/// <summary>
        /// Creates a PropertyOrder that comes after the passed in token.
        /// </summary>
        /// <param name="reference">The reference token</param>
        /// <returns>The new PropertyOrder</returns>
        /// <exception cref="ArgumentNullException">When reference is null</exception>
        public static PropertyOrder CreateAfter(OrderToken reference)
        {
            if (reference == null)
                throw FxTrace.Exception.ArgumentNull("reference");

            return new PropertyOrder(OrderTokenPrecedence.After, reference, OrderTokenConflictResolution.Lose);
        }
Beispiel #2
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        private static bool IsOrderTokenValid(OrderToken orderToken)
        {
            var isValid = orderToken != null &&
                          !string.IsNullOrWhiteSpace(orderToken.Email) &&
                          !string.IsNullOrWhiteSpace(orderToken.OrderNumber);

            return(isValid);
        }
Beispiel #3
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        /// <summary>
        /// Creates a PropertyOrder that comes after the passed in token.
        /// </summary>
        /// <param name="reference">The reference token</param>
        /// <returns>The new PropertyOrder</returns>
        /// <exception cref="ArgumentNullException">When reference is null</exception>
        public static PropertyOrder CreateAfter(OrderToken reference)
        {
            if (reference == null)
            {
                throw FxTrace.Exception.ArgumentNull("reference");
            }

            return(new PropertyOrder(OrderTokenPrecedence.After, reference, OrderTokenConflictResolution.Lose));
        }
 public SeaTerritory(string name, int numShips, House houseOccupied, bool isOccupied, OrderToken orderToken, List<string> landConnections, List<string> seaConnections)
 {
     this.name = name;
     this.numShips = numShips;
     this.houseOccupied = houseOccupied;
     this.orderToken = orderToken;
     this.landConnections = landConnections;
     this.seaConnections = seaConnections;
     this.isOccupied = isOccupied;
 }
Beispiel #5
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        public void WHEN_token_is_null_SHOULD_throw_ArgumentNullException()
        {
            //Arrange
            OrderToken param = null;

            //Act
            var ex = Assert.Throws <ArgumentNullException>(() => GuestOrderTokenizer.GenerateOrderToken(param));

            //Assert
            ex.Should().NotBeNull();
            ex.ParamName.Should().NotBeNullOrWhiteSpace();
        }
 public bool Equals(OrderToken orderToken)
 {
     bool returnBool = false;
     if(orderToken is ConsolidatePower)
     {
         ConsolidatePower consolidatePower = (ConsolidatePower)orderToken;
         if (consolidatePower.getStar() == this.getStar())
         {
             returnBool = true;
         }
     }
     return returnBool;
 }
 public bool Equals(OrderToken orderToken)
 {
     bool returnBool = false;
     if (orderToken is RaidOrder)
     {
         RaidOrder raidOrder = (RaidOrder)orderToken;
         if (raidOrder.getStar() == this.getStar())
         {
             returnBool = true;
         }
     }
     return returnBool;
 }
 public bool Equals(OrderToken orderToken)
 {  
     bool returnBool = false;
     if (orderToken is MarchOrder)
     {
         MarchOrder marchOrder = (MarchOrder)orderToken;
         if (marchOrder.getStar() == this.getStar() && marchOrder.getNegToken() == this.getNegToken() && marchOrder.getZeroToken() == this.getZeroToken())
         {
             returnBool = true;
         }
     }
     return returnBool;
 }
 public bool Equals(OrderToken orderToken)
 {
     bool returnBool = false;
     if (orderToken is SupportOrder)
     {
         SupportOrder supportOrder = (SupportOrder)orderToken;
         if (this.getStar() == supportOrder.getStar())
         {
             returnBool = true;
         }
     }
     return returnBool;
 }
Beispiel #10
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            public override int Compare(PropertyEntry x, PropertyEntry y)
            {
                SceneNodeProperty sceneNodeProperty1 = (SceneNodeProperty)x;
                SceneNodeProperty sceneNodeProperty2 = (SceneNodeProperty)y;
                PropertyOrder     propertyOrder1     = (PropertyOrder)sceneNodeProperty1.PropertyOrder;
                PropertyOrder     propertyOrder2     = (PropertyOrder)sceneNodeProperty2.PropertyOrder;
                int num = !OrderToken.op_Equality((OrderToken)propertyOrder1, (OrderToken)propertyOrder2) ? ((OrderToken)propertyOrder1).CompareTo((OrderToken)propertyOrder2) : 0;

                if (num != 0)
                {
                    return(num);
                }
                return(x.get_PropertyName().CompareTo(y.get_PropertyName()));
            }
 public bool Equals(OrderToken orderToken)
 {
     bool returnBool = false;
     if (orderToken is DefenseOrder)
     {
         DefenseOrder defenseOrder = (DefenseOrder)orderToken;
         if (defenseOrder.getStar() == this.getStar())
         {
             returnBool = true;
         }
     }
     
     return returnBool;
 }
Beispiel #12
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        public void WHEN_token_ok_SHOULD_return_encrypted_token()
        {
            //Arrange
            var param = new OrderToken
            {
                Email       = GetRandom.Email(),
                OrderNumber = GetRandom.String(6)
            };

            //Act
            var token = GuestOrderTokenizer.GenerateOrderToken(param);

            //Assert
            token.Should().NotBeNullOrWhiteSpace();
            token.Should().NotContainEquivalentOf(param.Email);
            token.Should().NotContainEquivalentOf(param.OrderNumber);
        }
 public LandTerritory(string name, int numSupply, int numCrowns, int numInfantry, int numKnight, int numSiegeEngine,
     bool hasCastle, bool hasStronghold, bool isOccupied, House houseOccupied, OrderToken orderToken, Button button, List<string> connections)
 {
     this.name = name;
     this.numSupply = numSupply;
     this.numCrowns = numCrowns;
     this.hasCastle = hasCastle;
     this.hasStronghold = hasStronghold;
     this.numInfantry = numInfantry;
     this.numKnight = numKnight;
     this.isOccupied = isOccupied;
     this.numSiegeEngine = numSiegeEngine;
     this.houseOccupied = houseOccupied;
     this.orderToken = orderToken;
     this.connections = connections;
     this.button = button;
 }
Beispiel #14
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        public void WHEN_orderNumber_is_invalid_SHOULD_throw_ArgumentNullException(string orderNumber)
        {
            //Arrange
            OrderToken param = new OrderToken
            {
                Email       = GetRandom.Email(),
                OrderNumber = orderNumber
            };

            //Act
            var ex = Assert.Throws <ArgumentException>(() => GuestOrderTokenizer.GenerateOrderToken(param));

            //Assert
            ex.Should().NotBeNull();
            ex.ParamName.Should().NotBeNullOrWhiteSpace();
            ex.Message.Should().NotBeNullOrWhiteSpace();
        }
        public void WHEN_token_is_valid_SHOULD_return_dto()
        {
            //Arrange
            var param = new OrderToken
            {
                Email       = GetRandom.Email(),
                OrderNumber = GetRandom.String(7)
            };

            var token = GuestOrderTokenizer.GenerateOrderToken(param);

            //Act
            var dto = GuestOrderTokenizer.DecypherOrderToken(token);

            //Assert
            dto.Should().NotBeNull();
            dto.Email.Should().NotBeNullOrWhiteSpace();
            dto.Email.Should().Be(param.Email);
            dto.OrderNumber.Should().Be(param.OrderNumber);
        }
Beispiel #16
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 /* Not used on gamelogic level
      *
      * --Missing--
      * Notify player hand class when this happens.
      * */
 public void ReturnOrderToken(OrderToken ot)
 {
     UnusedOrderTokens.Add(ot);
 }
Beispiel #17
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 private AdornerOrder(OrderTokenPrecedence precedence, OrderToken reference, OrderTokenConflictResolution conflictResolution)
     : base(precedence, reference, conflictResolution)
 {
 }
Beispiel #18
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 private PropertyOrder(OrderTokenPrecedence precedence, OrderToken reference, OrderTokenConflictResolution conflictResolution)
     : base(precedence, reference, conflictResolution)
 {
 }
Beispiel #19
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 protected override int ResolveConflict(OrderToken left, OrderToken right)
 {
     return(0);
 }
Beispiel #20
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 /* Used on gamelogic level
      * Return an order token from a territory to the players hand
      * */
 public void ReturnOrderTokenFromTerritory(Territory T, OrderToken ot)
 {
     T.RemoveOrderToken(ot);
         ReturnOrderToken(ot);
 }
        public string territoryTextToString(string name, int infantry, int knights, int siegeEngine, OrderToken order, LandTerritory land)
        {
            string returnString = name + "- ";
            if (infantry > 0)
            {
                returnString += " F: " + infantry;
            }
            if (knights > 0)
            {
                returnString += " K: " + knights;
            }
            if (siegeEngine > 0)
            {
                returnString += " SE: " + siegeEngine;
            }


            returnString += order.toString();

            return returnString;
        }
Beispiel #22
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 /* Used on gamelogic level
      * Place an order token on a territory from the players hand
      * */
 public void PlaceOrderTokenOnTerritory(Territory T, OrderToken ot)
 {
     T.PlaceOrderToken(ot);
         PlaceOrderToken(ot);
 }
 /// <summary>
 /// Treat equal orders as equal
 /// </summary>
 /// <param name="left">Left token</param>
 /// <param name="right">Right token</param>
 /// <returns>0</returns>
 protected override int ResolveConflict(OrderToken left, OrderToken right) {
     return 0;
 }
 /// <summary>
 /// Creates a PropertyOrder.  
 /// </summary>
 /// <param name="precedence">Precedence of this token based on the
 /// referenced token.</param>
 /// <param name="reference">Referenced token.</param>
 /// <param name="conflictResolution">Conflict resolution semantics.
 /// Winning ConflictResultion semantic should only be used
 /// on predefined, default OrderToken instances to ensure
 /// their correct placement in more complex chain of order
 /// dependencies.</param>
 private PropertyOrder(OrderTokenPrecedence precedence, OrderToken reference, OrderTokenConflictResolution conflictResolution)
     : base(precedence, reference, conflictResolution) {
 }
    protected void RenderOrderToken(OrderToken ot)
    {
        Destroy(RenderedOrderToken);

        RenderedOrderToken = new GameObject();
        RenderedOrderToken.name = "OrderToken";

        RenderedOrderToken.AddComponent<Rigidbody>();
        RenderedOrderToken.GetComponent<Rigidbody>().useGravity = false;

        RenderedOrderToken.AddComponent<MeshRenderer>();
        RenderedOrderToken.GetComponent<Renderer>().receiveShadows = true;

        RenderedOrderToken.AddComponent<MeshFilter>();
        RenderedOrderToken.GetComponent<MeshFilter>().sharedMesh = (Mesh)((GameObject)Resources.Load("Graphics/Models/Other/OrderToken")).GetComponent<MeshFilter>().sharedMesh;

        string MaterialLoad = "Graphics/OrderTokenMaterials/";
        if (myTerritory.Owner.HouseCharacter == HouseCharacter.Baratheon)
        {
            MaterialLoad = MaterialLoad + "BaratheonOrder";
        }
        else if (myTerritory.Owner.HouseCharacter == HouseCharacter.Greyjoy)
        {
            MaterialLoad = MaterialLoad + "GreyjoyOrder";
        }
        else if (myTerritory.Owner.HouseCharacter == HouseCharacter.Lannister)
        {
            MaterialLoad = MaterialLoad + "LannisterOrder";
        }
        else if (myTerritory.Owner.HouseCharacter == HouseCharacter.Martell)
        {
            MaterialLoad = MaterialLoad + "MartellOrder";
        }
        else if (myTerritory.Owner.HouseCharacter == HouseCharacter.Stark)
        {
            MaterialLoad = MaterialLoad + "StarkOrder";
        }
        else if (myTerritory.Owner.HouseCharacter == HouseCharacter.Tyrell)
        {
            MaterialLoad = MaterialLoad + "TyrellOrder";
        }

        if (myTerritory.Owner.HouseCharacter == GameBase.myHouse.HouseCharacter)
        {
            MaterialLoad = "Graphics/OrderTokenMaterials/";
            if (myTerritory.PlacedOrderToken.Type == OrderTokenType.ConsolidatePowerOrder && myTerritory.PlacedOrderToken.Strenght == OrderTokenStrenght.Normal)
            {
                MaterialLoad = MaterialLoad + "Consolidate";
            }
            else if (myTerritory.PlacedOrderToken.Type == OrderTokenType.ConsolidatePowerOrder && myTerritory.PlacedOrderToken.Strenght == OrderTokenStrenght.Star)
            {
                MaterialLoad = MaterialLoad + "ConsolidateP";
            }
            else if (myTerritory.PlacedOrderToken.Type == OrderTokenType.DefendOrder && myTerritory.PlacedOrderToken.Strenght == OrderTokenStrenght.Normal)
            {
                MaterialLoad = MaterialLoad + "Defense";
            }
            else if (myTerritory.PlacedOrderToken.Type == OrderTokenType.DefendOrder && myTerritory.PlacedOrderToken.Strenght == OrderTokenStrenght.Star)
            {
                MaterialLoad = MaterialLoad + "DefenseP";
            }
            else if (myTerritory.PlacedOrderToken.Type == OrderTokenType.MoveOrder && myTerritory.PlacedOrderToken.Strenght == OrderTokenStrenght.MinusOne)
            {
                MaterialLoad = MaterialLoad + "MarchM";
            }
            else if (myTerritory.PlacedOrderToken.Type == OrderTokenType.MoveOrder && myTerritory.PlacedOrderToken.Strenght == OrderTokenStrenght.Normal)
            {
                MaterialLoad = MaterialLoad + "March";
            }
            else if (myTerritory.PlacedOrderToken.Type == OrderTokenType.MoveOrder && myTerritory.PlacedOrderToken.Strenght == OrderTokenStrenght.Star)
            {
                MaterialLoad = MaterialLoad + "MarchP";
            }
            else if (myTerritory.PlacedOrderToken.Type == OrderTokenType.RaidOrder && myTerritory.PlacedOrderToken.Strenght == OrderTokenStrenght.Normal)
            {
                MaterialLoad = MaterialLoad + "Raid";
            }
            else if (myTerritory.PlacedOrderToken.Type == OrderTokenType.RaidOrder && myTerritory.PlacedOrderToken.Strenght == OrderTokenStrenght.Star)
            {
                MaterialLoad = MaterialLoad + "RaidP";
            }
            else if (myTerritory.PlacedOrderToken.Type == OrderTokenType.SupportOrder && myTerritory.PlacedOrderToken.Strenght == OrderTokenStrenght.Normal)
            {
                MaterialLoad = MaterialLoad + "Support";
            }
            else if (myTerritory.PlacedOrderToken.Type == OrderTokenType.SupportOrder && myTerritory.PlacedOrderToken.Strenght == OrderTokenStrenght.Star)
            {
                MaterialLoad = MaterialLoad + "SupportP";
            }
        }

        RenderedOrderToken.GetComponent<Renderer>().material = (Material)Resources.Load(MaterialLoad);

        RenderedOrderToken.transform.localScale = new Vector3((float)0.5, (float)0.5, (float)0.5);
        RenderedOrderToken.transform.position = OrderTokenPos;
        RenderedOrderToken.transform.rotation = Quaternion.Euler(270, 0, 0);
    }
Beispiel #26
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    /* Create order tokens when the game is initiated. */
    private static List<OrderToken> CreateOrderTokens(House h)
    {
        List<OrderToken> Tokens = new List<OrderToken>();

            //MoveOrders
            OrderToken Token_A_Star = new OrderToken(h, OrderTokenType.MoveOrder, OrderTokenStrenght.Star);
            Tokens.Add(Token_A_Star);

            OrderToken Token_A_Norm = new OrderToken(h, OrderTokenType.MoveOrder, OrderTokenStrenght.Normal);
            Tokens.Add(Token_A_Norm);

            OrderToken Token_A_Minus = new OrderToken(h, OrderTokenType.MoveOrder, OrderTokenStrenght.MinusOne);
            Tokens.Add(Token_A_Minus);

            //SupportOrders
            OrderToken Token_S_Star = new OrderToken(h, OrderTokenType.SupportOrder, OrderTokenStrenght.Star);
            Tokens.Add(Token_S_Star);

            OrderToken Token_S_Norm1 = new OrderToken(h, OrderTokenType.SupportOrder, OrderTokenStrenght.Normal);
            Tokens.Add(Token_S_Norm1);

            OrderToken Token_S_Norm2 = new OrderToken(h, OrderTokenType.SupportOrder, OrderTokenStrenght.Normal);
            Tokens.Add(Token_S_Norm2);

            //DefenseOrders
            OrderToken Token_D_Star = new OrderToken(h, OrderTokenType.DefendOrder, OrderTokenStrenght.Star);
            Tokens.Add(Token_D_Star);

            OrderToken Token_D_Norm1 = new OrderToken(h, OrderTokenType.DefendOrder, OrderTokenStrenght.Normal);
            Tokens.Add(Token_D_Norm1);

            OrderToken Token_D_Norm2 = new OrderToken(h, OrderTokenType.DefendOrder, OrderTokenStrenght.Normal);
            Tokens.Add(Token_D_Norm2);

            //RaidOrders
            OrderToken Token_R_Star = new OrderToken(h, OrderTokenType.RaidOrder, OrderTokenStrenght.Star);
            Tokens.Add(Token_R_Star);

            OrderToken Token_R_Norm1 = new OrderToken(h, OrderTokenType.RaidOrder, OrderTokenStrenght.Normal);
            Tokens.Add(Token_R_Norm1);

            OrderToken Token_R_Norm2 = new OrderToken(h, OrderTokenType.RaidOrder, OrderTokenStrenght.Normal);
            Tokens.Add(Token_R_Norm2);

            //ConsolidatePower
            OrderToken Token_C_Star = new OrderToken(h, OrderTokenType.ConsolidatePowerOrder, OrderTokenStrenght.Star);
            Tokens.Add(Token_C_Star);

            OrderToken Token_C_Norm1 = new OrderToken(h, OrderTokenType.ConsolidatePowerOrder, OrderTokenStrenght.Normal);
            Tokens.Add(Token_C_Norm1);

            OrderToken Token_C_Norm2 = new OrderToken(h, OrderTokenType.ConsolidatePowerOrder, OrderTokenStrenght.Normal);
            Tokens.Add(Token_C_Norm2);

            return Tokens;
    }
 public void setOrderToken(OrderToken orderToken)
 {
     this.orderToken = orderToken;
 }
 public bool Equals(OrderToken orderToken)
 {
     return true;
 }
Beispiel #29
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 /* Not used on gamelogic level
      *
      * --Missing--
      * Notify player hand class when this happens.
      * */
 public void PlaceOrderToken(OrderToken ot)
 {
     UnusedOrderTokens.Remove(ot);
 }
        public string territoryTextToString(string name, int numShips, OrderToken order, SeaTerritory sea)
        {
            string returnString = name + "- ";
            if (numShips > 0)
            {
                returnString += " S: " + numShips;
            }

            returnString += order.toString();

            return returnString;
        }