protected WorldObject(Player owner, BattleField battfield) { this.Owner = owner; this.battleField = battfield; //fsmMachine = new FSMMachine(this); //this.IsSelected = false; }
public static void Restart() { instance = null; players = null; allEnemies.Clear(); SceneManager.LoadScene(0, LoadSceneMode.Single); }
public Map(BattleField region) { this.region = region; FileLocation fl = FileSystem.Instance.Locate("grad.bit", GameFileLocs.Nature); gradMap = new BitTable(32); gradMap.Load(fl); pathFinder = new PathFinderManager(gradMap); fl = FileSystem.Instance.Locate("mapheight.raw", GameFileLocs.Nature); heightData = new ushort[HeightMapHeight][]; ContentBinaryReader br = new ContentBinaryReader(fl); for (int i = 0; i < HeightMapHeight; i++) { heightData[i] = new ushort[HeightMapWidth]; for (int j = 0; j < HeightMapWidth; j++) { heightData[i][j] = br.ReadUInt16(); } } br.Close(); }
protected override void _OnSceneWasLoaded() { theField = GameObject.FindObjectOfType<BattleField>(); if (theField == null) { Logger.instance.Error("can't found battle field! scene : {0}\n", table.baseid); return; } }
public ManagerController() { this.playerFactory = new PlayerFactory(); this.playerRepository = new PlayerRepository(); this.cardFactory = new CardFactory(); this.cardRepository = new CardRepository(); this.battleField = new BattleField(); }
public Vector2 ResistanceForse(Rectangle mesh) { Entity collision = BattleField.GetInstance().Intersects(mesh); if (!object.ReferenceEquals(collision, this) && collision != null) { return(collision.GetResistenceForce(Position, Direction)); } return(Vector2.Zero); }
//Returns true to signal that Battlemanager should pause public override bool onTrigger(BattleField state) { if (interruptScene != null) { Debug.Log("Interrupt triggered: " + interruptScene.name); state.addSceneToQueue(interruptScene); } triggered = true; return(true); }
public void SendDamage(Damage dmg) { Block block = BattleField.GetBlock(dmg.target); if (block.linkedBlock != null && block.linkedBlock.GetHeroInfo() != null && block.state == Block.BlockState.Hero) { block.linkedBlock.GetHeroInfo().parent.RecieveDamage(dmg); } }
public void Start() { EventLog.WriteEntry(EventSource, "Opening HttpApiService server."); _server.OpenAsync(); BattleField battleField = new BattleField(); battleField.WaitForWarriors(); Console.WriteLine("Both connected"); battleField.Start(); }
public override bool OnConditionCheck(Condition condition, ConditionSourceInfo sourceInfo) { BattleField wintergrasp = Global.BattleFieldMgr.GetBattlefieldByBattleId(BattlefieldIds.WG); if (wintergrasp.IsEnabled() && wintergrasp.GetDefenderTeam() == TeamId.Horde) { return(true); } return(false); }
void DestroyAll() { Destroy(cardSelect.gameObject); cardSelect = null; Destroy(myDeck.gameObject); myDeck = null; Destroy(yourDeck.gameObject); yourDeck = null; Destroy(battleField.gameObject); battleField = null; }
public string Fight(string attackUser, string enemyUser) { var attacker = players.Players.FirstOrDefault(p => p.Username == attackUser); var enemy = players.Players.FirstOrDefault(p => p.Username == enemyUser); BattleField battleField = new BattleField(); battleField.Fight(attacker, enemy); return($"{string.Format(ConstantMessages.FightInfo, attackUser, enemyUser)}"); }
public static BattleBaseData CreateInstance(BattleUnit battleUnit, BattleField battleField) { BattleBaseData item = new BattleBaseData(); item.hostBattleUnit = battleUnit; item.battleField = battleField; item.ownBattleTeam = battleUnit.battleTeam; item.enemyBattleTeam = battleField.GetBattleTeam(battleUnit, false); return(item); }
public async void SaveBattleFild(XmlDocument doc) { var fieldModel = new BattleField { Shema = doc }; UnitOfWork.Instance.DbContext.Fields.Add(fieldModel); // _dbContext.Fields.Add(fieldModel); // await SaveAsync(); await UnitOfWork.Instance.DbContext.SaveChangesAsync(); }
public SceneryObject(BattleField btfld) : base(btfld) { //float lng = sect.GetSingle("Longitude"); //float lat = sect.GetSingle("Latitude"); //lng = MathEx.Degree2Radian(lng); //lat = MathEx.Degree2Radian(lat); }
public string Fight(string attackUser, string enemyUser) { IPlayer attacker = this.players.Find(attackUser); IPlayer enemy = this.players.Find(enemyUser); BattleField battleField = new BattleField(); battleField.Fight(attacker, enemy); return($"Attack user health {attacker.Health} - Enemy user health {enemy.Health}"); }
protected virtual Vector3 calcProtecterPos(Vector3 close4) { BattleField battleField = BattleTaskManager.GetBattleField(); Vector3 vector = Vector3.Lerp(this._listBattleShip.get_Item(0).spPointOfGaze, close4, 0.58f); float num = this._listBattleShip.get_Item(0).get_transform().get_position().x - this._listBattleShip.get_Item(0).spPointOfGaze.x - (this._listBattleShip.get_Item(1).get_transform().get_position().x - this._listBattleShip.get_Item(1).spPointOfGaze.x); Vector3 position = this._listBattleShip.get_Item(0).get_transform().get_position(); position.y = battleField.seaLevelPos.y; position.z = vector.z; return(position); }
public string Fight(string attackUser, string enemyUser) { IPlayer attacker = this.playerRepository.Find(attackUser); IPlayer enemy = this.playerRepository.Find(enemyUser); IBattleField battleField = new BattleField(); battleField.Fight(attacker, enemy); return(string.Format(OutputMessages.FightInfo, attacker.Health, enemy.Health)); }
public string Fight(string attackUser, string enemyUser) { IPlayer attacker = playerRepository.Find(attackUser); IPlayer enemy = playerRepository.Find(enemyUser); BattleField battleField = new BattleField(); battleField.Fight(attacker, enemy); return(result = string.Format(ConstantMessages.FightInfo, attacker.Health, enemy.Health)); }
public string Fight(string attackUser, string enemyUser) { IPlayer attacker = playerRepository.Players.FirstOrDefault(x => x.Username == attackUser); IPlayer enemy = playerRepository.Players.FirstOrDefault(x => x.Username == enemyUser); BattleField battleField = new BattleField(); battleField.Fight(attacker, enemy); return($"Attack user health {attacker.Health} - Enemy user health {enemy.Health}"); }
public void MeetEnemyAtBlock(theHero hero, BattleField battle) { if (hero.getStandBlock().getMob_Count() != 0) { theBattle b = new theBattle(); battle.setMyHero(hero); battle.setTheMobList(hero.getStandBlock().getMob_list()); b.Tag = battle; b.ShowDialog(); } }
public ChessParty() { Bat = new BattleField(8, 8); Round = 1; CurrentPlayer = Color.White; Finished = false; Check = false; VulnerableEnPassant = null; pieces = new HashSet <Piece>(); captureds = new HashSet <Piece>(); }
public BattleBlock(BattleField bfield, UIHost uihost) { InitializeComponent(); this.MouseEnter += new MouseEventHandler(BattleBlock_MouseEnter); this.MouseLeave += new MouseEventHandler(BattleBlock_MouseLeave); this.MouseLeftButtonUp += new MouseButtonEventHandler(BattleBlock_MouseLeftButtonUp); battleField = bfield; this.uiHost = uihost; ResetColor(); }
public string Fight(string attackUser, string enemyUser) { var attackPlayer = this.playerRepo.Find(attackUser); var enemyPlayer = this.playerRepo.Find(enemyUser); var battleField = new BattleField(); battleField.Fight(attackPlayer, enemyPlayer); string result = $"Attack user health {attackPlayer.Health} - Enemy user health {enemyPlayer.Health}"; return(result); }
/// <summary> /// Send by client when exited battlefield /// </summary> //[WorldPacketHandler(ClientOpcodes.BfMgrQueueExitRequest)] void HandleBfExitRequest(BFMgrQueueExitRequest bfMgrQueueExitRequest) { BattleField bf = Global.BattleFieldMgr.GetBattlefieldByQueueId(bfMgrQueueExitRequest.QueueID); if (bf == null) { return; } bf.AskToLeaveQueue(GetPlayer()); }
public override bool checkTrigger(BattleField state) { foreach (CastData d in state.last_enemy_cast) { if (d.isStun) { return(true); } } return(false); }
// Konstruktor klasy, poza przypisaniem odpowiednich wartości do zmiennych, // wywołuje również metody odpowiedzialne za przygotowanie pola bitwy. public BattleArea(int length, int width) { Length = length; Width = width; ActualBattleArea = new BattleField[Length, Width]; NextBattleArea = new BattleField[Length, Width]; Ratio = (float)Width / Length; SetMap(ActualBattleArea); EmptyArea(NextBattleArea); MakeFormation(); }
void OnSceneLoaded(Scene scene, LoadSceneMode mode) { currentSceneIndex = SceneManager.GetActiveScene().buildIndex; _battleField = FindObjectOfType <BattleField>(); _battleSystem = FindObjectOfType <BattleSystem>(); _battleField.SetupBattleField(_characterDatabase._partyMembersObjects, _characterDatabase._enemyObjects); _characterDatabase.InitializeCharacterDatabase(_battleField._playerCharacters); _battleSystem.InitializeBattleSystem(); _characterDatabase.UpdateBattlerCharacterStats(); }
public void BattleFieldAddThreeShips() { var battlefield = new BattleField(); var addShip1 = battlefield.AddShip(new Battleship()); var addShip2 = battlefield.AddShip(new Destroyer()); var addShip3 = battlefield.AddShip(new Destroyer()); Assert.IsTrue(addShip1); Assert.IsTrue(addShip2); Assert.IsTrue(addShip3); }
//Method for processing CastData (most effects now happen in SpellEffects.cs) //Called by Cast in the SUCCESS CastStatus case, possibly on BOTCH in the future private void processCast(List <CastData> data, SpellData s, List <Transform> noTargetPositions, BattleField.FieldPosition casterPos) { if (casterPos == BattleField.FieldPosition.PLAYER) { field.last_player_cast = data; field.last_player_spell = s; } else if (BattleField.isEnemy(casterPos)) { field.last_enemy_cast = data; field.last_enemy_spell = s; } uiManager.battle_log.stop(); float delay = 0; foreach (Transform t in noTargetPositions) { spellEffects.StartCoroutine(spellEffects.noTargetEffects(t, delay)); //delay += 0.1f; } if (noTargetPositions.Count > 0 && data.Count == 0) { AudioPlayer.main.playSFX("sfx_miss"); } //Process the data here foreach (CastData d in data) { spellEffects.StartCoroutine(spellEffects.playEffects(d, s, delay)); delay += 0.1f; if (!d.isHit) { continue; } //Learn intel if applicable if (d.Target.CasterType == ICasterType.ENEMY) { EnemyIntel.main.learnIntel(d.Target.Stats.name, d.element); } else if (d.Caster.CasterType == ICasterType.ENEMY && d.Target.CasterType == ICasterType.PLAYER && d.repel) { EnemyIntel.main.learnIntel(d.Caster.Stats.name, d.element); } } //Register unregistered keywords here bool[] regData = spellDict.safeRegister(spellBook, s); if (regData[0] || regData[1] || regData[2]) { StartCoroutine(learnSFX()); } field.last_register = regData; //Process regData (for register graphics) here. //format is bool [3], where regData[0] is true if s.element is new, regData[1] is true if s.root is new, and regData[2] is true if s.style is new }
public AIDecision(BattleField world, AIPlayer player) { this.world = world; this.player = player; this.area = player.Area; helper = new AIDecisionHelper(world); area.NewCity += PlayerArea_NewCity; area.LostCity += PlayerArea_RemoveCity; }
public void Defence(string battleFieldId, string robotId, ActionStrength defenceStrength) { BattleField battleField = BattleFields.GetBattleField(battleFieldId); if (battleField.BattleState == BattleState.Running) { Robot robot = battleField.GetRobot(robotId); _robotAction = new RobotActions(robot, defenceStrength); new DefenceAction(_robotAction).Execute(); } }
IEnumerator CalculateAICor() { strategyList.Clear(); SimBlock[] moveRange = parent.Move.GetMoveRange(); for (int i = 0; i < moveRange.Length; ++i) { for (int k = 0; k < 4; ++k) { if (!moveRange[i].Equals(parent.TemSimpleBlock)) // do not move to tem block { strategyList.Add(new StrategyData(moveRange[i], (Direction)k)); } } } yield return(new WaitForEndOfFrame()); for (int k = 0; k < 4; ++k) { BattleField.StartVirtual(); for (int i = strategyList.Count / 4 * k; i < strategyList.Count / 4 * (k + 1); ++i) { int range = parent.GetAttackRangeInTarget( strategyList[i].simBlock, strategyList[i].direction ).Length; strategyList [i].SetAttackRange(range); } BattleField.EndVirtual(); yield return(new WaitForEndOfFrame()); } while (true) { BattleField.StartVirtual(); for (int i = 0; i < SimulationPerFrame; ++i) { StrategyData data = strategyList[Random.Range(0, strategyList.Count)]; data.AddResult(GetWinTime(data.simBlock, data.direction, 1)); } // UpdateTarget (); BattleField.EndVirtual(); yield return(new WaitForEndOfFrame()); } Debug.Log("========= End AI =========="); }
private void Move_v1(int row, int col, BattleField warrior) { if ((BattleArea.Ratio * row >= col) && (BattleArea.Width - BattleArea.Ratio * row >= col)) { if (BattleArea.NextBattleArea[row, col + 1] == BattleField.Walkable) { BattleArea.NextBattleArea[row, col + 1] = warrior; BattleArea.NextBattleArea[row, col] = BattleField.Walkable; } else { BattleArea.NextBattleArea[row, col] = warrior; } } else if ((BattleArea.Ratio * row < col) && (BattleArea.Width - BattleArea.Ratio * row > col)) { if (BattleArea.NextBattleArea[row + 1, col] == BattleField.Walkable) { BattleArea.NextBattleArea[row + 1, col] = warrior; BattleArea.NextBattleArea[row, col] = BattleField.Walkable; } else { BattleArea.NextBattleArea[row, col] = warrior; } } else if ((BattleArea.Ratio * row <= col) && (BattleArea.Width - BattleArea.Ratio * row <= col)) { if (BattleArea.NextBattleArea[row, col - 1] == BattleField.Walkable) { BattleArea.NextBattleArea[row, col - 1] = warrior; BattleArea.NextBattleArea[row, col] = BattleField.Walkable; } else { BattleArea.NextBattleArea[row, col] = warrior; } } else if ((BattleArea.Ratio * row > col) && (BattleArea.Width - BattleArea.Ratio * row < col)) { if (BattleArea.NextBattleArea[row - 1, col] == BattleField.Walkable) { BattleArea.NextBattleArea[row - 1, col] = warrior; BattleArea.NextBattleArea[row, col] = BattleField.Walkable; } else { BattleArea.NextBattleArea[row, col] = warrior; } } }
public void Run() { //将战场的格子密铺(并未连接渲染器),然后创建了两个Team singleBattle = BattleFiledCreator.Instance.Create( mapSize.x, mapSize.y, teamA, teamB); //重置摄像头 ResetBattleCamera(); //Gird连接渲染器,加载棋子模型,并连接渲染器 singleBattle.ConnectRenderer(BattleFieldRenderer.Instance); }
public GatherCity(BattleField btfld, Player owner, CityType type) : base(btfld, owner, type) { harvester = new Harvester(this, btfld.Map); harvester.GotHome += Harv_Home; harvester.GotThere += Harv_Dest; Harvester.Props hprop = getHarvProps(); harvester.SetProps(hprop); if (this.Type == CityType.Oil) { gatherDistance = RulesTable.OilGatherDistance; } else if (this.Type == CityType.Green) { gatherDistance = RulesTable.GreenGatherDistance; } }
public AIDecisionHelper(BattleField world) { cityDataTable = new Dictionary<City, CityData>(world.CityCount); for (int i = 0; i < world.CityCount; i++) { City cc = world.Cities[i]; Vector2 myPos = new Vector2(cc.Latitude, cc.Longitude); CityData data = new CityData(); data.city = cc; GatherCity gc = cc as GatherCity; if (gc != null) { data.ResourceCount = gc.GetNearResourceCount(); } //data.NearbyCity = new FastList<City>(); //for (int j = 0; j < world.CityCount; j++) //{ // City cc2 = world.GetCity(j); // if (cc != cc2) // { // Vector2 pos = new Vector2(cc2.Latitude, cc2.Longitude); // float dist = Vector2.Distance(pos, myPos); // if (dist < PlayerArea.CaptureDistanceThreshold) // { // data.NearbyCity.Add(cc2); // } // } //} cityDataTable.Add(cc, data); } }
protected NaturalResource(BattleField btfld) : base(btfld) { }
public ForestObject(BattleField btfld) : base(btfld) { }
//public float GetTotalDevelopment() //{ // float result = 0; // for (int i = 0; i < cities.Count; i++) // { // result += cities[i].Development; // } // return result; //} public PlayerArea(BattleField region, Player player) { this.simulator = region; this.owner = player; }
public OilFieldObject(BattleField btfld) : base(btfld) { frameIdx = Randomizer.GetRandomInt(OilFrameCount - 1); }
public GameState(Player[] localPlayer) { this.battleField = new BattleField();// srcState.Field; //PluginFactory = srcState.PluginFactory; this.localPlayerArea = new PlayerArea[localPlayer.Length]; this.localPlayers = localPlayer; }
public City(BattleField btfld, Player owner, CityType type) : base(owner, btfld) { this.battleField = btfld; this.Type = type; BoundingSphere.Radius = CityRadius; }
public ProductionCity(BattleField btfld, Player owner, CityType type) : base(btfld, owner, type) { generateRBallTime = ResetGenerateRBallCD(Type); generateRBallCD = generateRBallTime; }
public SelectionMarker(RenderSystem rs, BattleField btfld, Player player) : base(false) { this.battleField = btfld; this.player = player; this.linkArrow = new Model[4]; this.nodeLinks = new Model[BattleField.MaxCities]; string fileName = "linkarrow.mesh"; { FileLocation fl2 = FileSystem.Instance.Locate(fileName, GameFileLocs.Model); ResourceHandle<ModelData> mdlData = ModelManager.Instance.CreateInstance(rs, fl2); for (int i = 0; i < linkArrow.Length; i++) { linkArrow[i] = new Model(mdlData); } for (int i = 0; i < nodeLinks.Length; i++) { nodeLinks[i] = new Model(mdlData); } } FileLocation fl = FileSystem.Instance.Locate("citysel_inner.mesh", GameFileLocs.Model); inner_marker = new Model(ModelManager.Instance.CreateInstance(rs, fl)); fl = FileSystem.Instance.Locate("citysel_outter.mesh", GameFileLocs.Model); outter_marker = new Model(ModelManager.Instance.CreateInstance(rs, fl)); BoundingSphere.Radius = float.MaxValue; Transformation = Matrix.Identity; }
protected WorldObject(BattleField battfield) { this.battleField = battfield; //fsmMachine = new FSMMachine(this); }
float mRetryTime; ////---- void Awake() { instance = this; }