public Stack(Deck deck, Shuffling shuffling) { this.shuffling = shuffling; foreach (var card in deck.cards) { card.MoveTo(zone); } }
public Game(Player corpPlayer, Player runnerPlayer, Shuffling shuffling) { this.shuffling = shuffling; corp = CreateCorp(corpPlayer); runner = CreateRunner(runnerPlayer); PlayArea = new Zone("Play area"); this.checkpoint = new Checkpoint(this); }
// END CUT HERE // BEGIN CUT HERE public static void Main() { try { Shuffling ___test = new Shuffling(); ___test.run_test(-1); } catch(Exception e) { //Console.WriteLine(e.StackTrace); Console.WriteLine(e.ToString()); } }
// END CUT HERE // BEGIN CUT HERE public static void Main() { try { Shuffling ___test = new Shuffling(); ___test.run_test(-1); } catch (Exception e) { //Console.WriteLine(e.StackTrace); Console.WriteLine(e.ToString()); } }
public ResearchAndDevelopment(Game game, Deck deck, Shuffling shuffling) { this.game = game; this.shuffling = shuffling; Ice = new IceColumn(game); foreach (var card in deck.cards) { card.MoveTo(Zone); } }
private void AddShufflingsIfNotExists(Shuffling model) { if (_context.Shufflings.IgnoreQueryFilters().Any(s => s.Title == model.Title && s.ImageUrl == model.ImageUrl )) { return; } _context.Shufflings.Add(model); _context.SaveChanges(); }
public void Shuffle_LargeSortedArray_ReturnsUnorderedArray() { // Arrange int[] xs = new int[] { 4, 8, 2, 7, 1, 0, 2, 6, 3, 9, 2, 0, 1, 6, 3, 8, 2, 8, 5 }; int[] xsSorted = SelectionSort.Sort(xs); // Act int[] xsShuffled = Shuffling.Shuffle(xsSorted); // Assert Assert.IsFalse(Utils.IsSorted(xsShuffled)); }
public void LevelCreation() { sectoronlevel = new Transform[(int)gridscale.x, (int)gridscale.y]; if (transform.Find(fulllevel)) { DestroyImmediate(transform.Find(fulllevel).gameObject); } thefullloc = new List <locationscd>(); for (int xaxis = 0; xaxis < gridscale.x; xaxis++) { for (int yaxis = 0; yaxis < gridscale.y; yaxis++) { thefullloc.Add(new locationscd(xaxis, yaxis)); } } mixedlocations = new Queue <locationscd>(Shuffling.Fisher(thefullloc.ToArray(), index)); playerspawnpoint = new locationscd((int)gridscale.x / 2, (int)gridscale.y / 2); Transform thecompleted = new GameObject(fulllevel).transform; thecompleted.parent = transform; for (int xaxis = 0; xaxis < gridscale.x; xaxis++) { for (int yaxis = 0; yaxis < gridscale.y; yaxis++) { Vector3 SectionLocation = locationtopos(xaxis, yaxis); Transform thegridsection = Instantiate(prefgrid, SectionLocation, Quaternion.Euler(Vector3.right * 90)) as Transform; thegridsection.parent = thecompleted; thegridsection.localScale = Vector3.one * (1 - borders); sectoronlevel[xaxis, yaxis] = thegridsection; } } bool[,] hurdlelocations = new bool[(int)gridscale.x, (int)gridscale.y]; int numberofhurdle = (int)(gridscale.x * gridscale.y * hurdlepercent); int howmany = 0; List <locationscd> everyavailable = new List <locationscd> (thefullloc); for (int check = 0; check < numberofhurdle; check++) { randomh = Random.Range(0, 2); for (int i = 0; i < 3; i++) { if (randomh == i) { hurdlepref = hurdles[i]; } } locationscd rndlocation = atrandomloc(); hurdlelocations[rndlocation.x, rndlocation.y] = true; howmany++; if (rndlocation != playerspawnpoint) { Vector3 hurdleloc = locationtopos(rndlocation.x, rndlocation.y); Transform newhurdle = Instantiate(hurdlepref, hurdleloc + Vector3.up * 0.50f, Quaternion.identity) as Transform; newhurdle.parent = thecompleted; everyavailable.Remove(rndlocation); } else { hurdlelocations[rndlocation.x, rndlocation.y] = false; howmany--; } } mixedavailablelocations = new Queue <locationscd>(Shuffling.Fisher(everyavailable.ToArray(), index)); }