public void MakeTheRoverMove_RoversPlateauConsiderBoundaryAndCrashGiven_ReturnsTrue_2() { //Arrange Plateau plateau = new Plateau() { UpperRightX = 5, UpperRightY = 5 }; Rover rover = new Rover() { CoordinateX = 1, CoordinateY = 2, Direction = Direction.North, MovementList = Helpers.Helpers.GetMovementEnumList("LMLMLMLMM") }; Rover rover2 = new Rover() { CoordinateX = 3, CoordinateY = 3, Direction = Direction.East, MovementList = Helpers.Helpers.GetMovementEnumList("MMM") }; Squad squad = new Squad(); squad.Add(rover); squad.Add(rover2); //Act var result = rover2.MakeTheRoverMove(squad, plateau, false); Result expectedResult = new Result(); //Assert Assert.AreEqual(expectedResult.Success, result.Success); Assert.AreEqual(expectedResult.ErrorMessage, result.ErrorMessage); }
async Task ExecuteLoadSquadCommand() { if (IsBusy) { return; } IsBusy = true; try { Squad.Clear(); var teams = await DataStore.GetFireTeamsAsync(true); foreach (var team in teams) { Squad.Add(team); } } catch (Exception ex) { Debug.WriteLine(ex); } finally { IsBusy = false; } }
// Use this for initialization void Start() { Assert.IsNotNull(AIPresets, "Please assign GameAIPresets"); squads = new List <Squad>(); var ground_units = GameObject.FindGameObjectsWithTag("GroundUnit"); Squad squad = new Squad(AIPresets); foreach (var unit in ground_units) { squad.Add(unit); } squads.Add(squad); // for (int id = 0; id < ground_units.Length; id += Squad.MaxUnits) { // Squad squad = new Squad(); // int end = Mathf.Min(id + Squad.MaxUnits, ground_units.Length); // for (int i = id; i < end; i++) // squad.Add(ground_units[i]); // squads.Add(squad); // } //var flying_units = GameObject.FindGameObjectsWithTag("FlyingUnit"); inputSystem = GetComponent <InputSystem>(); Assert.IsNotNull(TargetReticle, "Bah!"); }
public void Move_PlateauConsiderBoundaryAndCrashTrueGiven_ReturnsFalse() { //Arrange Plateau plateau = new Plateau() { UpperRightX = 5, UpperRightY = 5 }; Rover rover = new Rover() { CoordinateX = 1, CoordinateY = 2, Direction = Helpers.Direction.North, MovementList = Helpers.Helpers.GetMovementEnumList("LMLMLMLMM") }; Rover rover2 = new Rover() { CoordinateX = 3, CoordinateY = 3, Direction = Helpers.Direction.East, MovementList = Helpers.Helpers.GetMovementEnumList("MMRMMRMRRM") }; Rover rover3 = new Rover() { CoordinateX = 3, CoordinateY = 5, Direction = Helpers.Direction.West, MovementList = Helpers.Helpers.GetMovementEnumList("MMLMM") }; Squad squad = new Squad(); squad.Add(rover); squad.Add(rover2); squad.Add(rover3); //Act var result = squad.Move(plateau, true); Result expectedResult = new Result() { Success = false, ErrorMessage = "The rover will crash with another rover with this route. Please change the route!" }; //Assert Assert.AreEqual(expectedResult.Success, result.Success); Assert.AreEqual(expectedResult.ErrorMessage, result.ErrorMessage); }
private void Move(object sender, RoutedEventArgs e) { switch ((sender as Button).Content) { case "Move unit": _myObject.MoveTo(1, 1); break; case "Move squad": var squad = new Squad(ExampleBlock); squad.Add(new MyObject(ExampleBlock)); squad.Add(new MyObject(ExampleBlock)); ISelectableObject obj = new ISecondbjectToISelectableAdapter(new MySecondObject(ExampleBlock)); squad.Add(obj); squad.MoveTo(10, 10); break; } }
static void Main(string[] args) { var squad = new Squad(); squad.Add(new Unit(10)); squad.Add(new Unit(10)); squad.Add(new Unit(15)); squad.Add(new Squad(new List <ISelectableEntity>() { new Unit(10) })); ISelectableEntity entity = squad; squad.MoveTo(10, 10); var health = new GetHealth(); entity.Accept(health); Console.WriteLine(health.Result); }
public void MakeSquad() { if (IsSquadLeader) { return; } gameObject.AddComponent <Squad>(); Squad = GetComponent <Squad>(); Squad.Leader = this; Squad.Add(this); IsSquadLeader = true; squadMarker = (GameObject)Instantiate(faction == Faction.Police ? pfMarkerPolice : pfMarkerRebels); squadMarker.transform.parent = this.transform; squadMarker.transform.localPosition = Vector3.zero; squadMarker.transform.localRotation = Quaternion.identity; squadMarker.transform.localScale = new Vector3(0.3f, 0.3f, 0.3f); }
static void Main(string[] args) { //Taking plateau's upper-right co-ordinates var plateau = getUpperRightCoordinates(); var squad = new Squad(); while (true) { //Taking a rover information from the user var rover = getRover(plateau, squad); //Adding rover to the squad squad.Add(rover); ConsoleKey response; do { Console.Write("Do you want to enter another rover information?(Y/N): "); response = Console.ReadKey(true).Key; if (response != ConsoleKey.Enter) { Console.WriteLine(); } } while (response != ConsoleKey.Y && response != ConsoleKey.N); if (response == ConsoleKey.Y) { continue; } else { Result result = squad.Move(plateau, false); if (result.Success == true) { foreach (var item in squad.rovers) { Console.WriteLine(item.CoordinateX + " " + item.CoordinateY + " " + Helpers.Helpers.GetDescription(item.Direction)); } } else { Console.WriteLine(result.ErrorMessage); } break; } } Console.ReadKey(); }
static void Main(string[] args) { Archer archer1 = new Archer("Вася"); Archer archer2 = new Archer("Петя"); Archer archer3 = new Archer("Саша"); Archer archer4 = new Archer("Ваня"); Archer archer5 = new Archer("Митя"); Cavalryman cavalryman1 = new Cavalryman("Дима"); Cavalryman cavalryman2 = new Cavalryman("Паша"); Cavalryman cavalryman3 = new Cavalryman("Гена"); Cavalryman cavalryman4 = new Cavalryman("Вова"); Infantryman infantryman1 = new Infantryman("Даня"); Infantryman infantryman2 = new Infantryman("Тима"); Infantryman infantryman3 = new Infantryman("Егор"); Infantryman infantryman4 = new Infantryman("Витя"); Infantryman infantryman5 = new Infantryman("Женя"); Infantryman infantryman6 = new Infantryman("Олег"); Squad army = new Squad("Армия"); Cavalryman general = new Cavalryman("Генерал"); Squad division1 = new Squad("Первый дивизион"); Archer commander1 = new Archer("Командир"); Squad division2 = new Squad("Второй дивизион"); Archer commander2 = new Archer("Командир"); Squad company1 = new Squad("Первая рота"); Infantryman officer1 = new Infantryman("Офицер"); Squad company2 = new Squad("Вторая рота"); Infantryman officer2 = new Infantryman("Офицер"); Squad company3 = new Squad("Первая рота"); Infantryman officer3 = new Infantryman("Офицер"); army.Add(general); army.Add(division1); army.Add(division2); division1.Add(commander1); division1.Add(company1); division2.Add(commander2); division2.Add(company3); division2.Add(company2); company1.Add(officer1); company1.Add(infantryman1); company1.Add(infantryman2); company1.Add(archer1); company1.Add(archer2); company1.Add(cavalryman1); company2.Add(officer2); company2.Add(infantryman3); company2.Add(infantryman4); company2.Add(archer3); company2.Add(archer4); company2.Add(cavalryman2); company3.Add(officer3); company3.Add(infantryman5); company3.Add(infantryman6); company3.Add(archer5); company3.Add(cavalryman3); company3.Add(cavalryman4); army.Print(0); Console.WriteLine(); Console.WriteLine("Удаляем часть компонентов"); Console.WriteLine(); army.Remove(division1); division2.Remove(company2); company3.Remove(archer5); company3.Remove(officer3); army.Print(0); }
static public void Run() { int armyQuantity = 0; Army army = new Army(); Squad elfSquad = new Squad(Race.elf); Squad minotaurSquad = new Squad(Race.minotaur); Squad centaurSquad = new Squad(Race.centaur); Squad knightSquad = new Squad(Race.knight); Squad orcSquad = new Squad(Race.orc); Squad cyclopsSquad = new Squad(Race.cyclops); Squad cyclopsSquad2 = new Squad(Race.cyclops); Squad elfSquad2 = new Squad(Race.elf); Soldier hydra = new Soldier(Race.hydra); Soldier dragon = new Soldier(Race.dragon); //Создание войс и добавление количества воинов каждой расы в состав армии var orcSoldiers = Enumerable.Range(1, 4).Select(x => new Soldier(Race.orc)); orcSquad.AddAll(orcSoldiers); armyQuantity += Enumerable.Range(1, 4).Select(x => new Soldier(Race.orc)).Count(); var elfSoldiers = Enumerable.Range(1, 12).Select(x => new Soldier(Race.elf)); elfSquad.AddAll(elfSoldiers); armyQuantity += Enumerable.Range(1, 12).Select(x => new Soldier(Race.elf)).Count(); var elfSoldiers2 = Enumerable.Range(1, 6).Select(x => new Soldier(Race.elf)); elfSquad2.AddAll(elfSoldiers2); elfSquad.Add(elfSquad2); armyQuantity += Enumerable.Range(1, 6).Select(x => new Soldier(Race.elf)).Count(); var minotaurSoldiers = Enumerable.Range(1, 5).Select(x => new Soldier(Race.minotaur)); minotaurSquad.AddAll(minotaurSoldiers); armyQuantity += Enumerable.Range(1, 5).Select(x => new Soldier(Race.minotaur)).Count(); var centaurSoldiers = Enumerable.Range(1, 5).Select(x => new Soldier(Race.centaur)); centaurSquad.AddAll(centaurSoldiers); armyQuantity += Enumerable.Range(1, 5).Select(x => new Soldier(Race.centaur)).Count(); var knightSoldiers = Enumerable.Range(1, 20).Select(x => new Soldier(Race.knight)); knightSquad.AddAll(knightSoldiers); armyQuantity += Enumerable.Range(1, 10).Select(x => new Soldier(Race.knight)).Count(); var cyclopsSoldiers = Enumerable.Range(1, 8).Select(x => new Soldier(Race.cyclops)); cyclopsSquad.AddAll(cyclopsSoldiers); armyQuantity += Enumerable.Range(1, 8).Select(x => new Soldier(Race.cyclops)).Count(); var cyclopsSoldiers2 = Enumerable.Range(1, 4).Select(x => new Soldier(Race.cyclops)); cyclopsSquad2.AddAll(cyclopsSoldiers2); cyclopsSquad.Add(cyclopsSquad2); armyQuantity += Enumerable.Range(1, 4).Select(x => new Soldier(Race.cyclops)).Count(); army.Add(hydra); army.Add(dragon); army.Add(elfSquad); army.Add(minotaurSquad); army.Add(centaurSquad); army.Add(knightSquad); army.Add(orcSquad); army.Add(cyclopsSquad); army.Display(); Console.WriteLine("\n\n\tОбщее количество войск : {0} ", armyQuantity); }
public void SignPlayer(Player player) { player.Teams.Add(this); Squad.Add(player); }
public override Task DivideLine(string line) { Console.WriteLine($"{DateTime.Now} Thread {Thread.CurrentThread.ManagedThreadId} started job."); if (line.Length < 5) { Console.WriteLine($"{DateTime.Now} Line too small, skipped."); } else if (line.Contains(" TC: ")) { Team.Add(line); } else if (line.Contains(" MC LS:")) { Main.Add(line); } else if (line.Contains(" MC LV:")) { Main.Add(line); } else if (line.Contains(" MC SF:")) { Main.Add(line); } else if (line.Contains(" (ADVERT) ")) { Advert.Add(line); } else if (line.Contains(" (MYC ")) { Country.Add(line); } else if (line.Contains(" (sup) ")) { Support.Add(line); } else if (line.Contains(" (cad) ")) { Cad.Add(line); } else if (line.Contains(" KILL: ")) { KillDeaths.Add(line); } else if (line.Contains(" DEATH: ")) { KillDeaths.Add(line); } else if (line.Contains(" killed themselves via command")) { KillDeaths.Add(line); } else if (line.Contains(" GrC (")) { Group.Add(line); } else if (line.Contains(" SC (")) { Squad.Add(line); } else if (line.Contains(" UC (")) { Unit.Add(line); } else if (line.Contains(" (alliance) ")) { Group.Add(line); } else if (line.Contains(" SMS from ")) { Sms.Add(line); } else if (line.Contains(" SMS to ")) { Sms.Add(line); } else if (line.Contains(" T$ ")) { TTransactions.Add(line); if (line.Contains("(CITphoneTran")) { PlayerTransactions.Add(line); } else if (line.Contains("CIThit")) { Hit.Add(line); } } else if (line.Contains(" G$ ")) { GTransactions.Add(line); if (line.Contains("(CITphoneTran")) { PlayerTransactions.Add(line); } else if (line.Contains("CIThit")) { Hit.Add(line); } } else if (line.Contains(" BT: ")) { PlayerTransactions.Add(line); } else if (line.Contains(" (FMSG) ")) { Fmsg.Add(line); } else if (line.Contains(" (LOCF)[")) { Fmsg.Add(line); } else if (line.Contains(" (LOC)[")) { Local.Add(line); } else if (line.Contains(" (LOC)[")) { Local.Add(line); } else if (line.Contains(" (LOC)[")) { Local.Add(line); } else if (line.Contains(" LC ")) { Emergency.Add(line); } else if (line.Contains(" GroupPromotion: ")) { Group.Add(line); } else if (line.Contains(" modify ")) { Inventory.Add(line); } else if (line.Contains(" Crafting ")) { Inventory.Add(line); } else if (line.Contains(") sold ")) { Trading.Add(line); } else if (line.Contains(" (Bought ")) { Trading.Add(line); } else if (line.Contains(" NC ")) { JoinQuit.Add(line); } else if (line.Contains(" LOGIN MISC: ")) { JoinQuit.Add(line); } else if (line.Contains(" LOGIN: "******" LOGIN WEPS: ")) { JoinQuit.Add(line); } else if (line.Contains(" QUIT: ")) { JoinQuit.Add(line); } else if (line.Contains(" QUIT MISC: ")) { JoinQuit.Add(line); } else if (line.Contains(" QUIT WEPS: ")) { JoinQuit.Add(line); } else if (line.Contains(" QUIT WEPS: ")) { JoinQuit.Add(line); } else { Other.Add(line); } Console.WriteLine($"{DateTime.Now} Thread {Thread.CurrentThread.ManagedThreadId} ended job."); return(Task.CompletedTask); }
private void HUD_Tick(object sender, EventArgs e) { // Make the inventory visible based on the button pressed if (menu.Inventory.Checked) { Game.DisableControlThisFrame(Control.SelectWeapon); if (Game.IsControlJustPressed(Control.SelectWeapon)) { inventory.Visible = !inventory.Visible; } } // If a Ped update is required and we are not in a cutscene if ((nextSquadUpdate <= Game.GameTime || nextSquadUpdate == 0) && !Game.IsCutsceneActive) { // Iterate over the peds in the whole game world foreach (Ped ped in World.GetAllPeds()) { bool isFriend = Game.Player.Character.GetRelationshipWithPed(ped) <= Relationship.Like && ped.GetRelationshipWithPed(Game.Player.Character) <= Relationship.Like; bool sameGroup = Game.Player.Character.PedGroup == ped.PedGroup; bool groupLeader = ped.PedGroup?.Leader == Game.Player.Character; // If the ped is a friend or is part of the player's group, is not the player, and is not part of the squad, add it if ((isFriend || sameGroup || groupLeader) && ped != Game.Player.Character && !Squad.Contains(ped)) { Squad.Add(new PedHealth(ped)); } } // Finally, set the new update time nextSquadUpdate = Game.GameTime + 1000; } // If the user entered ggohudconfig in the cheat input, open the menu if (Game.WasCheatStringJustEntered("ggo")) { menu.Visible = true; } // If the current weapon used by the player is not the primary or secondary and is not unarmed WeaponHash current = Game.Player.Character.Weapons.Current.Hash; if ((current != weaponPrimary || current != weaponSecondary) && current != WeaponHash.Unarmed) { // Check for the group and switch it if required switch (Tools.GetWeaponType(current)) { case WeaponType.Primary: weaponPrimary = current; inventory.UpdateWeapons(); Player.PrimaryWeapon.ShiftImage(false, true); break; case WeaponType.Secondary: weaponSecondary = current; inventory.UpdateWeapons(); Player.SecondaryWeapon.ShiftImage(false, true); break; case WeaponType.Melee: weaponSecondary = current; inventory.UpdateWeapons(); Player.SecondaryWeapon.ShiftImage(true, true); break; } } // If the player does not has either the primary or secondary weapons, clear them out if (!Function.Call <bool>(Hash.HAS_PED_GOT_WEAPON, Game.Player.Character, weaponPrimary, false)) { weaponPrimary = 0; } if (!Function.Call <bool>(Hash.HAS_PED_GOT_WEAPON, Game.Player.Character, weaponSecondary, false)) { weaponSecondary = 0; } // Work on the Death markers if (menu.DeathMarkers.Checked) { UpdateMarkers(); } // Just process the HUD Elements pool.Process(); // If the user pressed 1, 2 or 3 with the equip mode enabled, change the weapon if (menu.EquipWeapons.Checked) { if (Game.IsControlJustPressed(Control.SelectWeaponUnarmed)) { Function.Call(Hash.SET_CURRENT_PED_WEAPON, Game.Player.Character, weaponPrimary, false); } if (Game.IsControlJustPressed(Control.SelectWeaponMelee)) { Function.Call(Hash.SET_CURRENT_PED_WEAPON, Game.Player.Character, weaponSecondary, false); } if (Game.IsControlJustPressed(Control.SelectWeaponShotgun)) { Function.Call(Hash.SET_CURRENT_PED_WEAPON, Game.Player.Character, WeaponHash.Unarmed, false); } } }