using EscapeRoomEngine.Engine.Runtime.Modules; using EscapeRoomEngine.Engine.Runtime.Utilities; using Logger = EscapeRoomEngine.Engine.Runtime.Utilities.Logger; using LogType = EscapeRoomEngine.Engine.Runtime.Utilities.LogType; namespace EscapeRoomEngine.Engine.Runtime { public class Passage { internal readonly DoorModule fromOut; internal DoorModule toIn; internal Passage(DoorModule from) { if (!from.IsExit && !from.description.Equals(Engine.DefaultEngine.theme.spawnDoor)) { throw new WrongTypeException(DoorType.Exit, DoorType.Entrance); } fromOut = from; } internal void PlaceEntrance(DoorModule door) { if (!door.IsEntrance) { throw new WrongTypeException(DoorType.Entrance, DoorType.Exit); } toIn = door; // to make sure the origin of the player doesn't move, the two doors must be placed in the same location in the same orientation toIn.PlaceRoomRelative(fromOut.RrPosition, fromOut.Orientation); Logger.Log($"Placed entrance {toIn} at {toIn.RrPosition} (RR)", LogType.ModulePlacement); } internal void ConnectDoors() { toIn.Passage = this; fromOut.Passage = this; Logger.Log($"Connected passage from {fromOut} to {toIn}", LogType.PassageConnection); } internal DoorModule Other(DoorModule of) { if (of.Equals(fromOut)) { return toIn; } if(of.Equals(toIn)) { return fromOut; } throw new EngineException($"{of} is not connected to this passage"); } } }