Example #1
0
        // コンストラクタ
        public Character(Point nowPos, Size scope)
        {
            // キャラクターのステータスの初期化
            charaState = new CharacterStatus();

            // アクションステータスの初期化
            actionState = ActionStatus.FALL;

            // キャラクターイメージの初期化
            imageGroup = new CharaActionImage(charaState);

            // キャラクターの移動インスタンスの初期化
            charaMove = new CharaMove(this,scope);

            // 位置の設定
            this.position = nowPos;

            // アクションカウンターの初期化
            this.actionCounter = this.ACT_COUNTER_MAX;

            // タイマーの初期化
            timer = new Timers.StatusTimer();
            // タイマーのイベントハンドラの設定
            timer.Tick += new EventHandler(timerEvent);
            // タイマーのスタート
            timer.Enabled = true;
        }
Example #2
0
 public TrackingItem()
 {
     this.totalItemsReceived = 0;
     this.totalItemsSent = 0;
     this.deferredApproval = 0;
     this.description = string.Empty;
     this.status = ActionStatus.NoExceptionTaken;
 }
Example #3
0
 public void StatusUpdateOnExeption(int queueId, ActionStatus statusId, string errorMessage)
 {
     Execute("[dbo].[Test_ActionStatusUpdateOnFailure]", new
     {
         errorMessage,
         queueId,
         statusId
     });
 }
Example #4
0
 public void Start_ProgramStateStartedOrIdleBasedOnValveManagerStart(ActionStatus actionStatus, ProgramState expectedState)
 {
     //Arrange
     valveManagerMock.Setup(x => x.Start(testSettings, valveType)).Returns(actionStatus);
     //Act
     testerService.Start(testSettings, valveType);
     //Assert
     Assert.AreEqual(expectedState, testerService.State);
 }
 public ActionResponse(ActionStatus status, object response, Exception exception,
                       string friendlyMessageCode)
 {
     this.Status = status;
     this.Body   = response;
     this.ExceptionDetail.ExceptionCaught               = exception;
     this.ExceptionDetail.FriendlyMessageCode           = friendlyMessageCode;
     this.ExceptionDetail.AdditionalDetailsErrorMessage = GetInnerExceptionText(exception);
 }
Example #6
0
 protected HttpResponseMessage CreateResponseError(string message, ActionStatus status, object model = null)
 {
     return(Request.CreateResponse <ApiActionOutput>(HttpStatusCode.OK, new ApiActionOutput
     {
         Status = Status.Failed,
         Message = message,
         result = model
     }));
 }
Example #7
0
        public MessageItem Add(Exception exception, ActionStatus severity)
        {
            var item = new MessageItem(exception);

            item.Exception = exception;
            setStatus(item.Severity);
            this.Add(item);
            return(item);
        }
Example #8
0
 /// <summary>
 /// parse ActionStatus enum into WebResult
 /// </summary>
 /// <param name="status">status of action</param>
 /// <returns>WebResult</returns>
 protected ActionResult WebResultOk(ActionStatus status)
 {
     return(Ok(new WebResult <bool>
     {
         Success = status == ActionStatus.Success,
         Message = EnumHelper <ActionStatus> .GetDisplayValue(status),
         Value = false
     }));
 }
Example #9
0
 public bool strafe(ActionStatus actionStatus)
 {
     FPSLikeMovement(5f, 10f);
     if (Input.GetButton("Fire1"))
     {
         return(gun.fire());
     }
     return(true);
 }
Example #10
0
 public TrackingItem(SpecificationSection specSection)
 {
     this.specSection        = specSection;
     this.totalItemsReceived = 0;
     this.totalItemsSent     = 0;
     this.deferredApproval   = 0;
     this.description        = string.Empty;
     this.status             = ActionStatus.NoExceptionTaken;
 }
Example #11
0
 /// <summary>
 /// 请求发呆
 /// </summary>
 /// <returns></returns>
 public behaviac.EBTStatus Idle()
 {
     if (curActionStatus != ActionStatus.StopAndDoingNothing)
     {
         curActionStatus = ActionStatus.StopAndDoingNothing;
         MgrCenter.Instance.SendMsg(Msgs.GetMsgInt((ushort)SoilderFightEvent.SoilderIdleClientRequest, this.Id));
     }
     return(behaviac.EBTStatus.BT_SUCCESS);
 }
Example #12
0
        /// <summary>
        ///   Triggered when the status of a bound action changes.
        /// </summary>
        /// <param name="sender">Sender object.</param>
        /// <param name="actionStatus">New status for the action.</param>
        private void OnBoundActionStatusChanged(object sender, ActionStatus actionStatus)
        {
            if (sender is Action action)
            {
                if (actionStatus == ActionStatus.Failed || actionStatus == ActionStatus.Success)
                {
                    action.OnStatusChanged -= OnBoundActionStatusChanged;

                    if (!IsBusy)
                    {
                        // all current actions have finished
                        int failedCount = this.currentActions.Count(a => a.Status == ActionStatus.Failed);
                        Log.WriteLine(LogLevel.Verbose, $"all current actions have been completed - {failedCount} have failed");

                        if (failedCount == this.currentActions.Count)
                        {
                            // all failed
                            Log.WriteLine(LogLevel.Error, "all actions have failed");
                            Application.TrayIcon.SetTimedIndicator(IndicatorStatus.Warning);
                            //Application.Hud.DisplayTidbit(TidbitStatus.Error, Resources.ActionStatus_Tidbit_AllFailed);
                        }
                        else if (failedCount > 0)
                        {
                            // some failed
                            Log.WriteLine(LogLevel.Warning, "some actions have failed");
                            Application.TrayIcon.SetTimedIndicator(IndicatorStatus.Warning);
                            //Application.Hud.DisplayTidbit(TidbitStatus.Warning, Resources.ActionStatus_Tidbit_SomeFailed);
                        }
                        else
                        {
                            // all succeeded
                            Log.WriteLine(LogLevel.Informational, "all actions have succeeded");
                            Application.TrayIcon.SetTimedIndicator(IndicatorStatus.Success);

                            /*Application.Hud.DisplayTidbit(TidbitStatus.Success, action.Codec is IStillImageCodec
                             * ? Resources.ActionStatus_Tidbit_AllSucceeded_Screenshot
                             * : Resources.ActionStatus_Tidbit_AllSucceeded_Recording);*/
                        }

                        this.actionHistory.AddRange(this.currentActions);
                        this.currentActions.Clear();

                        try {
                            // update entries for the action dialog
                            var dialog = (ActionDialog)System.Windows.Forms.Application.OpenForms.Cast <Form>()
                                         .First(f => f is ActionDialog);

                            dialog.ReplaceActions(this.actionHistory);
                            dialog.Focus();
                            dialog.BringToFront();
                        } catch {
                            /* no action dialog is open */
                        }
                    }
                }
            }
        }
Example #13
0
        /// <summary>
        /// 获得一个动作
        /// </summary>
        /// <param name="gameStatus"></param>
        /// <returns></returns>
        public static void GetAction(ActionStatus gameStatus)
        {
            String        Action       = String.Empty;
            PublicInfo    PlayInfo     = gameStatus.AllRole.MyPublicInfo;
            PrivateInfo   PlaySelfInfo = gameStatus.AllRole.MyPrivateInfo;
            List <String> Result       = new List <string>();

            //优先使用技能
            if (PlayInfo.IsHeroSkillEnable(true))
            {
                //召唤
                if (PlayInfo.Hero.HeroSkill.FirstAbilityDefine.MainAbilityDefine.TrueAtomicEffect.AtomicEffectType ==
                    Effect.AtomicEffectDefine.AtomicEffectEnum.召唤 &&
                    PlayInfo.BattleField.MinionCount != SystemManager.MaxMinionCount)
                {
                    gameStatus.Interrupt.ActionCard = new MinimizeBattleInfo.HandCardInfo();
                    gameStatus.Interrupt.ActionCard.Init(PlayInfo.Hero.HeroSkill);
                    gameStatus.ActionName                = "USEHEROSKILL";
                    gameStatus.Interrupt.Step            = 1;
                    gameStatus.Interrupt.ActionName      = "SPELL";
                    PlayInfo.crystal.CurrentRemainPoint -= PlayInfo.Hero.HeroSkill.使用成本;
                    PlayInfo.Hero.IsUsedHeroAbility      = true;
                    RunAction.StartActionCS(gameStatus, PlayInfo.Hero.HeroSkill.序列号, new string[] { });
                    gameStatus.Interrupt.ActionName = "SPELL";
                    return;
                }
            }
            //能上场的随从都上场
            int HandCardIndex = HasBattleMinion(gameStatus);

            if (HandCardIndex != -1)
            {
                int newPos = PlayInfo.BattleField.MinionCount + 1;
                var card   = PlaySelfInfo.handCards[HandCardIndex];
                RunAction.StartActionCS(gameStatus, card.序列号, new string[] { newPos.ToString() });
                PlayInfo.crystal.CurrentRemainPoint -= card.使用成本;
                PlaySelfInfo.RemoveUsedCard(card.序列号);
                PlayInfo.HandCardCount          = PlaySelfInfo.handCards.Count;
                gameStatus.Interrupt.ActionCard = new MinimizeBattleInfo.HandCardInfo();
                gameStatus.Interrupt.ActionCard.Init(card);
                gameStatus.Interrupt.ActionName = "MINION";
                return;
            }
            //能攻击的随从都攻击,优先攻击英雄
            int AttackPos = HasAttackMinion(gameStatus);

            if (AttackPos != -1)
            {
                int BeAttackedPos = GetAttackTarget(gameStatus);
                RunAction.Fight(gameStatus, AttackPos, BeAttackedPos, true);
                gameStatus.Interrupt.ActionName   = "FIGHT";
                gameStatus.Interrupt.ExternalInfo = AttackPos.ToString() + BeAttackedPos.ToString();
                return;
            }
            gameStatus.Interrupt.ActionName = ActionCode.strEndTurn;
        }
Example #14
0
        protected void CheckIfAnyIdIsSelected(Guid[] selectedIds)
        {
            if (selectedIds != null && selectedIds.Length > 0)
            {
                return;
            }

            Status = ActionStatus.NoIdsSelected;
            throw new Exception("Nie wybrano żadnych znajomych");
        }
Example #15
0
        public void Start_returnsActionStatusOkIfValveTypeExists(string valveTypeTxt, ActionStatus expectedActionStatus)
        {
            //Arrange
            valveManager.Initialize(4);
            //Act
            ActionStatus returnActionStatus = valveManager.Start(testSettings, valveTypeTxt);

            //Assert
            Assert.AreEqual(expectedActionStatus, returnActionStatus);
        }
        public ActionResponse(ActionStatus status, object response, string friendlyErrorMessageCode)
        {
            if (status == ActionStatus.Failure)
            {
                this.ExceptionDetail.FriendlyMessageCode = friendlyErrorMessageCode;
            }

            this.Status = status;
            this.Body   = JsonUtility.GetJObjectFromObject(response);
        }
 public Sequence(GameObject gameObject, PlayerInfo playerInfo, IAction[] actions)
 {
     this.m_AllActions = actions;
     for (int i = 0; i < this.m_AllActions.Length; i++)
     {
         this.m_AllActions[i].Initialize(gameObject, playerInfo);
     }
     this.m_Status       = ActionStatus.Inactive;
     this.m_ActionStatus = ActionStatus.Inactive;
 }
Example #18
0
        public ActionReplyMessageItem(Exception ex, ActionStatus severity)
        {
            Exception = new LogException(ex);
            if (ex != null)
            {
                MessageText = ex.Message;
            }

            Severity = severity;
        }
Example #19
0
        /// <summary>
        ///   Ends the action and sets its status to <see cref="F:Crystal.ActionStatus.Success"/>.
        /// </summary>
        /// <param name="context">The context.</param>
        protected void EndInSuccess(IContext context)
        {
            if (ActionStatus != ActionStatus.Running)
            {
                return;
            }

            ActionStatus = ActionStatus.Success;
            FinalizeAction(context);
        }
Example #20
0
 protected void OnStatusChange(ActionStatus previousStatus) // Rajouter un check du statut précédent ?
 {
     if (PostStatusChangeCheck(previousStatus))
     {
         if (StatusChangeEvent != null)
         {
             StatusChangeEvent(this);
         }
     }
 }
Example #21
0
 public void End(ActionStatus status)
 {
     if (_status != ActionStatus.Running)
     {
         return;
     }
     _status = status;
     OnEnd();
     Ended?.Invoke(this);
 }
Example #22
0
        /// <summary>
        ///   Ends the action and sets its status to <see cref="F:Crystal.ActionStatus.Failure"/>.
        /// </summary>
        /// <param name="context">The context.</param>
        protected void EndInFailure(IContext context)
        {
            if (ActionStatus != ActionStatus.Running)
            {
                return;
            }

            ActionStatus = ActionStatus.Failure;
            FinalizeAction(context);
        }
Example #23
0
        public ActionResult Create(ActionStatus? status)
        {
            ViewBag.Message =
              status == ActionStatus.Success ? "Added successfully!"
              : status == ActionStatus.Failure ? "An error occurred while adding!"
              : "";
            ViewBag.Status = status;

            return View();
        }
Example #24
0
        }         // NewAsync

        private ActionMetaData NewSync(
            string sActionName,
            ActionStatus status = ActionStatus.InProgress,
            string comment      = null,
            int?nCustomerID     = null,
            int?nUserID         = null
            )
        {
            return(CreateActionMetaData(sActionName, true, status, comment, nCustomerID, nUserID));
        }         // NewSync
Example #25
0
        public void CheckIfUserIsDifferentThanLogged(UserToLoginViewModel loggedUser, User friend, ProjectDbContext db)
        {
            var isUserSameAsLogged = friend.Id == loggedUser.Id;

            if (isUserSameAsLogged)
            {
                Status = ActionStatus.UserIsSameAsLogged;
                throw new Exception("Nie możesz manipulować kontem na które jesteś zalogowany");
            }
        }
 //Starts the task behavior
 public void Start()
 {
     this.m_Actions = this.m_AllActions.Where(x => x.isActiveAndEnabled).ToArray();
     for (int i = 0; i < this.m_Actions.Length; i++)
     {
         this.m_Actions[i].OnSequenceStart();
     }
     this.m_ActionIndex = 0;
     this.m_Status      = ActionStatus.Running;
 }
Example #27
0
        protected void CheckIfNotificationNotEmpty(string notificationTitle, string notificationContent)
        {
            if (!string.IsNullOrWhiteSpace(notificationTitle) && !string.IsNullOrWhiteSpace(notificationContent))
            {
                return;
            }

            Status = ActionStatus.Failure;
            throw new Exception("Powiadomienie nie zawiera żadnej treści do wysłania");
        }
Example #28
0
        protected void CheckIfAllUsersAreDifferentThanLogged(User loggedUser, User[] selectedusers, ProjectDbContext db)
        {
            if (selectedusers.All(u => u.Id != loggedUser.Id))
            {
                return;
            }

            Status = ActionStatus.UserIsSameAsLogged;
            throw new Exception("Nie możesz manipulować kontem na które jesteś zalogowany");
        }
Example #29
0
        //pacifism
        private async Task <ActionResponse> askForActionAsync(ApiPlayer player, ActionStatus actionStatus)
        {
            var actionRequest = new ActionRequest {
                Status = actionStatus
            };

            return(await(await player.HttpClient.PostAsJsonAsync("/beginAction", actionRequest))
                   .EnsureSuccessStatusCode()
                   .Content.ReadFromJsonAsync <ActionResponse>());
        }
Example #30
0
 /// <summary>
 /// TargetSelect
 /// </summary>
 /// <param name="option"></param>
 /// <param name="_actionStatus"></param>
 public TargetSelect(CardUtility.位置选择用参数结构体 option, ActionStatus _actionStatus)
 {
     InitializeComponent();
     SelectOption          = option;
     actionStatus          = _actionStatus;
     Position.位置           = -1;
     ctlUsageCard.CardInfo = GameManager.MyClientManager.CurrentActiveCard;
     ctlUsageCard.Enabled  = false;
     ctlUsageCard.Visible  = true;
 }
Example #31
0
        bool CanExecute()
        {
            if (InCooldown)
            {
                ActionStatus = ActionStatus.Failure;
                return(false);
            }

            return(true);
        }
Example #32
0
 public void AttackAnimation()
 {
     if (this.point.X >= stopPoint - charaSize.Width)
     {
         this.charaState.isAttackAnimation = true;
         this.charaState.isWalk            = false;
     }
     this.charaState.isAttack = !this.charaState.isAttack;
     actionstate = pm.nextActionPattern(actionstate, charaState.isWalk);
 }
 public ActionResponse(ActionStatus status, object response, bool isResponseSensitive = false)
 {
     this.IsResponseSensitive = isResponseSensitive;
     if (status == ActionStatus.Failure || status == ActionStatus.FailureExpected)
     {
         this.ExceptionDetail.FriendlyMessageCode = DefaultErrorCodes.DefaultErrorCode;
     }
     this.Status = status;
     this.Body   = response;
 }
Example #34
0
 public ActionResult Create(ActionStatus? status)
 {
     ViewBag.Message =
       status == ActionStatus.Success ? "Added successfully!"
       : status == ActionStatus.Failure ? "An error occurred while adding!"
       : "";
     ViewBag.Status = status;
     List<string> titles = new List<string> { "Mr", "Mrs", "Miss", "Ms", "Dr", "Eng", "Prof", "Rev" };
     ViewBag.Titles = new SelectList(titles);
     ViewBag.Countries = new SelectList(GetAllCountries());
     return View();
 }
Example #35
0
        public ActionResult Modify(int id, ActionStatus? status)
        {
            ViewBag.Message =
                status == ActionStatus.Success ? "Updated successfully!"
                : status == ActionStatus.Failure ? "An error occurred while updating!"
                : "";
            ViewBag.Status = status;

            NewsModel news = newsBLL.GetNews(id);
            news.News = HttpUtility.HtmlDecode(news.News);

            return View(news);
        }
Example #36
0
        public ActionResult Modify(int id, ActionStatus? status)
        {
            ViewBag.Message =
                status == ActionStatus.Success ? "Updated successfully!"
                : status == ActionStatus.Failure ? "An error occurred while updating!"
                : "";
            ViewBag.Status = status;
            ViewBag.ProjectStatusSelectList = GetProjectStatusSelectList();
            ProjectModel project = projectBLL.GetProject(id);
            project.Description = HttpUtility.HtmlDecode(project.Description);

            return View(project);
        }
Example #37
0
        public ActionResult Modify(int id, ActionStatus? status)
        {
            ViewBag.Message =
                status == ActionStatus.Success ? "Updated successfully!"
                : status == ActionStatus.Failure ? "An error occurred while updating!"
                : "";
            ViewBag.Status = status;

            EventModel evnt = eventsBLL.GetEvent(id);
            evnt.Description = HttpUtility.HtmlDecode(evnt.Description);

            return View(evnt);
        }
Example #38
0
        public ActionResult Modify(int id, ActionStatus? status)
        {
            ViewBag.Message =
                status == ActionStatus.Success ? "Updated successfully!"
                : status == ActionStatus.Failure ? "An error occurred while updating!"
                : "";
            ViewBag.Status = status;
            List<string> titles = new List<string> { "Mr", "Mrs", "Miss", "Ms", "Dr", "Eng", "Prof", "Rev" };
            ViewBag.Titles = new SelectList(titles);
            ViewBag.Countries = new SelectList(GetAllCountries());
            DonorModel donor = donorsBLL.GetDonor(id);

            return View(donor);
        }
Example #39
0
        // キャラクターのアクションステータスに応じた画像を取得
        public CharaImage getImage(CharacterStatus characterStatus, ActionStatus actionStatus)
        {
            setBreedImage(characterStatus);

            switch(actionStatus){
                case ActionStatus.STOP:
                    current = currentBreed.StopImage;
                    break;
                case ActionStatus.WALK:
                    current = currentBreed.WalkImage;
                    break;
                default:
                    current = currentBreed.StopImage;
                    break;
            }
            return current;
        }
 private MessageLevel mapper(ActionStatus actionStatus)
 {
     switch (actionStatus)
     {
         case ActionStatus.Error:
         case ActionStatus.Conflict:
         case ActionStatus.AuthenticationRequired:
         case ActionStatus.Forbidden:
         case ActionStatus.NotFound:
         case ActionStatus.RequestTimeOut: return MessageLevel.Error;
         case ActionStatus.InternalError: return MessageLevel.Critical;
         case ActionStatus.OK: return MessageLevel.Information;
         case ActionStatus.Unknown: return MessageLevel.Warning;
         case ActionStatus.NoContent: return MessageLevel.Information;
         default:
             throw ExceptionFactory.New<ArgumentException>("Unable to handle ActionStatus.{0}", actionStatus);
     }
 }
 public void AddActionStatus(int type, string entityId, string entityCode, string action, string actionDescription)
 {
     var user = _authenticationService.GetAuthenticatedUser();
     var enterprise = _ownerEnterpriseManager.GetOwner(user);
     var actions = new ActionStatus()
     {
         Type = type,
         OperatorId = user.Id,
         OperatorName = user.Name,
         OperatorDate = System.DateTime.Now,
         EntityId = entityId,
         EntityCode = entityCode,
         Action = action,
         ActionDescription = actionDescription,
         OwnerId=enterprise.Id,
         OwnerName=enterprise.Short==null?enterprise.NameCn:enterprise.Short
     };
     _repActionStatus.Create(actions);
 }
Example #42
0
        /// <summary>
        ///     Executes this action this may return immediately or block the current thread, this
        ///     choice is implementation specific.  If you need the action the have completed
        ///     before continuing use <see cref="WaitToComplete" />
        /// </summary>
        public void Execute()
        {
            lock (_lockObject)
            {
                if (_status != ActionStatus.Pending)
                {
                    return;
                }
                _status = ActionStatus.Initiated;
            }

            try
            {
                InternalExecute();
            }
            catch (Exception e)
            {
                MarkFailed(e);
            }
        }
Example #43
0
 public Submittal(object key, SpecificationSection specSection, 
     object projectKey) : base(key, projectKey)
 {
     this.specSection = specSection;
     this.specSectionPrimaryIndex = "01";
     this.specSectionSecondaryIndex = "00";
     this.to = null;
     this.from = null;
     this.dateReceived = null;
     this.contractNumber = string.Empty;
     this.trackingItems = new List<TrackingItem>();
     this.remarks = string.Empty;
     this.action = ActionStatus.NoExceptionTaken;
     this.status = null;
     this.dateToField = null;
     this.remainderLocation = SubmittalRemainderLocation.None;
     this.remainderUnderSubmittalNumber = string.Empty;
     this.otherRemainderLocation = string.Empty;
     this.ValidateInitialization();
 }
     public void ActionChange(ActionStatus status)
     {
         if (m_animator)
         {
             m_animator.SetInteger("Action", (int)status);

             switch (status)
             {
                 case ActionStatus.ActionNormal:
                     {                         
                         timerID = FrameTimerHeap.AddTimer(100, 0, () => { ActionChange((ActionStatus)ActionDefault); });
                     }
                     break;
                 case ActionStatus.ActionHand:
                     {
                         timerID = FrameTimerHeap.AddTimer(100, 0, () => { ActionChange((ActionStatus)ActionDefault); });
                     }
                     break;
             }             
         }
     }
 /// <summary>
 /// Creates a state message
 /// </summary>
 /// <param name="referenceKey">Field/Property level name (used for IDataErrorInfo bindings)</param>
 /// <param name="severity">The type of message (info, error, etc)</param>
 /// <param name="messageText">Text to associate with this state</param>
 /// <param name="args">Arguments to supply ot this text</param>
 public ActionReplyMessageItem( string referenceKey, ActionStatus severity, string messageText, params object[] args)
 {
     Severity = severity;
     ReferenceKey = referenceKey;
     MessageText = TextUtils.StringFormat(messageText, args);
 }
Example #46
0
		/// <summary>
		/// Set the status with a (optional) message and return the object (convenience method)
		/// </summary>
		/// <param name="status">Status to set response to</param>
		/// <param name="message">Text to be added to this response</param>
		/// <param name="args">List of arugments to supply to message</param>
		/// <returns>reference to this object</returns>
		public virtual ActionReply SetStatus(ActionStatus status, string message, params object[] args)
		{

			this.Messages.Add(status, message, args);
			return this;
		}
Example #47
0
		/// <summary>
		/// Set the status and return a reference to this 
		/// </summary>
		/// <param name="status">Status to set.  If this already has a higher reference then higher reference takes prescendence</param>
		/// <returns>Reference to this object</returns>
		public virtual ActionReply SetStatus(ActionStatus status)
		{
			Status = status;
			return this;
		}
Example #48
0
 // 看看传过来的信息里面,包不包含暗语,做一个翻译,设置相应状态
 public static void CheckPassword(string msg)
 {
     if (msg.ToUpper().Contains(LeaderName.ToUpper()) && msg.ToUpper().Contains(FBEndPass))
     {
         _Action = ActionStatus.OutFB;
         return;
     }
     if (msg.ToUpper().Contains(LeaderName.ToUpper()) && msg.ToUpper().Contains(FBInPass))
     {
         _Action = ActionStatus.InFB;
         return;
     }
     if (msg.ToUpper().Contains(LeaderName.ToUpper()) && msg.ToUpper().Contains(FBNextStep))
     {
         _Action = ActionStatus.NextStep;
         return;
     }
     if (msg.ToUpper().Contains(LeaderName.ToUpper()) && msg.ToUpper().Contains(FBDirectOut))
     {
         _Action = ActionStatus.DirectOut;
         return;
     }
 }
Example #49
0
		/// <summary>
		/// Captures exception, sets severity, and writes reply to log.  (Convenience method)
		/// </summary>
		/// <param name="exception"></param>
		/// <param name="severity"></param>
		/// <returns></returns>
		public virtual ActionReply SetErrorAndLog(Exception exception, ActionStatus severity)
		{
			Messages.Add(exception, severity);
			Status = severity;
			LogWrite();
			return this;
		}
Example #50
0
        private static void gogo()
        {
            Dictionary<int, Location> nowpath = new Dictionary<int, Location>();
            Ticker isJump = new Ticker(500000);
            int level = ObjectManager.MyPlayer.Level;
            int nowlevel = ObjectManager.MyPlayer.Level;
            int exp = ObjectManager.MyPlayer.ExperiencePercentage;
            int nowexp = ObjectManager.MyPlayer.ExperiencePercentage;
            int last_run_exp = ObjectManager.MyPlayer.ExperiencePercentage;
            DateTime intime = DateTime.Now;
            DateTime last_run_time = DateTime.Now;
            while (true)
            {
                switch (FBStatus)
                {
                    case DBStatus.In_EntryChecking:
                        if (isJump.IsReady)
                        {
                            isJump.Reset();
                            KeyLowHelper.PressKey(MicrosoftVirtualKeys.Space);
                            KeyLowHelper.ReleaseKey(MicrosoftVirtualKeys.Space);
                            Thread.Sleep(4000);
                        }
                        while (!SetLeader()) ;
                        if (CanStart())
                        {
                            LastLeaderStep = 0;
                            FBStatus = DBStatus.In_LeaderInScopeCheck;
                            Logging.Write("检查大号是不是在范围内");
                            last_run_exp = ObjectManager.MyPlayer.ExperiencePercentage;
                            exp = ObjectManager.MyPlayer.ExperiencePercentage;
                            level = ObjectManager.MyPlayer.Level;
                        }
                        break;

                    case DBStatus.In_LeaderInScopeCheck:
                        if (isJump.IsReady)
                        {
                            isJump.Reset();
                            KeyLowHelper.PressKey(MicrosoftVirtualKeys.Space);
                            KeyLowHelper.ReleaseKey(MicrosoftVirtualKeys.Space);
                            Thread.Sleep(4000);
                        }
                        if (IsLeaderInScope())
                        {
                            nowpath = GetMemPath();
                            FBStatus = DBStatus.In_Running;
                            int this_turn_exp = ObjectManager.MyPlayer.ExperiencePercentage - last_run_exp;
                            this_turn_exp = this_turn_exp >= 0 ? this_turn_exp : 100 + this_turn_exp;
                            Logging.Write(string.Format("第{0}次跑路。这次共获得经验[{1}],耗时[{2}]。",
                                LastLeaderStep + 1,
                                this_turn_exp,
                                DateTime.Now - last_run_time));
                            last_run_exp = ObjectManager.MyPlayer.ExperiencePercentage;
                            last_run_time = DateTime.Now;
                        }
                        break;

                    case DBStatus.In_Running:
                        if (isJump.IsReady)
                        {
                            isJump.Reset();
                            KeyLowHelper.PressKey(MicrosoftVirtualKeys.Space);
                            KeyLowHelper.ReleaseKey(MicrosoftVirtualKeys.Space);
                            Thread.Sleep(4000);
                        }
                        if (MeGoGo(nowpath))
                        {
                            if (LastLeaderStep == LeaderInFB.Keys.Max())
                            {
                                FBStatus = DBStatus.In_CheckIsOut;
                                Logging.Write(string.Format("等待大号暗语,准备出本"));
                            }
                            else
                            {
                                FBStatus = DBStatus.In_LeaderInScopeCheck;
                            }
                            LastLeaderStep++;
                        }
                        break;
                    case DBStatus.In_CheckIsOut:
                        if (isJump.IsReady)
                        {
                            isJump.Reset();
                            KeyLowHelper.PressKey(MicrosoftVirtualKeys.Space);
                            KeyLowHelper.ReleaseKey(MicrosoftVirtualKeys.Space);
                            Thread.Sleep(4000);
                        }
                        if (_Action == ActionStatus.OutFB || _Action == ActionStatus.DirectOut)
                        {
                            Logging.Write(string.Format("收到暗语,出本!!!"));
                            nowlevel = ObjectManager.MyPlayer.Level;
                            nowexp = ObjectManager.MyPlayer.ExperiencePercentage;
                            if (_Action == ActionStatus.OutFB) MeGoGo(GetMemOutPath());

                            //出副本
                            Thread.Sleep(200);
                            FBExit.Face();
                            KeyHelper.PressKey("Up");
                            while (ObjectManager.InGame) Thread.Sleep(100);
                            KeyHelper.ReleaseKey("Up");
                            Thread.Sleep(2000);
                            while (!ObjectManager.InGame) Thread.Sleep(100);
                            _Action = ActionStatus.Nothing;
                            Logging.Write(string.Format("出来了,等待暗语,准备进本。上次刷本经验获得了{0}%,耗时{1},升了{2}级",
                                nowexp - exp >= 0 ? nowexp - exp : 100 + nowexp - exp,
                                DateTime.Now - intime,
                                nowlevel - level));
                            FBStatus = DBStatus.Out_ExitDone;
                        }
                        break;
                    case DBStatus.Out_ExitDone:
                        if (_Action == ActionStatus.InFB)
                        {
                            FBStatus = DBStatus.Out_following;
                            _Action = ActionStatus.Nothing;
                        }
                        break;
                    case DBStatus.Out_following:
                        if (isJump.IsReady)
                        {
                            isJump.Reset();
                            KeyLowHelper.PressKey(MicrosoftVirtualKeys.Space);
                            KeyLowHelper.ReleaseKey(MicrosoftVirtualKeys.Space);
                            Thread.Sleep(4000);
                        }
                        Logging.Write(string.Format("进本!!!"));
                        FBEntry.Face();
                        KeyHelper.PressKey("Up");
                        while (ObjectManager.InGame) Thread.Sleep(100);
                        KeyHelper.ReleaseKey("Up");
                        Thread.Sleep(2000);
                        while (!ObjectManager.InGame) Thread.Sleep(100);
                        Logging.Write(string.Format("进副本了,现在是{0}级,经验{1}%", ObjectManager.MyPlayer.Level, ObjectManager.MyPlayer.ExperiencePercentage));
                        level = ObjectManager.MyPlayer.Level;
                        exp = ObjectManager.MyPlayer.ExperiencePercentage;
                        last_run_exp = exp;
                        intime = DateTime.Now;
                        last_run_time = intime;
                        FBStatus = DBStatus.In_EntryChecking;
                        break;

                }
                Thread.Sleep(100);
            }
        }
Example #51
0
        private static bool IsLeaderInScope()
        {
            //if (!LeaderInFB.ContainsKey(LastLeaderStep)) return false;
            if (_Action == ActionStatus.NextStep)
            {
                _Action = ActionStatus.Nothing;
                return true;
            }

            //double dd = leader.Location.DistanceFromXY(LeaderInFB[LastLeaderStep]);
            //if (dd < Scope)
            //{
            //    return true;
            //}
            return false;
        }
 public static Color getColorForActionStatus(ActionStatus stat)
 {
     if (stat == ActionStatus.None)
     {
         return Color.White;
     }
     else if (stat == ActionStatus.Queued)
     {
         return Color.Aqua;
     }
     else if (stat == ActionStatus.Pending)
     {
         return Color.Yellow;
     }
     else if (stat == ActionStatus.Success)
     {
         return Color.FromArgb(0x4b, 0xe5, 0x9b);
     }
     else if (stat == ActionStatus.Failure)
     {
         return Color.FromArgb(0xff, 0x6e, 0x53);
     }
     else
     {
         return Color.Orange;
     }
 }
Example #53
0
 public static bool Init(string _leadername, Location _fbin, Location _fbout, Dictionary<int, Location> _lloc, Dictionary<int, Location> _path, Dictionary<int, int> _map)
 {
     LastLeaderStep = 0;
     FBStatus = DBStatus.In_EntryChecking;
     _Action = ActionStatus.Nothing;
     LeaderName = _leadername.ToUpper();
     if (!SetLeader()) return false;
     FBEntry = _fbin;
     FBExit = _fbout;
     LeaderInFB = _lloc;
     memInFB = _path;
     MapOverLeaderAndMem = _map;
     return true;
 }
Example #54
0
		/// <summary>
		/// Explicitly add message to reply that is considered by caller to be of a specific importance
		/// </summary>
		/// <param name="status">Callers preception on how important this message is</param>
		/// <param name="message">Textual portion of message</param>
		/// <param name="args">Arguments to supply to <paramref name="message"/></param>
		/// <returns>Reference to this object</returns>
		public ActionReply SetStatusAndLog(ActionStatus status, string message, params object[] args)
		{
			Status = status;
			Messages.Add(status, message, args);
			return this;
		}
 public ActionResult(string msg, ActionStatus stat)
 {
     this.Message = msg;
     this.Status = stat;
 }
Example #56
0
		/// <summary>
		/// Convenience method to add formatted parameter values to reply.  Default severity: information
		/// </summary>
		/// <param name="severity">Describes how important this parameter note is to be considered</param>
		/// <param name="paramName">Name of property or parameter</param>
		/// <param name="paramValue">Current value of parameter</param>
		public void AddParam(ActionStatus severity, string paramName, object paramValue)
		{
			ActionReplyMessageItem item = new ActionReplyMessageItem(paramName, severity, "Param: {0}: {1}", paramName, paramValue);
			item.Severity = severity;
			Messages.Add(item);
		}
Example #57
0
 // キャラクターの状態のセット
 public void setState(ActionStatus setState)
 {
     actionState = setState;
     actionCounter = ACT_COUNTER_MAX;
 }
        public ActionReplyMessageItem(Exception ex, ActionStatus severity)
        {
            Exception = new LogException(ex);
			if (ex != null)
			{
				MessageText = ex.Message;
			}
            
            Severity = severity;
        }
Example #59
0
 /// <summary>
 /// Handles the ActionCompleted event of the GestureButton control.
 /// </summary>
 /// <param name="sender">The source of the event.</param>
 /// <param name="e">The <see cref="ActionEventArgs" /> instance containing the event data.</param>
 void GestureButton_ActionCompleted(object sender, ActionEventArgs e)
 {
     this.Status = ActionStatus.Completed;
     this.RaiseEvent(new RoutedEventArgs(Button.ClickEvent));
 }
Example #60
0
        /// <summary>
        /// Handles the ActionExit event of the GestureButton control.
        /// </summary>
        /// <param name="sender">The source of the event.</param>
        /// <param name="e">The <see cref="ActionEventArgs" /> instance containing the event data.</param>
        void GestureButton_ActionExit(object sender, ActionEventArgs e)
        {
            if (this.Status == ActionStatus.Enter)
            {
                this.Status = ActionStatus.Exit;
                buttonEffects.Completed -= new EventHandler(effectsCompleted);
                buttonEffects = new DoubleAnimation(20, 12, new Duration(new TimeSpan(0, 0, 2)));
                this.BeginAnimation(TextBlock.FontSizeProperty, buttonEffects);

            }
        }