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- using System;
- using System.Collections.Generic;
- using System.Linq;
- using UnityEngine;
- namespace MazeGen
- {
- /// <summary>
- /// 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, picks an exit and asks the MazeAgentController to use it. Stops
- /// deciding once the agent reaches an exit room or the level has ended.
- ///
- /// Agents can "peek" into adjacent rooms before entering to see if there are monsters.
- /// Based on the perceived threat level, they may choose to retreat rather than fight.
- /// </summary>
- public class AutonomousAgentBrain : MonoBehaviour
- {
- private MazeAgentController _controller;
- private MazeGenerator _generator;
- private float _decisionInterval;
- private float _exploreChance;
- private float _retreatThreshold = 1.5f; // CR above this = retreat (configurable)
- private Func<bool> _isLevelEnded;
- private float _timer;
- private Dictionary<int, int> _peekCount = new Dictionary<int, int>(); // Track how many times agent peeked at a room
- public void Initialize(MazeAgentController controller, MazeGenerator generator, float initialDelay, float decisionInterval, float exploreChance, float retreatThreshold, Func<bool> isLevelEnded)
- {
- _controller = controller;
- _generator = generator;
- _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()
- {
- if (_controller?.Agent == null || _controller.Agent.IsFinished || _controller.Agent.IsDead) return;
- if (_isLevelEnded != null && _isLevelEnded()) return;
- _timer -= Time.deltaTime;
- if (_timer > 0f) return;
- _timer = _decisionInterval;
- Exit choice = ChooseExit(_controller.Agent, _controller.Agent.CurrentRoom);
- if (choice != null)
- _controller.TryUseExit(choice);
- }
- /// <summary>
- /// 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.
- /// </summary>
- private Exit ChooseExit(MazeAgent agent, Room room)
- {
- Exit reverseExit = FindReverseExit(agent, room);
- var explore = new List<Exit>();
- var follow = new List<Exit>();
- var backtrack = new List<Exit>();
- foreach (var exit in room.Exits)
- {
- if (exit == reverseExit) continue;
- 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;
- }
- /// <summary>The door in `room` that leads straight back to wherever the agent's last move came from, if any.</summary>
- 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<Exit> backtrack)
- {
- var promising = backtrack.Where(e => LeadsTowardUnexploredOptions(agent, e)).ToList();
- return LeastVisitedPick(agent, promising.Count > 0 ? promising : backtrack);
- }
- /// <summary>
- /// 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.
- /// </summary>
- 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<Exit> exits)
- {
- int bestVisits = int.MaxValue;
- var bestExits = new List<Exit>();
- 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<Exit> exits) => exits[UnityEngine.Random.Range(0, exits.Count)];
- /// <summary>
- /// 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).
- /// </summary>
- 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);
- }
- /// <summary>
- /// 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.
- /// </summary>
- 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)
- 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)
- return true; // Manageable threat
- // Higher difficulty = more likely to retreat, but add randomness for personality
- float retreatChance = Mathf.Clamp01((perceivedCR - _retreatThreshold) / 2.0f);
- return UnityEngine.Random.value > retreatChance;
- }
- /// <summary>
- /// 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.
- /// </summary>
- private List<Exit> FilterByThreat(List<Exit> exits, MazeAgent agent)
- {
- var safeExits = new List<Exit>();
- 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;
- }
- }
- }
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