public void BotPlaysRandomMove() { SimpleBot simplebot = new SimpleBot(); int random = simplebot.GenerateRandomNumber(0, 5); Assert.AreNotEqual(random, 6); }
public void BotPlaysLessThan100Dynamites() { SimpleBot simplebot = new SimpleBot(); Round[] rounds = new Round[1000]; game.SetRounds(rounds); simplebot.GetTestValue(true); bool fail = true; for (int i = 0; i < rounds.Length; i++) { simplebot.MakeMove(game); } if (simplebot.DynamiteCount > 100) { fail = true; } else { fail = false; } Assert.IsFalse(fail); }
public void AddToHandTest() { IPlayer player = new SimpleBot("Fred"); ICard card = new Card(CardID.Eight, CardPower.EightFail, Suit.Clubs); player.AddToHand(card); Assert.AreEqual(card, player.Hand.GetCard(0)); }
// Start is called before the first frame update void Start() { SpeechToText stt = GetComponentInChildren <SpeechToText>(); TextToSpeech tts = GetComponentInChildren <TextToSpeech>(); SimpleBot chat = GetComponentInChildren <SimpleBot>(); stt.settings = settings; tts.settings = settings; chat.settings = settings; }
public void CheckIfTicBotAddsCrosses() { var game = new Game(); game.InitHistory(); game.InitBoard(); var ticBot = new SimpleBot(Side.Tic); ticBot.MakeAutoMove(game); Assert.Equal(Side.Tic, game.History.LastTurn.Side); }
public void BotPlaysDynamite() { SimpleBot simplebot = new SimpleBot(); Round round = new Round(); Move move = Move.W; round.SetP1(move); move = simplebot.PlayDynamite(round); Assert.AreEqual(move, Move.D); }
static void Main(string[] args) { Server = new Server { Ports = { new ServerPort("localhost", Port, ServerCredentials.Insecure) } }; Server.Services.Add(SimpleChat.BindService((SimpleChat.SimpleChatBase)Activator.CreateInstance(typeof(SimpleChatService)))); Server.Services.Add(SimpleBot.BindService((SimpleBot.SimpleBotBase)Activator.CreateInstance(typeof(SimpleBotService)))); Server.Start(); Console.WriteLine($"Server start localhost:{Port}"); Console.ReadLine(); }
void Update() { /* Wait for audio clip of the output speech to finish before listening and converting * new input speech */ nearestBotIndex = GetNearestBotIndex(); for (int i = 0; i < botList.Count; i++) { SpeechToText stt = botList[i].GetComponentInChildren <SpeechToText>(); TextToSpeech tts = botList[i].GetComponentInChildren <TextToSpeech>(); SimpleBot chat = botList[i].GetComponentInChildren <SimpleBot>(); if (stt.ServiceReady()) { if (nearestBotIndex != i || chat.GetStatus() == SimpleBot.ProcessingStatus.Processing || !tts.IsFinished()) { stt.Active = false; stt.StopRecording(); } else { stt.Active = true; stt.StartRecording(); Debug.Log("Bot " + i + " is active."); } } } /* I used to need to keep track of all the processing steps to known when to do * the next step, i.e. when to ask for a chat response and when to convert to audio. * This is now triggered by listeners in InputFields. I still need to keep track * of processing to know when to record or stop recording speech as above. * / * /* * if (stt.GetStatus() == SpeechToText.ProcessingStatus.Processed && chat.ServiceReady()) * { * // GetResult obtains the result of the speech to text conversion and changes the speech input status to Idle. * Runnable.Run(chat.ProcessChat(stt.GetResult())); * } */ /* * if (chat.GetStatus() == SimpleBot.ProcessingStatus.Processed && tts.ServiceReady()) * { * // GetResult obtains the chat response and adds it to the queue for conversion to speech audio. * tts.AddTextToQueue(chat.GetResult()); * } */ }
public void PlayBotVersusBot() { var game = new Game(); game.InitHistory(); game.InitBoard(); var ticBot = new SimpleBot(Side.Tic); var tacBot = new SimpleBot(Side.Tac); while (!BoardIsFull(game.Board) && !TicTacToeRulesHelper.HasWinner(game.Board.Squares)) { ticBot.MakeAutoMove(game); tacBot.MakeAutoMove(game); } }
// Start is called before the first frame update void Start() { SpeechToText stt = GetComponentInChildren <SpeechToText>(); TextToSpeech tts = GetComponentInChildren <TextToSpeech>(); SimpleBot chat = GetComponentInChildren <SimpleBot>(); stt.settings = settings; Runnable.Run(stt.CreateService()); tts.settings = settings; Runnable.Run(tts.CreateService()); chat.settings = settings; Runnable.Run(chat.CreateService()); }
private void InitSimpleBot() { this.bot = new SimpleBot { #if TRACE LogLevel = LogLevel.Trace, #elif DEBUG LogLevel = LogLevel.Trace, #elif RELEASE LogLevel = LogLevel.Debug, #elif PUBLISH LogLevel = LogLevel.Information, #endif InteractiveServiceConfig = new InteractiveServiceConfig { DefaultTimeout = TimeSpan.FromHours(1) } }; this.bot.Init(); }
private void Start() { _planets = PlanetGenerator.Instance.Planets; for (int i = 1; i <= _playerCount; i++) { int playerPlanet = Random.Range(0, _planets.Count); _planets[playerPlanet].SetPlayer(i, _colorPallete.GetColor(i - 1)); _planets[playerPlanet].GetComponent <Hangar>().SetDefault(_playersRefill, _playersStartShips); if (i > 1) { SimpleBot simpleBot = gameObject.AddComponent <SimpleBot>(); simpleBot.Init(i); } _planets.RemoveAt(playerPlanet); } }