using System.Collections.Generic;
using EscapeRoomEngine.Engine.Runtime.Modules;
using EscapeRoomEngine.Engine.Runtime.Modules.Description;
using EscapeRoomEngine.Engine.Runtime.UI;
using EscapeRoomEngine.Engine.Runtime.Utilities;
using UnityEngine;
using Object = UnityEngine.Object;
namespace EscapeRoomEngine.Engine.Runtime
{
///
/// The space is responsible for placing and instantiating any modules in it.
///
public class Space
{
///
/// The room relative (RR) dimensions of this space.
///
internal readonly Placement rrPlacement;
///
/// The room this space is in.
///
internal readonly Room room;
///
/// A list of all modules.
///
internal List Modules { get; } = new(2);
///
/// A list of all staged and added modules.
///
internal List AllModules
{
get
{
var modules = new List(Modules);
if (_stagedModules.Count > 0)
{
modules.AddRange(_stagedModules);
}
return modules;
}
}
protected GameObject spaceObject;
private GameObject _spaceTiles;
private List _stagedModules = new();
internal Space(Room room, Passage entrance)
{
this.room = room;
rrPlacement = new Placement
{
position = Vector3Int.zero,
size = new Vector2Int(GameControl.Instance.RoomSize.x, GameControl.Instance.RoomSize.y)
};
// connect the space to its entrance passage
entrance.PlaceEntrance(new DoorModule(this,
((DoorModuleDescription)entrance.fromOut.description).connectedDoorDescription));
Modules.Add(entrance.toIn);
}
internal bool AddModuleWithRequirements(Module module)
{
var requirementsFulfilled = module.CheckRequirements();
if (requirementsFulfilled)
{
// add all previously staged modules first ...
for (var i = _stagedModules.Count - 1; i >= 0; i--)
{
Modules.Add(_stagedModules[i]);
}
// ... and then add the module itself
Modules.Add(module);
}
// always clear the staged modules. if a module isn't added, its corresponding staged modules should be discarded
_stagedModules = new List();
return requirementsFulfilled;
}
///
/// Stage a module if its requirements are currently met. It will be added as soon as the next module is added by .
///
/// The module to stage
/// Whether the requirements were met and the module was staged
internal bool StageModuleWithRequirements(Module module)
{
var requirementsFulfilled = module.CheckRequirements();
if (requirementsFulfilled)
{
_stagedModules.Add(module);
}
return requirementsFulfilled;
}
internal virtual void InstantiateSpace(Transform parent, string name)
{
spaceObject = new GameObject($"Space {name}");
spaceObject.transform.SetParent(parent, false);
spaceObject.transform.localPosition = new Vector3(rrPlacement.position.x, 0, rrPlacement.position.z);
// build the space floor out of tiles
_spaceTiles = new GameObject($"Space Geometry");
_spaceTiles.transform.SetParent(spaceObject.transform, false);
_spaceTiles.isStatic = true;
for (var z = 0; z < rrPlacement.size.y; z++)
{
for (var x = 0; x < rrPlacement.size.x; x++)
{
var left = x == 0;
var right = x == rrPlacement.size.x - 1;
var bottom = z == 0;
var top = z == rrPlacement.size.y - 1;
TileLocation location;
if (bottom)
location = left ? TileLocation.SW : right ? TileLocation.SE : TileLocation.S;
else if (top)
location = left ? TileLocation.NW : right ? TileLocation.NE : TileLocation.N;
else
location = left ? TileLocation.W : right ? TileLocation.E : TileLocation.C;
var tileObject = Object.Instantiate(Engine.Theme.spaceTile, _spaceTiles.transform, false);
tileObject.transform.localPosition = new Vector3(x, 0, z);
tileObject.showTile = location;
}
}
// instantiate all modules inside this space
Modules.ForEach(module => module.InstantiateModule(spaceObject.transform));
}
///
/// Convert a position relative to this space to one relative to the room.
///
/// The space relative (SR) position that should be converted to a room relative (RR) position.
internal Vector3Int ToRoomRelative(Vector3Int srPosition) => srPosition + rrPlacement.position;
///
/// Convert a position relative to the room to one relative to this space.
///
/// The room relative (RR) position that should be converted to a space relative (SR) position.
internal Vector3Int ToSpaceRelative(Vector3Int rrPosition) => rrPosition - rrPlacement.position;
}
}