/// <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); }
private static bool IsOrderTokenValid(OrderToken orderToken) { var isValid = orderToken != null && !string.IsNullOrWhiteSpace(orderToken.Email) && !string.IsNullOrWhiteSpace(orderToken.OrderNumber); return(isValid); }
/// <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; }
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; }
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; }
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; }
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); }
/* Not used on gamelogic level * * --Missing-- * Notify player hand class when this happens. * */ public void ReturnOrderToken(OrderToken ot) { UnusedOrderTokens.Add(ot); }
private AdornerOrder(OrderTokenPrecedence precedence, OrderToken reference, OrderTokenConflictResolution conflictResolution) : base(precedence, reference, conflictResolution) { }
private PropertyOrder(OrderTokenPrecedence precedence, OrderToken reference, OrderTokenConflictResolution conflictResolution) : base(precedence, reference, conflictResolution) { }
protected override int ResolveConflict(OrderToken left, OrderToken right) { return(0); }
/* 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; }
/* 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); }
/* 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; }
/* 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; }