void EmoteEnercitiesMessages.IEnercitiesAIActions.ActionsPlanned(EmoteEnercitiesMessages.EnercitiesRole currentPlayer, string Strategy_planStrategy, string[] EnercitiesActionInfo_bestActionInfos, string[] EnercitiesActionInfo_worstActionInfos) { throw new NotImplementedException(); }
void EmoteEnercitiesMessages.IEnercitiesAIActions.BestActionsPlanned(EmoteEnercitiesMessages.EnercitiesRole currentPlayer, string[] EnercitiesActionInfo_actionInfos) { javaProxy.BestActionsPlanned(EnercitiesActionInfo_actionInfos); }
void EmoteEnercitiesMessages.IEnercitiesGameStateEvents.PlayersGender(EmoteEnercitiesMessages.Gender player1Gender, EmoteEnercitiesMessages.Gender player2Gender) { Console.WriteLine("Received PlayersGender event method"); }
void EmoteEnercitiesMessages.IEnercitiesTaskActions.PerformUpgrade(EmoteEnercitiesMessages.UpgradeType upgrade, int cellX, int cellY) { throw new NotImplementedException(); }
void EmoteEnercitiesMessages.IEnercitiesExamineEvents.BuildMenuTooltipClosed(EmoteEnercitiesMessages.StructureCategory category, string translation) { //TODO update tool use evidence? //TODO link to applicationEvidenceID... Stick in a dictionary. key is the structure category+buildmenu. // EmoteEvents. EvidenceItem ei = new EvidenceItem(PlayerToId["1"], stepId, activityId, scenarioId, 2, "toolUsed", 0.0, EvidenceType.toolUse, sessionId); ei.actual = category.ToString(); ei.action = "tooltipClosed"; submitEIForBothLearners(ei); }
public void PerformUpgrade(EmoteEnercitiesMessages.UpgradeType upgrade, int cellX, int cellY) { publisher.PerformUpgrade(upgrade, cellX, cellY); }
void EmoteEnercitiesMessages.IEnercitiesTaskActions.ConfirmConstruction(EmoteEnercitiesMessages.StructureType structure, int cellX, int cellY) { throw new NotImplementedException(); }
void EmoteEnercitiesMessages.IEnercitiesTaskEvents.ExamineCell(double screenX, double screenY, int cellX, int cellY, EmoteEnercitiesMessages.StructureType StructureType_structure, string StructureType_translated) { //TODO Update tool use //TODO update knowledge encountered? EvidenceItem ei = new EvidenceItem(PlayerToId["1"], stepId, activityId, scenarioId, 2, "toolUsed", 0.0, EvidenceType.toolUse, sessionId); ei.actual = StructureType_structure.ToString(); ei.action = "examineCell"; submitEIForBothLearners(ei); }
void EmoteEnercitiesMessages.IEnercitiesTaskEvents.ImplementPolicy(EmoteEnercitiesMessages.PolicyType policy, string translation) { //TODO Update policy encountered //TODO Update learner model with strategy? //QUESTION when is this used? EvidenceItem ei = new EvidenceItem(PlayerToId["1"], stepId, activityId, scenarioId, 2, "implementPolicy", 0, EvidenceType.takeTurn, sessionId); ei.actual = policy.ToString(); ei.action = "implementPolicy"; submitEIForBothLearners(ei); }
void EmoteEnercitiesMessages.IEnercitiesGameStateEvents.PlayersGender(EmoteEnercitiesMessages.Gender player1Gender, EmoteEnercitiesMessages.Gender player2Gender) { //QUESTION LearnerInfo. }
void EmoteEnercitiesMessages.IEnercitiesTaskEvents.ConfirmConstruction(EmoteEnercitiesMessages.StructureType structure, string translation, int cellX, int cellY) { //TODO Update constructions encountered? //TODO Update learner model with strategy? //QUESTION when is this used? EvidenceItem ei = new EvidenceItem(PlayerToId["1"], stepId, activityId, scenarioId, 2, "confirmConstruction", 0, EvidenceType.takeTurn, sessionId); ei.actual = structure.ToString(); ei.action = "confirmConstruction"; submitEIForBothLearners(ei); }
void EmoteEnercitiesMessages.IEnercitiesExamineEvents.UpgradeTooltipShowed(EmoteEnercitiesMessages.UpgradeType upgrade, string translation) { //TODO update tool use evidence? EvidenceItem ei = new EvidenceItem(PlayerToId["1"], stepId, activityId, scenarioId, 2, "toolUsed", 0.0, EvidenceType.toolUse, sessionId); ei.actual = upgrade.ToString(); ei.action = "upgradeTooltipShowed"; submitEIForBothLearners(ei); }
void EmoteEnercitiesMessages.IEnercitiesExamineEvents.BuildingMenuToolUnselected(EmoteEnercitiesMessages.StructureType structure, string translation) { //TODO update tool use evidence? EvidenceItem ei = new EvidenceItem(PlayerToId["1"], stepId, activityId, scenarioId, 2, "toolUsed", 0.0, EvidenceType.toolUse, sessionId); ei.actual = structure.ToString(); ei.action = "buildingMenuUnselected"; submitEIForBothLearners(ei); }
void EmoteEnercitiesMessages.IEnercitiesExamineEvents.BuildMenuTooltipShowed(EmoteEnercitiesMessages.StructureCategory category, string translation) { //TODO update tool use evidence? //QUESTION Is this always explicitly closed? Mainly interested in the fact that it is opened. //TODO send evidence: //evidence //TOOL = build menu //applicationEvidenceID = generate Stick in a dictionary. key is the structure category+buildmenu. EvidenceItem ei = new EvidenceItem(PlayerToId["1"], stepId, activityId, scenarioId, 2, "toolUsed", 0.0, EvidenceType.toolUse, sessionId); ei.actual = category.ToString(); ei.action = "tooltipShowed"; submitEIForBothLearners(ei); }
public void ConfirmConstruction(EmoteEnercitiesMessages.StructureType structure, int cellX, int cellY) { Console.WriteLine("2: ConfirmConstruction(" + structure + "," + cellX + "," + cellY + ")"); publisher.ConfirmConstruction(structure, cellX, cellY); }
void EmoteEnercitiesMessages.IEnercitiesTaskEvents.ConfirmConstruction(EmoteEnercitiesMessages.StructureType structure, string translation, int cellX, int cellY) { Console.WriteLine("Received ConfirmConstruction event method"); javaProxy.ConfirmConstruction(structure.ToString(), translation, cellX, cellY); }
public void ImplementPolicy(EmoteEnercitiesMessages.PolicyType policy) { publisher.ImplementPolicy(policy); }
void EmoteEnercitiesMessages.IEnercitiesTaskEvents.ExamineCell(double screenX, double screenY, int cellX, int cellY, EmoteEnercitiesMessages.StructureType StructureType_structure, string StructureType_translated) { Console.WriteLine("Received ExamineCell event method"); }
public void PlayStrategy(EmoteEnercitiesMessages.EnercitiesStrategy strategy) { publisher.PlayStrategy(strategy); }
void EmoteEnercitiesMessages.IEnercitiesTaskEvents.ImplementPolicy(EmoteEnercitiesMessages.PolicyType policy, string translation) { Console.WriteLine("Received ImplementPolicy event method"); }
void EmoteEnercitiesMessages.IEnercitiesTaskActions.ImplementPolicy(EmoteEnercitiesMessages.PolicyType policy) { throw new NotImplementedException(); }
void EmoteEnercitiesMessages.IEnercitiesTaskEvents.PerformUpgrade(EmoteEnercitiesMessages.UpgradeType upgrade, string translation, int cellX, int cellY) { Console.WriteLine("Received PerformUpgrade event method"); }
void EmoteEnercitiesMessages.IEnercitiesTaskActions.PlayStrategy(EmoteEnercitiesMessages.EnercitiesStrategy strategy) { throw new NotImplementedException(); }
void EmoteEnercitiesMessages.IEnercitiesTaskEvents.PerformUpgrade(EmoteEnercitiesMessages.UpgradeType upgrade, string translation, int cellX, int cellY) { //TODO Update upgrade encountered //TODO Update learner model with strategy? //QUESTION when is this used? EvidenceItem ei = new EvidenceItem(PlayerToId["1"], stepId, activityId, scenarioId, 2, "performUpgrade", 0, EvidenceType.takeTurn, sessionId); ei.actual = upgrade.ToString(); ei.action = "performUpgrade"; submitEIForBothLearners(ei); }