Esempio n. 1
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        /// <summary>
        /// Connects two rooms together.
        /// </summary>
        /// <param name="departureRoom">The departure room.</param>
        /// <param name="arrivalRoom">The arrival room.</param>
        /// <param name="createDoorwayForArrival">If set to <c>true</c>, a new doorway will be created for the arrival room that is linked back to the originating departure room.
        /// Otherwise, a one-way door will be created.</param>
        /// <exception cref="System.NullReferenceException">
        /// Neither the departure room or arrival room can be null
        /// or
        /// Can not connect rooms when the DepartureDirection is null.
        /// or
        /// Can not connect rooms when the doorways collection is null.
        /// </exception>
        public virtual void ConnectRooms(DefaultRoom departureRoom, DefaultRoom arrivalRoom, bool createDoorwayForArrival = true)
        {
            ExceptionFactory
            .ThrowIf <ArgumentNullException>(
                departureRoom == null || arrivalRoom == null,
                "Neither the departure room or arrival room can be null")
            .Or <NullReferenceException>(
                this.DepartureDirection == null,
                "Can not connect rooms when the DepartureDirection is null.")
            .Or(
                departureRoom.Doorways == null,
                "Can not connect rooms when the doorways collection is null.");

            // Set up the departure room first.
            this.ArrivalRoom   = arrivalRoom;
            this.DepartureRoom = departureRoom;

            departureRoom.Doorways.Add(this);

            // The opposite rooms arrival needs to be the departing room that this doorway is connected to.
            if (createDoorwayForArrival)
            {
                // Create a new doorway for the arrival room, so that you can leave the room once you are in it.
                ITravelDirection oppositeDirection = this.DepartureDirection.GetOppositeDirection();

                // TODO: Create the doorway from a factory call.
                DefaultDoorway arrivalDoorway = new DefaultDoorway(oppositeDirection);
                arrivalDoorway.ConnectRooms(arrivalRoom, departureRoom, false);
            }
        }
Esempio n. 2
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        /// <summary>
        /// Disconnects the two connected rooms.
        /// </summary>
        public virtual void DisconnectRoom()
        {
            // If this doorway isn't set up, then there is nothing to disconnect.
            if (this.DepartureDirection == null || this.ArrivalRoom == null)
            {
                return;
            }

            // This doorway always belongs to the departing room. We can get the departing room
            // by walking through the arrival rooms doorways and finding the opposite doorway.
            string         oppositeDirection = this.DepartureDirection.GetOppositeDirection().Direction;
            DefaultDoorway oppositeDoorway   = this.ArrivalRoom.Doorways
                                               .FirstOrDefault(d => d.DepartureDirection.Direction == oppositeDirection);

            ExceptionFactory.ThrowIf <InvalidOperationException>(
                oppositeDoorway == null,
                "Opposite direction does not have a connected room.");

            DefaultRoom departureRoom = oppositeDoorway.ArrivalRoom;

            // Remove the doorway from the opposite room.
            oppositeDoorway.ArrivalRoom.Doorways.Remove(oppositeDoorway);

            // Remove this door from the arrival room
            this.ArrivalRoom.Doorways.Remove(oppositeDoorway);
            departureRoom.Doorways.Remove(this);
        }
Esempio n. 3
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        /// <summary>
        /// Adds the occupant to this instance.
        /// </summary>
        /// <param name="character">The character.</param>
        /// <exception cref="System.NullReferenceException">Attempted to add a null character to the Room.</exception>
        public void MoveOccupantToRoom(ICharacter character, DefaultRoom departingRoom)
        {
            // We don't allow the user to enter a disabled room.
            if (!this.IsEnabled)
            {
                // TODO: Need to do some kind of communication back to the caller that this can't be traveled to.
                throw new InvalidOperationException("The room is disabled and can not be traveled to.");
            }

            if (character == null)
            {
                throw new NullReferenceException("Attempted to add a null character to the Room.");
            }

            // Remove the character from their previous room.
            //Find the doorway that the character traveled through
            DefaultDoorway doorwayTraveledThrough =
                departingRoom?.Doorways.FirstOrDefault(door => door.ArrivalRoom == this);

            // Get the opposite direction of the doorways travel direction. This will be the direction that they entered from
            // within this instance's available entry points.
            ITravelDirection enteredDirection = doorwayTraveledThrough?.DepartureDirection.GetOppositeDirection();

            // Handle removing the occupant from the previous room. The character might handle this for us
            // so our RemoveOccupantFromRoom implementation will try to remove safely.
            departingRoom?.TryRemoveOccupantFromRoom(character, doorwayTraveledThrough.DepartureDirection, this);

            this.Occupants.Add(character);
            character.Deleted += this.OnCharacterDeletingStarting;
            // Notify our event handles that the character has entered the room.
            this.OnEnteringRoom(character, enteredDirection, departingRoom);
            character.Move(enteredDirection, this);
        }
 /// <summary>
 /// Initializes a new instance of the <see cref="OccupancyChangedEventArgs"/> class.
 /// </summary>
 /// <param name="occupant">The occupant.</param>
 /// <param name="departureRoom">The departure room.</param>
 /// <param name="arrivalRoom">The arrival room.</param>
 public OccupancyChangedEventArgs(ICharacter occupant, ITravelDirection travelDirection, DefaultRoom departureRoom, DefaultRoom arrivalRoom)
 {
     this.Occupant = occupant;
     this.DepartureRoom = departureRoom;
     this.ArrivalRoom = arrivalRoom;
     this.TravelDirection = travelDirection;
 }
Esempio n. 5
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        /// <summary>
        /// Removes the room from zone.
        /// </summary>
        /// <param name="room">The room.</param>
        public void RemoveRoomFromZone(DefaultRoom room)
        {
            if (!this.rooms.Contains(room))
            {
                return;
            }

            this.rooms.Remove(room);
            room.EnteredRoom -= this.RoomOccupancyChanged;
            room.LeftRoom    -= this.RoomOccupancyChanged;
        }
Esempio n. 6
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        /// <summary>
        /// Constructs the world.
        /// </summary>
        /// <param name="game">The game.</param>
        private async Task ConstructWorld(IGame game)
        {
            // Set up the Room
            var bedroom = new DefaultRoom { IsEnabled = true };
            var hallway = new DefaultRoom { IsEnabled = true };

            // Set up the Zone            
            var weatherStates = new List<IWeatherState> { new ClearWeather(), new RainyWeather(), new ThunderstormWeather() };
            DefaultZone zone = new DefaultZone();
            zone.Name = "Country Side";
            zone.Rooms = new List<DefaultRoom>() { bedroom };
            zone.WeatherStates = weatherStates;
            zone.WeatherUpdateFrequency = 6;
            zone.WeatherChanged += (sender, weatherArgs) => Console.WriteLine($"{zone.Name} zone weather has changed to {weatherArgs.CurrentState.Name}");
            DefaultZone zone2 = new DefaultZone();
            zone2.Name = "Castle Rock";
            zone2.Rooms = new List<DefaultRoom> { hallway };
            zone2.WeatherStates = weatherStates;
            zone2.WeatherUpdateFrequency = 2;
            zone2.WeatherChanged += (sender, weatherArgs) => Console.WriteLine($"{zone2.Name} zone weather has changed to {weatherArgs.CurrentState.Name}");
            
            // Set up the World.
            IWorld world = new DefaultWorld();
            world.GameDayToRealHourRatio = 0.4;
            world.HoursPerDay = 10;
            world.Name = "Sample World";
            world.SetNotificationManager(game.NotificationCenter);

            var morningState = new TimeOfDayState { Name = "Morning", StateStartTime = new TimeOfDay { Hour = 2 } };
            var afternoonState = new TimeOfDayState { Name = "Afternoon", StateStartTime = new TimeOfDay { Hour = 5 } };
            var nightState = new TimeOfDayState { Name = "Night", StateStartTime = new TimeOfDay { Hour = 8 } };

            world.AddTimeOfDayState(morningState);
            world.AddTimeOfDayState(afternoonState);
            world.AddTimeOfDayState(nightState);
            world.TimeOfDayChanged += World_TimeOfDayChanged;

            // Set up the Realm.
            DefaultRealm realm = new DefaultRealm(world, new TimeOfDay { Hour = 3, HoursPerDay = 10 });
            realm.TimeZoneOffset = new TimeOfDay { Hour = 3, Minute = 10, HoursPerDay = world.HoursPerDay };
            realm.Name = "Realm 1";
            realm.SetNotificationManager(game.NotificationCenter);

            // Initialize the environment.
            Task task = world.Initialize();
            task.Wait();

            await world.AddRealmToWorld(realm);
            realm.AddZoneToRealm(zone);
            realm.AddZoneToRealm(zone2);
            await game.AddWorld(world);
        }
Esempio n. 7
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        /// <summary>
        /// Add and initializes the given room.
        /// </summary>
        /// <param name="room">The room.</param>
        /// <exception cref="System.NullReferenceException">Attempted to add a null Zone to the Realm.</exception>
        public void AddRoomToZone(DefaultRoom room)
        {
            if (room == null)
            {
                throw new NullReferenceException("Attempted to add a null Zone to the Realm.");
            }

            room.Initialize(this);
            this.rooms.Add(room);

            room.EnteredRoom += this.RoomOccupancyChanged;
            room.LeftRoom    += this.RoomOccupancyChanged;
        }
Esempio n. 8
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 /// <summary>
 /// Initializes a new instance of the <see cref="OccupancyChangedEventArgs"/> class.
 /// </summary>
 /// <param name="occupant">The occupant.</param>
 /// <param name="departureRoom">The departure room.</param>
 /// <param name="arrivalRoom">The arrival room.</param>
 public OccupancyChangedEventArgs(ICharacter occupant, ITravelDirection travelDirection, DefaultRoom departureRoom, DefaultRoom arrivalRoom)
 {
     this.Occupant        = occupant;
     this.DepartureRoom   = departureRoom;
     this.ArrivalRoom     = arrivalRoom;
     this.TravelDirection = travelDirection;
 }
Esempio n. 9
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        /// <summary>
        /// Called when a character leaves this room.
        /// </summary>
        /// <param name="character">The character.</param>
        /// <param name="arrivalRoom">The arrival room.</param>
        protected virtual void OnLeavingRoom(ICharacter character, ITravelDirection enteringDirection, DefaultRoom arrivalRoom)
        {
            EventHandler <OccupancyChangedEventArgs> handler = this.LeftRoom;

            if (handler == null)
            {
                return;
            }

            handler(this, new OccupancyChangedEventArgs(character, enteringDirection, this, arrivalRoom));
        }
Esempio n. 10
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 public bool HasRoom(DefaultRoom room)
 {
     throw new NotImplementedException();
 }
Esempio n. 11
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        /// <summary>
        /// Removes the room from zone.
        /// </summary>
        /// <param name="room">The room.</param>
        public void RemoveRoomFromZone(DefaultRoom room)
        {
            if (!this.rooms.Contains(room))
            {
                return;
            }

            this.rooms.Remove(room);
            room.EnteredRoom -= this.RoomOccupancyChanged;
            room.LeftRoom -= this.RoomOccupancyChanged;
        }
Esempio n. 12
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        /// <summary>
        /// Called when a character leaves this room.
        /// </summary>
        /// <param name="character">The character.</param>
        /// <param name="arrivalRoom">The arrival room.</param>
        protected virtual void OnLeavingRoom(ICharacter character, ITravelDirection enteringDirection, DefaultRoom arrivalRoom)
        {
            EventHandler<OccupancyChangedEventArgs> handler = this.LeftRoom;
            if (handler == null)
            {
                return;
            }

            handler(this, new OccupancyChangedEventArgs(character, enteringDirection, this, arrivalRoom));
        }
Esempio n. 13
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        /// <summary>
        /// Add and initializes the given room.
        /// </summary>
        /// <param name="room">The room.</param>
        /// <exception cref="System.NullReferenceException">Attempted to add a null Zone to the Realm.</exception>
        public void AddRoomToZone(DefaultRoom room)
        {
            if (room == null)
            {
                throw new NullReferenceException("Attempted to add a null Zone to the Realm.");
            }

            room.Initialize(this);
            this.rooms.Add(room);

            room.EnteredRoom += this.RoomOccupancyChanged;
            room.LeftRoom += this.RoomOccupancyChanged;
        }
Esempio n. 14
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        /// <summary>
        /// Called when the character changes rooms.
        /// </summary>
        /// <param name="departingRoom">The departing room.</param>
        /// <param name="arrivalRoom">The arrival room.</param>
        protected virtual void OnRoomChanged(ITravelDirection direction, DefaultRoom departingRoom, DefaultRoom arrivalRoom)
        {
            EventHandler<OccupancyChangedEventArgs> handler = this.RoomChanged;
            if (handler == null)
            {
                return;
            }

            handler(this, new OccupancyChangedEventArgs(this, direction, departingRoom, arrivalRoom));
        }
Esempio n. 15
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 /// <summary>
 /// Moves this character to the given room going in the specified direction.
 /// </summary>
 /// <param name="directionEnteringFrom">The direction.</param>
 /// <param name="newRoom">The new room.</param>
 public void Move(ITravelDirection directionEnteringFrom, DefaultRoom newRoom)
 {
     this.CurrentRoom = newRoom;
     this.OnRoomChanged(directionEnteringFrom, this.CurrentRoom, newRoom);
 }
Esempio n. 16
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        /// <summary>
        /// Called when a character enters this room.
        /// </summary>
        /// <param name="character">The character.</param>
        /// <param name="departingRoom">The departing room.</param>
        protected virtual void OnEnteringRoom(ICharacter character, ITravelDirection enteringDirection, DefaultRoom departingRoom)
        {
            EventHandler<OccupancyChangedEventArgs> handler = this.EnteredRoom;
            if (handler == null)
            {
                return;
            }

            handler(this, new OccupancyChangedEventArgs(character, enteringDirection, departingRoom, this));
        }
Esempio n. 17
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        /// <summary>
        /// Removes the occupant from room.
        /// </summary>
        /// <param name="character">The character.</param>
        /// <param name="arrivalRoom">The arrival room.</param>
        protected void TryRemoveOccupantFromRoom(ICharacter character, ITravelDirection leavingDirection, DefaultRoom arrivalRoom)
        {
            if (character == null)
            {
                return;
            }

            this.Occupants.Remove(character);
            this.OnLeavingRoom(character, leavingDirection, arrivalRoom);
        }
Esempio n. 18
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        /// <summary>
        /// Called when a character enters this room.
        /// </summary>
        /// <param name="character">The character.</param>
        /// <param name="departingRoom">The departing room.</param>
        protected virtual void OnEnteringRoom(ICharacter character, ITravelDirection enteringDirection, DefaultRoom departingRoom)
        {
            EventHandler <OccupancyChangedEventArgs> handler = this.EnteredRoom;

            if (handler == null)
            {
                return;
            }

            handler(this, new OccupancyChangedEventArgs(character, enteringDirection, departingRoom, this));
        }
Esempio n. 19
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        /// <summary>
        /// Removes the occupant from room.
        /// </summary>
        /// <param name="character">The character.</param>
        /// <param name="arrivalRoom">The arrival room.</param>
        protected void TryRemoveOccupantFromRoom(ICharacter character, ITravelDirection leavingDirection, DefaultRoom arrivalRoom)
        {
            if (character == null)
            {
                return;
            }

            this.Occupants.Remove(character);
            this.OnLeavingRoom(character, leavingDirection, arrivalRoom);
        }
Esempio n. 20
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        /// <summary>
        /// Connects two rooms together.
        /// </summary>
        /// <param name="departureRoom">The departure room.</param>
        /// <param name="arrivalRoom">The arrival room.</param>
        /// <param name="createDoorwayForArrival">If set to <c>true</c>, a new doorway will be created for the arrival room that is linked back to the originating departure room.
        /// Otherwise, a one-way door will be created.</param>
        /// <exception cref="System.NullReferenceException">
        /// Neither the departure room or arrival room can be null
        /// or
        /// Can not connect rooms when the DepartureDirection is null.
        /// or
        /// Can not connect rooms when the doorways collection is null.
        /// </exception>
        public virtual void ConnectRooms(DefaultRoom departureRoom, DefaultRoom arrivalRoom, bool createDoorwayForArrival = true)
        {
            ExceptionFactory
                .ThrowIf<ArgumentNullException>(
                    departureRoom == null || arrivalRoom == null,
                    "Neither the departure room or arrival room can be null")
                .Or<NullReferenceException>(
                    this.DepartureDirection == null,
                    "Can not connect rooms when the DepartureDirection is null.")
                .Or(
                    departureRoom.Doorways == null,
                    "Can not connect rooms when the doorways collection is null.");

            // Set up the departure room first.
            this.ArrivalRoom = arrivalRoom;
            this.DepartureRoom = departureRoom;

            departureRoom.Doorways.Add(this);

            // The opposite rooms arrival needs to be the departing room that this doorway is connected to.
            if (createDoorwayForArrival)
            {
                // Create a new doorway for the arrival room, so that you can leave the room once you are in it.
                ITravelDirection oppositeDirection = this.DepartureDirection.GetOppositeDirection();

                // TODO: Create the doorway from a factory call.
                DefaultDoorway arrivalDoorway = new DefaultDoorway(oppositeDirection);
                arrivalDoorway.ConnectRooms(arrivalRoom, departureRoom, false);
            }
        }
Esempio n. 21
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 public bool HasRoom(DefaultRoom room)
 {
     throw new NotImplementedException();
 }
Esempio n. 22
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        /// <summary>
        /// Adds the occupant to this instance.
        /// </summary>
        /// <param name="character">The character.</param>
        /// <exception cref="System.NullReferenceException">Attempted to add a null character to the Room.</exception>
        public void MoveOccupantToRoom(ICharacter character, DefaultRoom departingRoom)
        {
            // We don't allow the user to enter a disabled room.
            if (!this.IsEnabled)
            {
                // TODO: Need to do some kind of communication back to the caller that this can't be traveled to.
                throw new InvalidOperationException("The room is disabled and can not be traveled to.");
            }

            if (character == null)
            {
                throw new NullReferenceException("Attempted to add a null character to the Room.");
            }

            // Remove the character from their previous room.
            //Find the doorway that the character traveled through
            DefaultDoorway doorwayTraveledThrough =
                departingRoom?.Doorways.FirstOrDefault(door => door.ArrivalRoom == this);

            // Get the opposite direction of the doorways travel direction. This will be the direction that they entered from
            // within this instance's available entry points.
            ITravelDirection enteredDirection = doorwayTraveledThrough?.DepartureDirection.GetOppositeDirection();

            // Handle removing the occupant from the previous room. The character might handle this for us
            // so our RemoveOccupantFromRoom implementation will try to remove safely.
            departingRoom?.TryRemoveOccupantFromRoom(character, doorwayTraveledThrough.DepartureDirection, this);

            this.Occupants.Add(character);
            character.Deleted += this.OnCharacterDeletingStarting;
            // Notify our event handles that the character has entered the room.
            this.OnEnteringRoom(character, enteredDirection, departingRoom);
            character.Move(enteredDirection, this);
        }