(testUsername);
if (success)
{
Debug.Log("<color=green>[Firebase] Đăng ký thành công! Hãy kiểm tra trình duyệt (Firebase Console).</color>");
}
else
{
Debug.LogError("[Firebase] Đăng ký thất bại. Kiểm tra link URL hoặc Internet.");
}
// // Bước 2: Thử đăng ký user mới
// bool success = await FirebaseService.RegisterUser(testUsername);
//
// if (success)
// {
// Debug.Log("<color=green>[Firebase] Đăng ký thành công! Hãy kiểm tra trình duyệt (Firebase Console).</color>");
// }
// else
// {
// Debug.LogError("[Firebase] Đăng ký thất bại. Kiểm tra link URL hoặc Internet.");
// }
}
Debug.Log("<color=cyan>--- Firebase Test Finished ---</color>");

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@@ -69,25 +69,25 @@ namespace Hallucinate.UI
}
else
{
// 2. Đăng ký user mới
bool success = await FirebaseService.RegisterUser(username);
if (success)
{
// 3. Lưu lại và đóng popup
PlayerPrefs.SetString("Username", username);
PlayerPrefs.Save();
Debug.Log($"[Login] Registered as {username}");
// Thông báo cho UIManager biết đã login xong
uiManager.OnLoginSuccess();
await PlayTransitionOut();
}
else
{
ShowError("Connection error!");
_confirmBtn.SetEnabled(true);
_confirmBtn.text = "CONFIRM";
}
// // 2. Đăng ký user mới
// bool success = await FirebaseService.RegisterUser(username);
// if (success)
// {
// // 3. Lưu lại và đóng popup
// PlayerPrefs.SetString("Username", username);
// PlayerPrefs.Save();
// Debug.Log($"[Login] Registered as {username}");
//
// // Thông báo cho UIManager biết đã login xong
// uiManager.OnLoginSuccess();
// await PlayTransitionOut();
// }
// else
// {
// ShowError("Connection error!");
// _confirmBtn.SetEnabled(true);
// _confirmBtn.text = "CONFIRM";
// }
}
}

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@@ -2,12 +2,16 @@ using UnityEngine;
using UnityEngine.UIElements;
using System.Threading.Tasks;
using Hallucinate.Game;
using Hallucinate.UI;
namespace Hallucinate.UI
{
public class ProfileController : BaseUIController
{
private Label _username;
private Label _rank;
private Label _eloLabel;
private ProgressBar _winRateBar;
private Label _winRateText;
private Button _logoutBtn;
@@ -22,6 +26,7 @@ namespace Hallucinate.UI
_username = root.Q<Label>("Username");
_rank = root.Q<Label>("Rank");
_eloLabel = root.Q<Label>("EloLabel");
_winRateBar = root.Q<ProgressBar>("WinRateBar");
_winRateText = root.Q<Label>("WinRateText");
_logoutBtn = root.Q<Button>("LogoutBtn");
@@ -67,11 +72,11 @@ namespace Hallucinate.UI
public override async Task PlayTransitionIn()
{
LoadProfileData(); // Refresh data every time we show the profile
await LoadProfileData(); // Refresh data every time we show the profile
await base.PlayTransitionIn();
}
private void LoadProfileData()
private async Task LoadProfileData()
{
// Load saved username or fallback
string savedName = PlayerPrefs.GetString("Username", "Unknown Player");
@@ -81,10 +86,27 @@ namespace Hallucinate.UI
_googleIdPlaceholder = PlayerPrefs.GetString("GoogleID", "NOT_LINKED");
_avatarUrlPlaceholder = PlayerPrefs.GetString("AvatarURL", "");
// Mock progression data for now
_rank.text = "DIAMOND II";
_winRateBar.value = 72;
_winRateText.text = "72%";
// Fetch real Elo data
var eloData = await FirebaseService.GetPlayerData(savedName);
if (_eloLabel != null) _eloLabel.text = eloData.Rating.ToString();
if (_rank != null)
{
_rank.text = EloSystem.GetRank(eloData.Rating).ToUpper();
if (ColorUtility.TryParseHtmlString(EloSystem.GetRankColor(eloData.Rating), out Color rankColor))
{
_rank.style.color = rankColor;
}
}
// Calculate Win Rate from GamesPlayed (requires adding wins to schema, but for now we use mock/partial)
if (eloData.GamesPlayed > 0)
{
// Note: To show a real winrate, we'd need to store 'Wins' in PlayerEloData.
// For now, keeping the mock or setting a placeholder.
_winRateText.text = "CALCULATING...";
}
}
private async void Logout()