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- using System.Collections;
- using System.Collections.Generic;
- using System.Linq;
- using UnityEngine;
- namespace MazeGen
- {
- /// <summary>
- /// 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.
- /// </summary>
- [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<int, ExitMarker> _exitMarkers = new Dictionary<int, ExitMarker>();
- private readonly List<AgentEntry> _agents = new List<AgentEntry>();
- private AgentEntry _followedAgent;
- private bool _levelEnded;
- private float _elapsedTime;
- private Vector2 _hudScroll;
- private void Awake()
- {
- _generator = GetComponent<MazeGenerator>();
- _generator.RoomGenerated += OnRoomGenerated;
- _generator.ExitAdded += OnExitAdded;
- var cam = Camera.main;
- if (cam != null)
- {
- _cameraController = cam.GetComponent<MazeCameraController>();
- if (_cameraController == null)
- _cameraController = cam.gameObject.AddComponent<MazeCameraController>();
- }
- 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<Room>();
- 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]));
- }
- /// <summary>
- /// 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.
- /// </summary>
- private static Vector2 PickRandomStartPosition(MazeGenerationSettings settings, List<Room> 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
- }
- /// <summary>
- /// 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.
- /// </summary>
- private static List<int>[] AssignAgentsToStartRooms(int agentCount, int roomCount)
- {
- var result = new List<int>[roomCount];
- for (int r = 0; r < roomCount; r++)
- result[r] = new List<int>();
- for (int i = 0; i < agentCount; i++)
- result[Random.Range(0, roomCount)].Add(i);
- return result;
- }
- /// <summary>
- /// 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.
- /// </summary>
- private IEnumerator SpawnAgentsForRoomRoutine(Room startRoom, List<int> 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($"Agent_{index}");
- agentGO.transform.SetParent(transform, false);
- var controller = agentGO.AddComponent<MazeAgentController>();
- controller.Initialize(_generator);
- // Golden-ratio hue spread gives visually distinct colors even for many agents.
- Color color = Color.HSVToRGB((index * 0.618034f) % 1f, 0.65f, 1f);
- controller.Spawn(startRoom, color);
- var pathGO = new GameObject("Path");
- pathGO.transform.SetParent(agentGO.transform, false);
- pathGO.AddComponent<LineRenderer>();
- var path = pathGO.AddComponent<PathVisualizer>();
- path.AppendPoint(startRoom.Position);
- pathGO.SetActive(false); // only the followed agent's trail is shown
- var brain = agentGO.AddComponent<AutonomousAgentBrain>();
- float initialDelay = Random.Range(initialDecisionDelayRange.x, initialDecisionDelayRange.y);
- brain.Initialize(controller, _generator, initialDelay, decisionInterval, exploreChance, 1.0f, () => _levelEnded);
- controller.Agent.RoomEntered += room => path.AppendPoint(room.Position);
- controller.Agent.RoomEntered += _ => RefreshMarkerVisuals();
- controller.Agent.RoomEntered += _ => CheckFinishCondition();
- controller.Agent.ReachedExitRoom += room => Debug.Log($"[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($"Room_{room.Id}_{room.Kind}");
- roomGO.transform.SetParent(transform, false);
- roomGO.AddComponent<RoomView>().Initialize(room);
- foreach (var exit in room.Exits)
- SpawnExitMarker(room, exit);
- }
- private void OnExitAdded(Room room, Exit exit)
- {
- SpawnExitMarker(room, exit);
- RefreshMarkerVisuals();
- }
- private void SpawnExitMarker(Room room, Exit exit)
- {
- var markerGO = new GameObject($"Exit_{exit.Id}");
- markerGO.transform.SetParent(transform, false);
- var marker = markerGO.AddComponent<ExitMarker>();
- 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();
- }
- }
- }
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