2015-08-16 19:12:46 -04:00

177 lines
4.8 KiB
C#

using UnityEngine;
using System.Collections.Generic;
using System;
using DeathBook.Util;
namespace DeathBook.Model
{
public class Person : Observable, Updatable
{
public int id;
public int Id { get { return id; } }
private string firstName;
private string lastName;
public string Name { get { return firstName + " " + lastName; } }
public string FirstName { get { return firstName; } }
private Vector3 initialPosition;
public Vector3 InitialPosition { get { return initialPosition; } }
private List<Friendship> friendsList = new List<Friendship>();
public List<Friendship> FriendList { get { return friendsList; } }
private List<Friendship> deadFriendsList = new List<Friendship>();
public List<Friendship> DeadFriendList { get { return deadFriendsList; } }
private int numAliveFriends = 0;
private int numDeadFriends = 0;
private int friendCount = 0;
public int FriendCount { get { return friendCount; } }
private float postFrequency; //on a scale from 0 to 1
public float PostFrequency { get { return postFrequency; } }
private int connectionTime;
public int ConnectionTime { get { return connectionTime; } }
private int disconnectionTime;
public int DisconnectionTime { get { return disconnectionTime; } }
private float awarenessLevel = 0; //on a scale from 0 to 1
public float AwarenessLevel { get { return awarenessLevel; }
set
{
float change = value - awarenessLevel;
awarenessLevel = value;
LevelManager.Instance.GameLevel.AddAwareness(change);
}
}
private int lastFriendDeath = 0;
public int LastFriendDeath { get { return lastFriendDeath; } }
private bool alive = true;
public bool Alive { get { return alive; } }
private bool online = true;
public bool Online { get { return online; } set { online = value; NotifyObservers(); } }
private Sprite picture;
public Sprite Picture { get { return picture; } }
private Action onSelected;
public Action OnSelected {get {return onSelected;} set { onSelected = value; } }
private GameStrategy strategy;
public GameStrategy Strategy
{
get
{
if (strategy == null)
strategy = LevelManager.Instance.GameLevel.Strategy;
return strategy;
}
}
public Person(int id, string fName, string lName, Vector3 pos, int conn, int disconn, float freq, Sprite pic)
{
this.id = id;
this.firstName = fName;
this.lastName = lName;
this.initialPosition = pos;
this.connectionTime = conn;
this.disconnectionTime = disconn;
//Debug.Log("I am " + id + " and I connect at " + Utils.GetTimeString(connectionTime) + " until " + Utils.GetTimeString(disconnectionTime));
this.postFrequency = freq;
this.picture = pic;
online = IsOnline(0);
}
public void AddFriendship(Friendship f)
{
friendsList.Add(f);
numAliveFriends++;
friendCount++;
}
public void NotifyFriendWasKilled(Friendship f)
{
//Debug.Log("I am " + id + " and my friend " + f.Friend.Id + " was killed");
numAliveFriends--;
numDeadFriends++;
deadFriendsList.Add(f);
}
public bool Kill()
{
if (Online || (LevelManager.Instance.GameLevel.tutorialInt < 4))
return false;
//Debug.Log("Person " + id + " died!");
alive = false;
if (LevelManager.Instance.GameLevel.tutorialInt == 4)
LevelManager.Instance.GameLevel.allowNext = true;
foreach (Friendship f in friendsList)
f.Other.NotifyFriendWasKilled();
NotifyObservers();
LevelManager.Instance.GameLevel.RegisterKill(this);
return true;
}
public void NoticeDeath(Friendship f)
{
int deathTime = LevelManager.Instance.GameLevel.GameTime;
int sinceLastDeath = numDeadFriends == 0 ? int.MaxValue/2 : deathTime - lastFriendDeath;
float strategyOutput = Strategy.GetAwarenessChange(numDeadFriends, numAliveFriends, sinceLastDeath);
AwarenessLevel = Mathf.Min(AwarenessLevel + strategyOutput, 1f);
NotifyObservers();
//Debug.Log("I am " + id + " and I know my friend " + f.Friend.Id + " was killed.. " + strategyOutput);
}
//Time in hours
private bool IsOnline(int time)
{
if (ConnectionTime < DisconnectionTime)
return (time > ConnectionTime && time < DisconnectionTime);
return !(time < ConnectionTime && time > DisconnectionTime);
}
public void Update(float deltaTime)
{
if (!Alive)
return;
int time = LevelManager.Instance.GameLevel.DayTime;
bool isOnline = IsOnline(time);
if (isOnline != Online)
Online = isOnline;
//The following actions are only performed if user is online
if (!Online)
return;
foreach (Friendship f in deadFriendsList)
f.Update(deltaTime);
}
public void SelectNode()
{
if (OnSelected != null)
{
OnSelected();
}
}
}
}