Example #1
0
        public MainWindow()
        {
            InitializeComponent();

            string[] args    = Environment.GetCommandLineArgs();
            bool     cmdpony = false;

            // find anypony that is available.
            PonyConfig.FindEverypony();
            Trace.WriteLine(String.Format(
                                "== Found {0} usable ponies",
                                PonyConfig.List.Count
                                ));

            // go pony go.

            // check to see if any ponies were specified on the command line.
            if (args.Length > 1)
            {
                foreach (string arg in args)
                {
                    if (PonyConfig.List.Exists(delegate(PonyConfig pc) {
                        return(pc.Name == arg);
                    }))
                    {
                        cmdpony = true;
                        Main.StartPony(arg);
                    }
                }
            }

            // if the command line did not successfully spawn ponies then start one now.
            if (!cmdpony)
            {
                Main.StartPony("Twilight Sparkle");
            }
        }
Example #2
0
        /// <summary>
        /// create a new pony from the configuration. it will initalize allthe
        /// required properties including building the lists of actions (active
        /// and passive) that this pony instance is capable of doing.
        /// </summary>
        public Pony(PonyConfig config)
        {
            this.RNG = new Random();

            this.Name = config.Name;
            this.YOffset = config.YOffset;
            this.Ponyality = config.Ponyality;
            this.Energy = 400;
            this.SleepTOD = true;

            // prepare available action lists. copy on purpose.
            this.AvailableActions = new List<PonyAction>(config.Actions);
            this.AvailableActiveActions = new List<PonyAction>();
            this.AvailablePassiveActions = new List<PonyAction>();

            // for each available action, classify them as active or passive
            // for our decision making later.
            this.AvailableActions.ForEach(delegate(PonyAction action){
                if(Enum.IsDefined(typeof(PonyActionActive), (int)action))
                    this.AvailableActiveActions.Add(action);

                if(Enum.IsDefined(typeof(PonyActionPassive), (int)action))
                    this.AvailablePassiveActions.Add(action);
            });

            Trace.WriteLine(String.Format(
                "== {0} can perform {1} Active and {2} Passive actions",
                this.Name,
                this.AvailableActiveActions.Count,
                this.AvailablePassiveActions.Count
            ));

            Trace.WriteLine(String.Format(
                "== {0} Ponyality:\r\n   {1}",
                this.Name,
                this.Ponyality.ToString()
            ));

            // prepare action properties.
            this.Mode = PonyMode.Free;
            this.Action = PonyAction.None;
            this.Direction = PonyDirection.None;

            // various timers.
            this.ChoiceTimer = null;
            this.WindowTimer = null;
            this.ClingTimer = null;

            // physical stuff.
            this.Window = new PonyWindow(this);
            this.Image = new List<PonyImage>();

            // preload action images.
            this.LoadAllImages();

            Trace.WriteLine(String.Format("// {0} says hello",this.Name));

            // if a pony can teleport lets let them poof in.
            if(this.CanDo(PonyAction.Teleport)) {
                this.LoadImage(PonyAction.Teleport,PonyDirection.Right);
                this.TeleportStage();
            }

            // else have them walk in from the edge.
            else {
                this.LoadImage(PonyAction.Trot, PonyDirection.Right);
                this.Window.Left = 0 - (this.Window.Width + 10);
                this.TellWhatDo(PonyAction.Trot,PonyDirection.Right);
            }

            this.Window.Show();
        }
Example #3
0
        /// <summary>
        /// create a new pony from the configuration. it will initalize allthe
        /// required properties including building the lists of actions (active
        /// and passive) that this pony instance is capable of doing.
        /// </summary>
        public Pony(PonyConfig config)
        {
            this.RNG = new Random();

            this.Name      = config.Name;
            this.YOffset   = config.YOffset;
            this.Ponyality = config.Ponyality;
            this.SleepTOD  = true;

            this.EnergyMax = 600;
            this.EnergyReset();

            // prepare available action lists. copy on purpose.
            this.AvailableActions        = new List <PonyAction>(config.Actions);
            this.AvailableActiveActions  = new List <PonyAction>();
            this.AvailablePassiveActions = new List <PonyAction>();

            // for each available action, classify them as active or passive
            // for our decision making later.
            this.AvailableActions.ForEach(delegate(PonyAction action){
                if (Enum.IsDefined(typeof(PonyActionActive), (int)action))
                {
                    this.AvailableActiveActions.Add(action);
                }

                if (Enum.IsDefined(typeof(PonyActionPassive), (int)action))
                {
                    this.AvailablePassiveActions.Add(action);
                }
            });

            Trace.WriteLine(String.Format(
                                "== {0} can perform {1} Active and {2} Passive actions",
                                this.Name,
                                this.AvailableActiveActions.Count,
                                this.AvailablePassiveActions.Count
                                ));

            Trace.WriteLine(String.Format(
                                "== {0} Ponyality:\r\n   {1}",
                                this.Name,
                                this.Ponyality.ToString()
                                ));

            // prepare action properties.
            this.Mode      = PonyMode.Free;
            this.Action    = PonyAction.None;
            this.Direction = PonyDirection.None;

            // various timers.
            this.ChoiceTimer = null;
            this.WindowTimer = null;
            this.ClingTimer  = null;

            // physical stuff.
            this.Window = new PonyWindow(this);
            this.Image  = new List <PonyImage>();

            // preload action images.
            this.LoadAllImages();

            Trace.WriteLine(String.Format("// {0} says hello", this.Name));

            // if a pony can teleport lets let them poof in.
            if (this.CanDo(PonyAction.Teleport))
            {
                this.LoadImage(PonyAction.Teleport, PonyDirection.Right);
                this.TeleportStage();
            }

            // else have them walk in from the edge.
            else
            {
                this.LoadImage(PonyAction.Trot, PonyDirection.Right);
                this.Window.Left = 0 - (this.Window.Width + 10);
                this.TellWhatDo(PonyAction.Trot, PonyDirection.Right);
            }

            this.Window.Show();
        }