コード例 #1
0
ファイル: Game1.cs プロジェクト: Mrzicokiller/hotelsimulator
        /// <summary>
        ///     UnloadContent will be called once per game and is the place to unload
        ///     game-specific content.
        /// </summary>
        protected override void UnloadContent()
        {
            //unregister listeners
            HotelEventManager.Deregister(_checkInListener);
            HotelEventManager.Deregister(_checkOutListener);

            //stop HotelEventManager
            HotelEventManager.Stop();
            hotel.StopTimer();
        }
コード例 #2
0
        /// <summary>
        /// Moves the Customer depending on what their Status is.
        /// </summary>
        public void Move()
        {
            //Since the applications is Multi-Threaded (runs on multiple threads due to the HotelEventManager)
            //This can't be added to the HotelEventManager when created through an Event
            //That's why it's called on the Main Application thread and not on the HotelEventManger thread
            if (!IsRegistered)
            {
                HotelEventManager.Register(this);
                IsRegistered = true;
            }

            //Since the Customer can Die, we check if the Customer is waiting and if their DeathTimer does not exceed the given TimeBeforeDeath
            if (IsWaiting == true && DeathTimer >= Hotel.Settings.TimeBeforeDeath)
            {
                //If the Customer needs to die we can remove all instances of him in the Lists
                //That way the C# Garbage Collector will collect it's poor soul
                GlobalStatistics.Customers.Remove(this);
                HotelEventManager.Deregister(this);
            }

            //If the Customer needs to wait for something (Eating, Fitnessing, Taking the Stairs) they will not move until this task is completed (WaitingTime = 0)
            if (WaitingTime > 0)
            {
                WaitingTime--;
            }
            //If the Customer doesn't need to wait for anything to finish
            else if (WaitingTime == 0)
            {
                if (Path != null)
                {
                    #region ToElevator
                    //If the Customer is in front of the Elevator we will check if it's still efficient to use the Elevator or the Stairs
                    if (Path.RouteType == ERouteType.ToElevator && Hotel.Floors[PositionY].Areas[PositionX - 1].AreaType == EAreaType.ElevatorShaft)
                    {
                        GetRoute();
                    }
                    //If the Customer is not in front of the Elevator yet, they will walk towards the Elevator by Dequeueing Nodes
                    else if (Path.RouteType == ERouteType.ToElevator && Path.PathToElevator.Count != 0)
                    {
                        //The Node contains all the info for the Customer to move forward (an X and Y co-ordinate)
                        Node moveNode = Path.PathToElevator.Dequeue();
                        PositionX = moveNode.Area.PositionX;
                        PositionY = moveNode.Area.PositionY;
                    }
                    #endregion

                    #region Elevator
                    if (Path.RouteType == ERouteType.Elevator)
                    {
                        //If the Customer isn't in the Elevator we're going to try and request it
                        if (!IsInElevator)
                        {
                            //If the Customer is in front of the Elevator they will enter the Elevator and request the floor (int) that they need to go too
                            if (Hotel.Elevator.GetElevatorInfo().Item2 == PositionY && Hotel.Floors[PositionY].Areas[PositionX - 1].AreaType == EAreaType.ElevatorShaft && !IsInElevator)
                            {
                                //Customer Requests the Elevator with their desired Floor
                                Hotel.Elevator.RequestElevator(Destination.Floor);
                                //If the Elevator is on their left side, all they have to do is step to the left (meaning X - 1)
                                PositionX--;

                                IsInElevator = true;
                                //Reset RequestedElevator so that the Customer can request the Elevator again
                                RequestedElevator = false;

                                //Add the Customer to the Elevator so the Customer's position is updated with every HTE with the position of the Elevator
                                Hotel.Elevator.InElevator.Add(this);
                            }
                            //If the Customer is in front of the ElevatorShaft they request the Elevator to their current position
                            else if (Hotel.Floors[PositionY].Areas[PositionX - 1].AreaType == EAreaType.ElevatorShaft && !IsInElevator)
                            {
                                if (!RequestedElevator)
                                {
                                    Hotel.Elevator.RequestElevator(PositionY);
                                    RequestedElevator = true;
                                }
                            }
                        }
                        //If the Customer is in the Elevator then we need to check if they need to get out the Elevator or not
                        else
                        {
                            //If the Customer is on the Floor (int) that they need to be then she will step out of the Elevator and set their path to FromElevator
                            if (PositionY == Destination.Floor)
                            {
                                Hotel.Elevator.InElevator.Remove(this);
                                Path.RouteType = ERouteType.FromElevator;

                                IsInElevator = false;
                            }
                        }
                    }
                    #endregion

                    #region FromElevator
                    //If the Customer has stepped out of the Elevator, they need to continue their Path to their Destination
                    else if (Path.RouteType == ERouteType.FromElevator && Path.PathFromElevator.Count != 0)
                    {
                        //This is done by Dequeueing Node's and setting the Customer's current position to that of the Node
                        Node moveNode = Path.PathFromElevator.Dequeue();
                        PositionX = moveNode.Area.PositionX;
                        PositionY = moveNode.Area.PositionY;
                    }
                    #endregion

                    #region Stairs
                    //If the Customer has decided to take the Stairs instead of the Elevator
                    if (Path.RouteType == ERouteType.Stairs)
                    {
                        //And the Stair Path is still filled with Node's
                        if (Path.Path.Count != 0)
                        {
                            //By Dequeueing a Node, the Customer can move by making their X and Y co-ordinate the same as the Node's
                            Node moveNode = Path.Path.Dequeue();
                            PositionX = moveNode.Area.PositionX;
                            PositionY = moveNode.Area.PositionY;

                            //If the Customer moves into a Node, their waiting time should be set to the StairTime (StairTime can be set in the ReceptionScreen)
                            if (moveNode.Area.AreaType == EAreaType.Staircase)
                            {
                                WaitingTime = WaitingTime + Hotel.Settings.StairCase - 1;
                            }
                        }
                    }
                    #endregion
                }
                //If the Path is null (for some reason) the Customer goes back to their Room
                else
                {
                    Path = Graph.QuickestRoute(Hotel.Floors[PositionY].Areas[PositionX].Node, AssignedRoom.Node, true, true);
                }

                //If the Customer doesn't have anywhere to go, they will get their QuickestRoute to their Room
                if (Destination == null)
                {
                    Path = Graph.QuickestRoute(Hotel.Floors[PositionY].Areas[PositionX].Node, AssignedRoom.Node, true, true);
                }
            }

            //If the Customer is not in an IArea then it should be drawn
            if (InArea == null)
            {
                IsVisible = true;
            }
            //If the Customer isn't in an IArea then it shouldn't be drawn
            else
            {
                IsVisible = false;
            }

            //If the Customer has arrived on their Destination
            if (Hotel.Floors[PositionY].Areas[PositionX].Node == Destination)
            {
                //If the Destination is a Restaurant
                if (Destination.Area.AreaType == EAreaType.Restaurant)
                {
                    //They will enter the Area and set their WaitingTime to the Restaurant's EatingTime (EatingTime can be changed for every restaurant)
                    WaitingTime = ((Restaurant)Destination.Area).EatingTime;
                    InArea      = Destination.Area;

                    //Their Destination is set to their Room
                    //If the Customer is done Eating they will automatically go back to their Room
                    Destination = AssignedRoom.Node;
                    Path        = Graph.QuickestRoute(Hotel.Floors[PositionY].Areas[PositionX].Node, Destination, true, true);
                }
                //If the Destination is a Cinema
                else if (Destination.Area.AreaType == EAreaType.Cinema)
                {
                    //The Customer will check if the Movie has started or not
                    if (!((Cinema)Destination.Area).MovieStarted)
                    {
                        //If the Movie hasn't started it will put itself in the WaitingLine of the Cinema
                        ((Cinema)Destination.Area).WaitingLine.Add(this);
                        //The IsWaiting will be set to true (Customers can die if they wait too long)
                        IsWaiting = true;
                    }
                    //If the Movie has already started, poor Customer :(
                    else
                    {
                        //Their Destination will be set to their Room and they'll travel back to it
                        Destination = AssignedRoom.Node;
                        Path        = Graph.QuickestRoute(Hotel.Floors[PositionY].Areas[PositionX].Node, Destination, true, true);
                    }
                }
                //If the Destination is a Fitness
                else if (Destination.Area.AreaType == EAreaType.Fitness)
                {
                    //Their WaitingTime will be set to their FitnessTime and they'll enter the Area
                    //FitnessTime is given with the GOTO_FITNESS HotelEvent
                    WaitingTime = FitnessTime;
                    InArea      = Destination.Area;

                    //Their Destination is set to their Room
                    //If the Customer is done Fitnessing they will automatically go back to their Room
                    Destination = AssignedRoom.Node;
                    Path        = Graph.QuickestRoute(Hotel.Floors[PositionY].Areas[PositionX].Node, Destination, true, true);
                }
                //If the Destination is their AssignedRoom
                else if (Hotel.Floors[PositionY].Areas[PositionX] == AssignedRoom)
                {
                    //It will enter their Room
                    InArea = AssignedRoom;
                }
            }
            else if (WaitingTime == 0)
            {
                InArea = null;
            }

            //If the Customer's status is CHECK_OUT (meaning they want to check out) and they're standing on the Reception
            if (Status == HotelEventType.CHECK_OUT && Hotel.Floors[PositionY].Areas[PositionX] == Hotel.Reception)
            {
                //They'll remove themselves from any Lists reffering to them and the Garbage Collector will delete them from existence
                GlobalStatistics.Customers.Remove(this);
                HotelEventManager.Deregister(this);
            }

            #region DeathTimer
            //We check if their current position is the same as their last one
            //If that's true and their not inside an Area
            if (LastLocation == Hotel.Floors[PositionY].Areas[PositionX].Node && InArea == null)
            {
                //The IsWaiting will be set to true and the DeathTimer increases
                IsWaiting = true;
                DeathTimer++;
            }
            //If this is false
            else
            {
                //The IsWaiting will be set to false and their DeathTimer will be reset
                IsWaiting  = false;
                DeathTimer = 0;
            }
            //And their LastLocation will be saved
            LastLocation = Hotel.Floors[PositionY].Areas[PositionX].Node;
            #endregion
        }
コード例 #3
0
 /// <summary>
 /// Deregisters a HotelEventListener
 /// </summary>
 /// <param name="newGuest">HotelEventListener class</param>
 public void Deregister(Eventadapter newGuest)
 {
     HotelEventManager.Deregister(newGuest);
 }