Files
modular-vr/Assets/Engine/Runtime/Engine.cs

122 lines
4.3 KiB
C#

using System.Collections.Generic;
using System.Linq;
using EscapeRoomEngine.Engine.Runtime.Modules;
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
{
public class Engine : MonoBehaviour
{
public static Engine DefaultEngine
{
get
{
if (_foundEngine == null)
{
_foundEngine = FindObjectOfType<Engine>();
}
return _foundEngine;
}
}
private static Engine _foundEngine;
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;
[Required] public EngineTheme theme;
public int NumberOfRooms => _rooms.Count;
public IOption<Room> CurrentRoom => NumberOfRooms > 0 ? Some<Room>.Of(_rooms[^1]) : None<Room>.New();
private readonly List<Room> _rooms = new();
private GameObject _playSpaceOrigin, _environment;
private void Start()
{
_playSpaceOrigin = new GameObject("Play Space Origin");
_playSpaceOrigin.transform.SetParent(transform);
_playSpaceOrigin.transform.localPosition = new Vector3(-theme.playSpace.x / 2f, 0, -theme.playSpace.y / 2f);
if (theme.environment)
{
_environment = Instantiate(theme.environment, _playSpaceOrigin.transform, false);
}
GenerateRoom();
}
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);
GenerateSpace(room, entrance); // TODO: rooms with more than one space
room.InstantiateRoom(_playSpaceOrigin.transform, (_rooms.Count - 1).ToString());
UpdateUI();
}
private void GenerateSpace(Room room, Passage entrance)
{
var puzzlesAdded = 0;
var tries = 0;
Space space;
Passage exit;
do
{
tries++;
Logger.Log($"Generating space{(tries > 1 ? $" (try {tries})" : "")}...", LogType.RoomGeneration);
// create space
space = new Space(room, entrance);
// add exit
var exitDoor = new DoorModule(space, theme.exitDoorTypes.RandomElement());
if (!space.AddModuleWithRequirements(exitDoor))
throw new EngineException("Could not satisfy requirements for exit door.");
exit = new Passage(exitDoor);
// add puzzles
var puzzleCount = Utilities.Utilities.RandomInclusive(theme.puzzleCount.x, theme.puzzleCount.y);
for (var i = 0; i < puzzleCount; i++)
{
if (space.AddModuleWithRequirements(Module.CreateModuleByType(space, theme.puzzleTypes.RandomElement())))
{
puzzlesAdded++;
}
}
} while (puzzlesAdded == 0 && tries < maxSpaceGenerationTries);
if (puzzlesAdded == 0)
{
Logger.Log($"Unable to create space with puzzles after {tries} tries", LogType.Important);
}
room.AddSpace(space, exit);
}
public void HidePreviousRoom()
{
if (NumberOfRooms > 1)
{
_rooms[NumberOfRooms - 2].roomObject.SetActive(false);
}
}
private void UpdateUI() => UpdateUIEvent?.Invoke();
}
}