using System; using System.Collections.Generic; using System.Linq; using Escape_Room_Engine.Engine.Scripts.Modules; using Escape_Room_Engine.Engine.Scripts.Requirements; using Escape_Room_Engine.Engine.Scripts.Utilities; using UnityEngine; using Logger = Escape_Room_Engine.Engine.Scripts.Utilities.Logger; using LogType = Escape_Room_Engine.Engine.Scripts.Utilities.LogType; using Random = UnityEngine.Random; namespace Escape_Room_Engine.Engine.Scripts { public class Engine : MonoBehaviour { public static Engine DefaultEngine { get { if (_foundEngine == null) { _foundEngine = FindObjectOfType(); } return _foundEngine; } } private static Engine _foundEngine; public Material roomMaterial; [Range(0, 10)] public int minPuzzleCount, maxPuzzleCount; [Tooltip("The minimum size that should be allowed for rooms.")] public Vector2Int minRoomSize; [Tooltip("The size of the physical play space available to the engine.")] public Vector2Int playSpace; public ModuleDescription genericModule; public DoorModuleDescription spawnDoor; public List exitDoorTypes; public List puzzleTypes; private int NumberOfRooms => _rooms.Count; private readonly List _rooms = new(1); private GameObject _playSpaceOrigin; private void Start() { _playSpaceOrigin = new GameObject("Play Space Origin"); _playSpaceOrigin.transform.SetParent(transform); _playSpaceOrigin.transform.localPosition = new Vector3(-playSpace.x / 2f, 0, -playSpace.y / 2f); } public void GenerateRoom() { Logger.Log("Generating room...", LogType.RoomGeneration); // get the last entrance from the newest room or create a spawn passage with no entrance door for where the player will start var entrance = NumberOfRooms > 0 ? _rooms.Last().exit : new Passage(new DoorModule(null, spawnDoor), true); var room = new Room(entrance); _rooms.Add(room); GenerateSpace(room, entrance); // TODO: rooms with more than one space room.InstantiateRoom(_playSpaceOrigin.transform, (_rooms.Count - 1).ToString()); } private void GenerateSpace(Room room, Passage entrance) { Logger.Log("Generating space...", LogType.RoomGeneration); // create space var rrDimensions = GenerateSpaceDimensions(entrance.rrPosition); var space = new Space(rrDimensions, entrance); // add exit var exitDoor = new DoorModule(space, exitDoorTypes.RandomElement()); if (!space.AddModuleWithRequirements(exitDoor)) throw new Exception("Could not satisfy requirements for exit door."); var exit = new Passage(exitDoor); // add puzzles for (var i = 0; i < Utilities.Utilities.RandomInclusive(minPuzzleCount, maxPuzzleCount); i++) { space.AddModuleWithRequirements(new PuzzleModule(space, puzzleTypes.RandomElement())); } room.AddSpace(space, exit); } /// /// Generate space dimensions that fit the required size constraints and cover the position of the entrance. /// /// The room relative (RR) position of the entrance. /// The generated room relative (RR) dimensions. private Dimensions GenerateSpaceDimensions(Vector2Int entranceRrPosition) { var xMin = Utilities.Utilities.RandomInclusive( 0, Math.Min(entranceRrPosition.x, playSpace.x - minRoomSize.x) ); var xMax = Utilities.Utilities.RandomInclusive( Math.Max(entranceRrPosition.x + 1, xMin + minRoomSize.x), playSpace.x ); var zMin = Utilities.Utilities.RandomInclusive( 0, Math.Min(entranceRrPosition.y, playSpace.y - minRoomSize.y) ); var zMax = Utilities.Utilities.RandomInclusive( Math.Max(entranceRrPosition.y + 1, zMin + minRoomSize.y), playSpace.y ); var dimensions = new Dimensions(xMax - xMin, zMax - zMin, xMin, zMin); Logger.Log($"Generated space dimensions {dimensions} from entrance position {entranceRrPosition}", LogType.RoomGeneration); return dimensions; } public void HideOldestRoom() { if (NumberOfRooms > 0) { _rooms[NumberOfRooms - 1].roomObject.SetActive(false); } } } }