Files
modular-vr/Assets/Escape Room Engine/Engine/Scripts/Engine.cs
2022-11-04 09:46:00 +01:00

123 lines
4.6 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Escape_Room_Engine.Engine.Scripts.Modules;
using Escape_Room_Engine.Engine.Scripts.Utilities;
using UnityEngine;
using Logger = Escape_Room_Engine.Engine.Scripts.Utilities.Logger;
using LogType = Escape_Room_Engine.Engine.Scripts.Utilities.LogType;
using Random = UnityEngine.Random;
namespace Escape_Room_Engine.Engine.Scripts
{
public class Engine : MonoBehaviour
{
public static Engine DefaultEngine
{
get
{
if (_foundEngine == null)
{
_foundEngine = FindObjectOfType<Engine>();
}
return _foundEngine;
}
}
private static Engine _foundEngine;
public Material roomMaterial;
[Tooltip("The minimum size that should be allowed for rooms.")] public Vector2Int minRoomSize;
[Tooltip("The size of the physical play space available to the engine.")] public Vector2Int playSpace;
public ModuleDescription genericModule;
public DoorModuleDescription spawnDoor;
public List<DoorModuleDescription> exitDoorTypes;
private int NumberOfRooms => _rooms.Count;
private readonly List<Room> _rooms = new(1);
private GameObject _playSpaceOrigin;
private void Start()
{
_playSpaceOrigin = new GameObject("Play Space Origin");
_playSpaceOrigin.transform.SetParent(transform);
_playSpaceOrigin.transform.localPosition = new Vector3(-playSpace.x / 2f, 0, -playSpace.y / 2f);
}
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, spawnDoor), true);
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());
}
private void GenerateSpace(Room room, Passage entrance)
{
Logger.Log("Generating space...", LogType.RoomGeneration);
// create space
var rrDimensions = GenerateSpaceDimensions(entrance.rrPosition);
var space = new Space(rrDimensions, entrance);
// add exit
var exitDoor = new DoorModule(space, exitDoorTypes.RandomElement());
exitDoor.Place(new Vector2Int(
Random.Range(0, rrDimensions.width),
Random.Range(0, rrDimensions.length)
));
var exit = new Passage(exitDoor);
space.AddModule(exitDoor);
room.AddSpace(space, exit);
}
/// <summary>
/// Generate space dimensions that fit the required size constraints and cover the position of the entrance.
/// </summary>
/// <param name="entranceRrPosition">The room relative (<i>RR</i>) position of the entrance.</param>
/// <returns>The generated room relative (<i>RR</i>) dimensions.</returns>
private Dimensions GenerateSpaceDimensions(Vector2Int entranceRrPosition)
{
var xMin = Utilities.Utilities.RandomInclusive(
0,
Math.Min(entranceRrPosition.x, playSpace.x - minRoomSize.x)
);
var xMax = Utilities.Utilities.RandomInclusive(
Math.Max(entranceRrPosition.x + 1, xMin + minRoomSize.x),
playSpace.x
);
var zMin = Utilities.Utilities.RandomInclusive(
0,
Math.Min(entranceRrPosition.y, playSpace.y - minRoomSize.y)
);
var zMax = Utilities.Utilities.RandomInclusive(
Math.Max(entranceRrPosition.y + 1, zMin + minRoomSize.y),
playSpace.y
);
var dimensions = new Dimensions(xMax - xMin, zMax - zMin, xMin, zMin);
Logger.Log($"Generated space dimensions {dimensions} from entrance position {entranceRrPosition}", LogType.RoomGeneration);
return dimensions;
}
public void HideOldestRoom()
{
if (NumberOfRooms > 0)
{
_rooms[NumberOfRooms - 1].roomObject.SetActive(false);
}
}
}
}