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