Exemple #1
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        public ActionResult Map()
        {
            StateDataContext DC = new StateDataContext();
            var states          = from s in DC.States select s;

            return(View(states));
        }
Exemple #2
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        private static string GetStateName(int stateId)
        {
            StateDataContext sdc       = new StateDataContext();
            string           stateCode = (from st in sdc.States where st.Id == stateId select st.Code).FirstOrDefault();

            return(stateCode);
        }
Exemple #3
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        public static string GetStateCode(int stateId)
        {
            string           stateName = string.Empty;
            StateDataContext sdc       = new StateDataContext();

            stateName = sdc.States.Where(a => a.Id == stateId).Select(b => b.Code).FirstOrDefault();
            return(stateName);
        }
Exemple #4
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        public static Dictionary <int, string> GetStates()
        {
            Dictionary <int, string> statesDict = new Dictionary <int, string>();
            StateDataContext         sdc        = new StateDataContext();

            statesDict = sdc.States.ToDictionary(x => x.Id, x => x.Name);

            return(statesDict);
        }
 internal SkipTurn(Guid guid, NativeList <StateEntityKey> statesToExpand, StateDataContext stateDataContext)
 {
     ActionGuid           = guid;
     m_StatesToExpand     = statesToExpand.AsDeferredJobArray();
     m_StateDataContext   = stateDataContext;
     AgentFilter          = default;
     AgentObjectIndices   = default;
     ArgumentPermutations = default;
     TransitionInfo       = default;
 }
Exemple #6
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 internal Navigate(Guid guid, NativeList <StateEntityKey> statesToExpand, StateDataContext stateDataContext)
 {
     ActionGuid               = guid;
     m_StatesToExpand         = statesToExpand.AsDeferredJobArray();
     m_StateDataContext       = stateDataContext;
     MoverFilter              = default;
     MoverObjectIndices       = default;
     DestinationFilter        = default;
     DestinationObjectIndices = default;
     ArgumentPermutations     = default;
     TransitionInfo           = default;
 }
Exemple #7
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 internal PickupKey(Guid guid, NativeList <StateEntityKey> statesToExpand, StateDataContext stateDataContext)
 {
     ActionGuid             = guid;
     m_StatesToExpand       = statesToExpand.AsDeferredJobArray();
     m_StateDataContext     = stateDataContext;
     CharacterFilter        = default;
     CharacterObjectIndices = default;
     ItemFilter             = default;
     ItemObjectIndices      = default;
     ArgumentPermutations   = default;
     TransitionInfo         = default;
 }
 internal SwapRight(Guid guid, NativeList <StateEntityKey> statesToExpand, StateDataContext stateDataContext)
 {
     ActionGuid           = guid;
     m_StatesToExpand     = statesToExpand.AsDeferredJobArray();
     m_StateDataContext   = stateDataContext;
     GameFilter           = default;
     GameObjectIndices    = default;
     SourceFilter         = default;
     SourceObjectIndices  = default;
     TargetFilter         = default;
     TargetObjectIndices  = default;
     ArgumentPermutations = default;
     TransitionInfo       = default;
 }
 internal UseGateUp(Guid guid, NativeList <StateEntityKey> statesToExpand, StateDataContext stateDataContext)
 {
     ActionGuid             = guid;
     m_StatesToExpand       = statesToExpand.AsDeferredJobArray();
     m_StateDataContext     = stateDataContext;
     CharacterFilter        = default;
     CharacterObjectIndices = default;
     ToFilter                    = default;
     ToObjectIndices             = default;
     FromFilter                  = default;
     FromObjectIndices           = default;
     ActivationBlueFilter        = default;
     ActivationBlueObjectIndices = default;
     ActivationPinkFilter        = default;
     ActivationPinkObjectIndices = default;
     ArgumentPermutations        = default;
     TransitionInfo              = default;
 }
            public void Execute(int index)
            {
                // Read data from input
                var stateKey  = UnexpandedStates[index];
                var stateData = StateDataContext.GetStateData(stateKey);

                // Make modifications to copy of state
                var newStateData = StateDataContext.CopyStateData(stateData);

                newStateData += ValueToAdd;
                var newStateKey = StateDataContext.RegisterState(newStateData);

                var reward = ValueToAdd;

                // Register action. Output transition info (state, action, result, resulting state key).
                CreatedStateInfo.Enqueue(new StateTransitionInfoPair <int, int, StateTransitionInfo>(stateKey, ValueToAdd, newStateKey, new StateTransitionInfo {
                    Probability = 1f, TransitionUtilityValue = reward
                }));
            }
Exemple #11
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 internal MoveRight(Guid guid, NativeList <StateEntityKey> statesToExpand, StateDataContext stateDataContext)
 {
     ActionGuid         = guid;
     m_StatesToExpand   = statesToExpand.AsDeferredJobArray();
     m_StateDataContext = stateDataContext;
 }
Exemple #12
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 internal UnlockRoomAction(NativeList <StateEntityKey> statesToExpand, StateDataContext stateDataContext)
 {
     m_StatesToExpand   = statesToExpand.AsDeferredJobArray();
     m_StateDataContext = stateDataContext;
 }
 public CommonService(StateDataContext context, TopsDataContext topsDataContext, IMapper mapper)
 {
     _context         = context;
     _topsDataContext = topsDataContext;
     _mapper          = mapper;
 }