public Client(ISettings settings, IApiFailureStrategy apiFailureStrategy) { Settings = settings; ApiFailure = apiFailureStrategy; Proxy = InitProxy(); PokemonHttpClient = new PokemonHttpClient(); Login = new Rpc.Login(this); Player = new Player(this); Download = new Download(this); Inventory = new Inventory(this); Map = new Map(this); Fort = new Fort(this); Encounter = new Encounter(this); Misc = new Misc(this); Player.SetCoordinates(Settings.DefaultLatitude, Settings.DefaultLongitude, Settings.DefaultAltitude); InventoryLastUpdateTimestamp = 0; Platform = settings.DevicePlatform.Equals("ios", StringComparison.Ordinal) ? Platform.Ios : Platform.Android; AppVersion = 3500; SettingsHash = ""; CurrentApiEmulationVersion = new Version("0.35.0"); }
/// <summary> /// To be called when a player believes the game is over /// </summary> /// <param name="fort">The player/Fort which throws the message</param> /// <param name="win">Whether ther player won or lost</param> private void OnWinLoseCondition(Fort fort, bool win) { if (_player1.CompareFort(fort)) { if (win) { Debug.Log("Player 1 Won"); } else { Debug.Log("Player 1 Lost"); } } else { if (win) { Debug.Log("Player 2 Won"); } else { Debug.Log("Player 2 Lost"); } } }
void OnGUI() { GUILayout.BeginArea( new Rect((Screen.width - width) / 2.0f, 0, width, height), GUI.skin.box ); GUI.Label( new Rect(5, 3, 100, 25), String.Format("Villagers: {0} / {1}", villagerCount, SpawnVillagers.TotalVillagerCapacity()), CurrentCountSkin() ); GUI.Label(new Rect(width - 150, 3, 150, 25), String.Format("Currently {0}", HutBuilding.CurrentStateDescriptor())); GUI.Label( new Rect(5, 28, 100, 25), String.Format("Orcs: {0} / {1}", Ork.AllOrks().Count(), Fort.TotalOrkCapacity()) ); GUI.Label( new Rect(width - 150, 28, 150, 25), String.Format("Time until next fort: {0}s", SpawnForts.TimeUntilNextSpawn()) ); GUI.Label( new Rect((width / 2f) - 35, 50, 80, 25), String.Format("Time: {0}", ProgressTracker.FormattedPlaytime()) ); GUILayout.EndArea(); }
public void DrawFort(Fort fort) { int size = 100; var circle = new Ellipse(); circle.SetValue(Canvas.TopProperty, (double)(fort.Location.Y * SCALINGFACTOR)); circle.SetValue(Canvas.LeftProperty, (double)(fort.Location.X * SCALINGFACTOR)); circle.Height = size; circle.Width = circle.Height; circle.StrokeThickness = 2; if (fort.FortOwner == null) { circle.Stroke = Brushes.Black; } else { circle.Stroke = m_playerColorMapping[fort.FortOwner]; } Canvas.Children.Add(circle); DrawText((fort.Location.X) * SCALINGFACTOR, (fort.Location.Y) * SCALINGFACTOR - 45, "BirthType: " + fort.BirthingType.ToString(), Colors.Black); DrawText((fort.Location.X) * SCALINGFACTOR, (fort.Location.Y) * SCALINGFACTOR - 15, "BirthRate: " + fort.BirthSpeed.ToString(), Colors.Black); DrawText((fort.Location.X) * SCALINGFACTOR, (fort.Location.Y) * SCALINGFACTOR - 30, "Owner: " + fort.FortOwner, Colors.Black); DrawText((fort.Location.X) * SCALINGFACTOR + size / 4, (fort.Location.Y) * SCALINGFACTOR + size / 4, "->: " + fort.DefendingGuys.Sum(g => g.Strength).ToString(), Colors.Black); DrawText((fort.Location.X) * SCALINGFACTOR + size / 4, (fort.Location.Y) * SCALINGFACTOR + size / 4 + 15, "+: " + fort.DefendingGuys.Sum(g => g.Health).ToString(), Colors.Black); }
void FixedUpdate() { if (!lockMonster) { return; } if (lockMonster.getHp() <= 0) { return; } if (Vector3.Distance(lockMonster.transform.position, transform.position) > searchRadius) { return; } // 根據等級取得目前砲台資料 Fort fort = fort_list[level]; Vector3 targetDir = lockMonster.transform.position - fort.transform.position; Vector3 newDir = Vector3.RotateTowards(fort.transform.forward, targetDir, 0.05F, 0.0F); if (!BulletType.Equals("tesla")) { fort.transform.rotation = Quaternion.LookRotation(newDir); if (bullet != null) { bullet.SetRotation(Quaternion.LookRotation(newDir)); } } }
public virtual async Task <Fort> UpdateOneAsync(Fort item, bool updateDate = true) { try { if (string.IsNullOrEmpty(item.Id)) { item.Id = ObjectId.GenerateNewId().ToString(); item.CreatedDate = DateTime.UtcNow; item.UpdatedDate = DateTime.UtcNow; await _context.Fort.InsertOneAsync(item); } else { item.UpdatedDate = DateTime.UtcNow; } var filter = Builders <Fort> .Filter.Eq(s => s.Id, item.Id); await _context.Fort.ReplaceOneAsync(filter, item, new UpdateOptions { IsUpsert = true }); return(item); } catch (Exception ex) { // log or manage the exception throw ex; } }
public string GetProductGP(string curLocale) { int curRow = (curLocale[0] - 'A'); int curCol = 0; double dist = 0.0, minDist = double.MaxValue - 1; Fort junk, minDistFort = null; int.TryParse(curLocale.Substring(1), out curCol); Dictionary <double, Fort> distances = new Dictionary <double, Fort>(); foreach (Fort poss in forts) { dist = Math.Sqrt(Math.Pow((poss.row - curRow), 2) + Math.Pow((poss.col - curCol), 2)); if (dist < minDist) { minDist = dist; minDistFort = poss; } if (!distances.TryGetValue(dist, out junk)) { distances.Add(dist, poss); } } return(minDistFort.name + " - " + minDistFort.fullRowCol); }
public GuyGroup(Fort destinationFort, int numGuys, Point currentLocation, Player owner) { DestinationFort = destinationFort; NumGuys = numGuys; TicksTillFinished = (int)currentLocation.GetDistanceTo(destinationFort.Location); GroupOwner = owner; InstanceID = InstanceCounter++; }
public static Fort GetInstance() { if (instance == null) { instance = GameObject.Find("Fort").GetComponent <Fort>(); } return(instance); }
//this initializes before start void Awake() { fort = fortObj.GetComponent<Fort>(); player = playerObj.GetComponent<PlayerController>(); player.team = this; fort.team = this; score = scoreObj.GetComponent<GUIText>(); altar = altarObj.GetComponent<SacrificialAltar>(); }
//this initializes before start void Awake() { fort = fortObj.GetComponent <Fort>(); player = playerObj.GetComponent <PlayerController>(); player.team = this; fort.team = this; score = scoreObj.GetComponent <GUIText>(); altar = altarObj.GetComponent <SacrificialAltar>(); }
private void spawnFort() { TopTile tile = (TopTile)TileData.hash[inputHandler.clickedTile]; if (tile.ownerId == -1) { Fort fort = new Fort(tile.tileObject.transform.position, fortModel, tile.x, tile.y); selectTeritory(fort); } }
// Start is called before the first frame update void Start() { animator = GetComponent <Animator>(); trashcan = FindObjectOfType <Trashcan>(); fort = FindObjectOfType <Fort>(); bookshelf = FindObjectOfType <Bookshelf>(); // Register this object for pause/unpause updates SceneDirector.GetPrimary().Register(this); }
public static List <Move> MoveAll(Fort srcFort, Fort destFort) { return(new List <Move> { MoveAverage(srcFort, destFort, FilterAverage(srcFort.DefendingGuys).Count), MoveArmored(srcFort, destFort, FilterArmored(srcFort.DefendingGuys).Count), MoveBeefy(srcFort, destFort, FilterBeefy(srcFort.DefendingGuys).Count), MoveRunner(srcFort, destFort, FilterRunner(srcFort.DefendingGuys).Count) }); }
public GuyGroup SendGuyGroup(Fort destination, int numGuys) { if (destination == this || numGuys > NumDefendingGuys) { return(null); } NumDefendingGuys -= numGuys; return(new GuyGroup(destination, numGuys, Location, FortOwner)); }
void Awake() { killedOrks = new HashSet <Ork>(); Hut.ResetAll(); Fort.ResetAll(); Villager.ResetAll(); Ork.ResetAll(); SecondsOfPlay = 0; villagersHaveSpawned = false; FireBreathed = 0f; }
public static object[] GetWinnerTestCases() { Player p1 = new Player { Name = "player1" }; Player p2 = new Player { Name = "player2" }; Fort fort1 = new Fort(); Fort fort2 = new Fort(); Fort p1Fort1 = new Fort { FortOwner = p1 }; Fort p1Fort2 = new Fort { FortOwner = p1 }; Fort p1Fort3 = new Fort { FortOwner = p1 }; Fort p2Fort1 = new Fort { FortOwner = p2 }; Fort p2Fort2 = new Fort { FortOwner = p2 }; return(new object[] { new object[] { new List <Fort> { p1Fort1, p1Fort2, p1Fort3, fort1, fort2 }, p1 }, new object[] { new List <Fort> { p1Fort1, p1Fort2, p1Fort3 }, p1 }, new object[] { new List <Fort> { p2Fort1, fort1, fort2 }, p2 }, new object[] { new List <Fort> { fort1, fort2 }, null }, new object[] { new List <Fort> { p1Fort1, p1Fort2, p2Fort1, fort1, fort2 }, null }, new object[] { new List <Fort> { p1Fort1, p1Fort2, p2Fort1, p2Fort2, fort1, fort2 }, null }, new object[] { new List <Fort>(), null } }); }
public override List <Move> Do(string boardString) { var board = JsonConvert.DeserializeObject <BoardState>(boardString); var friendlyForts = GetFriendlyForts(board); var enemyForts = GetEnemyForts(board); var neutralForts = GetNeutralForts(board); var moves = new List <Move>(); Fort runnersFort = null; Fort weakestEnemy = enemyForts[0]; // find closest weak enemy and stockpile until can beat foreach (var fort in enemyForts) { if (fort.DefendingGuys.Count < weakestEnemy.DefendingGuys.Count) { weakestEnemy = fort; } } foreach (var fort in friendlyForts) { if (FilterRunner(fort.DefendingGuys).Count != 0) { runnersFort = fort; } if (fort.DefendingGuys.Sum(x => x.Strength) > weakestEnemy.DefendingGuys.Sum(x => x.Health)) { moves.AddRange(MoveAll(fort, weakestEnemy)); } } // find closest neutral fort and send the runners if (runnersFort != null) { if (runnersFort.DefendingGuys.Count != 0) { var closestNeutral = GetClosestFort(neutralForts, runnersFort); if (closestNeutral != null) { moves.Add(Move(runnersFort, closestNeutral, FilterRunner(runnersFort.DefendingGuys).Count, GuyType.RUNNER)); } } } return(moves); }
public Client(ISettings settings) { Settings = settings; Proxy = InitProxy(); PokemonHttpClient = new PokemonHttpClient(); Login = new Rpc.Login(this); Player = new Player(this); Download = new Download(this); Inventory = new Inventory(this); Map = new Map(this); Fort = new Fort(this); Encounter = new Encounter(this); Misc = new Misc(this); KillswitchTask = new KillSwitchTask(this); Player.SetCoordinates(Settings.DefaultLatitude, Settings.DefaultLongitude, Settings.DefaultAltitude); InventoryLastUpdateTimestamp = 0; Platform = settings.DevicePlatform.Equals("ios", StringComparison.Ordinal) ? Platform.Ios : Platform.Android; // We can no longer emulate Android so for now just overwrite settings with randomly generated iOS device info. if (Platform == Platform.Android) { DeviceInfo iosInfo = DeviceInfoHelper.GetRandomIosDevice(); settings.DeviceId = iosInfo.DeviceId; settings.DeviceBrand = iosInfo.DeviceBrand; settings.DeviceModel = iosInfo.DeviceModel; settings.DeviceModelBoot = iosInfo.DeviceModelBoot; settings.HardwareManufacturer = iosInfo.HardwareManufacturer; settings.HardwareModel = iosInfo.HardwareModel; settings.FirmwareBrand = iosInfo.FirmwareBrand; settings.FirmwareType = iosInfo.FirmwareType; // Clear out the android fields. settings.AndroidBoardName = ""; settings.AndroidBootloader = ""; settings.DeviceModelIdentifier = ""; settings.FirmwareTags = ""; settings.FirmwareFingerprint = ""; // Now set the client platform to ios Platform = Platform.Ios; } AppVersion = 4500; SettingsHash = ""; CurrentApiEmulationVersion = new Version("0.45.0"); }
public void InitializeFort(Country country, Side side, int id) { fort = MapController.fortTypes[(int)country.type]; hexes = new Hex[country.hexes.Count]; revenueTurnsLeft = fort.revenueTurns; capacity = fort.capacity; planes = new UnitObject[capacity]; initialSide = side; this.side = Side.None; fortModel = Instantiate(fort.model, transform); fortModel.transform.localPosition = Vector3.zero; canGetMoney = true; this.id = id; }
BulletBasic createBullet(Collider LockCollider, Fort fort) { var Bullet = BulletPool.Obtain(BulletType); Bullet.SetPosition(ShotSpwan); Bullet.SetRotation(transform.rotation); Bullet.SetEnable(); Vector3 direction = (LockCollider.gameObject.transform.position - fort.transform.position).normalized; Bullet.SetVelocity(direction, fort.Speed); Bullet.damage = fort.Damage; return(Bullet); }
public Fort GetClosestFort(List <Fort> forts, Fort srcFort) { Fort closestFort = null; double shortestDistance = double.MaxValue; foreach (var fort in forts) { var distance = GetDistanceBetween(srcFort.Location, fort.Location); if (distance < shortestDistance) { shortestDistance = distance; closestFort = fort; } } return(closestFort); }
public void CollideWithFort(Fort f) { foreach (Unit u in units) { if (u.box == null) { continue; } Mob m = (Mob)u; if (m.box.overlap(f.box)) { f.hitpoints -= m.fortDamage; m.hitPoints = 0; } } }
// Use this for initialization void Start() { if (fort1 == null || fort2 == null) { fort1 = GetComponentsInChildren <Fort>()[0]; fort2 = GetComponentsInChildren <Fort>()[1]; } _cardControllerInstance = FindObjectOfType <CardController>(); _player1 = new Player(fort1); _player2 = new Player(fort2); _activePlayer = _player1; _player1.Fort.myWinLose += OnWinLoseCondition; _player2.Fort.myWinLose += OnWinLoseCondition; }
public Client(ISettings settings, IApiFailureStrategy apiFailureStrategy) { Settings = settings; ApiFailure = apiFailureStrategy; Proxy = InitProxy(); PokemonHttpClient = new PokemonHttpClient(); Login = new Rpc.Login(this); Player = new Player(this); Download = new Download(this); Inventory = new Inventory(this); Map = new Map(this); Fort = new Fort(this); Encounter = new Encounter(this); Misc = new Misc(this); Player.SetCoordinates(Settings.DefaultLatitude, Settings.DefaultLongitude, Settings.DefaultAltitude); }
// Use this for initialization void Start() { if (fort1 == null || fort2 == null) { fort1 = GetComponentsInChildren<Fort>()[0]; fort2 = GetComponentsInChildren<Fort>()[1]; } _cardControllerInstance = FindObjectOfType<CardController>(); _player1 = new Player(fort1); _player2 = new Player(fort2); _activePlayer = _player1; _player1.Fort.myWinLose += OnWinLoseCondition; _player2.Fort.myWinLose += OnWinLoseCondition; }
public Client(ISettings settings, IApiFailureStrategy apiFailureStrategy, IDeviceInfo deviceInfo) { Settings = settings; ApiFailure = apiFailureStrategy; Login = new Rpc.Login(this); Player = new Player(this); Download = new Download(this); Inventory = new Inventory(this); Map = new Map(this); Fort = new Fort(this); Encounter = new Encounter(this); Misc = new Misc(this); DeviceInfo = deviceInfo; Player.SetCoordinates(Settings.DefaultLatitude, Settings.DefaultLongitude, Settings.DefaultAltitude); }
void set_fort_enable() { for (int i = 0; i < fort_list.Length; i++) { Fort fort = fort_list[i]; if (fort) { if (i == level) { fort.gameObject.SetActive(true); } else { fort.gameObject.SetActive(false); } } } }
public override int GetHashCode() { int hash = 1; if (WildPokemon != 0) { hash ^= WildPokemon.GetHashCode(); } if (Fort != 0) { hash ^= Fort.GetHashCode(); } if (FortsNearby != 0) { hash ^= FortsNearby.GetHashCode(); } return(hash); }
public async Task <ResponseMessage> CreateUser(string Name, string EmailId, string Password) { if ((Name != null || Name != "") && (EmailId != null || EmailId != "") && (Password != null || Password != "")) { var existUser = await _fortRepository.ValidateUser(EmailId, Password); if (existUser != null) { return(new ResponseMessage { Status = "Ok", Message = "Duplicate user" }); } else { Fort fort = new Fort(); fort.Name = Name; fort.Email = EmailId; fort.Password = Password; var UserResponse = await _fortRepository.UpdateOneAsync(fort, true); if (UserResponse != null) { return new ResponseMessage { Status = "Ok", Message = "User Created SuccessFully" } } ; else { return new ResponseMessage { Status = "Error", Message = "Error in UserCreation" } }; } } else { return(new ResponseMessage { Status = "Error", Message = "Please Fill Email,Name And Password." }); } }
public void DrawFort(Fort fort) { int size = 25; var circle = new Ellipse(); circle.SetValue(Canvas.TopProperty, (double)fort.Location.Y); circle.SetValue(Canvas.LeftProperty, (double)fort.Location.X); circle.Height = size; circle.Width = circle.Height; circle.StrokeThickness = 2; circle.Stroke = Brushes.Black; //circle.Stroke = m_playerColorMapping[fort.FortOwner.Name]; Canvas.Children.Add(circle); DrawText(fort.Location.X + size / 4 - 4, fort.Location.Y + size / 4 - 1, fort.BirthSpeed.ToString(), Colors.Black); DrawText(fort.Location.X - 3, fort.Location.Y - size / 2 - 2, fort.ID + ":" + fort.GetOwnerName(), Colors.Black); DrawText(fort.Location.X + size / 4 - 4, fort.Location.Y + size, fort.NumDefendingGuys.ToString(), Colors.Black); }
// Use this for initialization void Start() { fort = GameObject.FindObjectOfType <Fort>().GetComponent <Fort>(); spawner = GameObject.FindObjectOfType <Spawner>().GetComponent <Spawner>(); animator = GetComponent <Animator>(); layerMask = LayerMask.GetMask("Building"); List <Transform> targets_ = GameObject.FindGameObjectWithTag("Wall").GetComponentsInChildren <Transform>().ToList(); targets_.RemoveAt(0); foreach (Transform target in targets_) { if (target.tag == "Target") { targets.Add(target.GetComponentInChildren <Transform>()); } } aicc = GetComponent <AICharacterControl>(); aicc.SetTarget(targets[Random.Range(0, targets.Count - 1)]); }
public Player(Fort fort) { _fort = fort; _cardControllerInstance = GameObject.FindObjectOfType<CardController>(); _playControllerInstance = GameObject.FindObjectOfType<PlayController>(); }
public bool CompareFort(Fort fort) { return Fort == fort; }
public void CollideWithFort (Fort f) { foreach (Unit u in units) { if (u.box == null) { continue; } Mob m = (Mob) u; if (m.box.overlap(f.box)) { f.hitpoints -= m.fortDamage; m.hitPoints = 0; } } }