move puzzle implementations out of engine

This commit is contained in:
2023-03-22 09:44:17 +01:00
parent e1bfecbd4b
commit 30d8f986df
70 changed files with 82 additions and 46 deletions

View File

@@ -0,0 +1,80 @@
using EscapeRoomEngine.Engine.Runtime.Utilities;
using NaughtyAttributes;
namespace EscapeRoomEngine.Engine.Runtime.Modules.State
{
public enum DoorEventType
{
Locked, Unlocked, Connected, ExitedFrom
}
public delegate void DoorEventHandler(DoorModule source, DoorEventType e);
/// <summary>
/// The <see cref="ModuleState"/> of a <see cref="DoorModule"/>. Handles all events that can occur for a door.
/// </summary>
public class DoorState : ModuleState
{
/// <summary>
/// Add event handlers to this hook to receive all events concerning this door.
/// </summary>
public event DoorEventHandler DoorEvent;
/// <summary>
/// The door module this state belongs to.
/// </summary>
protected DoorModule Module { get; set; }
public bool Unlocked
{
get => _unlocked;
private set
{
var type =
!_unlocked && value ? Some<DoorEventType>.Of(DoorEventType.Unlocked)
: _unlocked && !value ? Some<DoorEventType>.Of(DoorEventType.Locked)
: None<DoorEventType>.New();
_unlocked = value;
type.Match(some: OnDoorEvent);
}
}
private bool _unlocked;
protected void OnDoorEvent(DoorEventType type)
{
Logger.Log($"{Module} has been {type}", LogType.PuzzleFlow);
DoorEvent?.Invoke(Module, type);
}
public override void SetModule(Module module)
{
Module = DoorModule.FromModule(module);
}
public void Connect() => OnDoorEvent(DoorEventType.Connected);
#region Debug Buttons
[Button(enabledMode: EButtonEnableMode.Playmode)]
internal void Unlock() => Unlocked = true;
[Button(enabledMode: EButtonEnableMode.Playmode)]
internal void Lock() => Unlocked = false;
[Button(enabledMode: EButtonEnableMode.Playmode)]
protected internal void ExitFrom() => OnDoorEvent(DoorEventType.ExitedFrom);
#endregion
public static DoorState FromState(ModuleState state)
{
if (state is DoorState doorState)
{
return doorState;
}
throw new WrongTypeException(typeof(DoorState), state.GetType(), typeof(ModuleState));
}
}
}