using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace MazeGen
{
///
/// Drives one agent's autonomous exploration: waits out a (randomized) initial delay so
/// many agents don't all decide in lockstep, then ticks a steady decision interval -
/// each time it fires, the agent deals with whatever is in its current room (fight it,
/// join a fight already forming, or sneak past) and otherwise picks an exit and moves.
/// Stops deciding once the agent reaches an exit room, dies, or the level ends.
///
/// Agents can "peek" into adjacent rooms before entering to see if there are monsters.
/// Based on the perceived threat level, they may choose a different exit rather than fight.
///
/// Every decision this class makes is narrated into the agent's ,
/// which is what the HUD shows while an agent is being followed. Adding a decision here
/// without a matching Think() call makes the agent's behaviour unexplainable to the observer,
/// so keep them together.
///
/// All timing runs off , never Time.deltaTime directly, so a
/// paused simulation genuinely freezes every agent.
///
public class AutonomousAgentBrain : MonoBehaviour
{
/// Peek observations about the same room are only narrated this many times, to keep the thought log readable.
private const int MaxNarratedPeeksPerRoom = 2;
private MazeAgentController _controller;
private MazeGenerator _generator;
private CombatDirector _director;
private float _decisionInterval;
private float _exploreChance;
private float _retreatThreshold = 1.5f; // CR above this = don't pick that fight
private Func _isLevelEnded;
private float _timer;
private readonly Dictionary _peekCount = new Dictionary(); // narration throttle, per room id
public void Initialize(MazeAgentController controller, MazeGenerator generator, CombatDirector director, float initialDelay, float decisionInterval, float exploreChance, float retreatThreshold, Func isLevelEnded)
{
_controller = controller;
_generator = generator;
_director = director;
_decisionInterval = Mathf.Max(0.05f, decisionInterval);
_exploreChance = Mathf.Clamp01(exploreChance);
_retreatThreshold = Mathf.Max(0, retreatThreshold);
_isLevelEnded = isLevelEnded;
_timer = Mathf.Max(0f, initialDelay);
}
private void Update()
{
MazeAgent agent = _controller?.Agent;
if (agent == null || agent.IsFinished || agent.IsDead) return;
if (_isLevelEnded != null && _isLevelEnded()) return;
// Committed to a fight: the CombatDirector owns this agent until it resolves.
if (agent.IsEngaged) return;
_timer -= SimulationClock.DeltaTime;
if (_timer > 0f) return;
_timer = _decisionInterval;
if (HandleRoomHostiles(agent)) return;
MoveOn(agent);
}
private void Think(ThoughtKind kind, string text) => _controller?.Agent?.Thoughts.Add(kind, text);
// ---------------------------------------------------------------- fighting & sneaking
///
/// Deals with hostiles in the room the agent is standing in. Returns true if this took
/// the agent's turn (it committed to a fight, or spent the tick slipping away).
///
private bool HandleRoomHostiles(MazeAgent agent)
{
if (_director == null) return false;
Room room = agent.CurrentRoom;
if (room == null) return false;
// A fight is already mustering here - pile in for better odds, or try to slip past.
PendingFight mustering = _director.FindMusteringFight(room);
if (mustering != null && !mustering.Contains(agent))
return HandleArrivalAtFight(agent, mustering);
if (room.Encounter == null || !room.Encounter.HasLivingMonsters) return false;
int hostiles = room.Encounter.AliveMonsterCount;
float threat = room.Encounter.GetPerceivedChallengeRating(agent.CharacterSheet);
// Already tried and failed to finish these off once - don't loop on it.
if (agent.HasFledFrom(room.Id))
{
Think(ThoughtKind.Avoid, $"Still {hostiles} hostile(s) here and I've already failed to beat them - leaving.");
return false; // fall through to MoveOn so it actually walks out this tick
}
if (threat <= _retreatThreshold)
{
Think(ThoughtKind.Fight,
$"Peeked: {hostiles} hostile(s), threat {threat:0.00} vs my limit {_retreatThreshold:0.00} - engaging. Fight starts in {_director.JoinWindowSeconds:0.0}s, hopefully someone joins.");
_director.DeclareFight(room, agent, $"sized up {hostiles} hostile(s) at threat {threat:0.00} and attacked");
return true;
}
// Too dangerous to pick - try to get out without a brawl.
Think(ThoughtKind.Avoid, $"Peeked: {hostiles} hostile(s) at threat {threat:0.00}, over my limit {_retreatThreshold:0.00} - trying to slip out instead of fighting.");
if (_director.TrySneakOut(agent, out float odds))
{
Think(ThoughtKind.Sneak, $"Slipped away unnoticed ({odds:P0} odds).");
return false; // MoveOn carries it out of the room this same tick
}
Think(ThoughtKind.Sneak, $"Botched the sneak ({odds:P0} odds) - they've seen me, no choice but to fight.");
_director.DeclareFight(room, agent, $"was caught trying to sneak out past {hostiles} hostile(s)");
return true;
}
///
/// The agent walked into a room where a fight is already forming. It can join (raising
/// the odds for everyone) or try to sneak by - and a botched sneak forces it in anyway.
///
private bool HandleArrivalAtFight(MazeAgent agent, PendingFight fight)
{
float threat = fight.Encounter.GetPerceivedChallengeRating(agent.CharacterSheet);
// The threat is shared: joining N-1 allies makes the same monsters worth risking.
float sharedThreat = threat / (fight.Agents.Count + 1);
bool wantsToSneak = sharedThreat > _retreatThreshold || agent.HasFledFrom(fight.Room.Id);
if (!wantsToSneak)
Think(ThoughtKind.Fight, $"Walked into fight #{fight.Id} - {fight.Agents.Count} ally(s) already in, shared threat {sharedThreat:0.00}. Joining.");
else
Think(ThoughtKind.Sneak, $"Walked into fight #{fight.Id} - shared threat {sharedThreat:0.00} still over my limit. Trying to sneak past it.");
switch (_director.ResolveArrival(agent, wantsToSneak))
{
case CombatDirector.ArrivalDecision.Joined:
case CombatDirector.ArrivalDecision.SneakFailedAndJoined:
return true; // engaged now; the director takes it from here
case CombatDirector.ArrivalDecision.SneakedPast:
// Made it past - keep going straight through into the next room.
Think(ThoughtKind.Sneak, "Made it past them - pressing on into the next room.");
return false;
default:
return false;
}
}
// ---------------------------------------------------------------- movement
private void MoveOn(MazeAgent agent)
{
Exit choice = ChooseExit(agent, agent.CurrentRoom);
if (choice == null)
{
Think(ThoughtKind.Move, $"No usable door out of room {agent.CurrentRoom.Id} - waiting.");
return;
}
string heading = CompassName(choice.DirectionDegrees);
Room known = choice.ConnectedRoomId.HasValue ? _generator.Graph.Get(choice.ConnectedRoomId.Value) : null;
string destination = known != null
? $"room {known.Id}{(agent.HasVisited(known.Id) ? " (been there)" : " (new to me)")}"
: "whatever is behind it (never opened)";
if (_controller.TryUseExit(choice))
Think(ThoughtKind.Move, $"Taking the {heading} door into {destination}.");
else
Think(ThoughtKind.Move, $"The {heading} door out of room {agent.CurrentRoom.Id} went nowhere - picking again next tick.");
}
///
/// Picks the next exit to take. Strongly prefers an unused exit (fresh, unexplored
/// territory); failing that, prefers a used exit into a room this agent personally
/// hasn't visited yet (following where another agent has already been); only
/// backtracks into a room it's already visited as a last resort. `exploreChance`
/// adds some randomness so a "follow" opportunity is occasionally taken even when
/// exploring is available, rather than being 100% deterministic.
///
/// A few anti-stuck rules keep this from looping forever around a small ring of
/// already-explored rooms (e.g. a square formed by a loop-closing connection):
/// - The door leading straight back to the room the agent just came from is excluded
/// from consideration unless it's the only door available at all, so agents don't
/// ping-pong between two rooms.
/// - When forced to backtrack, exits that "peek" into a room with its own unexplored
/// option beyond it (an unused exit, or one leading somewhere this agent hasn't
/// personally seen) are preferred over ones that only lead deeper into fully-picked-
/// over territory - this steers the agent back out of a dead loop instead of just
/// circling it.
/// - Ties are broken toward whichever room this agent has personally visited the
/// fewest times, so a small loop gets cycled through rather than bounced around.
///
/// Also evaluates monster threats in adjacent rooms - if a room looks too dangerous,
/// the agent will retreat (choose a different exit) if possible.
///
private Exit ChooseExit(MazeAgent agent, Room room)
{
Exit reverseExit = FindReverseExit(agent, room);
var explore = new List();
var follow = new List();
var backtrack = new List();
foreach (var exit in room.Exits)
{
if (exit == reverseExit) continue;
if (exit.IsBlocked) continue; // Skip exits that are permanently unusable
if (!exit.IsUsed)
{
explore.Add(exit);
continue;
}
bool leadsToVisited = exit.ConnectedRoomId.HasValue && agent.HasVisited(exit.ConnectedRoomId.Value);
(leadsToVisited ? backtrack : follow).Add(exit);
}
// Filter exits by threat level - remove dangerous ones if safer options exist
explore = FilterByThreat(explore, agent);
follow = FilterByThreat(follow, agent);
backtrack = FilterByThreat(backtrack, agent);
if (explore.Count > 0 && UnityEngine.Random.value < _exploreChance)
return RandomPick(explore);
if (follow.Count > 0)
return LeastVisitedPick(agent, follow);
if (explore.Count > 0)
return RandomPick(explore);
if (backtrack.Count > 0)
return ChooseBacktrack(agent, backtrack);
// Excluding the reverse door left nothing - it's genuinely the only way out
// (e.g. a single-exit dead end), so take it (even if dangerous).
return reverseExit;
}
/// The door in `room` that leads straight back to wherever the agent's last move came from, if any.
private static Exit FindReverseExit(MazeAgent agent, Room room)
{
int? reverseExitId = agent.LastUsedExit?.ConnectedExitId;
if (!reverseExitId.HasValue) return null;
return room.Exits.Find(e => e.Id == reverseExitId.Value);
}
private Exit ChooseBacktrack(MazeAgent agent, List backtrack)
{
var promising = backtrack.Where(e => LeadsTowardUnexploredOptions(agent, e)).ToList();
return LeastVisitedPick(agent, promising.Count > 0 ? promising : backtrack);
}
///
/// One-step lookahead: does the room beyond `exit` itself have any door (other than
/// the one leading straight back here) that's still unused or leads somewhere this
/// agent hasn't personally been? If so, backtracking this way still has somewhere
/// useful to go; if not, it just leads deeper into already-picked-over territory.
///
private bool LeadsTowardUnexploredOptions(MazeAgent agent, Exit exit)
{
if (!exit.ConnectedRoomId.HasValue) return false;
Room target = _generator.Graph.Get(exit.ConnectedRoomId.Value);
if (target == null) return false;
int reverseExitId = exit.ConnectedExitId ?? -1;
foreach (var candidate in target.Exits)
{
if (candidate.Id == reverseExitId) continue;
if (!candidate.IsUsed) return true;
if (candidate.ConnectedRoomId.HasValue && !agent.HasVisited(candidate.ConnectedRoomId.Value)) return true;
}
return false;
}
private static Exit LeastVisitedPick(MazeAgent agent, List exits)
{
int bestVisits = int.MaxValue;
var bestExits = new List();
foreach (var exit in exits)
{
int visits = exit.ConnectedRoomId.HasValue ? agent.VisitCount(exit.ConnectedRoomId.Value) : 0;
if (visits < bestVisits)
{
bestVisits = visits;
bestExits.Clear();
bestExits.Add(exit);
}
else if (visits == bestVisits)
{
bestExits.Add(exit);
}
}
return RandomPick(bestExits);
}
private static Exit RandomPick(List exits) => exits[UnityEngine.Random.Range(0, exits.Count)];
// ---------------------------------------------------------------- peeking
///
/// Peek into a room (via an exit) to see if there are monsters and how many.
/// Returns the perceived challenge rating, or 0 if no monsters/already explored.
/// Agent sees incomplete info (60-100% of actual monsters, doesn't know about hidden ones).
///
public float PeekThroughExit(Exit exit, MazeAgent agent)
{
if (!exit.ConnectedRoomId.HasValue)
return 0; // Unresolved exit - can't peek yet
Room nextRoom = _generator.Graph.Get(exit.ConnectedRoomId.Value);
if (nextRoom == null || nextRoom.Encounter == null)
return 0; // No encounter in this room
return nextRoom.Encounter.GetPerceivedChallengeRating(agent.CharacterSheet);
}
///
/// Decide if an exit is worth taking based on threat level inside.
/// Returns true if the exit is relatively safe or if the agent has no choice,
/// false if the agent decides to retreat from this exit.
///
private bool ShouldTakeExit(Exit exit, MazeAgent agent)
{
if (!exit.ConnectedRoomId.HasValue)
return true; // Unresolved exit - proceed cautiously
Room nextRoom = _generator.Graph.Get(exit.ConnectedRoomId.Value);
if (nextRoom == null || nextRoom.Encounter == null || !nextRoom.Encounter.HasLivingMonsters)
return true; // No encounter, safe to enter
// Peek and evaluate threat
float perceivedCR = nextRoom.Encounter.GetPerceivedChallengeRating(agent.CharacterSheet);
// If threat is below threshold, take it. If above, retreat with some randomness.
if (perceivedCR <= _retreatThreshold)
{
NarratePeek(agent, exit, nextRoom, perceivedCR, false);
return true; // Manageable threat
}
// Higher difficulty = more likely to retreat, but add randomness for personality
float retreatChance = Mathf.Clamp01((perceivedCR - _retreatThreshold) / 2.0f);
bool avoiding = UnityEngine.Random.value <= retreatChance;
NarratePeek(agent, exit, nextRoom, perceivedCR, avoiding);
return !avoiding;
}
///
/// Narrates a peek, throttled per room so an agent standing next to a dangerous room
/// doesn't spam the same observation every decision tick.
///
private void NarratePeek(MazeAgent agent, Exit exit, Room peeked, float threat, bool avoiding)
{
int narrated = _peekCount.TryGetValue(peeked.Id, out int count) ? count : 0;
if (narrated >= MaxNarratedPeeksPerRoom) return;
_peekCount[peeked.Id] = narrated + 1;
// VisibleMonsterCount is fixed at spawn time and isn't reduced as monsters die, so
// clamp it or a half-cleared room reads as busier than it is.
int hostiles = Mathf.Min(peeked.Encounter.VisibleMonsterCount, peeked.Encounter.AliveMonsterCount);
string heading = CompassName(exit.DirectionDegrees);
if (avoiding)
Think(ThoughtKind.Avoid, $"Peeked {heading} into room {peeked.Id}: ~{hostiles} hostile(s), threat {threat:0.00} - too rich for me, looking for another door.");
else
Think(ThoughtKind.Peek, $"Peeked {heading} into room {peeked.Id}: ~{hostiles} hostile(s), threat {threat:0.00} - that's manageable.");
}
///
/// Filter exits: remove those the agent wants to retreat from due to high threat.
/// This is called during exit selection so dangerous rooms are avoided when possible.
///
private List FilterByThreat(List exits, MazeAgent agent)
{
var safeExits = new List();
foreach (var exit in exits)
{
if (ShouldTakeExit(exit, agent))
safeExits.Add(exit);
}
// If all exits are dangerous, agent must take one anyway (don't get stuck)
return safeExits.Count > 0 ? safeExits : exits;
}
/// Exits are cardinal-only, so a direction always has an exact compass name.
private static string CompassName(float directionDegrees)
{
int normalized = Mathf.RoundToInt(Mathf.Repeat(directionDegrees, 360f) / 90f) % 4;
switch (normalized)
{
case 0: return "east";
case 1: return "north";
case 2: return "west";
default: return "south";
}
}
}
}