216 lines
7.9 KiB
C#
216 lines
7.9 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using EscapeRoomEngine.Engine.Runtime.Measurements;
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using EscapeRoomEngine.Engine.Runtime.Modules;
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using EscapeRoomEngine.Engine.Runtime.Modules.Description;
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using EscapeRoomEngine.Engine.Runtime.UI;
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using EscapeRoomEngine.Engine.Runtime.Utilities;
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using NaughtyAttributes;
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using UnityEngine;
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using Logger = EscapeRoomEngine.Engine.Runtime.Utilities.Logger;
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using LogType = EscapeRoomEngine.Engine.Runtime.Utilities.LogType;
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namespace EscapeRoomEngine.Engine.Runtime
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{
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/// <summary>
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/// The engine controls the whole escape room. It generates rooms and manages the puzzle plan.
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/// </summary>
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public class Engine : MonoBehaviour
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{
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/// <summary>
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/// The active theme of the engine.
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/// </summary>
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public static EngineTheme Theme => Instance.theme;
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/// <summary>
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/// The active instance of the engine.
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/// </summary>
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public static Engine Instance { get; private set; }
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public delegate void UpdateUIHandler();
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public event UpdateUIHandler UpdateUIEvent;
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[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.")]
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public int maxSpaceGenerationTries = 1000;
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[Tooltip("The engine will try to generate a room that takes approximately this many seconds to complete.")]
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public float initialTargetTime = 10 * 60;
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[Tooltip("The offset each room will have from the previous one.")]
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public Vector3 roomOffset = new(0, 1000, 0);
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[Tooltip("The theme of the engine that decides the available puzzles, doors and more.")]
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[Required] public EngineTheme theme;
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public int NumberOfRooms => _rooms.Count;
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public IOption<Room> CurrentRoom => NumberOfRooms > 0 ? Some<Room>.Of(_rooms[^1]) : None<Room>.New();
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/// <summary>
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/// The currently estimated time for the player to finish the experience.
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/// </summary>
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public float EstimatedTimeRemaining { get; private set; }
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private readonly List<Room> _rooms = new();
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private List<PuzzleModuleDescription> _availablePuzzles, _plannedPuzzles;
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private GameObject _playSpaceOrigin;
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private void Awake()
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{
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Instance = this;
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Measure.Clear();
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_availablePuzzles = new List<PuzzleModuleDescription>(theme.puzzleTypes);
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_plannedPuzzles = new List<PuzzleModuleDescription>(_availablePuzzles);
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}
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private void Start()
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{
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_playSpaceOrigin = new GameObject("Play Space Origin");
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_playSpaceOrigin.transform.SetParent(transform);
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_playSpaceOrigin.transform.localPosition = new Vector3(-theme.playSpace.x / 2f, 0, -theme.playSpace.y / 2f);
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}
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#region Generation
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public void GenerateRoom()
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{
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Logger.Log("Generating room...", LogType.RoomGeneration);
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// get the last entrance from the newest room or create a spawn passage with no entrance door for where the player will start
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var entrance = NumberOfRooms > 0 ? _rooms.Last().exit : new Passage(new DoorModule(null, theme.spawnDoor));
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var room = new Room(entrance);
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_rooms.Add(room);
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if (_plannedPuzzles.Count > 0)
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{
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GeneratePuzzleSpace(room, entrance);
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}
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else
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{
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GenerateEndSpace(room, entrance);
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GameControl.Instance.FinishGame();
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}
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var roomId = _rooms.Count - 1;
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room.InstantiateRoom(_playSpaceOrigin.transform, roomId * roomOffset, roomId.ToString());
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if (theme.environment)
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{
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Instantiate(theme.environment, room.roomObject.transform, false);
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}
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GameControl.Instance.TimeInRoom = 0;
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UpdateUI();
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}
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private void GeneratePuzzleSpace(Room room, Passage entrance)
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{
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var puzzlesAdded = 0;
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var tries = 0;
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Space space;
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Passage exit;
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// choose the next puzzle
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var puzzle = ChoosePuzzle();
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GameControl.Instance.CurrentPuzzle = puzzle;
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do
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{
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tries++;
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Logger.Log($"Generating space{(tries > 1 ? $" (try {tries})" : "")}...", LogType.RoomGeneration);
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// create space
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space = new Space(room, entrance);
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// add exit
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var exitDoor = new DoorModule(space, theme.exitDoorTypes.RandomElement());
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if (!space.AddModuleWithRequirements(exitDoor))
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{
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throw new EngineException("Could not satisfy requirements for exit door.");
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}
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exit = new Passage(exitDoor);
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// add puzzle
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if (space.AddModuleWithRequirements(Module.CreateModuleByType(space, puzzle)))
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{
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puzzlesAdded++;
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}
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} while (puzzlesAdded == 0 && tries < maxSpaceGenerationTries);
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if (puzzlesAdded == 0)
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{
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Logger.Log($"Unable to create space with puzzles after {tries} tries", LogType.Important);
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}
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room.AddSpace(space, exit);
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}
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private void GenerateEndSpace(Room room, Passage entrance)
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{
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Logger.Log($"Generating end space...", LogType.RoomGeneration);
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room.AddSpace(new Space(room, entrance), null);
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}
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private PuzzleModuleDescription ChoosePuzzle()
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{
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// choose a puzzle from the plan and remove it from both the plan and later available puzzles (so it is only chosen once)
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var puzzle = _plannedPuzzles.PopRandomElement();
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_availablePuzzles.Remove(puzzle);
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return puzzle;
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}
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#endregion
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/// <summary>
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/// Updates the list of puzzles planned for this run.
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/// </summary>
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public void PlanPuzzles()
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{
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var n = _availablePuzzles.Count;
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var estimates = new int[n];
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var indices = new Range(0, n).ToArray();
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var target = Mathf.RoundToInt(GameControl.Instance.TargetTime - GameControl.Instance.EstimatedTimeRoom);
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_plannedPuzzles = new List<PuzzleModuleDescription>();
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for (var i = 0; i < n; i++)
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{
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estimates[i] = Mathf.RoundToInt(Measure.EstimateTime(_availablePuzzles[i]));
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}
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var chosen = Backtrack.Closest(indices, estimates, target);
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foreach (var i in chosen)
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{
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_plannedPuzzles.Add(_availablePuzzles[i]);
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}
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EstimatedTimeRemaining = Measure.EstimateTime(_plannedPuzzles);
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GameControl.Instance.PlannedPuzzles = _plannedPuzzles;
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}
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/// <summary>
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/// Hide or destroy the room two rooms ago. The actual previous room is kept for the player to be able to backtrack one room.
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/// </summary>
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/// <param name="destroy"></param>
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public void HidePreviousRoom(bool destroy = true)
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{
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if (NumberOfRooms > 2)
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{
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var room = _rooms[NumberOfRooms - 3];
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// lock the doors that might be used to return to the old room
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room.exit.toIn.DoorState.Lock();
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room.exit.fromOut.DoorState.Lock();
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// destroy or hide the old room
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if (destroy)
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{
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Destroy(room.roomObject);
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}
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else
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{
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room.roomObject.SetActive(false);
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}
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}
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}
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private void UpdateUI() => UpdateUIEvent?.Invoke();
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}
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}
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