Example #1
0
        private void Update()
        {
            if (readInitialState)
            {
                room.Physical.ForcePipesUpdate();
                int psi = 0;
                foreach (PipeSystem ps in pipes.PipeSystems())
                {
                    int i = 0;
                    foreach (Valve v in ps.Valves())
                    {
                        initialValveStates[psi][i] = room.Physical.GetValveState(v.Row, v.PositionInRow);
                        i++;
                    }
                    psi++;
                }

                room.Physical.ForceDynamiteUpdate();
                for (int i = 0; i < DynamiteGame.HoleCount; i++)
                {
                    initialHoleStates[i] = room.Physical.GetHoleState(i);
                }

                readInitialState = false;
            }

            else
            {
                updateRecord(room.Physical);
                checkRecord(record);
            }
        }
Example #2
0
        public override void OnGameStateChanged(Game <IEtsInterface> sender, GameStateChangedEventArgs e)
        {
            // this method is registered with the pipes game's OnGameStateChanged event.
            if (sender != game)
            {
                return;
            }

            // stop all coroutines to prevent timing errors and stop sound playback to avoid overlapping audio
            StopAllCoroutines();
            audio.StopAllVoice();
            audio.StopAllSounds();

            switch (e.NewState)
            {
            case GameState.Initialized:
                // if the game has been initialized, reset what we know about the subsystems from the last playthrough
                solvedSubsystems = new Dictionary <int, bool>();
                foreach (PipeSystem ps in game.PipeSystems())
                {
                    solvedSubsystems[ps.Index] = false;
                }

                StartCoroutine(GameInitialized()); // then explain the rules
                break;

            case GameState.Running:
                // if the game has been started, start the coroutine that keeps track of the player's progress
                StartCoroutine(GameRunning(game));
                break;

            case GameState.Completed:
                // if the game has been completed, handle the players' success
                StartCoroutine(GameCompleted());
                break;

            case GameState.Aborted:
                // if the game has been aborted (due to timeout), handle the player's failure or partial success
                StartCoroutine(GameAborted());
                break;

            case GameState.Uninitialized:
            case GameState.Error:
                break;

            default:
                throw new NotImplementedException("GameState not handled: " + e.NewState);
            }
        }
Example #3
0
        public override void OnGameStateChanged(Game <IEtsInterface> sender, GameStateChangedEventArgs e)
        {
            if (e.NewState == GameState.Error)
            {
                audio.StopAllSounds();
                audio.StopAllVoice();
                audio.PlaySound(ErrorSound);
            }

            if (sender is DynamiteGame && e.NewState == GameState.Completed)
            {
                audio.PlaySound(33);
            }

            if (sender is PipesGame)
            {
                switch (e.NewState)
                {
                case GameState.Initialized:
                    int pipeSystemCount = 0;
                    foreach (PipeSystem ps in pipes.PipeSystems())
                    {
                        pipeSystemCount++;
                    }
                    solvedPipeSystems = new bool[pipeSystemCount];
                    drillVolume       = 0f;
                    break;

                case GameState.Running:
                    drillVolume = DrillVolumeStep;
                    audio.PlaySound(02, true, drillVolume);
                    break;

                case GameState.Completed:
                case GameState.Aborted:
                    audio.StopSound(11);
                    audio.StopSound(02);
                    break;

                case GameState.Uninitialized:
                case GameState.Error:
                    break;

                default:
                    throw new NotImplementedException("Unhandled game state: " + e.NewState);
                }
            }
        }
Example #4
0
        public override void OnRoomStateChanged(EscapeRoom <IEtsInterface> sender, RoomStateChangedEventArgs e)
        {
            if (e.NewState == RoomState.Uninitialized)
            {
                // start a new record
                Statistics = new Statistics();

                PipesGame pipes = sender.GetGame <PipesGame>();
                foreach (PipeSystem ps in pipes.PipeSystems())
                {
                    Statistics.valvesTurnedPerSubsystem[ps.Index] = 0;
                    Statistics.runningFansPerSubsystem[ps.Index]  = 0;
                }
            }

            if (e.NewState == RoomState.Completed || e.NewState == RoomState.Aborted)
            {
                // write active record to file
                Statistics.WriteCSV(Ets.AnalyticsPath + filename);
            }
        }
Example #5
0
        private void OnEnable()
        {
            Log.Verbose("Starting maintenance mode...");

            room  = Ets.Room;
            pipes = room.GetGame <PipesGame>();

            lighting.SwitchAllLights(LightSetting.On);
            success          = false;
            readInitialState = true;
            record           = new MaintenanceRecord();

            // pipes
            List <int> valvesPerPipeSystem = new List <int>();
            List <int> fansPerPipeSystem   = new List <int>();

            foreach (PipeSystem ps in pipes.PipeSystems())
            {
                valvesPerPipeSystem.Add(ps.ValveCount);
                fansPerPipeSystem.Add(ps.FanCount);
            }

            initialValveStates = new bool[valvesPerPipeSystem.Count][];

            record.valvesPerPipeSystem_Rotating     = new bool[valvesPerPipeSystem.Count][];
            record.valvesPerPipeSystem_StateChanges = new bool[valvesPerPipeSystem.Count][];

            for (int i = 0; i < valvesPerPipeSystem.Count; i++)
            {
                initialValveStates[i] = new bool[valvesPerPipeSystem[i]];
                record.valvesPerPipeSystem_Rotating[i]     = new bool[valvesPerPipeSystem[i]];
                record.valvesPerPipeSystem_StateChanges[i] = new bool[valvesPerPipeSystem[i]];
            }

            record.fansPerPipeSystem = new bool[fansPerPipeSystem.Count][];
            for (int i = 0; i < fansPerPipeSystem.Count; i++)
            {
                record.fansPerPipeSystem[i] = new bool[fansPerPipeSystem[i]];
            }

            foreach (Fan f in pipes.Fans())
            {
                room.Physical.SetFanState(f.Row, f.PositionInRow, true);
            }

            // crane
            record.craneButtons = new bool[CratesGame.ButtonCount];

            // dynamite
            initialHoleStates = new int[DynamiteGame.HoleCount];

            record.holes = new bool[DynamiteGame.HoleCount];

            // trigger
            record.triggerButtons = new bool[TriggersGame.ButtonCount];

            Color[] colors = new Color[TriggersGame.LedCount];
            for (int i = 0; i < colors.Length; i++)
            {
                colors[i] = Color.blue;
            }
            room.Physical.SetLEDColors(colors);

            Log.Verbose("Maintenance mode started. Waiting for input...");
        }