using System.Collections; using System.Collections.Generic; using System.Linq; using UnityEngine; namespace MazeGen { /// /// Scene entry point: drop this on one empty GameObject in the scene and press Play. /// Generates the configured start rooms, then spawns and drives a configurable number /// of autonomous agents that explore the maze on their own (see AutonomousAgentBrain). /// The level ends when enough agents reach an exit room or a time limit is hit. A simple /// IMGUI panel lists all agents (click to have the camera follow one) and offers a /// "zoom to fit maze" button. /// [RequireComponent(typeof(MazeGenerator))] public class MazeSceneBuilder : MonoBehaviour { [Header("Agents")] [SerializeField, Min(1)] private int agentCount = 1; [Tooltip("Each agent's spawn is delayed by a random amount in this range (seconds), so they enter the maze staggered over time instead of all at once.")] [SerializeField] private Vector2 spawnStaggerRange = new Vector2(0f, 3f); [Tooltip("Each agent's FIRST decision is delayed by a random amount in this range (seconds); every decision after that uses the steady decisionInterval.")] [SerializeField] private Vector2 initialDecisionDelayRange = new Vector2(0.5f, 2f); [Tooltip("Steady-state time (seconds) between an agent's decisions once it gets going.")] [SerializeField] private float decisionInterval = 1.5f; [Tooltip("Chance an agent explores a brand-new exit even when a 'follow' (known but personally-unvisited) option is also available.")] [SerializeField, Range(0f, 1f)] private float exploreChance = 0.85f; [Header("Win conditions (at least one must be > 0)")] [SerializeField] private int targetFinishedAgentCount = 1; [SerializeField] private float timeLimitSeconds = 0f; private class AgentEntry { public MazeAgentController Controller; public PathVisualizer Path; public Color Color; } private MazeGenerator _generator; private MazeCameraController _cameraController; private readonly Dictionary _exitMarkers = new Dictionary(); private readonly List _agents = new List(); private AgentEntry _followedAgent; private bool _levelEnded; private float _elapsedTime; private Vector2 _hudScroll; private void Awake() { _generator = GetComponent(); _generator.RoomGenerated += OnRoomGenerated; _generator.ExitAdded += OnExitAdded; var cam = Camera.main; if (cam != null) { _cameraController = cam.GetComponent(); if (_cameraController == null) _cameraController = cam.gameObject.AddComponent(); } if (targetFinishedAgentCount <= 0 && timeLimitSeconds <= 0f) { Debug.LogWarning("[MazeGen] No end condition configured (targetFinishedAgentCount and timeLimitSeconds are both 0) - defaulting targetFinishedAgentCount to agentCount so the level can still end."); targetFinishedAgentCount = agentCount; } } private void Start() { var settings = _generator.Settings; int startRoomCount = Mathf.Max(1, settings.startRoomCount); var startRooms = new List(); for (int i = 0; i < startRoomCount; i++) { Vector2 pos = startRoomCount > 1 ? PickRandomStartPosition(settings, startRooms) : Vector2.zero; startRooms.Add(_generator.GenerateStartRoom(pos)); } _cameraController?.FrameBounds(ComputeMazeBounds()); // Assign each agent to a start room, then spawn per-room with independent stagger var assignments = AssignAgentsToStartRooms(agentCount, startRooms.Count); for (int r = 0; r < startRooms.Count; r++) StartCoroutine(SpawnAgentsForRoomRoutine(startRooms[r], assignments[r])); } /// /// Picks a uniformly random point within a disk of radius `startRoomSpread` (instead /// of evenly around its edge), retrying a few times to avoid landing on top of a /// start room already placed this call. /// private static Vector2 PickRandomStartPosition(MazeGenerationSettings settings, List placed) { float spread = Mathf.Max(settings.startRoomSpread, 0.01f); float minDistance = settings.startRoomRadius * 2f; for (int attempt = 0; attempt < 30; attempt++) { Vector2 candidate = Random.insideUnitCircle * spread; bool overlapsPlaced = false; foreach (var room in placed) { if (Vector2.Distance(candidate, room.Position) < minDistance) { overlapsPlaced = true; break; } } if (!overlapsPlaced) return candidate; } return Random.insideUnitCircle * spread; // give up avoiding overlap, use whatever we last rolled } /// /// Randomly assigns each agent index (0..agentCount-1) to one of the start rooms, decided /// upfront before any staggering/spawning begins, so the same statistical distribution as /// today's "pick a random room per spawn" applies, but grouped so each room's agents can be /// staggered independently and concurrently with other rooms. /// private static List[] AssignAgentsToStartRooms(int agentCount, int roomCount) { var result = new List[roomCount]; for (int r = 0; r < roomCount; r++) result[r] = new List(); for (int i = 0; i < agentCount; i++) result[Random.Range(0, roomCount)].Add(i); return result; } /// /// One independent instance of this runs per start room, all started concurrently from /// Start(). Staggers only the agents assigned to THIS room by spawnStaggerRange, so agents /// in different start rooms can spawn at the same wall-clock time while agents sharing a /// room are still staggered relative to each other, same as before. /// private IEnumerator SpawnAgentsForRoomRoutine(Room startRoom, List agentIndices) { foreach (int index in agentIndices) { float delay = Random.Range(spawnStaggerRange.x, spawnStaggerRange.y); if (delay > 0f) yield return new WaitForSeconds(delay); SpawnAgent(startRoom, index); } } private void SpawnAgent(Room startRoom, int index) { var agentGO = new GameObject($"Agent_{index}"); agentGO.transform.SetParent(transform, false); var controller = agentGO.AddComponent(); controller.Initialize(_generator); // Golden-ratio hue spread gives visually distinct colors even for many agents. Color color = Color.HSVToRGB((index * 0.618034f) % 1f, 0.65f, 1f); controller.Spawn(startRoom, color); var pathGO = new GameObject("Path"); pathGO.transform.SetParent(agentGO.transform, false); pathGO.AddComponent(); var path = pathGO.AddComponent(); path.AppendPoint(startRoom.Position); pathGO.SetActive(false); // only the followed agent's trail is shown var brain = agentGO.AddComponent(); float initialDelay = Random.Range(initialDecisionDelayRange.x, initialDecisionDelayRange.y); brain.Initialize(controller, _generator, initialDelay, decisionInterval, exploreChance, 1.0f, () => _levelEnded); controller.Agent.RoomEntered += room => path.AppendPoint(room.Position); controller.Agent.RoomEntered += _ => RefreshMarkerVisuals(); controller.Agent.RoomEntered += _ => CheckFinishCondition(); controller.Agent.ReachedExitRoom += room => Debug.Log($"[MazeGen] {agentGO.name} reached the exit room (id {room.Id})!"); _agents.Add(new AgentEntry { Controller = controller, Path = path, Color = color }); } private void OnRoomGenerated(Room room) { var roomGO = new GameObject($"Room_{room.Id}_{room.Kind}"); roomGO.transform.SetParent(transform, false); roomGO.AddComponent().Initialize(room); foreach (var exit in room.Exits) SpawnExitMarker(room, exit); } private void OnExitAdded(Room room, Exit exit) { SpawnExitMarker(room, exit); RefreshMarkerVisuals(); } private void SpawnExitMarker(Room room, Exit exit) { var markerGO = new GameObject($"Exit_{exit.Id}"); markerGO.transform.SetParent(transform, false); var marker = markerGO.AddComponent(); marker.Initialize(room, exit); _exitMarkers[exit.Id] = marker; } private void RefreshMarkerVisuals() { Room currentRoom = _followedAgent?.Controller.Agent?.CurrentRoom; MazeAgent agent = _followedAgent?.Controller.Agent; foreach (var marker in _exitMarkers.Values) marker.UpdateVisual(currentRoom, agent); } private void Update() { if (_levelEnded) return; _elapsedTime += Time.deltaTime; if (timeLimitSeconds > 0f && _elapsedTime >= timeLimitSeconds) EndLevel($"Time limit of {timeLimitSeconds:0.0}s reached."); } private void CheckFinishCondition() { if (_levelEnded) return; int finished = _agents.Count(a => a.Controller.Agent.IsFinished); if (targetFinishedAgentCount > 0 && finished >= targetFinishedAgentCount) EndLevel($"{finished} agent(s) reached the exit."); } private void EndLevel(string reason) { _levelEnded = true; Debug.Log($"[MazeGen] LEVEL COMPLETE - {reason}"); } private void FollowAgent(AgentEntry entry) { if (_followedAgent == entry) return; StopFollowing(); _followedAgent = entry; entry.Controller.SetFollowed(true); entry.Path.gameObject.SetActive(true); entry.Controller.Agent.RoomEntered += OnFollowedAgentMoved; _cameraController?.FocusOn(entry.Controller.Agent.CurrentRoom.Position); RefreshMarkerVisuals(); } private void StopFollowing() { if (_followedAgent == null) return; _followedAgent.Controller.SetFollowed(false); _followedAgent.Path.gameObject.SetActive(false); _followedAgent.Controller.Agent.RoomEntered -= OnFollowedAgentMoved; _followedAgent = null; RefreshMarkerVisuals(); } private void OnFollowedAgentMoved(Room room) => _cameraController?.FocusOn(room.Position); private Bounds ComputeMazeBounds() { var rooms = _generator.Graph.Rooms.Values; if (rooms.Count == 0) return new Bounds(Vector3.zero, Vector3.one * 8f); var bounds = new Bounds(rooms.First().Position, Vector3.zero); foreach (var room in rooms) bounds.Encapsulate(new Bounds(room.Position, Vector3.one * (room.Radius * 2f))); return bounds; } private void OnGUI() { GUILayout.BeginArea(new Rect(10, 10, 260, Screen.height - 20), GUI.skin.box); string timeLabel = timeLimitSeconds > 0f ? $"{_elapsedTime:0.0}s / {timeLimitSeconds:0.0}s" : $"{_elapsedTime:0.0}s"; GUILayout.Label($"Elapsed: {timeLabel}"); int finishedCount = _agents.Count(a => a.Controller.Agent.IsFinished); string finishLabel = targetFinishedAgentCount > 0 ? $"{finishedCount} / {targetFinishedAgentCount}" : $"{finishedCount}"; GUILayout.Label($"Finished: {finishLabel}"); if (_levelEnded) GUILayout.Label("LEVEL COMPLETE", GUI.skin.box); if (GUILayout.Button("Zoom to fit maze")) _cameraController?.FrameBounds(ComputeMazeBounds()); if (_followedAgent != null && GUILayout.Button("Stop following")) StopFollowing(); GUILayout.Space(6); GUILayout.Label("Agents (click to follow):"); _hudScroll = GUILayout.BeginScrollView(_hudScroll); foreach (var entry in _agents) { var agent = entry.Controller.Agent; string status = agent.IsFinished ? "reached exit" : "exploring"; bool isFollowed = entry == _followedAgent; GUI.color = entry.Color; if (GUILayout.Button($"{(isFollowed ? "> " : "")}{entry.Controller.gameObject.name} - {status}")) FollowAgent(entry); } GUI.color = Color.white; GUILayout.EndScrollView(); GUILayout.EndArea(); } } }