Exemplo n.º 1
0
    public ClueRoom(ClueTypes clueType, Room room)
    {
        this.clueType = clueType;
        this.room     = room;

        if (clueType == ClueTypes.Unsure)
        {
            // Find the pool the object shares
            List <Room> samePool = Game.S.building.allRooms;

            // Copy the pool
            List <Room> samePoolCopy = new List <Room>();
            samePoolCopy.AddRange(samePool);

            //Remove all duplicates from list
            samePoolCopy.RemoveAll(f => f.displayName == room.displayName);

            // Pick from non-duplicated list
            fakeRoom = samePoolCopy.PickRandom();

            //Sort clues so we don't identify the clue by it being first
            List <Room> fakeAndRealRooms = new List <Room> {
                room, fakeRoom
            };
            sortedRooms = fakeAndRealRooms.OrderBy(x => x.displayName).ToList();
        }
        else
        {
            sortedRooms = new List <Room> {
                room
            };
        }
    }
Exemplo n.º 2
0
    private static ClueTypes PickClueCategory(int randomRoll, Dictionary <ClueTypes, int> probabilities)
    {
        ClueTypes clue        = ClueTypes.Useless;
        int       totalWeight = 0;

        foreach (KeyValuePair <ClueTypes, int> entry in probabilities)
        {
            totalWeight += entry.Value;
        }


        foreach (KeyValuePair <ClueTypes, int> entry in probabilities)
        {
            //If value has 0, then it is skipped.
            if (entry.Value == 0)
            {
                continue;
            }

            //If randomRoll is under entry.Value, then it is under the threshold, and so takes entry.Key
            if (randomRoll <= entry.Value)
            {
                clue = entry.Key;
                break;
            }

            //Otherwise, we reduce the roll by the Value to allow the other weights to potentially be picked.
            randomRoll -= entry.Value;
        }
        return(clue);
    }
Exemplo n.º 3
0
    public ClueFloor(ClueTypes clueType, Floor floor)
    {
        this.clueType = clueType;
        this.floor    = floor;

        if (clueType == ClueTypes.Unsure)
        {
            // Find the pool the object shares
            List <Floor> samePool = Game.S.building.allFloors;

            // Copy the pool
            List <Floor> samePoolCopy = new List <Floor>();
            samePoolCopy.AddRange(samePool);

            //Remove all duplicates from list
            samePoolCopy.RemoveAll(f => f.displayName == floor.displayName);

            // Pick from non-duplicated list
            fakeFloor = samePoolCopy.PickRandom();

            //Sort clues so we don't identify the clue by it being first
            List <Floor> fakeAndRealFloors = new List <Floor> {
                floor, fakeFloor
            };
            sortedFloors = fakeAndRealFloors.OrderBy(x => x.displayName).ToList();
        }
        else
        {
            sortedFloors = new List <Floor> {
                floor
            };
        }
    }
Exemplo n.º 4
0
    //Special Cases:
    //Employees in the same department
    //Manager of the employee


    public static IClue GenerateRandomClueFromEmployee(Employee employee)
    {
        int roll = rnd.Next(1, 101);

        //Generating random clue type
        ClueTypes randomClueType = ClueTypes.Useless;

        switch (employee.rank)
        {
        case Person.RankEnum.Employee:
            randomClueType = PickClueCategory(roll, LowLevelEmployeeClueProbs);
            break;

        case Person.RankEnum.Manager:
            randomClueType = PickClueCategory(roll, ManagerEmployeeClueProbs);
            break;

        case Person.RankEnum.Executive:
            randomClueType = PickClueCategory(roll, ExecEmployeeClueProbs);
            break;

        case Person.RankEnum.CEO:
            randomClueType = PickClueCategory(roll, CEOEmployeeClueProbs);
            break;

        default:
            break;
        }

        //if (Employee.currentLocation == Target.currentLocation)
        //{
        //
        //}

        IClue generatedClue    = null;
        int   clueCategoryRoll = rnd.Next(1, 101);

        if (clueCategoryRoll <= 70)
        {
            var     features      = Game.S.target.features.getTrueOrnaments();
            Feature targetFeature = features.PickRandom();
            generatedClue = new ClueFeature(randomClueType, targetFeature);
        }
        else if (clueCategoryRoll <= 90)
        {
            var floor = Game.S.target.CurrentLocation.floor;
            generatedClue = new ClueFloor(randomClueType, floor);
        }
        else
        {
            var room = Game.S.target.CurrentLocation;
            generatedClue = new ClueRoom(randomClueType, room);
        }

        return(generatedClue);
    }
Exemplo n.º 5
0
    //Clue needs a ClueTypes
    //For Useless, we just need a string, we don't need to add to notebook
    //For Vague, we need a single aspect of a feature
    //For Unsure, we need an either/or
    //For perfect, we describe a feature perfectly
    public ClueFeature(ClueTypes clueType, Feature feature)
    {
        this.clueType = clueType;
        this.feature  = feature;

        if (clueType == ClueTypes.Unsure)
        {
            // Find the pool the object shares
            var samePool = Game.S.GetPoolSharingFeature(feature);

            List <GameObject> samePoolCopy = new List <GameObject>();
            samePoolCopy.AddRange(samePool);

            //Remove all duplicates from list
            samePoolCopy.RemoveAll(f =>
                                   f.GetComponent <Feature>().displayColour + " " + f.GetComponent <Feature>().displayName
                                   ==
                                   feature.displayColour + " " + feature.displayName
                                   );

            // Pick from non-duplicated list
            fakeFeature = samePoolCopy.PickRandom().GetComponent <Feature>();

            //Sort clues so we don't identify the clue by it being first
            List <Feature> fakeAndRealFeatures = new List <Feature> {
                feature, fakeFeature
            };
            sortedFeatures = fakeAndRealFeatures.OrderBy(x => x.displayName).ToList();
        }
        else
        {
            sortedFeatures = new List <Feature> {
                feature
            };
        }
    }