Files
modular-vr/Assets/Engine/Runtime/Engine.cs
2022-12-14 21:57:03 +01:00

162 lines
5.7 KiB
C#

using System.Collections.Generic;
using System.Linq;
using EscapeRoomEngine.Engine.Runtime.Measurements;
using EscapeRoomEngine.Engine.Runtime.Modules;
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
{
public class Engine : MonoBehaviour
{
public static EngineTheme Theme => Instance.theme;
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 = 5 * 60;
public Vector3 roomOffset = new(0, 1000, 0);
[Required] public EngineTheme theme;
public int NumberOfRooms => _rooms.Count;
public IOption<Room> CurrentRoom => NumberOfRooms > 0 ? Some<Room>.Of(_rooms[^1]) : None<Room>.New();
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(-theme.playSpace.x / 2f, 0, -theme.playSpace.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);
GenerateSpace(room, entrance);
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 GenerateSpace(Room room, Passage entrance)
{
var puzzlesAdded = 0;
var tries = 0;
Space space;
Passage exit = null;
var puzzle = PlanPuzzles();
do
{
tries++;
Logger.Log($"Generating space{(tries > 1 ? $" (try {tries})" : "")}...", LogType.RoomGeneration);
// create space
space = new Space(room, entrance);
// add exit
if (_plannedPuzzles.Count > 0)
{
var exitDoor = new DoorModule(space, theme.exitDoorTypes.RandomElement());
if (!space.AddModuleWithRequirements(exitDoor))
{
throw new EngineException("Could not satisfy requirements for exit door.");
}
exit = new Passage(exitDoor);
}
// add puzzle
if (space.AddModuleWithRequirements(Module.CreateModuleByType(space, puzzle)))
{
puzzlesAdded++;
}
} while (puzzlesAdded == 0 && tries < maxSpaceGenerationTries);
if (puzzlesAdded == 0)
{
Logger.Log($"Unable to create space with puzzles after {tries} tries", LogType.Important);
}
room.AddSpace(space, exit);
}
/// <summary>
/// Updates the list of puzzles planned for this run and returns the puzzle to put in the next room.
/// </summary>
private PuzzleModuleDescription PlanPuzzles()
{
var nextPuzzle = _plannedPuzzles.PopRandomElement();
EstimatedTimeRemaining = Measure.AverageTime(_plannedPuzzles);
return nextPuzzle;
}
#endregion
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();
}
}