public void CreateSampleOrder() { Generic.List <ShoppingBasketItem> list = new Generic.List <ShoppingBasketItem>(); list.Add(new ShoppingBasketItem("CodeRush", 20)); list.Add(new ShoppingBasketItem("DXperience Universal", 2)); list.Add(new ShoppingBasketItem("DevExtreme", 5)); }
private static void ConsoleWriteLinePlayerScore(int playerNumber, bool hasSoftScore, int score, Generic.List <LibraryInterfaces.ICard> cards, bool hit = false) { var builder = new System.Text.StringBuilder(); builder.Append("Player#"); builder.Append(playerNumber); builder.Append(" has a "); if (hasSoftScore) { builder.Append("soft "); } builder.Append("score of "); builder.Append(score); builder.Append(" with card(s): "); foreach (var card in cards) { builder.Append(card.ToString()); builder.Append(" "); } if (hit) { builder.Append("Please enter Y/y to hit."); } Console.WriteLine(builder); }
//ii.Highest Card wins public Generic.List <int> EvaluateWinners() { Generic.List <int> winningPlayerNumbers = new Generic.List <int>(); Generic.List <CardGameLibrary.PlayerOfCard> highestPlayersOfCards = new Generic.List <CardGameLibrary.PlayerOfCard>(); CardGameLibrary.PlayerOfCard highestPlayerOfCards = null; //Initially, assign first player as highest card winner if (PlayerOfCardsInGame.Count > 0) { highestPlayerOfCards = PlayerOfCardsInGame[0]; highestPlayersOfCards.Add(highestPlayerOfCards); } for (int i = 1; i < PlayerOfCardsInGame.Count; i++) { //If previous player(s) temporarily assigned //as highest card winner is outranked, remove //and add new player as currently //assigned highest card winner if (PlayerOfCardsInGame[i].PlayerScore > highestPlayerOfCards.PlayerScore) { highestPlayersOfCards.RemoveAll (match => match.PlayerScore == highestPlayerOfCards.PlayerScore); highestPlayerOfCards = PlayerOfCardsInGame[i]; highestPlayersOfCards.Add(highestPlayerOfCards); } //Multiple players having cards of same rank can be co-winners else if (PlayerOfCardsInGame[i].PlayerScore == highestPlayerOfCards.PlayerScore) { highestPlayerOfCards = PlayerOfCardsInGame[i]; highestPlayersOfCards.Add(highestPlayerOfCards); } } //This should be a list of at most Count == 4 for co-winner use-cases foreach (CardGameLibrary.PlayerOfCard playerOfCards in highestPlayersOfCards) { winningPlayerNumbers.Add(playerOfCards.PlayerNumber); } return(winningPlayerNumbers); }
static void Main(string[] args) { var missingCards = new Generic.List <Dominion.CardShapedObject>(); var cardImagesList = new CardImagesList("c:\\trash\\CardImagesList.txt"); var destinationDir = "C:\\Dropbox\\nathant\\Projects\\Dominion\\Dominulator\\Resources"; foreach (var cardShapedObject in Dominion.Cards.AllCardsList) { if (cardShapedObject == Dominion.Cards.Ruins || cardShapedObject == Dominion.Cards.Prize) { continue; } var imagePath = cardImagesList.GetPathForCard(cardShapedObject); if (imagePath != null) { System.Console.WriteLine(imagePath); var destPath = System.IO.Path.Combine(destinationDir, cardShapedObject.ProgrammaticName + System.IO.Path.GetExtension(imagePath)); if (!System.IO.File.Exists(destPath)) { System.IO.File.Copy(imagePath, destPath, overwrite: false); } } else { missingCards.Add(cardShapedObject); } } if (missingCards.Count > 0) { System.Console.WriteLine("Fail"); foreach (var card in missingCards) { System.Console.WriteLine(card.ProgrammaticName); } } else { System.Console.WriteLine("Success"); } }
private static void ConsoleWriteLineDealerScore(bool hasSoftScore, int score, Generic.List <LibraryInterfaces.ICard> cards) { var builder = new System.Text.StringBuilder(); builder.Append("Dealer "); builder.Append("has a "); if (hasSoftScore) { builder.Append("soft "); } builder.Append("score of "); builder.Append(score); builder.Append(" with cards: "); foreach (var card in cards) { builder.Append(card.ToString()); builder.Append(" "); } Console.WriteLine(builder); }
public PlayerOfCard() { PlayerCards = new Generic.List <Interfaces.ICard>(); }
internal static PythonList Convert(ComprehensionIterator[] iters) { Generic.List<ComprehensionFor> cfCollector = new Generic.List<ComprehensionFor>(); Generic.List<Generic.List<ComprehensionIf>> cifCollector = new Generic.List<Generic.List<ComprehensionIf>>(); Generic.List<ComprehensionIf> cif = null; for (int i = 0; i < iters.Length; i++) { if (iters[i] is ComprehensionFor) { ComprehensionFor cf = (ComprehensionFor)iters[i]; cfCollector.Add(cf); cif = new Generic.List<ComprehensionIf>(); cifCollector.Add(cif); } else { ComprehensionIf ci = (ComprehensionIf)iters[i]; cif.Add(ci); } } PythonList comps = new PythonList(); for (int i = 0; i < cfCollector.Count; i++) comps.Add(new comprehension(cfCollector[i], cifCollector[i].ToArray())); return comps; }
internal static ComprehensionIterator[] RevertComprehensions(PythonList comprehensions) { Generic.List<ComprehensionIterator> comprehensionIterators = new Generic.List<ComprehensionIterator>(); foreach (comprehension comp in comprehensions) { ComprehensionFor cf = new ComprehensionFor(expr.Revert(comp.target), expr.Revert(comp.iter)); comprehensionIterators.Add(cf); foreach (expr ifs in comp.ifs) { comprehensionIterators.Add(new ComprehensionIf(expr.Revert(ifs))); } } return comprehensionIterators.ToArray(); }
public void CreateBasket() { Generic.List <ShoppingBasketItem> list = new Generic.List <ShoppingBasketItem>(); list.Add(new ShoppingBasketItem("Awesome UI Design - Mark Miller (Book)", 10)); list.Add(new ShoppingBasketItem("C# in Depth- Jon Skeet (Book)", 10)); }
// --- Attributes --- // -- Properties -- // -- Public Attributes -- // -- Private Attributes -- // --- /Attributes --- // --- Methods --- // -- Public Methods -- /** * Loads all data from the TileMaps below the given node. * Returns a Graph object, loaded with all the required data. */ public static Graph.Graph LoadGraph(Node root) { // Prepare the Graph instance. Graph.Graph graph = new Graph.Graph(); // Find all tilemap subnodes. Generic.List <TileMap> tilemaps = FindTilemapsUnder(root); // Get the limits of all the tilesets. Rect2 limits = GetTilemapsLimits(tilemaps); // Compute the limits of the loops. Vector2 start = limits.Position; Vector2 end = limits.Position + limits.Size; // Loop through each tilemap. foreach (TileMap tilemap in tilemaps) { // Loop through the limits of the tilemap. for (int x = (int)start.x; x < end.x; x++) { for (int y = (int)start.y; y < end.y; y++) { // First, get the identifier of the cell. int tileID = tilemap.GetCell(x, y); // If the identifier is not -1. if (tileID != -1) { { // Get the name of the tile. String tileName = tilemap.TileSet.TileGetName(tileID); // Check if the tile is a wall. ComputeWall(tileName, x, y, ref graph); // Check if the tile is a vertex. ComputeVertex(tileName, x, y, ref graph); // Compute the cost of the tile. ComputeCost(x, y, tilemap); } } // If the tilemap handles zone splitting. if (tilemap.CollisionMask == 0b1000) { // Compute the face this tile belongs to. ComputeFace(x, y, ref graph); // If there is a tile. if (tileID != -1) { // Compute the resources on that tile. ComputeResource(x, y, tilemap, ref graph); } } } } } // Prepare the list of vertices to remove. Generic.List <Graph.Vertex> VerticesToRemove = new Generic.List <Graph.Vertex>(); // Loop through each vertex. foreach (Graph.Vertex vtx in graph.Vertices) { // Check all four sides. Vector2[] directions = new Vector2[] { Vector2.Up, Vector2.Down, Vector2.Left, Vector2.Right }; foreach (Vector2 dir in directions) { // Check if a wall is present and has not been computed. Vector2 currentPosition = vtx.Position + dir; Tile.Wall dirWall = graph.GetWallAt(currentPosition); if (dirWall != null && dirWall.Edge == null) { // Get the rooms on each side of the wall. Graph.Face[] faces = graph.GetFacesFromWall(currentPosition); // Start computing a new edge. Graph.Edge edge = new Graph.Edge(faces); // Add the edges to the face. edge.RightFace = faces[0]; edge.LeftFace = faces[1]; // Loop until a new vertex is found. while (graph.GetVertexAt(currentPosition) == null) { // If the wall exists. Tile.Wall wall = graph.GetWallAt(currentPosition); if (wall != null) { // Add the wall to the edge. edge.AddWall(wall); // Increment the position. currentPosition += dir; // If the wall stops abruptly, stop execution. } else { throw new Exception("FATAL ERROR: Stray wall found @ " + currentPosition + " ..."); } } // Add the vertices to the edge. edge.StartVertex = vtx; edge.EndVertex = graph.GetVertexAt(currentPosition); // Add the edge to the graph. vtx.Edges.Add(edge); graph.AddEdge(edge); // Add the edge to the face. foreach (Graph.Face face in faces) { face.AddEdge(edge); } } } // After that is done, check if the vertex object is NOT a tower. if (!vtx.IsTower) { // If the vertex has two edges. if (vtx.Edges.Count == 2) { // Get the vertex's edges. Tuple <Graph.Edge, Graph.Edge> edges = new Tuple <Graph.Edge, Graph.Edge>( vtx.Edges[0], vtx.Edges[1] ); // Merge the edges together. edges.Item1.Merge(edges.Item2); // Remove the second edge. graph.RemoveEdge(edges.Item2); // If the vertex has one single edge. } else if (vtx.Edges.Count == 1) { // Add the vertex's wall to the edge. vtx.Edges[0].AddWall(vtx.Wall); } // Add the vertex to removal. VerticesToRemove.Add(vtx); } } // Remove the vertices. foreach (Graph.Vertex vtx in VerticesToRemove) { graph.RemoveVertex(vtx); } // Return the generated graph. GD.Print(graph.ToString()); return(graph); }
//Assumption: One set of 52 cards is being used in the deck of cards and not multiple public BlackJackGame(LibraryInterfaces.IDeckOfCards deckOfCards) { PlayerOfCardsInGame = new Generic.List <CardGameLibrary.PlayerOfCard>(); _deckOfCards = deckOfCards; }