Files
modular-vr/Assets/Engine/Runtime/Engine.cs
2023-05-12 02:59:40 +02:00

209 lines
7.7 KiB
C#

using System.Collections.Generic;
using System.Linq;
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;
namespace EscapeRoomEngine.Engine.Runtime
{
/// <summary>
/// The engine controls the whole escape room. It generates rooms and manages the puzzle plan.
/// </summary>
public class Engine : MonoBehaviour
{
/// <summary>
/// The active theme of the engine.
/// </summary>
public static EngineTheme Theme => Instance.theme;
/// <summary>
/// The active instance of the engine.
/// </summary>
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<Room> CurrentRoom => NumberOfRooms > 0 ? Some<Room>.Of(_rooms[^1]) : None<Room>.New();
/// <summary>
/// The currently estimated time for the player to finish the experience.
/// </summary>
public float EstimatedTimeRemaining { get; private set; }
private readonly List<Room> _rooms = new();
private List<PuzzleModuleDescription> _availablePuzzles, _plannedPuzzles;
private GameObject _playSpaceOrigin;
private void Awake()
{
Instance = this;
Measure.Clear();
_availablePuzzles = new List<PuzzleModuleDescription>(theme.puzzleTypes);
_plannedPuzzles = new List<PuzzleModuleDescription>(_availablePuzzles);
}
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);
}
#region Generation
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, theme.spawnDoor));
var room = new Room(entrance);
_rooms.Add(room);
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());
if (theme.environment)
{
Instantiate(theme.environment, room.roomObject.transform, false);
}
GameControl.Instance.TimeInRoom = 0;
UpdateUI();
}
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 = _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);
room.AddSpace(new Space(room, entrance), null);
}
#endregion
/// <summary>
/// Updates the list of puzzles planned for this run.
/// </summary>
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<PuzzleModuleDescription>();
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]);
}
EstimatedTimeRemaining = Measure.EstimateTime(_plannedPuzzles);
GameControl.Instance.PlannedPuzzles = _plannedPuzzles;
}
/// <summary>
/// Hide or destroy the room two rooms ago. The actual previous room is kept for the player to be able to backtrack one room.
/// </summary>
/// <param name="destroy"></param>
public void HidePreviousRoom(bool destroy = true)
{
if (NumberOfRooms > 2)
{
var room = _rooms[NumberOfRooms - 3];
// 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();
}
}