public void TestBustTimesGauge()
        {
            Bust bust = new Bust(36);

            bust.StitchCount(6);
            Assert.AreEqual(216, bust.Circ);
        }
Exemple #2
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        public override void DoNextAction(GameContext gameContext)
        {
            IAction action         = null;
            var     ghostsTargeted = gameContext.Busters.Select(b => b.GhostTarget);

            if (ghostsTargeted != null && ghostsTargeted.Any())
            {
                var ghost = ghostsTargeted.OrderByDescending(g => g.State).FirstOrDefault();
                var dist  = ghost.Position.GetDist(Buster.Position);
                if (dist < 1760 && dist > 900)
                {
                    action = new Bust(ghost.Id);
                }
                else
                {
                    if (dist < 900)
                    {
                        action = new Move(ghost.Position.X + 50, ghost.Position.Y);
                    }
                    else
                    {
                        action = new Move(ghost.Position);
                    }
                }
            }
            else
            {
                action = new RandomMove();
            }
            action.Do("support");
        }
Exemple #3
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        public override void DoNextAction(GameContext gameContext)
        {
            var     comment = "";
            IAction action  = null;

            if (Buster.StunAvailableIn <= 0)
            {
                var a = gameContext.OppositeBusters.FirstOrDefault(b => b.Position.GetDist(Buster.Position) < 1760);
                if (a != null && a.StunFor < 3)
                {
                    action = new Stun(a);
                    Buster.StunAvailableIn = 20;
                }
            }
            if (action == null && gameContext.Ghosts.Any(g => g.Position.GetDist(Buster.Position) < 2200))
            {
                comment = "ghost to catch";
                Ghost target;
                if (Buster.GhostTarget != null && gameContext.Ghosts.Select(g => g.Id).Contains(Buster.GhostTarget.Id))
                {
                    target = Buster.GhostTarget;
                }
                else
                {
                    target = gameContext.Ghosts
                             .Where(g => g.Position.GetDist(Buster.Position) < 2200 && gameContext.MyBusters.Where(b => b.GhostTarget?.Id == g.Id).Count() <= g.Value)
                             .OrderBy(g => Buster.Position.GetDist(g.Position))
                             .FirstOrDefault();
                }
                Buster.GhostTarget = target;
                if (target != null)
                {
                    var dist = Buster.Position.GetDist(target.Position);
                    if (dist < 1760 && dist > 900)
                    {
                        action = new Bust(target.Id);
                    }
                    else
                    {
                        if (dist < 900)
                        {
                            action = new Move(target.Position.X + 50, target.Position.Y);
                        }
                        else
                        {
                            action = new Move(target.Position);
                        }
                    }
                }
            }
            if (action == null)
            {
                comment = "no ghost";
                action  = new RandomMove();
            }
            action.Do(comment);
        }
Exemple #4
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        public void Given_I_Have_A_Total_of_377_return_true()
        {
            //Given I have a total of 377
            int total = 377;
            //When i call the isBust Method
            IBust bust      = new Bust();
            bool  totalBust = bust.Calculate(total);

            //Then i get back a false boolean showing the player is not bust
            Assert.IsTrue(totalBust);
        }
Exemple #5
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 public void HitPlayer(ICardPlayer cardPlayer)
 {
     if (CountHand(cardPlayer.Hand) < 21)
     {
         cardPlayer.Hand.Add(deck.DrawCard());
         if (CountHand(cardPlayer.Hand) > 21)
         {
             Bust?.Invoke(cardPlayer);
         }
     }
 }
Exemple #6
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        public void Given_I_have_a_total_of_10_I_expect_to_be_false()
        {
            // Given I have a total of 10
            var total = 10;

            // When I call the bust method
            IBust bust   = new Bust();
            bool  result = bust.IsBust(total);

            // Then I expect to get back false
            Assert.IsFalse(result);
        }
Exemple #7
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        public void Given_I_have_a_total_of_24_I_expect_to_be_true()
        {
            // Given I have a total of 24
            var total = 24;

            // When I call the bust method
            IBust bust   = new Bust();
            bool  result = bust.IsBust(total);

            // Then I expect to get back true
            Assert.IsTrue(result);
        }
 private void OnBust()
 {
     Bust?.Invoke(this, new GameControllerEventArgs(this));
 }
 public void TestBustPositive()
 {
     Bust bust = new Bust(-1);
 }
Exemple #10
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 public void TestBustNotZero()
 {
     Bust bust = new Bust(0);
 }
Exemple #11
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        public void TestBustExists()
        {
            Bust bust = new Bust(36);

            Assert.AreEqual(36, bust.Circ);
        }
Exemple #12
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        // Token: 0x060013FE RID: 5118 RVA: 0x0001E6FC File Offset: 0x0001D6FC
        protected override WorkflowElement CreateBody()
        {
            StateGraph stateGraph = new StateGraph(string.Format("OpponentPursuit: {0}", base.Entrant.Opponent.OpponentName));
            State      state      = new State("initial");
            State      state2     = new State("countdown");
            State      state3     = new State("inpursuit");
            State      state4     = new State("cooldown");
            State      state5     = new State("busted");
            State      state6     = new State("evaded");
            State      state7     = new State("post");

            new State("aborted");
            State state8 = new State("done");

            GameCore.Activities.Entrant.Components.CloseOnReceive <OnPursuitEngaged> activity  = new GameCore.Activities.Entrant.Components.CloseOnReceive <OnPursuitEngaged>(base.InstancedEvent, base.Entrant, Ports.Gameplay);
            GameCore.Activities.Components.CloseOnReceive <OnPursuitBusted>          activity2 = new GameCore.Activities.Components.CloseOnReceive <OnPursuitBusted>(Ports.Gameplay);
            EntrantFinished      activity3 = new EntrantFinished(base.InstancedEvent, base.Entrant, -8193);
            EntrantFinished      activity4 = new EntrantFinished(base.InstancedEvent, base.Entrant, 8202);
            OnUpdateTick         activity5 = new OnUpdateTick(base.InstancedEvent, base.Entrant);
            Conclude             item      = new Conclude(base.InstancedEvent, base.Entrant);
            FlushCops            item2     = new FlushCops();
            LoadBehavior         item3     = new LoadBehavior(base.InstancedEvent, base.Entrant, "BEHAVIOR_GAMEPLAY_PURSUIT", "PursuitMonitorBehavior");
            EntrantLoaded        item4     = new EntrantLoaded(base.InstancedEvent, base.Entrant, "Entrants.Loading");
            PrepareScoringMethod item5     = new PrepareScoringMethod(base.InstancedEvent, base.Entrant);
            EnableLoadingScreen  item6     = new EnableLoadingScreen(false);
            HandleTutorial       item7     = new HandleTutorial(base.InstancedEvent, base.Entrant, TutorialSource.kTutorialSource_Pursuit);
            Launch item8 = new Launch(base.InstancedEvent, base.Entrant);
            AssignPursuitEscalation item9 = new AssignPursuitEscalation(base.Event.EventDef.PursuitEscalation().GetKey());

            state.EnterActivity.Activities.Add(item3);
            state.Transitions.Add(new Transition("countdown"));
            LockEntrant                 item10    = new LockEntrant(base.InstancedEvent, base.Entrant, true);
            EnableKeyboard              item11    = new EnableKeyboard(true);
            FlushTraffic                item12    = new FlushTraffic();
            LoadBlackBoards             item13    = new LoadBlackBoards(base.Event, BlackBoardFlag.kBlackBoardFlag_Running);
            Countdown                   activity6 = new Countdown(base.InstancedEvent, base.Entrant);
            TryPerfectLaunch            item14    = new TryPerfectLaunch(base.InstancedEvent, base.Entrant);
            LockEntrant                 item15    = new LockEntrant(base.InstancedEvent, base.Entrant, false);
            LaunchPursuitByOpponentHeat item16    = new LaunchPursuitByOpponentHeat(base.InstancedEvent, base.Entrant);

            state2.EnterActivity.Activities.Add(item10);
            state2.EnterActivity.Activities.Add(item9);
            state2.EnterActivity.Activities.Add(item5);
            state2.EnterActivity.Activities.Add(item4);
            state2.EnterActivity.Activities.Add(item11);
            state2.EnterActivity.Activities.Add(item12);
            state2.EnterActivity.Activities.Add(item6);
            state2.EnterActivity.Activities.Add(item13);
            state2.EnterActivity.Activities.Add(item7);
            state2.Transitions.Add(new Transition("inpursuit", activity6));
            state2.ExitActivity.Activities.Add(item14);
            state2.ExitActivity.Activities.Add(item8);
            state2.ExitActivity.Activities.Add(item15);
            state2.ExitActivity.Activities.Add(item16);
            VisualEffect           item17 = new VisualEffect(EffectType.ENTER_COP_PURSUIT);
            EnablePointsOfInterest item18 = new EnablePointsOfInterest(4291711951u, true);

            GameCore.Activities.Entrant.Components.CloseOnReceive <OnPursuitCooldown> activity7 = new GameCore.Activities.Entrant.Components.CloseOnReceive <OnPursuitCooldown>(base.InstancedEvent, base.Entrant, Ports.Gameplay);
            EnablePointsOfInterest item19 = new EnablePointsOfInterest(4291711951u, false);

            state3.EnterActivity.Activities.Add(item17);
            state3.EnterActivity.Activities.Add(item18);
            state3.Transitions.Add(new Transition("cooldown", activity7));
            state3.Transitions.Add(new Transition("busted", activity2));
            state3.Transitions.Add(new Transition("done", activity4));
            state3.Transitions.Add(new Transition(activity5));
            state3.ExitActivity.Activities.Add(item19);
            EnablePointsOfInterest item20 = new EnablePointsOfInterest(3470858927u, true);

            GameCore.Activities.Entrant.Components.CloseOnReceive <OnPursuitEvaded> activity8 = new GameCore.Activities.Entrant.Components.CloseOnReceive <OnPursuitEvaded>(base.InstancedEvent, base.Entrant, Ports.Gameplay);
            EnablePointsOfInterest item21 = new EnablePointsOfInterest(3470858927u, false);
            HandleTutorial         item22 = new HandleTutorial(base.InstancedEvent, base.Entrant, TutorialSource.kTutorialSource_PursuitCooldown);

            state4.EnterActivity.Activities.Add(item20);
            state4.EnterActivity.Activities.Add(item22);
            state4.Transitions.Add(new Transition("inpursuit", activity));
            state4.Transitions.Add(new Transition("evaded", activity8));
            state4.Transitions.Add(new Transition("busted", activity2));
            state4.Transitions.Add(new Transition("done", activity4));
            state4.Transitions.Add(new Transition(activity5));
            state4.ExitActivity.Activities.Add(item21);
            FinishEntrant activity9 = new FinishEntrant(base.InstancedEvent, base.Entrant, FinishReason.Evaded);
            HardwareBlinkingEffectEntrant item23 = new HardwareBlinkingEffectEntrant(base.InstancedEvent, base.Entrant, 4278216447u, 3.8f, 0.4f);

            state6.EnterActivity.Activities.Add(item23);
            state6.Transitions.Add(new Transition("post", activity3));
            state6.Transitions.Add(new Transition("done", activity4));
            state6.Transitions.Add(new Transition(activity9));
            state6.ExitActivity.Activities.Add(item);
            FinishEntrant activity10             = new FinishEntrant(base.InstancedEvent, base.Entrant, FinishReason.Busted);
            HardwareBlinkingEffectEntrant item24 = new HardwareBlinkingEffectEntrant(base.InstancedEvent, base.Entrant, 4294901760u, 3f, 0.1f);
            Bust item25 = new Bust(base.InstancedEvent, base.Entrant);

            state5.EnterActivity.Activities.Add(item24);
            state5.Transitions.Add(new Transition("post", activity3));
            state5.Transitions.Add(new Transition("done", activity4));
            state5.Transitions.Add(new Transition(activity10));
            state5.ExitActivity.Activities.Add(item25);
            OverrideVehicleControl item26     = new OverrideVehicleControl(base.Entrant.Opponent.Vehicle, OverrideVehicleControl.Control.Stop);
            ReleaseBehavior        item27     = new ReleaseBehavior(base.InstancedEvent, base.Entrant, "BEHAVIOR_GAMEPLAY_PURSUIT");
            PostEventScreen        activity11 = new PostEventScreen(base.InstancedEvent, base.Entrant, Ports.Gameplay);
            ChangeBlackBoard       item28     = new ChangeBlackBoard(BlackBoardChannel.kBlackBoard_Audio, 3114481865u);
            ChangeBlackBoard       item29     = new ChangeBlackBoard(BlackBoardChannel.kBlackBoard_AI, 331198907u);

            state7.EnterActivity.Activities.Add(item28);
            state7.EnterActivity.Activities.Add(item29);
            state7.EnterActivity.Activities.Add(item26);
            state7.EnterActivity.Activities.Add(item2);
            state7.EnterActivity.Activities.Add(item12);
            state7.EnterActivity.Activities.Add(item27);
            state7.Transitions.Add(new Transition("done", activity11));
            OverrideVehicleControl item30 = new OverrideVehicleControl(base.Entrant.Opponent.Vehicle, OverrideVehicleControl.Control.Release);
            CleanupScoringMethod   item31 = new CleanupScoringMethod(base.InstancedEvent, base.Entrant);

            state8.EnterActivity.Activities.Add(item30);
            state8.EnterActivity.Activities.Add(item31);
            stateGraph.InitialState = "initial";
            stateGraph.DoneState    = "done";
            stateGraph.States.Add(state);
            stateGraph.States.Add(state2);
            stateGraph.States.Add(state3);
            stateGraph.States.Add(state4);
            stateGraph.States.Add(state5);
            stateGraph.States.Add(state6);
            stateGraph.States.Add(state7);
            stateGraph.States.Add(state8);
            return(stateGraph);
        }