Пример #1
0
 public Fact(TimelineSlot ts, SuspectEnum p, WpnEnum w, bool use)
 {
     info = ts;
     person = p;
     weapon = w;
     used = use;
 }
Пример #2
0
    private double startTime; //normalized. eg. 1.5 means 1.30am, 14.25 means 2.15pm, etc

    #endregion Fields

    #region Constructors

    //public readonly SuspectEnum person; //probably not needed as its stored in person alr
    public TimelineSlot(double start, RmEnum p, string a, WpnEnum wpn/*, SuspectEnum s*/)
    {
        startTime = start;
        endTime = start + 1;
        place = p;
        activity = a;
        weapon = wpn;
        //	person = s;
    }
Пример #3
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 public void setFakeDuringMurder(double start, RmEnum p, string activity, WpnEnum w)
 {
     falseTimeline.Insert(1, new TimelineSlot(start, p, activity, w));
 }
Пример #4
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 public void setBeforeMurder(double start, RmEnum p, string activity, WpnEnum w)
 {
     truthTimeline.Insert(0, new TimelineSlot(start, p, activity, w));
 }
Пример #5
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 private static void placeWeapon(WpnEnum w, RmEnum r)
 {
     switch (w) {
         case WpnEnum.Knife: knifeLoc = r; break;
         case WpnEnum.Scissors: scissorsLoc = r; break;
         case WpnEnum.Screwdriver: screwdriverLoc = r; break;
         case WpnEnum.Spanner: spannerLoc = r; break;
         case WpnEnum.Towel: towelLoc = r; break;
     }
 }
Пример #6
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 // generate weapon different from that passed in
 private static WpnEnum genWeap(WpnEnum w)
 {
     WpnEnum temp;
     do {
         temp = (WpnEnum) rand.Next(0, Globals.numWeapons);
     } while(temp == w);
     return temp;
 }
Пример #7
0
    void Start()
    {
        Debug.Log("WHY" + startMenuScript.diffLevel);
        difficulty = startMenuScript.diffLevel;
        initializeContradictionNum();
        initializeWeaponLocations();
        SuspectEnum murdererEnum = genMurderer();
        murderWeap = genWeap();

        deathTime = rand.Next(earliestDeath, latestDeath);
        bodyFound = deathTime+2;//genBodyFoundTime();
        befMurderTime = deathTime-1;
        aftMurderTime = deathTime+1;

        victim = new Person(SuspectEnum.Father, true, false);
        murderer = new Person(murdererEnum, false, true);
        for (int i=0; i<Globals.numSuspects; i++) {
            if (i == (int)murdererEnum) timeline.Insert(i, murderer);
            else timeline.Insert(i, new Person((SuspectEnum)i, false, false));
        }

        //		RmEnum RHBefMurRoom;
        //		RmEnum RHDurMurRoom;
        //		RmEnum RHAftMurRoom;

        //victim was doing something
        int victimBefMurderRoom = rand.Next(0, Globals.numRooms);
        victim.setBeforeMurder(befMurderTime, (RmEnum)victimBefMurderRoom, Globals.room[victimBefMurderRoom].randomGA(), WpnEnum.None);
        //victim died
        int victimDurMurderRoom = rand.Next(0, Globals.numRooms);
        victim.setDuringMurder(deathTime, (RmEnum)victimDurMurderRoom, "dead", WpnEnum.None);
        //murderer's truth timeline
        timeline[(int)murdererEnum].setBeforeMurder(befMurderTime, Globals.randRoom((RmEnum)victimBefMurderRoom), "acquiring murder weapon", murderWeap);
        timeline[(int)murdererEnum].setDuringMurder(deathTime, (RmEnum)victimDurMurderRoom, "murder", murderWeap); //truth: murderer killed victim
        timeline[(int)murdererEnum].setAfterMurder(aftMurderTime, Globals.randRoom((RmEnum)victimDurMurderRoom), "disposing murder weapon", murderWeap);
        //murderer's lies
        timeline[(int)murdererEnum].setFakeBeforeMurder(befMurderTime,
            timeline[(int)murdererEnum].getBeforeMurderRoom(),
            Globals.room[(int)timeline[(int)murdererEnum].getBeforeMurderRoom()].WeaponList[(int)murderWeap].activity[0],
            murderWeap);//murderer lies about his befMurder activity
        RmEnum murdererDurMurLieRm = Globals.randRoom((RmEnum)victimDurMurderRoom);
        timeline[(int)murdererEnum].setFakeDuringMurder(deathTime,
            murdererDurMurLieRm,
            Globals.room[(int)murdererDurMurLieRm].WeaponList[(int)murderWeap].activity[0],
            murderWeap); //murderer lies about his DurMurder room and activity
        timeline[(int)murdererEnum].setFakeAfterMurder(aftMurderTime,
            timeline[(int)murdererEnum].getAfterMurderRoom(),
            Globals.room[(int)timeline[(int)murdererEnum].getAfterMurderRoom()].WeaponList[(int)murderWeap].activity[0],
            murderWeap); //murderer lies about his AftMurder activity
        timeline[(int)murdererEnum].setReturnLieBM();
        timeline[(int)murdererEnum].setReturnLieDM();
        timeline[(int)murdererEnum].setReturnLieAM();

        //find body
        int finder = rand.Next(0, Globals.numSuspects);
        timeline[finder].setFoundBody(true);

        //last seen
        int lastSaw = rand.Next(0, Globals.numSuspects);
        timeline[lastSaw].setLastSaw(true);

        switch(difficulty) {
            case GameDiffEnum.Easy: GenerateEasyGame(murdererEnum, victimBefMurderRoom, victimDurMurderRoom); break;
            case GameDiffEnum.Medium: GenerateMediumGame(murdererEnum, victimBefMurderRoom, victimDurMurderRoom); break;
            case GameDiffEnum.Hard: GenerateMediumGame(murdererEnum, victimBefMurderRoom, victimDurMurderRoom); break;
        }

        showStain(victim.getDuringMurderRoom());
        startPara = createStartPara();

        //*********** Not working anymore, cause no more redherring
        //placeWeaponsInWorld(redHerringIndex, murderer);
        PrintMethod();

        AI.tree = AI.qnGenerator();
    }