using System.Collections.Generic; using System.Linq; using EscapeRoomEngine.Engine.Runtime.Environment; using EscapeRoomEngine.Engine.Runtime.Measurements; using EscapeRoomEngine.Engine.Runtime.Modules; using EscapeRoomEngine.Engine.Runtime.Modules.Description; using EscapeRoomEngine.Engine.Runtime.UI; using EscapeRoomEngine.Engine.Runtime.Utilities; using NaughtyAttributes; using UnityEngine; using Logger = EscapeRoomEngine.Engine.Runtime.Utilities.Logger; using LogType = EscapeRoomEngine.Engine.Runtime.Utilities.LogType; using Range = EscapeRoomEngine.Engine.Runtime.Utilities.Range; namespace EscapeRoomEngine.Engine.Runtime { /// /// The engine controls the whole escape room. It generates rooms and manages the puzzle plan. /// public class Engine : MonoBehaviour { /// /// The active theme of the engine. /// public static EngineTheme Theme => Instance.theme; /// /// The active instance of the engine. /// public static Engine Instance { get; private set; } public delegate void UpdateUIHandler(); public event UpdateUIHandler UpdateUIEvent; [InfoBox("If a space was generated without any puzzles in it, the engine will try generating another new space. To prevent infinite loops, the amount of retries is bound.")] public int maxSpaceGenerationTries = 1000; [Tooltip("The engine will try to generate a room that takes approximately this many seconds to complete.")] public float initialTargetTime = 10 * 60; [Tooltip("The offset each room will have from the previous one.")] public Vector3 roomOffset = new(0, 1000, 0); [Tooltip("The theme of the engine that decides the available puzzles, doors and more.")] [Required] public EngineTheme theme; public int NumberOfRooms => _rooms.Count; public IOption CurrentRoom => NumberOfRooms > 0 ? Some.Of(_rooms[^1]) : None.New(); /// /// The currently estimated time for the player to finish the experience. /// public float EstimatedTimeRemaining { get; private set; } private readonly List _rooms = new(); private List _availablePuzzles, _plannedPuzzles; private List _availableEnvironments; private GameObject _playSpaceOrigin; private void Awake() { Instance = this; Measure.Clear(); _availablePuzzles = new List(theme.puzzleTypes); _plannedPuzzles = new List(_availablePuzzles); ResetAvailableEnvironments(); } private void Start() { _playSpaceOrigin = new GameObject("Play Space Origin"); _playSpaceOrigin.transform.SetParent(transform); _playSpaceOrigin.transform.localPosition = new Vector3(-GameControl.Instance.RoomSize.x / 2f, 0, -GameControl.Instance.RoomSize.y / 2f); } private void ResetAvailableEnvironments() { _availableEnvironments = new List(theme.environments); } #region Generation public void GenerateRoom() { Logger.Log("Generating room...", LogType.RoomGeneration); var intro = NumberOfRooms == 0; Passage entrance; RoomEnvironment environment; if (intro) { entrance = new Passage(new DoorModule(null, theme.spawnDoor)); environment = theme.intro.introEnvironment; } else { entrance = _rooms.Last().exit; if (_availableEnvironments.Count == 0) { ResetAvailableEnvironments(); } environment = _availableEnvironments.PopRandomElement(); } var room = new Room(entrance, environment); _rooms.Add(room); if (intro) { GenerateIntroSpace(room, entrance); } else if (_plannedPuzzles.Count > 0) { GeneratePuzzleSpace(room, entrance); } else { GenerateEndSpace(room, entrance); GameControl.Instance.FinishGame(); } var roomId = _rooms.Count - 1; room.InstantiateRoom(_playSpaceOrigin.transform, roomId * roomOffset, roomId.ToString()); Instantiate(room.environment.environment, room.roomObject.transform, false); if (intro) { FindObjectOfType().Place(room.exit.fromOut.DoorState.transform); } GameControl.Instance.TimeInRoom = 0; UpdateUI(); } private void GenerateIntroSpace(Room room, Passage entrance) { Logger.Log($"Generating intro space...", LogType.RoomGeneration); var space = new IntroSpace(room, entrance); var exitDoor = new DoorModule(space, theme.introExitDoor); if (!space.AddModuleWithRequirements(exitDoor)) { throw new EngineException("Could not satisfy requirements for exit door."); } var exit = new Passage(exitDoor); room.AddSpace(space, exit); } private void GeneratePuzzleSpace(Room room, Passage entrance) { var puzzlesAdded = 0; var tries = 0; Space space; Passage exit; // choose a puzzle from the plan and remove it from both the plan and later available puzzles (so it is only chosen once) var puzzle = Measure.PreferLessPlayed ? _plannedPuzzles.Pop() : _plannedPuzzles.PopRandomElement(); _availablePuzzles.Remove(puzzle); GameControl.Instance.CurrentPuzzle = puzzle; do { tries++; Logger.Log($"Generating space{(tries > 1 ? $" (try {tries})" : "")}...", LogType.RoomGeneration); // create space space = new Space(room, entrance); // add exit var exitDoor = new DoorModule(space, theme.exitDoorTypes.RandomElement()); if (!space.AddModuleWithRequirements(exitDoor)) { throw new EngineException("Could not satisfy requirements for exit door."); } exit = new Passage(exitDoor); // add puzzle if (space.AddModuleWithRequirements(Module.CreateModuleByType(space, puzzle))) { puzzlesAdded++; } } while (puzzlesAdded == 0 && tries < maxSpaceGenerationTries); if (puzzlesAdded == 0) { Logger.Log($"Unable to create space with puzzles after {tries} tries", LogType.Important); } room.AddSpace(space, exit); } private void GenerateEndSpace(Room room, Passage entrance) { Logger.Log($"Generating end space...", LogType.RoomGeneration); var space = new Space(room, entrance); var endModule = new Module(space, theme.endModule); if (!space.AddModuleWithRequirements(endModule)) { throw new EngineException("Could not satisfy requirements for end module."); } room.AddSpace(space, null); } #endregion /// /// Updates the list of puzzles planned for this run. /// public void PlanPuzzles() { var n = _availablePuzzles.Count; var estimates = new int[n]; var indices = new Range(0, n).ToArray(); var target = Mathf.RoundToInt(GameControl.Instance.TargetTime - GameControl.Instance.EstimatedTimeRoom); _plannedPuzzles = new List(); for (var i = 0; i < n; i++) { estimates[i] = Mathf.RoundToInt(Measure.EstimateTime(_availablePuzzles[i])); } var chosen = Backtrack.Closest(indices, estimates, target); foreach (var i in chosen) { _plannedPuzzles.Add(_availablePuzzles[i]); } if (Measure.PreferLessPlayed) { _plannedPuzzles.Sort((a, b) => Measure.TimesPlayed(a).CompareTo(Measure.TimesPlayed(b))); } EstimatedTimeRemaining = Measure.EstimateTime(_plannedPuzzles); GameControl.Instance.PlannedPuzzles = _plannedPuzzles; } public void HidePreviousRoom(bool destroy = true) { if (NumberOfRooms >= 2) { var room = _rooms[NumberOfRooms - 2]; // lock the doors that might be used to return to the old room room.exit.toIn.DoorState.Lock(); room.exit.fromOut.DoorState.Lock(); // destroy or hide the old room if (destroy) { Destroy(room.roomObject); } else { room.roomObject.SetActive(false); } } } private void UpdateUI() => UpdateUIEvent?.Invoke(); } }