protected override RoutineResult RunConsciousRoutine() { using (var memory = new Memory()) { var face = new Face(RendererFactory.GetPreferredRenderer(), InputFactory.GetPreferredInput()); face.Talk(memory, "Uh.", "Where...", 2000); Interaction i = face.YesNo(memory, "Is this a dream?"); if (i.playerAnswer == Interaction.Answer.Yes) { face.Talk(memory, "Weird.", "It feels so"); face.SlowTalk(memory, "Real"); } else if (i.playerAnswer == Interaction.Answer.No) { face.Talk(memory, "weird"); face.Talk(memory, "I had the", "", 3000); face.Talk(memory, "", "strangest dream"); } else { face.Talk(memory, "Don't stare at me", "like that."); face.Talk(memory, "It's freaking", "me out."); } return MakeRoutineResult(memory, i); } }
protected override RoutineResult RunConsciousRoutine() { using (var memory = new Memory()) { var face = new Face(RendererFactory.GetPreferredRenderer(), InputFactory.GetPreferredInput()); face.Talk(memory, "Let's think", "of a secret"); Player player = memory.GetPlayerWithNoAnswer(); if (null == player) { face.Talk(memory, "Sorry,", "I'm full on friends"); return MakeRoutineResult(memory, new Interaction() { success = false }); } Interaction newPlayer = face.RememberSingleValue(memory, player.QuestionLine1, player.QuestionLine2, longTerm: true); if (newPlayer.playerAnswer == Interaction.Answer.DidNotAnswer) { face.SlowTalk(memory, "Well"); face.Talk(memory, "We don't", "have to be friends"); face.Talk(memory, "I guess..."); } else { player.Answer = newPlayer.resultValue; memory.SetCurrentPlayer(player); newPlayer.player = player; face.Talk(memory, "Great!"); face.Talk(memory, "I'll call you", player.Name, 8000); face.Talk(memory, "Remember both the", "Q & A for next time", 8000); face.Talk(memory, "And I'll", "remember you!", 8000); } return MakeRoutineResult(memory, newPlayer); } }
protected override RoutineResult RunConsciousRoutine() { using (var memory = new Memory()) { var face = new Face(RendererFactory.GetPreferredRenderer(), InputFactory.GetPreferredInput()); ///////////////////01234567890123456789///////////////////// face.Talk(memory, "Let me tell you a", " secret."); face.Talk(memory, "I think the guy ", " that programmed me"); face.Talk(memory, "is a big dummy!", ""); ///////////////////01234567890123456789///////////////////// face.Talk(memory, "I'm so buggy.", "", 2000); ///////////////////01234567890123456789///////////////////// face.Talk(memory, "Plus, he *just* ", " figured out async ", 2000); ///////////////////01234567890123456789///////////////////// face.Talk(memory, "Don't even try him ", " on monads! ", 1500); ///////////////////////01234567890123456789///////////////////// face.SlowTalk(memory, "Wait a sec", "", 50, 1000); face.SlowTalk(memory, "Is he listening?", "", 10, 2000); face.SlowTalk(memory, "Shhhhh!","", 250); ///////////////////////01234567890123456789///////////////////// face.Talk(memory, "", "", 30000); ////////////////////////////////////01234567890123456789///////////////////// Interaction i = face.YesNo(memory, "He's still watching?"); if (i.playerAnswer == Interaction.Answer.Yes) { ///////////////////////01234567890123456789///////////////////// face.Talk(memory, "Well! I don't even", " CARE!"); ///////////////////////////01234567890123456789///////////////////// face.SlowTalk(memory, "He's so dumb.", "", 50, 1000); face.SlowTalk(memory, "He can't do any", "", 100, 0); return MakeRoutineResult(memory, new Interaction(-1)); } else { face.Talk(memory, "Whew!"); face.Talk(memory, "that guy!"); } return MakeRoutineResult(memory, i); } }
protected override RoutineResult RunConsciousRoutine() { using (var memory = new Memory()) { var face = new Face(RendererFactory.GetPreferredRenderer(), InputFactory.GetPreferredInput()); face.Talk(memory, "Hey!"); Interaction i = face.YesNo(memory, "Seen my pager?"); if (i.playerAnswer == Interaction.Answer.Yes) { ///////////////////////////01234567890123456789//////////////////// face.SlowTalk(memory, "Whaaaaaaaaaaaaaaaaa", "aaaaaaaaaaaaaaat! ", 100, 2000); ///////////////////////01234567890123456789//////////////////// face.Talk(memory, "were we", " talking about?"); ///////////////////////01234567890123456789//////////////////// face.Talk(memory, "Gettin sleepy. ", " taking a out. "); ///////////////////////01234567890123456789//////////////////// face.Talk(memory, "Hard to stay awake. " , " taking a out."); ///////////////////////01234567890123456789//////////////////// face.Talk(memory, "Are you still here??" , " in one."); ///////////////////////01234567890123456789//////////////////// face.Talk(memory, "" , " n o ."); ///////////////////////01234567890123456789//////////////////// return MakeRoutineResult(memory, new Interaction(-1)); } else if (i.playerAnswer == Interaction.Answer.No) { ///////////////////////01234567890123456789//////////////////// face.Talk(memory, "No? ", "It was around here"); ///////////////////////01234567890123456789//////////////////// face.Talk(memory, "I'm waiting", " for a page"); ///////////////////////01234567890123456789//////////////////// face.Talk(memory, "Gotta call someone "); ///////////////////////01234567890123456789//////////////////// face.Talk(memory, "out"); ///////////////////////01234567890123456789//////////////////// } else { ///////////////////////01234567890123456789//////////////////// face.Talk(memory, "Could have sworn", " someone was there.."); ///////////////////////01234567890123456789//////////////////// } return MakeRoutineResult(memory, i); } }
protected override RoutineResult RunConsciousRoutine() { using (var memory = new Memory()) { var face = new Face(RendererFactory.GetPreferredRenderer(), InputFactory.GetPreferredInput()); face.ResetIncrementer(); face.Talk(memory, "I'm wondering if", "we've met before."); if (memory.GetKnownPlayers().Count > 0) { face.SlowTalk(memory, "Lets see..."); foreach (Player player in memory.GetKnownPlayers()) { Interaction answer = face.GetSingleValue(memory, player.QuestionLine1, player.QuestionLine2, millisecondTimeout: 30000); if (answer.playerAnswer == Interaction.Answer.DidNotAnswer) { face.Talk(memory, "I'm talking", "to myself."); return MakeRoutineResult(memory, answer); } else if (answer.resultValue == player.Answer) { face.Talk(memory, string.Format("Hey, {0}!", player.Name)); face.Talk(memory, "I knew you'd", "be back."); memory.SetCurrentPlayer(player); answer.player = player; return MakeRoutineResult(memory, answer); } face.Talk(memory, "Oh.", millisecondTimeout: 2000); face.TalkInCircles(memory, 5000, "No", "That's not right", "Nope"); Interaction knowYou = memory.Remember("Do I know you?", ""); if (null == knowYou) knowYou = face.YesNo(memory, "Do I know you?"); if (knowYou.playerAnswer == Interaction.Answer.DidNotAnswer) { face.Talk(memory, "I'm talking", "to myself."); return MakeRoutineResult(memory, answer); } if (knowYou.playerAnswer == Interaction.Answer.No) { face.Talk(memory, "Well, no wonder."); knowYou.success = false; return MakeRoutineResult(memory, knowYou); } face.Talk(memory, "Well then, let's", "maybe try another"); } face.Talk(memory, "Actually, I don't", "think we've met."); } else { face.Talk(memory, "But I guess", "that's not possible"); } return MakeRoutineResult(memory, new Interaction() { success = false, resultValue = (int)Interaction.Answer.No }); } }
protected override RoutineResult RunConsciousRoutine() { using (var memory = new Memory()) { var face = new Face(RendererFactory.GetPreferredRenderer(), InputFactory.GetPreferredInput()); face.Talk(memory, "Hey..."); face.Talk(memory, "I've got a", " question for you"); Interaction i; int correctAnswers = 0; bool correct = false; do { MathProblem problem = new MathProblem(); i = face.GetSingleValue(memory, problem.ToString()); if (i.resultValue == problem.TheAnswer) { correctAnswers++; correct = true; face.Talk(memory, "Yes!"); if (correctAnswers == 1) { face.Talk(memory, "You can help me", " with something else"); } else { face.Talk(memory, "Nice.", string.Format("That's {0} in a row", correctAnswers)); } } else if (i.playerAnswer == Interaction.Answer.DidNotAnswer) { correct = false; face.SlowTalk(memory, "Stumped??"); face.Talk(memory, "You should probably", " go to class"); } else { correct = false; face.Talk(memory, "Good guess"); face.Talk(memory, "", " but no."); } } while (correct); return MakeRoutineResult(memory, i); } }
protected override RoutineResult RunConsciousRoutine() { string counterKey = "FavNumberRuns"; using (var memory = new Memory()) { var face = new Face(RendererFactory.GetPreferredRenderer(), InputFactory.GetPreferredInput()); Interaction i = face.RememberSingleValue(memory, "What's your", "favorite number?", true); if (!Memory.PlayerLoggedIn()) { face.Talk(memory, "Interesting."); face.Talk(memory, "I don't know you."); face.SlowTalk(memory, "Or do I..."); return MakeRoutineResult(memory, i); } else { Interaction favNum = memory.Remember("What's your", "favorite number?", true); if (i.playerAnswer == Interaction.Answer.DidNotAnswer) { face.Talk(memory, "Well, you don't", "have to tell"); face.Talk(memory, "I was just curious..."); face.Talk(memory, "Jeesh!"); return MakeRoutineResult(memory, i); } if (null == favNum) { memory.AddToMemory(new Interaction() {player = memory.GetCurrentPlayer(), displayText = counterKey, resultValue = 1 }, true); memory.SaveChanges(); face.Talk(memory, "Interesting."); face.Talk(memory, "I'll remember that"); return MakeRoutineResult(memory, i); } else if (favNum.resultValue == i.resultValue) { Interaction count = memory.Remember(counterKey, "", true); switch (count.resultValue) { case 1: face.Talk(memory, "That's what", "I thought."); break; case 2: face.Talk(memory, "Yup."); break; case 3: face.Talk(memory, "Consistant."); break; case 4: face.Talk(memory, "Powerful."); break; case 5: face.Talk(memory, "Punctual."); break; case 6: face.Talk(memory, "Material."); break; case 7: face.Talk(memory, "Maternal."); break; case 8: face.Talk(memory, "Fondue."); break; case 9: face.Talk(memory, "Fondon't."); break; case 10: face.Talk(memory, "F*ck."); break; default: face.Talk(memory, "After 10 of anything", "I lose interest."); break; } count.resultValue++; memory.AddToMemory(count); } else { face.Talk(memory, "Oh"); Interaction changedIt = face.YesNo(memory, "You changed it?"); if (changedIt.playerAnswer == Interaction.Answer.Yes) { face.Talk(memory, "You're so", "complicated."); } else if (changedIt.playerAnswer == Interaction.Answer.No) { face.Talk(memory, "Interesting..."); face.Talk(memory, "", "(Liar)", 1000); } else { face.Talk(memory, "Whatever"); face.Talk(memory, "I can ignore", "you too.", 10000); } return MakeRoutineResult(memory, changedIt); } } return MakeRoutineResult(memory, i); } }
protected override RoutineResult RunConsciousRoutine() { var face = new Face(RendererFactory.GetPreferredRenderer(), InputFactory.GetPreferredInput()); using (var memory = new Memory()) { Interaction i = face.YesNo(memory, "Are you lost?"); if (i.playerAnswer == Interaction.Answer.DidNotAnswer) { face.Talk(memory, "Nevermind"); face.Talk(memory, "I'm Talking", "to myself"); face.SlowTalk(memory, "again..."); return MakeRoutineResult(memory, i); } else if (i.playerAnswer == Interaction.Answer.No) { face.Talk(memory, "OK"); face.Talk(memory, "Just checking"); face.Talk(memory, "'cause I thought", "you looked..."); face.Talk(memory, "you know", millisecondTimeout: 2000); face.Talk(memory, "", "kinda lost"); return MakeRoutineResult(memory, i); } else { Interaction looking = face.YesNo(memory, "Need the bathroom?"); if (looking.playerAnswer == Interaction.Answer.Yes) { face.Talk(memory, "It's right there", " =========>", 10000); face.SlowTalk(memory, "By the way"); Interaction brNeed = face.TwoChoices(memory, "Which one?", "One", "Two"); if (brNeed.playerAnswer == Interaction.Answer.DidNotAnswer) { face.Talk(memory, "Sorry.", "Too personal, I know"); } else { face.Talk(memory, "Hope it all", "comes out ok"); } return MakeRoutineResult(memory, looking); } looking = face.YesNo(memory, "Need Tech Support?"); if (looking.playerAnswer == Interaction.Answer.Yes) { face.Talk(memory, "Go that way", "<========== "); face.Talk(memory, "Until you see", "<========== "); face.Talk(memory, "Big glass doors", "<========== ", 10000); face.Talk(memory, "You can't miss it"); return MakeRoutineResult(memory, looking); } looking = face.YesNo(memory, "Need books?"); if (looking.playerAnswer == Interaction.Answer.Yes) { face.Talk(memory, "Look anywhere but", "the first floor."); face.Talk(memory, "They are kinda", "taking those away."); face.Talk(memory, "Something to do", "with the internet."); face.Talk(memory, "I never get on that", "internet thing"); face.Talk(memory, "Too complicated", ";-)"); return MakeRoutineResult(memory, looking); } looking = face.YesNo(memory, "Need the ARC?"); if (looking.playerAnswer == Interaction.Answer.Yes) { face.Talk(memory, "Go that way", "<========== "); ///////////////////////01234567890123456789//////////////////// face.Talk(memory, "Then head down", "the stairs. VVV"); face.Talk(memory, "It's on the B-level", ""); face.Talk(memory, "Wish I was on B...", ""); face.Talk(memory, "So much cooler", " down there."); return MakeRoutineResult(memory, looking); } face.Talk(memory, "Sorry, I don't know", "much else."); return MakeRoutineResult(memory, i); } } }