last room and puzzle order

This commit is contained in:
2022-12-08 14:04:00 +01:00
parent b3c53031c1
commit 429f9536a9
9 changed files with 91 additions and 71 deletions

View File

@@ -37,11 +37,14 @@ namespace EscapeRoomEngine.Engine.Runtime
public IOption<Room> CurrentRoom => NumberOfRooms > 0 ? Some<Room>.Of(_rooms[^1]) : None<Room>.New();
private readonly List<Room> _rooms = new();
private List<PuzzleModuleDescription> _puzzles;
private GameObject _playSpaceOrigin;
private void Awake()
{
Measure.Clear();
_puzzles = new List<PuzzleModuleDescription>(theme.puzzleTypes);
}
private void Start()
@@ -79,7 +82,10 @@ namespace EscapeRoomEngine.Engine.Runtime
var puzzlesAdded = 0;
var tries = 0;
Space space;
Passage exit;
Passage exit = null;
var puzzle = _puzzles[0];
_puzzles.RemoveAt(0);
do
{
@@ -90,19 +96,20 @@ namespace EscapeRoomEngine.Engine.Runtime
space = new Space(room, entrance);
// add exit
var exitDoor = new DoorModule(space, theme.exitDoorTypes.RandomElement());
if (!space.AddModuleWithRequirements(exitDoor))
throw new EngineException("Could not satisfy requirements for exit door.");
exit = new Passage(exitDoor);
// add puzzles
var puzzleCount = Utilities.Utilities.RandomInclusive(theme.puzzleCount.x, theme.puzzleCount.y);
for (var i = 0; i < puzzleCount; i++)
if (_puzzles.Count > 0)
{
if (space.AddModuleWithRequirements(Module.CreateModuleByType(space, theme.puzzleTypes.RandomElement())))
var exitDoor = new DoorModule(space, theme.exitDoorTypes.RandomElement());
if (!space.AddModuleWithRequirements(exitDoor))
{
puzzlesAdded++;
throw new EngineException("Could not satisfy requirements for exit door.");
}
exit = new Passage(exitDoor);
}
// add puzzle
if (space.AddModuleWithRequirements(Module.CreateModuleByType(space, puzzle)))
{
puzzlesAdded++;
}
} while (puzzlesAdded == 0 && tries < maxSpaceGenerationTries);

View File

@@ -12,6 +12,19 @@ namespace EscapeRoomEngine.Engine.Runtime
public class GameControl : MonoBehaviour
{
public static GameControl Instance
{
get
{
if (_foundGameControl == null)
{
_foundGameControl = FindObjectOfType<GameControl>();
}
return _foundGameControl;
}
}
private static GameControl _foundGameControl;
[SerializeField] private Button startButton, stopButton, pauseButton, resumeButton, addMinuteButton, removeMinuteButton;
[SerializeField] private Text timeText;

View File

@@ -19,7 +19,6 @@ namespace EscapeRoomEngine.Engine.Runtime.Measurements
};
Logger.Log($"Started measuring {puzzle}", LogType.Measuring);
LogAllMeasurements();
}
public static void Solve(PuzzleModuleDescription puzzle)
@@ -40,15 +39,6 @@ namespace EscapeRoomEngine.Engine.Runtime.Measurements
Logger.Log(PuzzleStorage.Instance.Session.ToString(), LogType.Measuring);
}
public static void LogAllMeasurements()
{
Engine.DefaultEngine.theme.puzzleTypes.ForEach(puzzle =>
{
Logger.Log(PuzzleStorage.Instance.LoadOrNew(puzzle).ToString(), LogType.Measuring);
});
Logger.Log(PuzzleStorage.Instance.Session.ToString(), LogType.Measuring);
}
public static void Clear() => _runningMeasurements = new Dictionary<int, PuzzleMeasurement>();
}
}

View File

@@ -12,6 +12,8 @@ namespace EscapeRoomEngine.Engine.Runtime
{
internal Passage entrance, exit;
internal GameObject roomObject;
internal bool LastRoom => exit == null;
private readonly List<Space> _spaces = new();
private readonly List<PuzzleModule> _puzzles = new();
@@ -36,7 +38,7 @@ namespace EscapeRoomEngine.Engine.Runtime
Logger.Log($"Skipping {this}...", LogType.PuzzleFlow);
_puzzles.ForEach(puzzle => puzzle.PuzzleState.Solve());
if (_puzzles.Count == 0)
if (_puzzles.Count == 0 && !LastRoom)
{
exit.fromOut.DoorState.Unlock();
}
@@ -57,7 +59,11 @@ namespace EscapeRoomEngine.Engine.Runtime
{
if (type == PuzzleEventType.Solved)
{
if (_puzzles.All(p => p.PuzzleState.Solved))
if (LastRoom)
{
GameControl.Instance.StopGame();
}
else if (_puzzles.All(p => p.PuzzleState.Solved))
{
exit.fromOut.DoorState.Unlock();
}
@@ -73,7 +79,7 @@ namespace EscapeRoomEngine.Engine.Runtime
switch (type)
{
// generate a new room as soon as the player completes all puzzles in this one
case DoorEventType.Unlocked when door.Equals(exit.fromOut):
case DoorEventType.Unlocked when !LastRoom && door.Equals(exit.fromOut):
Engine.DefaultEngine.GenerateRoom();
break;
// start measurements on every puzzle as soon as the player enters the last room