Ejemplo n.º 1
0
        protected void btnChangeActivityStatus_Click(object sender, EventArgs e)
        {
            try
            {
                Guid Activity_Flavour_Id = new Guid(Request.QueryString["Activity_Flavour_Id"]);
                if (ddlActivity_Flavour_Status.SelectedItem.Text == "Review Completed" && !ValidateControl())
                {
                    return;
                }

                var result = activitySVC.AddUpdateActivityFlavoursStatus(new MDMSVC.DC_ActivityFlavoursStatus()
                {
                    Activity_Flavour_Id       = Activity_Flavour_Id,
                    Activity_Status           = ddlActivity_Flavour_Status.SelectedItem.Text,
                    Activity_StatusNotes      = txtActivity_Flavour_StatusNotes.Text,
                    Activity_Status_Edit_Date = DateTime.Now,
                    Activity_Status_Edit_User = System.Web.HttpContext.Current.User.Identity.Name
                });
                // Response.Redirect("/activity/ManageActivityFlavour?Activity_Flavour_Id=" + Activity_Flavour_Id, true);
                BootstrapAlert.BootstrapAlertMessage(dvMsgStatusUpdate, "Activity Status updated successfully", BootstrapAlertType.Success);
                Flavours.getFlavourInfo("header");
            }
            catch
            {
            }
        }
Ejemplo n.º 2
0
 void Update()
 {
     if (m_NextFlavour == CurrentFlavour)
     {
         m_NextFlavour = randomNeutrino();
     }
 }
Ejemplo n.º 3
0
    // Functions
    private void ShadingPenemy(Flavours flavour)
    {
        var newColor = penemyRenderer.material.color;

        newColor.a = (penemyFlavour == flavour) ? 1.0f : fadingFactor;

        penemyRenderer.material.color = newColor;
    }
Ejemplo n.º 4
0
    // Start is called before the first frame update
    void Start()
    {
        playerFlavour  = GameObject.FindGameObjectWithTag("Player").GetComponent <OscillatingFlavour>();
        penemyRenderer = GetComponent <SpriteRenderer>();

        if (playerFlavour != null)
        {
            playerFlavour.OnFlavourChanged += ShadingPenemy;
        }

        penemyFlavour = GetComponent <FlavourDefinition>().flavour;
    }
Ejemplo n.º 5
0
        public bool ValidateControl()
        {
            bool flag = true;
            //Check validation
            //Country
            DropDownList ddlCountry = (DropDownList)Flavours.FindControl("ddlCountry");

            if (ddlCountry != null && ddlCountry.SelectedValue == "0")
            {
                flag = false;
            }
            //City
            DropDownList ddlCity = (DropDownList)Flavours.FindControl("ddlCity");

            if (ddlCity != null && ddlCity.SelectedValue == "0")
            {
                flag = false;
            }

            //SuitableFor
            CheckBoxList chklstSuitableFor = (CheckBoxList)Flavours.FindControl("chklstSuitableFor");

            if (chklstSuitableFor != null)
            {
                flag = false;
                for (int i = 0; i < chklstSuitableFor.Items.Count; i++)
                {
                    if (chklstSuitableFor.Items[i].Selected)
                    {
                        flag = true;
                        break;
                    }
                }
            }
            //Physical Intensity
            DropDownList ddlPhysicalIntensity = (DropDownList)Flavours.FindControl("ddlPhysicalIntensity");

            if (ddlPhysicalIntensity != null && ddlPhysicalIntensity.SelectedValue == "0")
            {
                flag = false;
            }
            //Product Sub type
            Repeater repProductSubType = (Repeater)Flavours.FindControl("repProductSubType");

            if (repProductSubType != null && repProductSubType.Items.Count == 0)
            {
                flag = false;
            }
            return(flag);
        }
Ejemplo n.º 6
0
        /*public Nature()
         * {
         *       this.Natures = getRandomNature();
         * }
         * public Nature(Natures nature)
         * {
         *       this.Natures = natures[(int)nature].Natures;
         * }
         * public Nature(Natures name, float ATK_mod, float DEF_mod, float SPA_mod, float SPD_mod, float SPE_mod)
         * {
         *       this.Natures = name;
         *       this.Stat_mod = new float[6];
         *       this.Stat_mod[(int)Stats.ATTACK]	= ATK_mod;
         *       this.Stat_mod[(int)Stats.DEFENSE]	= DEF_mod;
         *       this.Stat_mod[(int)Stats.SPATK]	= SPA_mod;
         *       this.Stat_mod[(int)Stats.SPDEF]	= SPD_mod;
         *       this.Stat_mod[(int)Stats.SPEED]	= SPE_mod;
         * }
         * private static Nature[] natures = new Nature[]
         * {
         *       new Nature(Natures.HARDY, 1, 1, 1, 1, 1),
         *       new Nature(Natures.LONELY, 1.1f, 0.9f, 1, 1, 1),
         *       new Nature(Natures.BRAVE, 1.1f, 1, 1, 1, 0.9f),
         *       new Nature(Natures.ADAMANT, 1.1f, 1, 0.9f, 1, 1),
         *       new Nature(Natures.NAUGHTY, 1.1f, 1, 1, 0.9f, 1),
         *       new Nature(Natures.BOLD, 0.9f, 1.1f, 1, 1, 1),
         *       new Nature(Natures.DOCILE, 1, 1, 1, 1, 1),
         *       new Nature(Natures.RELAXED, 1, 1.1f, 1, 1, 0.9f),
         *       new Nature(Natures.IMPISH, 1, 1.1f, 0.9f, 1, 1),
         *       new Nature(Natures.LAX, 1, 1.1f, 1, 0.9f, 1),
         *       new Nature(Natures.TIMID, 0.9f, 1, 1, 1, 1.1f),
         *       new Nature(Natures.HASTY, 1, 0.9f, 1, 1, 1.1f),
         *       new Nature(Natures.SERIOUS, 1, 1, 1, 1, 1),
         *       new Nature(Natures.JOLLY, 1, 1, 0.9f, 1, 1.1f),
         *       new Nature(Natures.NAIVE, 1, 1, 1, 0.9f, 1.1f),
         *       new Nature(Natures.MODEST, 0.9f, 1, 1.1f, 1, 1),
         *       new Nature(Natures.MILD, 1, 0.9f, 1.1f, 1, 1),
         *       new Nature(Natures.QUIET, 1, 1, 1.1f, 1, 0.9f),
         *       new Nature(Natures.BASHFUL, 1, 1, 1, 1, 1),
         *       new Nature(Natures.RASH, 1, 1, 1.1f, 0.9f, 1),
         *       new Nature(Natures.CALM, 0.9f, 1, 1, 1.1f, 1),
         *       new Nature(Natures.GENTLE, 1, 0.9f, 1, 1.1f, 1),
         *       new Nature(Natures.SASSY, 1, 1, 1, 1.1f, 0.9f),
         *       new Nature(Natures.CAREFUL, 1, 1, 0.9f, 1.1f, 1),
         *       new Nature(Natures.QUIRKY, 1, 1, 1, 1, 1)
         * };*/
        public Nature(Natures nature, Stats increase, Stats decrease, Flavours like, Flavours dislike)
        {
            Natures   = nature;
            Increases = increase;
            Decreases = decrease;
            Likes     = like;
            Dislikes  = dislike;

            this.Stat_mod = new float[6];
            this.Stat_mod[(int)Stats.ATTACK]  = 1;
            this.Stat_mod[(int)Stats.DEFENSE] = 1;
            this.Stat_mod[(int)Stats.SPATK]   = 1;
            this.Stat_mod[(int)Stats.SPDEF]   = 1;
            this.Stat_mod[(int)Stats.SPEED]   = 1;
            this.Stat_mod[(int)increase]     += .1f;
            this.Stat_mod[(int)decrease]     -= .1f;
        }
Ejemplo n.º 7
0
        public List <Playlist> GetFlavourList()
        {
            HashSet <long> Flavours;

            if (SongListStorage.AlbumPlaylistDict.ContainsKey(Key))
            {
                Flavours = SongListStorage.AlbumPlaylistDict[Key];
            }
            else
            {
                return(new List <Playlist>());
            }

            var ids      = Flavours.ToList <long>();
            var flavours = new List <Playlist>();

            foreach (long id in ids)
            {
                flavours.Add(SongListStorage.PlaylistDict[id]);
            }
            return(flavours);
        }
Ejemplo n.º 8
0
    private IEnumerator flavourChange()
    {
        while (true)
        {
            if (FlowManager.GetGameState() == GameState.InGame)
            {
                CurrentFlavour = m_NextFlavour;
                animator.SetInteger("flavour", (int)CurrentFlavour);

                if (OnFlavourChanged != null)
                {
                    OnFlavourChanged(CurrentFlavour);
                }

                yield return(new WaitForSeconds(changeTime));
            }
            else
            {
                yield return(null);
            }
        }
    }
Ejemplo n.º 9
0
 public void SetFlavour(Flavours newFlavour)
 {
     flavour = newFlavour;
 }
Ejemplo n.º 10
0
 public Dimensions(Flavours dimensionOptions)
 {
 }
Ejemplo n.º 11
0
        public AIPlayerData(int id, Civilization tribe)
            : base(id, tribe, false)
        {
            // determine grand strategy
            DetermineGrandStragegy();
            _grandStrategyFlavours = Flavours.FromGrandStrategy(_grandStrategy);

            // add all military strategies to propability map
            foreach (MilitaryStrategyData mStrategy in Provider.Instance.MilitayStrategies.Values)
                _militaryStrategies.Add(mStrategy);
        }
Ejemplo n.º 12
0
        private void UpdateMilitaryStragetyFlavourWeights()
        {
            _militaryStrategyFlavours.Clear();
            float sum = 0;

            // helper values
            int defenseUnits = _units.Count(a => a.Data.UnitType == UnitClass.Melee || a.Data.UnitType == UnitClass.Archery);
            float targetDefenseUnit = AI_STRATEGY_DEFEND_MY_LANDS_BASE_UNITS + AI_STRATEGY_DEFEND_MY_LANDS_UNITS_PER_CITY * _cities.Count;

            foreach (MilitaryStrategyData strategy in _militaryStrategies)
            {
                float weight = 0f;

                switch (strategy.Name)
                {
                    case "AtWar":
                        weight = _diplomaticStatuses.Count(a => a.Status == BilateralStatus.AtWar && a.IsMinor) > 0 ? AI_MILITARY_THREAT_WEIGHT_MINOR : 0;
                        weight = Math.Max(weight, _diplomaticStatuses.Count(a => a.Status == BilateralStatus.AtWar && !a.IsMinor) > 0 ? AI_MILITARY_THREAT_WEIGHT_MAJOR : 0);
                        break;
                    case "EmpireDefense":
                        weight = Math.Max(0, targetDefenseUnit / defenseUnits - 1);
                        weight = MathHelper.Clamp(weight, 0f, 1f);
                        break;
                    case "EmpireDefenseCritical":
                        weight = 0f;
                        break;
                    case "EnoughMilitaryUnits":
                        weight = Math.Max(0, targetDefenseUnit / defenseUnits - 1);
                        weight = 1f - MathHelper.Clamp(weight, 0f, 1f);
                        break;
                    case "EnoughNavalUnits":
                        weight = 0f;
                        break;
                    case "EnoughRanged":
                        weight = 0f;
                        break;
                    case "EradicateBarbarians":
                        // distance of next barbarian camp / num of units
                        weight = 0.2f;
                        break;
                    case "LoosingWars":
                        weight = 0f;
                        break;
                    case "MinorCivGeneralDefense":
                        weight = 0f;
                        break;
                    case "MinorCivThreatCritical":
                        weight = 0f;
                        break;
                    case "MinorCivThreatElevated":
                        weight = 0f;
                        break;
                    case "NeedNavalUnits":
                        weight = 0f;
                        break;
                    case "NeedRanged":
                        weight = 0f;
                        break;
                    case "WarMobilization":
                        weight = 0f;
                        break;
                    case "WinningWars":
                        weight = 0f;
                        break;
                    default:
                        throw new Exception("No Weight handler for Military Strategy: " + strategy.Name);
                }

                _militaryStrategyFlavours += strategy.Flavours * weight;
                sum += weight;
            }

            if (sum != 0)
                _militaryStrategyFlavours /= sum;
        }
Ejemplo n.º 13
0
        private void ChangeGrandStrategy(GrandStrategyData newStrategy)
        {
            if (_everHadStrategy.ContainsKey(newStrategy))
                _everHadStrategy[newStrategy] = true;
            else
                _everHadStrategy.Add(newStrategy, true);

            _grandStrategy = newStrategy;
            _grandStrategyFlavours = Flavours.FromGrandStrategy(_grandStrategy);
        }
Ejemplo n.º 14
0
 void Start()
 {
     StartCoroutine(flavourChange());
     m_NextFlavour = CurrentFlavour = randomNeutrino();
     animator.SetInteger("flavour", (int)CurrentFlavour);
 }