Esempio n. 1
0
        public override void respond(string voiceMessage)
        {
            Boolean fromStatusRequest = SpeechRecogniser.ResultContains(voiceMessage, SpeechRecogniser.CAR_STATUS) ||
                                        SpeechRecogniser.ResultContains(voiceMessage, SpeechRecogniser.STATUS);
            Boolean gotData = false;

            if (engineData != null)
            {
                gotData = true;
                EngineStatus currentEngineStatus = engineData.getEngineStatusFromCurrent(maxSafeWaterTemp, maxSafeOilTemp);
                if (currentEngineStatus.HasFlag(EngineStatus.ALL_CLEAR))
                {
                    lastStatusMessage = currentEngineStatus;
                    if (!fromStatusRequest)
                    {
                        audioPlayer.playMessageImmediately(new QueuedMessage(folderAllClear, 0));
                    }
                }
                else if (currentEngineStatus.HasFlag(EngineStatus.HOT_OIL) && currentEngineStatus.HasFlag(EngineStatus.HOT_WATER))
                {
                    lastStatusMessage = currentEngineStatus;
                    audioPlayer.playMessageImmediately(new QueuedMessage(folderHotOilAndWater, 0));
                }
                else if (currentEngineStatus.HasFlag(EngineStatus.HOT_OIL))
                {
                    // don't play this if the last message was about hot oil *and* water - wait for 'all clear'
                    if (!lastStatusMessage.HasFlag(EngineStatus.HOT_OIL) && !lastStatusMessage.HasFlag(EngineStatus.HOT_WATER))
                    {
                        lastStatusMessage = currentEngineStatus;
                        audioPlayer.playMessageImmediately(new QueuedMessage(folderHotOil, 0));
                    }
                }
                else if (currentEngineStatus.HasFlag(EngineStatus.HOT_WATER))
                {
                    // don't play this if the last message was about hot oil *and* water - wait for 'all clear'
                    if (!lastStatusMessage.HasFlag(EngineStatus.HOT_OIL) && !lastStatusMessage.HasFlag(EngineStatus.HOT_WATER))
                    {
                        lastStatusMessage = currentEngineStatus;
                        audioPlayer.playMessageImmediately(new QueuedMessage(folderHotWater, 0));
                    }
                }
            }
            if (!gotData && !fromStatusRequest)
            {
                audioPlayer.playMessageImmediately(new QueuedMessage(AudioPlayer.folderNoData, 0));
            }
        }
Esempio n. 2
0
        override protected void triggerInternal(GameStateData previousGameState, GameStateData currentGameState)
        {
            if (engineData == null)
            {
                clearState();
            }
            if (maxSafeWaterTemp == 0)
            {
                maxSafeWaterTemp = currentGameState.carClass.maxSafeWaterTemp;
            }
            if (maxSafeOilTemp == 0)
            {
                maxSafeOilTemp = currentGameState.carClass.maxSafeOilTemp;
            }

            // immediately warn about oil pressure / fuel pressure / stalled:
            if (currentGameState.SessionData.SessionRunningTime > 30)
            {
                if (currentGameState.CarDamageData.OverallEngineDamage < DamageLevel.DESTROYED &&
                    !currentGameState.PitData.InPitlane &&
                    currentGameState.EngineData.EngineStalledWarning &&
                    currentGameState.Now > nextStalledCheck &&
                    currentGameState.PositionAndMotionData.CarSpeed < 5)
                {
                    // Play stalled warning straight away
                    audioPlayer.playMessageImmediately(new QueuedMessage(folderStalled, 3));
                    // don't re-check stalled warning for a couple of minutes.
                    nextStalledCheck = currentGameState.Now.Add(TimeSpan.FromMinutes(2));
                    // move the oil and fuel pressure checks out a bit to allow it to settle
                    nextOilPressureCheck  = currentGameState.Now.Add(TimeSpan.FromSeconds(20));
                    nextFuelPressureCheck = currentGameState.Now.Add(TimeSpan.FromSeconds(20));
                }
                else
                {
                    // don't check oil or fuel pressure if we're stalled
                    if (currentGameState.EngineData.EngineOilPressureWarning && currentGameState.Now > nextOilPressureCheck)
                    {
                        audioPlayer.playMessage(new QueuedMessage(folderLowOilPressure, 7, abstractEvent: this, priority: 10));
                        // don't re-check oil pressure for a couple of minutes
                        nextOilPressureCheck = currentGameState.Now.Add(TimeSpan.FromMinutes(2));
                    }
                    if (currentGameState.EngineData.EngineFuelPressureWarning && currentGameState.Now > nextFuelPressureCheck)
                    {
                        audioPlayer.playMessage(new QueuedMessage(folderLowFuelPressure, 7, abstractEvent: this, priority: 10));
                        // don't re-check fuel pressure for a couple of minutes
                        nextFuelPressureCheck = currentGameState.Now.Add(TimeSpan.FromMinutes(2));
                    }
                }
            }

            if (currentGameState.SessionData.SessionRunningTime > 60 * currentGameState.EngineData.MinutesIntoSessionBeforeMonitoring)
            {
                engineData.addSample(currentGameState.EngineData.EngineOilTemp, currentGameState.EngineData.EngineWaterTemp,
                                     currentGameState.EngineData.EngineOilPressure, currentGameState.EngineData.EngineOilPressureWarning,
                                     currentGameState.EngineData.EngineFuelPressureWarning, currentGameState.EngineData.EngineWaterTempWarning,
                                     currentGameState.EngineData.EngineStalledWarning);
                // check temperatures every minute:
                if (currentGameState.SessionData.SessionRunningTime > gameTimeAtLastStatusCheck + statusMonitorWindowLength)
                {
                    EngineStatus currentEngineStatus = engineData.getEngineStatusFromAverage(maxSafeWaterTemp, maxSafeOilTemp, currentGameState.EngineData.EngineWaterTemp);
                    if (currentEngineStatus != lastStatusMessage)
                    {
                        if (currentEngineStatus.HasFlag(EngineStatus.ALL_CLEAR))
                        {
                            lastStatusMessage = currentEngineStatus;
                            audioPlayer.playMessage(new QueuedMessage(folderAllClear, 10, abstractEvent: this, priority: 5));
                        }
                        else if (currentEngineStatus.HasFlag(EngineStatus.HOT_OIL) && currentEngineStatus.HasFlag(EngineStatus.HOT_WATER))
                        {
                            lastStatusMessage = currentEngineStatus;
                            audioPlayer.playMessage(new QueuedMessage(folderHotOilAndWater, 10, abstractEvent: this, priority: 10));
                        }
                        if (currentEngineStatus.HasFlag(EngineStatus.HOT_OIL))
                        {
                            // don't play this if the last message was about hot oil *and* water - wait for 'all clear'
                            if (!lastStatusMessage.HasFlag(EngineStatus.HOT_OIL) && !lastStatusMessage.HasFlag(EngineStatus.HOT_WATER))
                            {
                                lastStatusMessage = currentEngineStatus;
                                audioPlayer.playMessage(new QueuedMessage(folderHotOil, 10, abstractEvent: this, priority: 10));
                            }
                        }
                        if (currentEngineStatus.HasFlag(EngineStatus.HOT_WATER))
                        {
                            // don't play this if the last message was about hot oil *and* water - wait for 'all clear'
                            if (!lastStatusMessage.HasFlag(EngineStatus.HOT_OIL) && !lastStatusMessage.HasFlag(EngineStatus.HOT_WATER))
                            {
                                lastStatusMessage = currentEngineStatus;
                                audioPlayer.playMessage(new QueuedMessage(folderHotWater, 10, abstractEvent: this, priority: 10));
                            }
                        }
                    }
                    gameTimeAtLastStatusCheck = currentGameState.SessionData.SessionRunningTime;
                    engineData = new EngineData();
                }
            }
        }