Ejemplo n.º 1
0
 public void InitData(ISettingsStateClient client, SettingsAccessor accessor, ChangeStorage storage)
 {
     _storage  = storage;
     _accessor = accessor;
     client.MusicOff.Subscribe(x => _MusicOff = x).AddTo(_disposables);
     client.SoundOff.Subscribe(x => _SoundOff = x).AddTo(_disposables);
     RegTime   = client.RegTime;
     LoginTime = client.LoginTime;
     SyncTime  = client.SyncTime;
     client.Locale.Subscribe(x => _Locale = x).AddTo(_disposables);
     client.Server.Subscribe(x => _Server = x).AddTo(_disposables);
     client.CurrentVersion.Subscribe(x => _CurrentVersion = x).AddTo(_disposables);
     client.Build.Subscribe(x => _Build             = x).AddTo(_disposables);
     client.RandomState.Subscribe(x => _RandomState = x).AddTo(_disposables);
     client.PushStatus.Subscribe(x => _PushStatus   = x).AddTo(_disposables);
 }
Ejemplo n.º 2
0
 public void InitData(string root, ChangeStorage storage, SettingsAccessor accessor)
 {
     _accessor                = accessor;
     _storage                 = storage;
     DataId                   = root;
     Interface_MusicOff       = new ReactiveProperty <Boolean>(_MusicOff);
     Interface_SoundOff       = new ReactiveProperty <Boolean>(_SoundOff);
     Interface_RegTime        = _RegTime;
     Interface_LoginTime      = _LoginTime;
     Interface_SyncTime       = _SyncTime;
     Interface_Locale         = new ReactiveProperty <String>(_Locale);
     Interface_Server         = new ReactiveProperty <ServerType>(_Server);
     Interface_CurrentVersion = new ReactiveProperty <String>(_CurrentVersion);
     Interface_Build          = new ReactiveProperty <Int32>(_Build);
     Interface_RandomState    = new ReactiveProperty <Int32>(_RandomState);
     Interface_PushStatus     = new ReactiveProperty <Boolean>(_PushStatus);
 }
Ejemplo n.º 3
0
 public InternalAccessors(LogicData LogicData, IStateFactory factory)
 {
     Factory             = factory;
     ConditionController = new ConditionController();
     FormulaController   = new FormulaController();
     AchievementAccessor = new AchievementAccessor();
     BattleAccessor      = new BattleAccessor();
     CutSceneAccessor    = new CutSceneAccessor();
     ExplorerAccessor    = new ExplorerAccessor();
     InventoryAccessor   = new InventoryAccessor();
     LogAccessor         = new LogAccessor();
     LogAccessor.Data    = LogicData;
     PlayerAccessor      = new PlayerAccessor();
     ScorersAccessor     = new ScorersAccessor();
     SettingsAccessor    = new SettingsAccessor();
     ShopAccessor        = new ShopAccessor();
     UnitsAccessor       = new UnitsAccessor();
 }
Ejemplo n.º 4
0
        private DateTimeOffset DetermineExpirationDate(Match match)
        {
            int hoursToAdd;

            //the severity is either a pre-set "low medium high", or a value in hours or days.
            //first, check if group 2 is used. if so, that means it's a hours/days value
            if (match.Groups[2].Success)
            {
                var valueToAdd = match.Groups[2].Value.Parse <int>();

                //now check group 3 for hours or days
                if (match.Groups[3].Value.ToLower().StartsWith("hour"))
                {
                    hoursToAdd = valueToAdd;
                }
                else
                {
                    hoursToAdd = valueToAdd * 24;
                }
            }
            else
            {
                //this is a preset value
                switch (match.Groups[1].Value.ToLower())
                {
                case "low":
                    hoursToAdd = SettingsAccessor.GetSetting <int>("LowExpirationHours");
                    break;

                case "medium":
                    hoursToAdd = SettingsAccessor.GetSetting <int>("MediumExpirationHours");
                    break;

                case "high":
                    hoursToAdd = SettingsAccessor.GetSetting <int>("HighExpirationHours");
                    break;

                default:
                    throw new Exception();
                }
            }

            return(DateTimeOffset.UtcNow.AddHours(hoursToAdd));
        }
Ejemplo n.º 5
0
        /// <summary>
        /// Creates a population management form for Genetic algorithm
        /// </summary>
        public PopulationGeneratorForm()
        {
            InitializeComponent();
            SetStyle(ControlStyles.AllPaintingInWmPaint | ControlStyles.UserPaint | ControlStyles.OptimizedDoubleBuffer | ControlStyles.ResizeRedraw, true);

            SettingsAccessor.PopulationSize = 25;
            SettingsAccessor.SaveSettings();

            popSizeUpdown.Value  = SettingsAccessor.PopulationSize;
            verticesUpdown.Value = PolygonSettingsAccessor.PolygonsVertices;

            picturesBackgroundColorDialog.Color = DefaultPicturesBackground;
            openShapesDialog.InitialDirectory   = PolygonPaths.PolygonSavedShapesFolder;

            savedShapesNotification.Icon           = SystemIcons.Information;
            savedShapesNotification.BalloonTipIcon = ToolTipIcon.Info;

            fitnessCalculator = new GA.FitnessCalculators.BasicSymmetryFitnessCalculator();
            adapter           = new PolygonAdapter(fitnessCalculator);
        }
Ejemplo n.º 6
0
 public ImpactStageAccessExecutor(ExplorerAccessor explorer, SettingsAccessor settings)
 {
     _explorer = explorer;
     _settings = settings;
 }
Ejemplo n.º 7
0
 public ConditionServerChecker(SettingsAccessor settings)
 {
     _settings = settings;
 }
Ejemplo n.º 8
0
 public void Initialize()
 {
     _configurationAccessor = new Mock <IConfigurationAccessor>();
     _settingsAccessor      = new SettingsAccessor(_configurationAccessor.Object);
 }
Ejemplo n.º 9
0
 public static ImpactLogic CreateClient(ScorersAccessor _scorers, PlayerAccessor _player, InventoryAccessor _inventory, ExplorerAccessor _explorer, UnitsAccessor _units, BattleAccessor _battle, SettingsAccessor _settings, AchievementAccessor _achievement, BattleLogic _battleLogic, FormulaLogic _formulaLogic, ConditionController _condition, ApplyChangeLogic _applyChangeLogic, BuffLogic _buff, ScorersLogic _scorersLogic, ContextLogic _contextLogic, ImpactController _impactController, LogicData _data)
 {
     return(new ImpactLogic
     {
         _scorers = _scorers,
         _player = _player,
         _inventory = _inventory,
         _explorer = _explorer,
         _units = _units,
         _battle = _battle,
         _settings = _settings,
         _achievement = _achievement,
         _battleLogic = _battleLogic,
         _formulaLogic = _formulaLogic,
         _condition = _condition,
         _applyChangeLogic = _applyChangeLogic,
         _buff = _buff,
         _scorersLogic = _scorersLogic,
         _contextLogic = _contextLogic,
         _impactController = _impactController,
         _data = _data,
     }
            );
 }
Ejemplo n.º 10
0
 public static BattleLogic CreateClient(ApplyChangeLogic _manager, ContextLogic _context, ConditionLogic _condition, FormulaController _formula, BattleAccessor _battle, ScorersAccessor _scorers, UnitsAccessor _units, ExplorerAccessor _explorer, SettingsAccessor _settings)
 {
     return(new BattleLogic
     {
         _manager = _manager,
         _context = _context,
         _condition = _condition,
         _formula = _formula,
         _battle = _battle,
         _scorers = _scorers,
         _units = _units,
         _explorer = _explorer,
         _settings = _settings,
     }
            );
 }
Ejemplo n.º 11
0
 internal static void SetAccessor(LogAccessor inst, SettingsAccessor settings)
 {
     _inst     = inst;
     _settings = settings;
 }
        protected override void OnConfiguring(DbContextOptionsBuilder optionsBuilder)
        {
            var connectionString = SettingsAccessor.GetSetting <string>("DBConnectionString");

            optionsBuilder.UseSqlite(connectionString);
        }
Ejemplo n.º 13
0
 public ImpactEmbedExecutor(ImpactController logic, SettingsAccessor settings)
 {
     _settings = settings;
     _logic    = logic;
 }
Ejemplo n.º 14
0
 public ImpactRandomWeightExecutor(FormulaLogic formulaLogic, ConditionController condition, ImpactController impactLogic, SettingsAccessor settings, ImpactType type)
 {
     _condition    = condition;
     _formulaLogic = formulaLogic;
     _impactLogic  = impactLogic;
     _settings     = settings;
     Id            = type;
 }
 public FormulaLocaleCalculator(SettingsAccessor settings)
 {
     _settings = settings;
 }
 public ImpactManaExecutor(FormulaLogic logic, ExplorerAccessor explorer, ScorersAccessor scorers, BattleAccessor battle, SettingsAccessor settings)
 {
     _logic    = logic;
     _scorers  = scorers;
     _battle   = battle;
     _explorer = explorer;
     _settings = settings;
 }
Ejemplo n.º 17
0
 public static FormulaLogic CreateClient(ContextLogic _contextLogic, ScorersAccessor _scorers, UnitsAccessor _units, BattleAccessor _battle, ExplorerAccessor _explorer, LogicData _data, PlayerAccessor _player, SettingsAccessor _settings, ConditionController _controller, FormulaController _formula, ScorersLogic _scorerLogic)
 {
     return(new FormulaLogic
     {
         _contextLogic = _contextLogic,
         _scorers = _scorers,
         _units = _units,
         _battle = _battle,
         _explorer = _explorer,
         _data = _data,
         _player = _player,
         _settings = _settings,
         _controller = _controller,
         _formula = _formula,
         _scorerLogic = _scorerLogic,
     }
            );
 }
Ejemplo n.º 18
0
 public static ConditionLogic CreateClient(InventoryAccessor _inventoryAccessor, ScorersAccessor _scorersAccessor, PlayerAccessor _profileAccessor, UnitsAccessor _unitAccessor, BattleAccessor _battleAccessor, ExplorerAccessor _explorerAccessor, SettingsAccessor _settingsAccessor, AchievementAccessor _achievementAccessor, FormulaLogic _formulaLogic, ContextLogic _contextLogic, ScorersLogic _scorerLogic, LogicData _data, ConditionController _controller)
 {
     return(new ConditionLogic
     {
         _inventoryAccessor = _inventoryAccessor,
         _scorersAccessor = _scorersAccessor,
         _profileAccessor = _profileAccessor,
         _unitAccessor = _unitAccessor,
         _battleAccessor = _battleAccessor,
         _explorerAccessor = _explorerAccessor,
         _settingsAccessor = _settingsAccessor,
         _achievementAccessor = _achievementAccessor,
         _formulaLogic = _formulaLogic,
         _contextLogic = _contextLogic,
         _scorerLogic = _scorerLogic,
         _data = _data,
         _controller = _controller,
     }
            );
 }
Ejemplo n.º 19
0
 public static ExplorerProgressModule CreateClient(ExplorerAccessor _explorer, InventoryAccessor _inventory, UnitsAccessor _units, SettingsAccessor _settings, ScorersAccessor _scorers, BattleAccessor _battle, ExplorerLogic _explorerLogic, FormulaLogic _formula, ImpactController _impactLogic)
 {
     return(new ExplorerProgressModule
     {
         _explorer = _explorer,
         _inventory = _inventory,
         _units = _units,
         _settings = _settings,
         _scorers = _scorers,
         _battle = _battle,
         _explorerLogic = _explorerLogic,
         _formula = _formula,
         _impactLogic = _impactLogic,
     }
            );
 }
Ejemplo n.º 20
0
 public ImpactUnitAddExecutor(ImpactController impact, ContextLogic context, BattleLogic logic, FormulaController formula, UnitsAccessor units, ExplorerAccessor explorer, SettingsAccessor settings, BattleAccessor battle)
 {
     _impact   = impact;
     _context  = context;
     _formula  = formula;
     _settings = settings;
     _explorer = explorer;
     _units    = units;
     _battle   = battle;
     _logic    = logic;
 }