public SCBrain(SCCommunicator communicator) { Debug.Log("SCBrain| Master server started."); this.communicator = communicator; logic = new SCLogic(); games = new List<SCGameInfo>(); commandBehaviours = new List<SCCommandBehaviour>(); addCommandBehaviours(); }
public SCServer(SCClient owner, int playerLimit) { mPlayerLimit = playerLimit; currentPhase = Phase.IN_LOBBY; this.owner = owner; this.logic = new SCLogic(mPlayerLimit); connectedPlayers = new List<SCPlayerInfo>(); SCCommunicator.fireCommand("added_player:name=" + SCCommunicator.userName); connectedPlayers.Add(new SCPlayerInfo(SCCommunicator.userName, SCPlayerInfo.LOCAL, SCPlayerInfo.LOCAL, 0, removePlayerFromLobby)); Debug.Log("SCServer| Server created."); turnIndex = 0; turnsSkipped = 0; }
public ExtSpoiler(FF1Rom _rom, SanityCheckerV2 _checker, ShopData _shopData, ItemNames _itemsText, List <IRewardSource> _itemPlacement, OverworldMap _overworldMap, IncentiveData _incentivesData, GearPermissions _weaponPermissions, GearPermissions _armorPermissions, Flags _flags) { rom = _rom; checker = _checker; shopData = _shopData; itemsText = _itemsText; itemPlacement = _itemPlacement; overworldMap = _overworldMap; incentivesData = _incentivesData; weaponPermissions = _weaponPermissions; armorPermissions = _armorPermissions; flags = _flags; logic = new SCLogic(rom, checker.Main, itemPlacement, flags, false); weapons = Weapon.LoadAllWeapons(rom, flags).ToList(); armors = Armor.LoadAllArmors(rom, flags).ToList(); magicSpells = rom.GetSpells(); }
}//Populate the Combobox and load list public void LoadServiceContract() { SCLogic SC_L = new SCLogic(); List_Of_Service_Contract_OB = SC_L.ViewServiceContrac(); foreach (ServiceContract SC in List_Of_Service_Contract_OB) { ListViewItem lst = new ListViewItem(new string[] { SC.Id.ToString(), SC.Description, SC.DateFinalised.ToString(), SC.DateTerminated.ToString(), SC.Cost.ToString(), SC.Status, SC.identifier }); lst.Tag = SC; } }//Load the list of service contracts
public Archipelago(FF1Rom _rom, List <IRewardSource> generatedPlacement, SanityCheckerV2 checker, ExpChests _expChests, IncentiveData _incentivesData, Flags _flags, Preferences _preferences) { rom = _rom; expChests = _expChests; incentivesData = _incentivesData; flags = _flags; preferences = _preferences; var kiPlacement = generatedPlacement.Where(r => ItemLists.AllQuestItems.Contains(r.Item) && r.Item != Item.Bridge).ToList(); if (flags.ArchipelagoConsumables) { if (flags.ExtConsumablesEnabled) { kiPlacement.AddRange(generatedPlacement.Where(r => r.Item >= Item.Tent && r.Item <= Item.Rapier)); } else { kiPlacement.AddRange(generatedPlacement.Where(r => r.Item >= Item.Tent && r.Item <= Item.Soft)); } } if (flags.ArchipelagoShards) { kiPlacement.AddRange(generatedPlacement.Where(r => r.Item == Item.Shard)); } if (flags.ArchipelagoGold) { kiPlacement.AddRange(generatedPlacement.Where(r => r.Item >= Item.Gold10 && r.Item < expChests.FirstExpItem)); } switch (flags.ArchipelagoEquipment) { case ArchipelagoEquipment.Common: AddCommonEquipment(kiPlacement, generatedPlacement); AddRareEquipment(kiPlacement, generatedPlacement); AddLegendaryEquipment(kiPlacement, generatedPlacement); AddCasterEquipment(kiPlacement, generatedPlacement); break; case ArchipelagoEquipment.Rare: AddRareEquipment(kiPlacement, generatedPlacement); AddLegendaryEquipment(kiPlacement, generatedPlacement); AddCasterEquipment(kiPlacement, generatedPlacement); break; case ArchipelagoEquipment.Legendary: AddLegendaryEquipment(kiPlacement, generatedPlacement); AddCasterEquipment(kiPlacement, generatedPlacement); break; case ArchipelagoEquipment.CasterItems: AddCasterEquipment(kiPlacement, generatedPlacement); break; case ArchipelagoEquipment.Incentivized: AddIncentivizedEquipment(kiPlacement, generatedPlacement); break; } //Remove ToFr and distinct by address to remove duplicates kiPlacement = kiPlacement.Where(r => !ItemLocations.ToFR.Any(l => l.Address == r.Address)).GroupBy(r => r.Address).Select(g => g.First()).ToList(); logic = new SCLogic(rom, checker.Main, kiPlacement, flags, true); }
private void BuildLogic(List <IRewardSource> preBlackOrbLocationPool) { logic = new SCLogic(base._rom, ((SanityCheckerV2)base._checker).Main, preBlackOrbLocationPool, base._flags, false); logicSources = logic.RewardSources.ToDictionary(r => r.RewardSource.Address); }