Beispiel #1
0
    public void SetScore(float Obj, float total)
    {
        score       = Obj;
        totalScore  = total;
        pl.distWent = 0;

        if (_PlayerView.score > 0 && _Game.playersList.Count > 1)
        {
            var max = _Game.playersList.Where(a => a != _Player).Select(a => a.pv.score).Max();

            if (max == _Player.pv.score && leadState != LeadState.Tie)
            {
                leadState = LeadState.Tie;
                //_Game.PlayOneShot(res.tieLead);
            }
            else if (max > _Player.pv.score && leadState != LeadState.Lost)
            {
                leadState = LeadState.Lost;
                _Game.PlayOneShot(res.lostLead);
            }
            else if (max < _Player.pv.score && leadState != LeadState.Taken)
            {
                leadState = LeadState.Taken;
                _Game.PlayOneShot(res.takenLead);
            }
        }
    }
        public async Task InsertAsync(Guid leadId, DateTime timeStamp, LeadState state)
        {
            using (var context = _contextFactory.CreateDataContext())
            {
                await context.AddAsync(new LeadStatisticEntity { LeadId = leadId, TimeStamp = timeStamp, State = state });

                await context.SaveChangesAsync();
            }
        }
Beispiel #3
0
        public void SetState(Guid leadId, EnumState state, EnumStateActionTaken action, string userName)
        {
            var leadState = new LeadState()
            {
                LeadId          = leadId,
                StateId         = state.ToString(),
                Actor           = userName,
                Action          = action.ToString(),
                ActionTimestamp = DateHelper.Now
            };

            _context.LeadStates.Add(leadState);
        }
    public override void StartFSM()
    {
        _leadState   = new LeadState <states>(this, flags, leadStopDistance, _treeStartPoint);
        _attackState = new AttackState <states>(this, flags, _treeStartPoint);
        _buffState   = new BuffState <states>(this, flags, _treeStartPoint);
        _escapeState = new EscapeState <states>(this, flags, _treeStartPoint);
        _idleState   = new IdleState <states>(this, flags, _treeStartPoint);
        _reloadState = new ReloadState <states>(this, flags, _treeStartPoint);

        fsm = new FSM <states>(_idleState);

        _idleState.AddTransition(states.Attack, _attackState);
        _idleState.AddTransition(states.Buff, _buffState);
        _idleState.AddTransition(states.Lead, _leadState);
        _idleState.AddTransition(states.Escape, _escapeState);
        _idleState.AddTransition(states.Reload, _reloadState);

        _leadState.AddTransition(states.Attack, _attackState);
        _leadState.AddTransition(states.Buff, _buffState);
        _leadState.AddTransition(states.Escape, _escapeState);
        _leadState.AddTransition(states.Idle, _idleState);
        _leadState.AddTransition(states.Reload, _reloadState);

        _attackState.AddTransition(states.Lead, _leadState);
        _attackState.AddTransition(states.Buff, _buffState);
        _attackState.AddTransition(states.Escape, _escapeState);
        _attackState.AddTransition(states.Idle, _idleState);
        _attackState.AddTransition(states.Reload, _reloadState);

        _reloadState.AddTransition(states.Idle, _idleState);
        _reloadState.AddTransition(states.Attack, _attackState);
        _reloadState.AddTransition(states.Buff, _buffState);
        _reloadState.AddTransition(states.Lead, _leadState);
        _reloadState.AddTransition(states.Escape, _escapeState);

        _buffState.AddTransition(states.Lead, _leadState);
        _buffState.AddTransition(states.Attack, _attackState);
        _buffState.AddTransition(states.Escape, _escapeState);
        _buffState.AddTransition(states.Idle, _idleState);
        _buffState.AddTransition(states.Reload, _reloadState);

        _escapeState.AddTransition(states.Idle, _idleState);
        _escapeState.AddTransition(states.Lead, _leadState);

        fsm.SetState(_idleState);
    }
Beispiel #5
0
 private ReportInvoiceVM GetReportInvoiceVM(Lead lead, LeadAssignment assignment
                                            , LeadState submittedState, LeadAssignmentState assignedState, LeadAssignmentState acceptedState
                                            , LeadAssignmentState currentState, StateAction currentAction)
 {
     return(new ReportInvoiceVM()
     {
         LeadId = lead.Id,
         LeadDetails = lead.Details,
         SubmittedDateTime = DateHelper.ConvertFromUtc(submittedState.ActionTimestamp),
         SubmittedDateTimeString = DateHelper.ConvertFromUtc(submittedState.ActionTimestamp).ToShortDateString() + " " + DateHelper.ConvertFromUtc(submittedState.ActionTimestamp).ToShortTimeString(),
         LeadTypeId = lead.LeadType.Id,
         LeadTypeName = lead.LeadType.Name,
         LeadTypeImage = ImageHelper.PATH_CLIENT_LEAD_TYPE + lead.LeadType.Image,
         LeadTypePrice = lead.LeadType.Price,
         CustomerId = lead.Customer.Id,
         CustomerUnique = lead.Customer.ContactName + " (" + lead.Customer.EMail + ")",
         CustomerName = lead.Customer.ContactName,
         CustomerContactNumber = lead.Customer.ContactNumber,
         CustomerEmail = lead.Customer.EMail,
         CustomerBusinessName = lead.Customer.BusinessName,
         CustomerState = lead.Customer.Address.State,
         CustomerAddress = AddressHelper.MergeAddress(lead.Customer.Address),
         PartnerId = assignment.PartnerBranch.Partner.Id,
         PartnerName = assignment.PartnerBranch.Partner.Name,
         PartnerLogo = ImageHelper.PATH_CLIENT_PARTNER + assignment.PartnerBranch.Partner.Logo,
         PartnerAddress = AddressHelper.MergeAddress(assignment.PartnerBranch.Address),
         LeadAssignmentId = assignment.Id,
         AssignedDateTime = DateHelper.ConvertFromUtc(assignedState.ActionTimestamp),
         AssignedDateTimeString = DateHelper.ConvertFromUtc(assignedState.ActionTimestamp).ToShortDateString() + " " + DateHelper.ConvertFromUtc(assignedState.ActionTimestamp).ToShortTimeString(),
         AcceptedDateTime = DateHelper.ConvertFromUtc(acceptedState.ActionTimestamp),
         AcceptedDateTimeString = DateHelper.ConvertFromUtc(acceptedState.ActionTimestamp).ToShortDateString() + " " + DateHelper.ConvertFromUtc(acceptedState.ActionTimestamp).ToShortTimeString(),
         CurrentStateId = currentState.State.Id,
         CurrentStateName = currentState.State.Name,
         CurrentStateTag = StatusHelper.GetHtmlBadge(currentState.State.Id, currentState.State.Name),
         CurrentActionId = currentAction.Action.Id,
         CurrentActionName = currentAction.Action.ActionName
     });
 }
Beispiel #6
0
        /// <summary>
        /// Add lead state
        /// </summary>
        /// <param name="name"></param>
        /// <param name="styleClass"></param>
        /// <param name="description"></param>
        /// <returns></returns>
        public async Task <ResultModel <Guid> > AddLeadStateAsync([Required] string name, string styleClass, string description)
        {
            if (name.IsNullOrEmpty())
            {
                return(new InvalidParametersResultModel <Guid>("Name must be not null"));
            }
            var order = await _context.States.CountAsync();

            var leadState = new LeadState
            {
                Name            = name,
                Order           = order + 1,
                StateStyleClass = styleClass,
                Description     = description
            };

            await _context.States.AddAsync(leadState);

            var dbResult = await _context.PushAsync();

            return(dbResult.IsSuccess ? new SuccessResultModel <Guid>(leadState.Id)
                : dbResult.Map(Guid.Empty));
        }
    public void SetScore(float Obj, float total)
    {
        score = Obj;
        totalScore = total;
        pl.distWent = 0;

        if (_PlayerView.score > 0 && _Game.playersList.Count > 1)
        {
            var max = _Game.playersList.Where(a => a != _Player).Select(a => a.pv.score).Max();

            if (max == _Player.pv.score && leadState != LeadState.Tie)
            {
                leadState = LeadState.Tie;
                //_Game.PlayOneShot(res.tieLead);
            }
            else if (max > _Player.pv.score && leadState != LeadState.Lost)
            {
                leadState = LeadState.Lost;
                _Game.PlayOneShot(res.lostLead);
            }
            else if (max < _Player.pv.score && leadState != LeadState.Taken)
            {
                leadState = LeadState.Taken;
                _Game.PlayOneShot(res.takenLead);
            }
        }
    }
 public Task AddAsync(Guid leadId, DateTime timeStamp, LeadState state)
 {
     return(_leadStatisticRepository.InsertAsync(leadId, timeStamp, state));
 }