public List <PlayerResponse> GetPlayers() { _log.LogInformation($"Get all players"); return(_gameContext.Players .Select(x => PlayerResponse.FromPlayer(x)) .ToList()); }
private void OnStatusChanged(PlayerResponse playerResponse) { if (visualizeFeedback == false) { return; } if (_changedFeedback == null) { return; } lock (_changedFeedback) { foreach (var status in playerResponse.Status) { var pos = EnumParser.ToPositionType(status.Key); var val = status.Value; byte[] result = new byte[val.Length]; for (int i = 0; i < val.Length; i++) { result[i] = (byte)val[i]; } var feedback = new HapticFeedback(pos, result); _changedFeedback.Add(feedback); } } }
public void SetResponse(string hashPlayer, PlayerResponse response) { if (playersRoundInfo.ContainsKey(hashPlayer)) { playersRoundInfo[hashPlayer].playerResponse = response; } }
public void Receive(PlayerResponse response) { try { lock (activeKeys) { activeKeys.Clear(); activeKeys.AddRange(response.ActiveKeys); } lock (registered) { registered.Clear(); registered.AddRange(response.RegisteredKeys); } lock (status) { status = response.Status; } } catch (Exception e) { BhapticsLogger.LogInfo("Receive: {0}", e.Message); } }
public List <PlayerResponse> GetPlayers(string gameId) { return(_gameContext.Players .Where(p => p.GameId == gameId) .Select(p => PlayerResponse.FromPlayer(p)) .ToList()); }
/// <summary> /// This event is fired when the 'SelectButton' is clicked. /// </summary> private void SelectButton_Click(object sender, EventArgs e) { // the user did not cancel this.UserCancelled = false; // If the ParentChipSelectorForm object exists if (this.HasParentChipSelectorForm) { // if the PlayerResponseControl exists if ((this.HasPlayerResponseControl) && (this.PlayerResponseControl.HasSendResponseCallBack) && (this.HasHouseRules)) { // get the amountBet double amountBet = this.AmountBet; // Create a place bet response request PlayerResponse playerResponse = new PlayerResponse(ResponseTypeEnum.PlaceBet, amountBet); // Send the response this.PlayerResponseControl.SendResponseCallBack(playerResponse); // The response has been sent this.PlayerResponseControl.ResponseSent = true; } // Close the parent form this.ParentChipSelectorForm.Close(); } }
public Player(PlayerResponse response) { SteamId = response.steamid; PersonaName = response.personaname; ProfileUrl = response.profileurl; Avatar = response.avatar; AvatarMedium = response.avatarmedium; AvatarFull = response.avatarfull; PersonaState = response.personastate; CommunityVisibilityState = response.communityvisibilitystate; ProfileState = response.profilestate; LastLogoff = response.lastlogoff; CommentPermission = response.commentpermission; RealName = response.realname; PrimaryClanId = response.primaryclanid; TimeCreated = response.timecreated; GameId = response.gameid; GameServerIp = response.gameserverip; GameExtraInfo = response.gameextrainfo; CityId = response.cityid; LocCountryCode = response.loccountrycode; LocStateCode = response.locstatecode; LocCityId = response.loccityid; }
public void Receive(PlayerResponse response) { try { if (StatusReceived != null) { StatusReceived(response); } lock (_activeKeys) { _activeKeys.Clear(); _activeKeys.AddRange(response.ActiveKeys); } lock (_activePosition) { _activePosition.Clear(); _activePosition.AddRange(response.ConnectedPositions); } } catch (Exception e) { Debug.Log(e); } }
public Exchange(ConversationOpener opener, PlayerResponse response1, PlayerResponse response2, PlayerResponse response3) { Opener = opener; PlayerResponse1 = response1; PlayerResponse2 = response2; PlayerResponse3 = response3; }
public Player ToPlayer(PlayerResponse playerResponse) { return(new Player { User = ToUser(ToPlayer(playerResponse)) }); }
public override ThreeState CheckIfCorrectResponse(PlayerResponse response) { var allowedResponses = responseFromPlayer.Split(new char[] { '|' }).Select(s => s.Trim().ToLower()); bool isResponseOk = allowedResponses.Any(s => s == response.responseStr.ToLower().Trim()); return(isResponseOk.ToThreeState()); }
public PlayerViewModel(PlayerResponse player) { Id = player.Id; PlayerName = player.PlayerName; FirstName = player.FirstName; LastName = player.LastName; Colour = player.Colour; }
public override ThreeState CheckIfCorrectResponse(PlayerResponse response) { if (response.pathInOrder) { return response.playerPath.ArePointsInCorrectOrder().ToThreeState(); } else { return response.playerPath.WereAllPointsTraversed().ToThreeState(); } }
public Player(PlayerResponse response) { PlayerKey = response.PlayerKey; PlayerId = response.PlayerId; FullName = response.Name.Full; TeamAbbr = response.TeamAbbr; Position = response.Position; }
public void GetPlayer(int[] ids, PlayerResponse playerResponse) { PlayerResponse res = new PlayerResponse(playerResponse); string[] keys = { "ids" }; string[] vals = { string.Join("|", ids) }; Debug.Log(BuildURL("findbyid", keys, vals)); SendAPIRequest(BuildURL("findbyid", keys, vals), (req) => HandlePlayerResponse(req, res)); }
public override void Respond(PlayerResponse response) { OnResponseGiven?.Invoke(this, new PlayerResponseEventArgs(response)); if (response == PlayerResponse.Missed) { OnTurnStarted?.Invoke(this, new EventArgs()); } }
public static Player MapPlayer(PlayerResponse playerData) { return(new Player { MatchHistoryUri = playerData.MatchHistoryUri, ProfileIcon = playerData.ProfileIcon, SummonerId = playerData.SummonerId, SummonerName = playerData.SummonerName }); }
public override ThreeState CheckIfCorrectResponse(PlayerResponse response) { if (response.pathInOrder) { return(response.playerPath.ArePointsInCorrectOrder().ToThreeState()); } else { return(response.playerPath.WereAllPointsTraversed().ToThreeState()); } }
public async Task <IActionResult> OnGet(int id) { Player = await _apiClient.GetPlayerAsync(id); if (Player == null) { return(NotFound()); } return(Page()); }
public ViewResult ManagePlayers(PlayerResponse playerResponse) { if (ModelState.IsValid) { PlayerRepository.AddResponse(playerResponse); return(View("ClubDetails", PlayerRepository.PlayerResponses.Where(r => r.Deregister == false).OrderBy(r => r.ClubID))); } else { return(View()); } }
/// <summary> /// Handle a response from a communcation channel (to be expanded) /// </summary> /// <param name="response"></param> private void HandleResponse(PlayerResponse response) { if (!openingDone) { openingDone = true; maze.OpenDoorsInCell(playerCurrentCoords); } //if there was no interchange, no response was expected, so do nothing if (currentInterchange == null) { return; } //otherwise, check response, change state, and respond as needed else { //reopen doors if they were closed maze.OpenDoorsInCell(playerCurrentCoords); ThreeState wasResponseCorrect = currentInterchange.CheckIfCorrectResponse(response); Debug.Log(wasResponseCorrect.ToBool()); Debug.Log(response.responseStr); string responseText = currentInterchange.GetResponseToPlayerText(wasResponseCorrect.ToBool()); SendMessageToPlayer(responseText, oneWayCommChannel); //ending condition for veryhostile if (aiAlignmentState == AIAlignmentState.VeryHostile) { if (wasResponseCorrect == ThreeState.True) { AscendPlayer(); gameOver = true; } else { ReduceMazeToOneRoom(); } } //otherwise do state transition if need be else if (wasResponseCorrect != ThreeState.Neutral && !aiAlignmentState.ToString().StartsWith("Very")) { StateTransition(wasResponseCorrect.ToBool()); } //reset current interchange to get caught by above conditional. currentInterchange = null; } }
public void Added( PlayerResponse response, HubConnectionInfo connectionInfo, IHandler composer) { var player = response.Player; _logger.LogInformation($"Player {player.Id} created ({player.Name})"); if (player.Name == "Pele") { composer.DisconnectHub(connectionInfo.Url); } }
public async Task <Response> GetUserByEmail( string urlBase, string servicePrefix, string controller, string tokenType, string accessToken, EmailRequest request) { try { string requestString = JsonConvert.SerializeObject(request); StringContent content = new StringContent(requestString, Encoding.UTF8, "application/json"); HttpClient client = new HttpClient { BaseAddress = new Uri(urlBase) }; client.DefaultRequestHeaders.Authorization = new AuthenticationHeaderValue(tokenType, accessToken); string url = $"{servicePrefix}{controller}"; HttpResponseMessage response = await client.PostAsync(url, content); string result = await response.Content.ReadAsStringAsync(); if (!response.IsSuccessStatusCode) { return(new Response { IsSuccess = false, Message = result, }); } PlayerResponse playerResponse = JsonConvert.DeserializeObject <PlayerResponse>(result); return(new Response { IsSuccess = true, Result = playerResponse }); } catch (Exception ex) { return(new Response { IsSuccess = false, Message = ex.Message }); } }
public async Task <(PlayersRepositoryStatus Status, PlayerResponse Player)> GetSingle(int id) { var player = await _dbContext.Players.FindAsync(id); if (player == null) { return(PlayersRepositoryStatus.NotFound, null); } var playerResponse = new PlayerResponse { Name = player.Name, Id = player.PlayerId }; return(PlayersRepositoryStatus.Found, playerResponse); }
// Get: api/Player public IHttpActionResult Get() { List <Player> playerList = new List <Player>(); List <PlayerResponse> responseList = new List <PlayerResponse>(); using (Refresh_The_PageEntities entities = new Refresh_The_PageEntities()) { playerList = entities.Players.ToList(); } foreach (Player player in playerList) { responseList.Add(PlayerResponse.DataToResponse(player)); } string json = JsonConvert.SerializeObject(responseList); return(new OkResult(json, Request)); }
// Get: api/Player/1 public IHttpActionResult Get(string id) { Player player; using (Refresh_The_PageEntities entities = new Refresh_The_PageEntities()) { player = entities.Players.FirstOrDefault(e => e.Id == id); } if (player == null) { return(NotFound()); } PlayerResponse response = PlayerResponse.DataToResponse(player); string json = JsonConvert.SerializeObject(response); return(new OkResult(json, Request)); }
private List <RecordResponse> TransformRecordData(IEnumerable <RecordWithZonedData> recordBase) { var output = recordBase.Select(x => { var cachedRecord = x.Record as CachedTempusRecordBase; return(new RecordResponse { PlayerInfo = new PlayerResponse { Id = x.Record.PlayerInfo.Id, Steamid = x.Record.PlayerInfo.Steamid, Name = x.Record.PlayerInfo.Name, RealName = null }, CachedTime = cachedRecord?.CachedTime, MapInfo = x.Record.MapInfo, RecordInfo = x.Record.RecordInfo, ZoneInfo = x.Record.ZoneInfo }); }).ToList(); foreach (var record in output) { var realName = _tempusCacheService.GetRealName(record.PlayerInfo.Id); if (realName == null) { continue; } var realNamePlayer = new PlayerResponse { Id = record.PlayerInfo.Id, Name = record.PlayerInfo.Name, Steamid = record.PlayerInfo.Steamid, RealName = realName }; record.PlayerInfo = realNamePlayer; } return(output); }
/// <summary> /// Gets all active players on a server /// </summary> /// <returns>PlayerResponse containing all players </returns> /// <exception cref="SourceQueryException"></exception> public PlayerResponse GetPlayers(int maxRetries = 10) { try { var byteReader = RequestDataFromServer(Constants.A2S_PLAYER_CHALLENGE_REQUEST, out byte header, maxRetries, true); if (!header.Equals(Constants.A2S_PLAYER_RESPONSE)) { throw new ArgumentException("Response was no player response."); } PlayerResponse playerResponse = new PlayerResponse() { Header = header, Players = new List <Player>() }; int playercount = byteReader.GetByte(); for (int i = 1; i <= playercount; i++) { playerResponse.Players.Add(new Player() { Index = byteReader.GetByte(), Name = byteReader.GetString(), Score = byteReader.GetLong(), Duration = TimeSpan.FromSeconds(byteReader.GetFloat()) }); } //IF more bytes == THE SHIP if (byteReader.Remaining > 0) { playerResponse.IsTheShip = true; for (int i = 0; i < playercount; i++) { playerResponse.Players[i].Deaths = byteReader.GetLong(); playerResponse.Players[i].Money = byteReader.GetLong(); } } return(playerResponse); } catch (Exception ex) { throw new SourceQueryException("Could not gather Players", ex); } }
private async void UpdatePredictionAsync() { bool isValid = await ValidateDataAsync(); if (!isValid) { return; } string url = App.Current.Resources["UrlAPI"].ToString(); if (!_apiService.CheckConnection()) { await App.Current.MainPage.DisplayAlert( "Error", "Verifique su conexión a Internet", "Aceptar"); return; } PlayerResponse player = JsonConvert.DeserializeObject <PlayerResponse>(Settings.Player); TokenResponse token = JsonConvert.DeserializeObject <TokenResponse>(Settings.Token); PredictionRequest request = new PredictionRequest { GoalsLocal = GoalsLocal.Value, GoalsVisitor = GoalsVisitor.Value, MatchId = Match.Id, UserId = new Guid(player.UserId), }; Response response = await _apiService.MakePredictionAsync(url, "api", "/Predictions", request, "bearer", token.Token); if (!response.IsSuccess) { await App.Current.MainPage.DisplayAlert( "Error", response.Message, "Aceptar"); } }
public GameStatusResponse GetStatusResponse(string gameId, string playerId) { var status = GetStatus(gameId); if (status == null) { return(null); } var gameStatus = GameStatusResponse.FromStatus(status); gameStatus.IsCurrentChoice = status.ChoosingPlayerId == playerId; gameStatus.RemainingQuestions = RemainingQuestions(gameId); // Return previous choice if (!gameStatus.IsCurrentChoice) { gameStatus.ChoiceA = _playData.GetPreviousChoiceA(); gameStatus.ChoiceB = _playData.GetPreviousChoiceB(); } else if (gameStatus.ChoiceA == null || gameStatus.ChoiceB == null) { // TODO: Something with EF not populating the object, can look at it later var choiceA = _gameContext.Answers.Find(status.ChoiceAId); var choiceB = _gameContext.Answers.Find(status.ChoiceBId); gameStatus.ChoiceA = AnswerResponse.FromAnswer(choiceA); gameStatus.ChoiceB = AnswerResponse.FromAnswer(choiceB); } if (gameStatus.ChoosingPlayer == null) { var player = _gameContext.Players.Find(status.ChoosingPlayerId); if (player != null) { gameStatus.ChoosingPlayer = PlayerResponse.FromPlayer(player); gameStatus.ChoosingPlayer.IsChoosing = true; } } return(gameStatus); }
public void Init() { _responseStub = new Response { Code = 1, Msg = "Fake message" }; var player = new PlayerResponse { PublicId = "publicId", AccessToken = "Token", Name = "PlayerName", Items = { "item1", "item2" }, Health = 2.10 }; var npc = new NPC { Name = "NPC_NAME", PublicId = "NPC_publicID", Health = 10.3 }; var bigResponse = new BigMessageResponse { Player = player, Npcs = { { "npc_key", npc } }, Chests = { "chest1", "chest2" } }; _bigMessageStub = new BigMessage { Code = "22", Response = bigResponse }; _respondeMessageEncodeJson = Encoding.UTF8.GetBytes("{\"code\": 1,\"msg\":\"Fake message\"}"); _bigMessageEncodedJson = Encoding.UTF8.GetBytes("{\"code\":\"22\",\"response\":{\"player\":{\"publicId\":\"publicId\",\"accessToken\":\"Token\",\"name\":\"PlayerName\",\"items\":[\"item1\",\"item2\"],\"health\":2.1},\"npcs\":{\"npc_key\":{\"name\":\"NPC_NAME\",\"health\":10.3,\"publicId\":\"NPC_publicID\"}},\"chests\":[\"chest1\",\"chest2\"]}}"); _bigMessageEncodedProtobuf = new byte[] { 0x0A, 0x02, 0x32, 0x32, 0x12, 0x74, 0x0A, 0x34, 0x0A, 0x08, 0x70, 0x75, 0x62, 0x6C, 0x69, 0x63, 0x49, 0x64, 0x12, 0x05, 0x54, 0x6F, 0x6B, 0x65, 0x6E, 0x1A, 0x0A, 0x50, 0x6C, 0x61, 0x79, 0x65, 0x72, 0x4E, 0x61, 0x6D, 0x65, 0x22, 0x05, 0x69, 0x74, 0x65, 0x6D, 0x31, 0x22, 0x05, 0x69, 0x74, 0x65, 0x6D, 0x32, 0x29, 0xCD, 0xCC, 0xCC, 0xCC, 0xCC, 0xCC, 0x00, 0x40, 0x12, 0x2C, 0x0A, 0x07, 0x6E, 0x70, 0x63, 0x5F, 0x6B, 0x65, 0x79, 0x12, 0x21, 0x0A, 0x08, 0x4E, 0x50, 0x43, 0x5F, 0x4E, 0x41, 0x4D, 0x45, 0x11, 0x9A, 0x99, 0x99, 0x99, 0x99, 0x99, 0x24, 0x40, 0x1A, 0x0C, 0x4E, 0x50, 0x43, 0x5F, 0x70, 0x75, 0x62, 0x6C, 0x69, 0x63, 0x49, 0x44, 0x1A, 0x06, 0x63, 0x68, 0x65, 0x73, 0x74, 0x31, 0x1A, 0x06, 0x63, 0x68, 0x65, 0x73, 0x74, 0x32 }; _responseEncoded = new ProtobufSerializer(ProtobufSerializer.SerializationFormat.Protobuf).Encode(_responseStub); }
public abstract ThreeState CheckIfCorrectResponse(PlayerResponse response);
private void Update() { //if in communcation, check for response, call handler on response if there if (aiCommState == AICommunicationState.InCommunication) { if (currentCommChannel != null && currentCommChannel.IsResponseReceived()) { playerResponse = currentCommChannel.GetResponse(); //end communcation and reset state currentCommChannel.EndCommuncation(); currentCommChannel = null; aiCommState = AICommunicationState.NotInCommuncation; //handle whatever the response was HandleResponse(playerResponse); } } else if (!openingDone) { Debug.LogError("about to close doors in cell opening"); maze.CloseDoorsInCell(playerCurrentCoords); SendMessageToPlayer(GameLinesTextGetter.OpeningMonologue(), oneWayCommChannel); } else if (playerCurrentCoords != player.MazeCellCoords && DistanceBetweenPlayerAndRoom(player.MazeCellCoords) < 0.4) { //neutral ending. ends on reaching the ladder if (player.MazeCellCoords == maze.exitCoords && !aiAlignmentState.ToString().StartsWith("Very")) { FlyoverMonologueEnding(); } //very friendly ending. end condition on the last room else if (aiAlignmentState == AIAlignmentState.VeryFriendly && player.MazeCellCoords.z == (maze.size.z - 1)) { maze.TurnAllLightsRed(); Debug.LogError("about to close doors in cell friendlyending"); maze.CloseDoorsInCell(player.MazeCellCoords); gameOver = true; } //the standard case. do a reaction or request else { //for the single hallway ending. close doors behind you. if (aiAlignmentState == AIAlignmentState.VeryFriendly) { Debug.LogError("about to close doors in cell friendlyending close behind"); maze.CloseDoorsInCell(playerCurrentCoords); } playerCurrentCoords = player.MazeCellCoords; if (!firstInterchangeDone) { Neutral_Request_AskPlayerToTouchCorners(); firstInterchangeDone = true; } else { if (reactToPlayer) { ExecuteRandomAction(perStateReactionList[aiAlignmentState]); //react to player next time only if VeryHostile, VeryFriendly and there are reactions left reactToPlayer = (aiAlignmentState.ToString().StartsWith("Very")) && perStateReactionList[aiAlignmentState].Count > 0; } else { if (!roomsRequestedIn.ContainsKey(playerCurrentCoords)) { ExecuteRandomAction(perStateRequestActionList[aiAlignmentState]); roomsRequestedIn[playerCurrentCoords] = true; } //on occasion, prompt a reaction from the AI on the next room reactToPlayer = (UnityEngine.Random.Range(0, 1f) < 0.75f); } } } } }
public override ThreeState CheckIfCorrectResponse(PlayerResponse response) { return (!response.playerMoved).ToThreeState(); }
public override ThreeState CheckIfCorrectResponse(PlayerResponse response) { return ThreeState.Neutral; }
public AiPlayerInterchange(AIAlignmentState state) { aiState = state; expectedResponse = new PlayerResponse(); }
public override ThreeState CheckIfCorrectResponse(PlayerResponse response) { var allowedResponses = responseFromPlayer.Split(new char[] { '|' }).Select(s => s.Trim().ToLower()); bool isResponseOk = allowedResponses.Any(s => s == response.responseStr.ToLower().Trim()); return isResponseOk.ToThreeState(); }
public TouchCornersInterchange(AIAlignmentState state, PlayerResponse response) : base(state, response) { }
public PathInterchange(AIAlignmentState state, PlayerResponse expected, bool firstInterchange) : base(state, expected, firstInterchange) { }
public PathInterchange(AIAlignmentState state, PlayerResponse expected) : base(state, expected) { }
public AiPlayerInterchange(AIAlignmentState state, PlayerResponse expected, bool firstInterchange) { aiState = state; expectedResponse = expected; isFirst = firstInterchange; }
public AiPlayerInterchange(AIAlignmentState state, PlayerResponse expected) { aiState = state; expectedResponse = expected; }