move puzzle implementations out of engine
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106
Assets/Engine/Runtime/Modules/State/PuzzleState.cs
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106
Assets/Engine/Runtime/Modules/State/PuzzleState.cs
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using System;
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using EscapeRoomEngine.Engine.Runtime.Utilities;
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using JetBrains.Annotations;
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using NaughtyAttributes;
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using Logger = EscapeRoomEngine.Engine.Runtime.Utilities.Logger;
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using LogType = EscapeRoomEngine.Engine.Runtime.Utilities.LogType;
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namespace EscapeRoomEngine.Engine.Runtime.Modules.State
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{
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public enum PuzzleEventType
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{
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Restarted, Solved, WrongInput
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}
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public static class PuzzleEventExtensions
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{
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public static string Description(this PuzzleEventType type, PuzzleModule module)
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{
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return type switch
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{
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PuzzleEventType.Restarted => $"{module} has been restarted",
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PuzzleEventType.Solved => $"{module} has been solved",
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PuzzleEventType.WrongInput => $"Wrong input for {module}",
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_ => throw new ArgumentOutOfRangeException(nameof(type), type, null)
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};
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}
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}
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public delegate void PuzzleEventHandler(PuzzleModule source, PuzzleEventType e);
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/// <summary>
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/// The <see cref="ModuleState"/> of a <see cref="PuzzleModule"/>. Handles all events that can occur for a door.
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/// </summary>
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public class PuzzleState : ModuleState
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{
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/// <summary>
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/// Add event handlers to this hook to receive all events concerning this puzzle.
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/// </summary>
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public event PuzzleEventHandler PuzzleEvent;
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/// <summary>
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/// The puzzle module this state belongs to.
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/// </summary>
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protected PuzzleModule Module { get; private set; }
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public bool Solved
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{
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get => _solved;
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private set
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{
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var type =
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!_solved && value ? Some<PuzzleEventType>.Of(PuzzleEventType.Solved)
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: _solved && !value ? Some<PuzzleEventType>.Of(PuzzleEventType.Restarted)
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: None<PuzzleEventType>.New();
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_solved = value;
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type.Match(some: OnPuzzleEvent);
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}
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}
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private bool _solved;
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protected virtual void Start()
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{
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OnPuzzleEvent(PuzzleEventType.Restarted);
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}
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private void OnPuzzleEvent(PuzzleEventType type)
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{
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Logger.Log(type.Description(Module), LogType.PuzzleFlow);
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PuzzleEvent?.Invoke(Module, type);
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}
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public override void SetModule(Module module)
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{
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Module = PuzzleModule.FromModule(module);
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}
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#region Debug Buttons
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[Button(enabledMode: EButtonEnableMode.Playmode)]
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public void Solve() => Solved = true;
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[UsedImplicitly]
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[Button(enabledMode: EButtonEnableMode.Playmode)]
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public void Restart() => Solved = false;
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[Button("Trigger Wrong Input", EButtonEnableMode.Playmode)]
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public void WrongInput()
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{
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if (!Solved)
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{
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OnPuzzleEvent(PuzzleEventType.WrongInput);
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}
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}
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#endregion
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public static PuzzleState FromState(ModuleState state)
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{
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if (state is PuzzleState puzzleState)
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{
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return puzzleState;
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}
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throw new WrongTypeException(typeof(PuzzleState), state.GetType(), typeof(ModuleState));
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}
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}
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}
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