Files
modular-vr/Assets/Engine/Runtime/Measurements/Measure.cs

131 lines
5.2 KiB
C#

using System.Collections.Generic;
using System.Linq;
using EscapeRoomEngine.Engine.Runtime.Modules.Description;
using EscapeRoomEngine.Engine.Runtime.UI;
using EscapeRoomEngine.Engine.Runtime.Utilities;
using Logger = EscapeRoomEngine.Engine.Runtime.Utilities.Logger;
using LogType = EscapeRoomEngine.Engine.Runtime.Utilities.LogType;
namespace EscapeRoomEngine.Engine.Runtime.Measurements
{
/// <summary>
/// This class is the main way to interact with measurements.
/// </summary>
public static class Measure
{
/// <summary>
/// Whether to store the taken measurements in the database. Disable for test runs.
/// </summary>
public static bool Store { get; set; }
private static Dictionary<int, PuzzleMeasurement> _runningMeasurements;
private static Session _currentSession;
/// <summary>
/// The average time to solve a specific puzzle.
/// </summary>
public static float AverageTime(PuzzleModuleDescription puzzle) =>
PuzzleStorage.Instance.LoadOrNew(puzzle).AverageTimeToSolve;
/// <summary>
/// The average time to solve a group of puzzles.
/// </summary>
public static float AverageTime(IEnumerable<PuzzleModuleDescription> puzzles) => puzzles.Sum(AverageTime);
/// <summary>
/// The average time to solve a specific room.
/// </summary>
/// <remarks>This only counts puzzles already placed in a room.</remarks>
public static float AverageTime(Room room) =>
room.puzzles.Sum(puzzle => AverageTime((PuzzleModuleDescription)puzzle.description));
/// <summary>
/// Estimate the time a specific puzzle will take to be solved by the current player.
/// </summary>
public static float EstimateTime(PuzzleModuleDescription puzzle) =>
PuzzleStorage.Instance.LoadOrNew(puzzle).EstimateTimeToSolve(SessionPercentile());
/// <summary>
/// Estimate the time a group of puzzles will take to be solved by the current player.
/// </summary>
public static float EstimateTime(IEnumerable<PuzzleModuleDescription> puzzles) => puzzles.Sum(EstimateTime);
/// <summary>
/// Estimate the time a room will take to be solved by the current player.
/// </summary>
/// <remarks>This only counts puzzles already placed in a room.</remarks>
public static float EstimateTime(Room room) =>
room.puzzles.Sum(puzzle => EstimateTime((PuzzleModuleDescription)puzzle.description));
/// <summary>
/// The estimated percentile the current player is placed in.
/// </summary>
public static float SessionPercentile() => _currentSession?.MeanPercentile ?? 0.5f;
/// <summary>
/// Start counting the time to solve a specific puzzle.
/// </summary>
public static void StartMeasuring(PuzzleModuleDescription puzzle)
{
_runningMeasurements[puzzle.Id] = new PuzzleMeasurement
{
TimeStarted = GameControl.Instance.TimeElapsed,
TimeSolved = GameControl.Instance.TimeElapsed
};
Logger.Log($"Started measuring {puzzle}", LogType.Measuring);
}
/// <summary>
/// A puzzle has been solved and the measurement should be stopped. This will also store the finished measurement in the database.
/// </summary>
public static void Solve(PuzzleModuleDescription puzzle)
{
if (_currentSession == null)
{
throw new EngineException("Measuring session must be started before taking measurements.");
}
var measurement = _runningMeasurements[puzzle.Id];
if (Store)
{
PuzzleStorage.Instance.EndMeasurement(_currentSession, puzzle, measurement);
}
_runningMeasurements.Remove(puzzle.Id);
Logger.Log($"Solved {puzzle} with measurement {measurement}", LogType.Measuring);
}
/// <summary>
/// Start a new session and place the current player at the 50th percentile.
/// </summary>
public static void StartSession()
{
_currentSession = new Session();
// add a first plan result with the initial target and estimated times
_currentSession.PlanResults.Add(new PlanResult(
GameControl.Instance.TargetTime,
.5f,
GameControl.Instance.EstimatedTime));
Logger.Log($"Started {_currentSession}", LogType.Measuring);
}
/// <summary>
/// End a session and store it in the database.
/// </summary>
public static void EndSession(float time)
{
if (Store)
{
PuzzleStorage.Instance.EndSession(_currentSession, time);
}
Logger.Log($"Ended {_currentSession}", LogType.Measuring);
}
public static void Clear()
{
_runningMeasurements = new Dictionary<int, PuzzleMeasurement>();
Store = true;
}
}
}