Organize custom scripts under Assets/Baba_yaga and merge Opsive folders to Assets root

This commit is contained in:
2026-07-01 20:32:28 +07:00
parent 83d4157ac6
commit befc19bf37
5901 changed files with 243 additions and 141 deletions

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using Fusion;
namespace Baba_yaga.Game
{
[System.Serializable]
[UnityEngine.Scripting.APIUpdating.MovedFrom(true, sourceNamespace: "Hallucinate.Game", sourceAssembly: "Opsive.UltimateCharacterController")]
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);
}
[UnityEngine.Scripting.APIUpdating.MovedFrom(true, sourceNamespace: "Hallucinate.Game", sourceAssembly: "Opsive.UltimateCharacterController")]
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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using UnityEngine;
namespace Baba_yaga.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);
// 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 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)
{
if (rating < 800) return "Iron";
if (rating < 1000) return "Bronze";
if (rating < 1200) return "Silver";
if (rating < 1500) return "Gold";
if (rating < 1800) return "Platinum";
if (rating < 2100) return "Diamond";
return "Master";
}
public static string GetRankColor(int rating)
{
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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fileFormatVersion: 2
guid: 366843378ad652a41aeb5972186ebe18

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using Fusion;
using Baba_yaga.Game;
using Baba_yaga.UI;
using System.Collections.Generic;
using System.Threading.Tasks;
using UnityEngine;
namespace Baba_yaga.Network
{
/// <summary>
/// Orchestrates the Elo calculation and persistence on the Host.
/// Broadcasts results to all clients.
/// </summary>
[UnityEngine.Scripting.APIUpdating.MovedFrom(true, sourceNamespace: "Hallucinate.Network", sourceAssembly: "Opsive.UltimateCharacterController")]
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>();
// Simulating the database locally instead of Firebase
private static Dictionary<string, PlayerEloData> _localEloDatabase = new Dictionary<string, PlayerEloData>();
private Task<PlayerEloData> GetLocalPlayerData(string username)
{
if (!_localEloDatabase.TryGetValue(username, out var data))
{
data = PlayerEloData.Default;
_localEloDatabase[username] = data;
}
return Task.FromResult(data);
}
private Task SaveLocalPlayerData(string username, PlayerEloData data)
{
_localEloDatabase[username] = data;
return Task.CompletedTask;
}
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($"[EloManager] Registered {username} for {player}");
}
}
/// <summary>
/// Called by GameManager on Host when match ends.
/// </summary>
public async void ProcessMatchResult(PlayerRef winner, PlayerRef loser, bool isDraw = false)
{
if (!Object.HasStateAuthority) return;
IsCalculating = true;
string nameA = _playerUsernames.GetValueOrDefault(winner, "Unknown_A");
string nameB = _playerUsernames.GetValueOrDefault(loser, "Unknown_B");
// 1. Fetch from local simulated database
var dataA = await GetLocalPlayerData(nameA);
var dataB = await GetLocalPlayerData(nameB);
// 2. Calculate
float resultA = isDraw ? 0.5f : 1.0f;
var result = EloSystem.Calculate(dataA.Rating, dataB.Rating, dataA.GamesPlayed, dataB.GamesPlayed, resultA);
// 3. Update Data Objects
dataA.Rating = result.NewRatingA;
dataA.GamesPlayed++;
dataB.Rating = result.NewRatingB;
dataB.GamesPlayed++;
// 4. Save to local simulated database
await Task.WhenAll(
SaveLocalPlayerData(nameA, dataA),
SaveLocalPlayerData(nameB, dataB)
);
// 5. Broadcast
LastMatchResult = result;
IsCalculating = false;
Debug.Log($"[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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