public Controller() { this.gunFactory = new GunFactory(); this.playerFactory = new PlayerFactory(); this.mainPlayer = new MainPlayer(); this.gunRepository = new GunRepository(); this.gangNeighbourhood = new GangNeighbourhood(); this.players = new List <IPlayer>(); }
//----------- Constructors ------------ //GunRepository<IGun> gunRepository, GunFactory gunFactory, INeighbourhood neighbourhood public Controller() { this.gunRepository = new GunRepository <IGun>(); this.gunFactory = new GunFactory(); this.neighbourhood = new GangNeighbourhood(); this.mainPlayer = new MainPlayer(); this.players = new Dictionary <string, IPlayer>(); this.gunQueue = new Queue <IGun>(); }
public Engine() { this.reader = new Reader(); this.writer = new Writer(); this.gunRepository = new GunRepository <IGun>(); this.gunFactory = new GunFactory(); this.neighbourhood = new GangNeighbourhood(); //gunRepository, gunFactory, neighbourhood this.controller = new Controller(); }
public void CreateObjectOnPress() { requirements = require.GetComponent <GunRequirements>(); GunRequirements requiring = requirements; //Debug.Log(requiring); GunFactory factory = new GunFactory(requiring); createFactory(factory); }
// Start is called before the first frame update void Start() { GunRequirements requirements = new GunRequirements { Magazine = Mathf.Max(Magazine, 1), Size = Size, Accuracy = Mathf.Max(Accuracy) }; GunFactory factory = new GunFactory(requirements); createFactory(factory); }
public void SetGun(GameObject gun, bool val) { isAkimbo = true; bTextHolder.SetActive(val); if (gun.GetComponentInChildren <KimboRight>()) { gunObject = gun.GetComponentInChildren <KimboRight>(); } if (gun.GetComponentInChildren <KimboLeft>()) { gunObject2 = gun.GetComponentInChildren <KimboLeft>(); } }
public void createFactory(GunFactory factory) { GunRequirements textRequire = newText.GetComponent <GunRequirements>(); //Debug.Log(factory); IGun c = factory.Create(); //Debug.Log(c); g_spawn.GetGun(c.ToString()); //Debug.Log(c); textRequire.objectText.text = c.ToString(); }
public static void Main() { IReader reader = new Reader(); IWriter writer = new Writer(); IPlayer mainPlayer = new MainPlayer(); INeighbourhood gangNeighbourhood = new GangNeighbourhood(); IGunFactory gunFactory = new GunFactory(); IController controller = new Controller( mainPlayer, gangNeighbourhood, gunFactory); IEngine engine = new Engine( reader, writer, controller); engine.Run(); }
public static void Main() { var consoleReader = new Reader(); var consoleWriter = new Writer(); var mainPlayer = new MainPlayer(); var gangNeighbourhood = new GangNeighbourhood(); var gunFactory = new GunFactory(); var civilPlayerFactory = new CivilPlayerFactory(); var controller = new Controller( mainPlayer, gangNeighbourhood, gunFactory, civilPlayerFactory); var engine = new Engine( consoleReader, consoleWriter, controller); engine.Run(); }
void Awake() { Instance = this; }
protected override void OneTimeSetup() { factory = new GunFactory(); always3 = new Rng(3); combatStats = new CombatStats(new Modifier(3), new Modifier(2), 20); }
private void Awake() { _instance = this; }
static void Main(string[] args) { /* * UnitTestSuite testSuite = new UnitTestSuite(); * testSuite.Run(); */ GunFactory gunFactory = new GunFactory(); //IGun mh = gunFactory.Get(GunType.Pistol); IGun mh = gunFactory.Get(GunType.Pepperbox); IGun artificerMh = gunFactory.Get(GunType.Pistol, WeaponTier.ArtificerReloadProperty); List <IGun> ohs = new List <IGun>() { gunFactory.Get(GunType.PalmPistol), gunFactory.Get(GunType.PalmPistol) }; List <IGun> artificerOhs = new List <IGun>() { gunFactory.Get(GunType.PalmPistol, WeaponTier.ArtificerReloadProperty) }; //List<Feat> feats = new List<Feat>() { Feat.None }; List <Feat> feats = new List <Feat>() { Feat.Sharpshooter }; List <MagicInitiateSpell> buffs = new List <MagicInitiateSpell>() { MagicInitiateSpell.None }; //List<MagicInitiateSpell> buffs = new List<MagicInitiateSpell>() { MagicInitiateSpell.Bless }; //List<MagicInitiateSpell> buffs = new List<MagicInitiateSpell>() { MagicInitiateSpell.Hex }; Rng rng = new Rng(); //buffs = new List<MagicInitiateSpell>() { MagicInitiateSpell.Bless }; //buffs = new List<MagicInitiateSpell>() { MagicInitiateSpell.Hex }; Player player = new Player(rng, 8, 8, FightingStyle.Archery, mh, ohs, feats, buffs); //Player player = new Player(rng, 6, 8, FightingStyle.Archery, artificerMh, artificerOhs, feats, buffs); int numTurns = 7; Enemy enemy = new Enemy(17); int numSims = 100000; //int numSimsPerThread = numSims / 4; int numSimsPerThread = numSims; BulkGunSlingerSimulation sim = new BulkGunSlingerSimulation(rng, numTurns, numSims, numSimsPerThread); SimulationSummary summary = sim.BulkSimulate(player, enemy); int totalTurns = numSims * numTurns; double dmgPerTurn = (double)summary.DamageDone / totalTurns; double shotsPerTurn = (double)summary.Shots / totalTurns; double hitsPerTurn = (double)summary.Hits / totalTurns; double critsPerTurn = (double)summary.Crits / totalTurns; double costPerSim = ((double)summary.Cost / numSims) / 100; double brokenGunsPerTurn = (double)summary.NumberOfBrokenGuns / totalTurns; Console.WriteLine("------ Summary ------"); Console.WriteLine($"Enemy AC: {enemy.ArmorClass}."); Console.WriteLine($"Number of Turns per sim: {numTurns}."); Console.WriteLine($"Number of total Turns: {totalTurns}.\n"); Console.WriteLine($"Damage per turn: " + string.Format("{0:0.000}", dmgPerTurn)); Console.WriteLine($"Shots per turn: " + string.Format("{0:0.000}", shotsPerTurn)); Console.WriteLine($"Hits per turn: " + string.Format("{0:0.000}", hitsPerTurn)); Console.WriteLine($"Crits per turn: " + string.Format("{0:0.000}", critsPerTurn)); Console.WriteLine($"Cost per combat encounter: " + string.Format("{0:0.000}", costPerSim) + "g"); Console.WriteLine($"Broken Guns per turn: " + string.Format("{0:0.000}", brokenGunsPerTurn)); //Misfires? Console.WriteLine("---------------------"); }