Beispiel #1
0
 public State(InitData initData, Explorer me, List <Explorer> others, List <Wanderer> wanderers,
              List <Slasher> slashers, List <PlanEffect> planEffects, List <LightEffect> lightEffects,
              List <YellEffect> yellEffects, List <ShelterEffect> shelterEffects)
 {
     InitData       = initData;
     Me             = me;
     Others         = others;
     Wanderers      = wanderers;
     Slashers       = slashers;
     PlanEffects    = planEffects;
     LightEffects   = lightEffects;
     YellEffects    = yellEffects;
     ShelterEffects = shelterEffects;
 }
        public State ReadState(InitData initData)
        {
            var      entityCount    = ReadInt();
            Explorer me             = null;
            var      others         = new List <Explorer>();
            var      wanderers      = new List <Wanderer>();
            var      slashers       = new List <Slasher>();
            var      lightEffects   = new List <LightEffect>();
            var      planEffects    = new List <PlanEffect>();
            var      yellEffects    = new List <YellEffect>();
            var      shelterEffects = new List <ShelterEffect>();

            for (var i = 0; i < entityCount; ++i)
            {
                var line       = readLine().Split(' ');
                var entityType = line[0];
                var id         = int.Parse(line[1]);
                var position   = new Vec(int.Parse(line[2]), int.Parse(line[3]));
                if (entityType == "EXPLORER")
                {
                    var sanity     = int.Parse(line[4]);
                    var plansLeft  = int.Parse(line[5]);
                    var lightsLeft = int.Parse(line[6]);
                    var explorer   = new Explorer(id, position, sanity, plansLeft, lightsLeft);
                    if (i == 0)
                    {
                        me = explorer;
                    }
                    else
                    {
                        others.Add(explorer);
                    }
                }
                else if (entityType == "WANDERER")
                {
                    var lifeTime = int.Parse(line[4]);
                    var state    = (Wanderer.State) int.Parse(line[5]);
                    var targetId = int.Parse(line[6]);
                    wanderers.Add(new Wanderer(id, position, lifeTime, state, targetId));
                }
                else if (entityType == "SLASHER")
                {
                    var stateChangeTimeout = int.Parse(line[4]);
                    var state    = (Slasher.State) int.Parse(line[5]);
                    var targetId = int.Parse(line[6]);
                    slashers.Add(new Slasher(id, position, stateChangeTimeout, state, targetId));
                }
                else if (entityType == "EFFECT_SHELTER")
                {
                    var remainingEnergy = int.Parse(line[4]);
                    shelterEffects.Add(new ShelterEffect(position, remainingEnergy));
                }
                else
                {
                    var lifeTime  = int.Parse(line[4]);
                    var creatorId = int.Parse(line[5]);
                    if (entityType == "EFFECT_PLAN")
                    {
                        planEffects.Add(new PlanEffect(position, lifeTime, creatorId));
                    }
                    else if (entityType == "EFFECT_LIGHT")
                    {
                        lightEffects.Add(new LightEffect(position, lifeTime, creatorId));
                    }
                    else if (entityType == "EFFECT_YELL")
                    {
                        var targetId = int.Parse(line[6]);
                        yellEffects.Add(new YellEffect(position, lifeTime, creatorId, targetId));
                    }
                    else
                    {
                        throw new NotImplementedException();
                    }
                }
            }
            return(new State(initData, me, others, wanderers, slashers,
                             planEffects, lightEffects, yellEffects, shelterEffects));
        }