Esempio n. 1
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 public override bool Eval([NotNull] PlayerInfo info)
 {
     if (info == null)
     {
         throw new ArgumentNullException("info");
     }
     return(Conditions == null || Conditions.All(t => !t.Eval(info)));
 }
 public bool CanApply(Kingdom kingdom,
                      Kingdom otherKingdom,
                      bool forcePlayerCosts = false,
                      bool bypassCosts      = false)
 {
     // FIXME: Simplified LINQ here, but it also had the effect of not executing ApplyCondition on some conditions if an early one failed.
     // So if there are conditions with side effects that should still execute even upon failure, this needs to be changed.
     return(Conditions.All(c => c.ApplyCondition(kingdom, otherKingdom, out _, forcePlayerCosts, bypassCosts)));
 }
        /// <summary>
        /// Checks the status of all assigned AchievementConditions and determines if the Achievement unlocks
        /// </summary>
        /// <remarks>Is useful to evaluate if a newly added Achievement should be unlocked without having to make progress again</remarks>
        public void CheckUnlockStatus()
        {
            if (Unlocked)
            {
                return;
            }

            Unlocked = Conditions.All(condition => condition.Unlocked);

            if (Unlocked)
            {
                UnlockTimeStamp = DateTime.UtcNow;
                InvokeAchievementCompleted();
            }
        }
Esempio n. 4
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        public bool MeetsFilter(IRecord record)
        {
            var result = true;

            if (ConditionOperator == FilterOperator.Or)
            {
                result =
                    (!Conditions.Any() && !SubFilters.Any()) ||
                    Conditions.Any(c => c.MeetsCondition(record)) ||
                    SubFilters.Any(f => f.MeetsFilter(record));
            }
            else
            {
                result = Conditions.All(c => c.MeetsCondition(record)) &&
                         SubFilters.All(f => f.MeetsFilter(record));
            }

            return(result);
        }
Esempio n. 5
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        public bool IsActive(IStatisticsWriter writer, IToggleContext context)
        {
            var stats = new Statistic
            {
                ToggleID  = ID,
                Timestamp = DateTime.Now,
                User      = context.GetCurrentUser()
            };

            var isActive = ConditionMode == ConditionModes.Any
                                ? Conditions.Any(c => c.IsMatch(stats, context))
                                : Conditions.All(c => c.IsMatch(stats, context));

            stats.Active = isActive;

            writer.Write(stats);

            return(isActive);
        }
Esempio n. 6
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        public string GetStateDescription()
        {
            if (_conditions.All(x => x.Invoke()))
            {
                _wasComplite = true;
                return("Задача выполнена.");
            }

            var indexes = _conditions
                          .Select((x, i) => new { Condition = x, Index = i })
                          .Where(x => !x.Condition.Invoke())
                          .Select(x => x.Index)
                          .ToList();

            StringBuilder builder = new StringBuilder("Задание не выполнено.\n");

            for (int i = 0; i < indexes.Count - 1; i++)
            {
                builder.AppendLine(_descriptions[indexes[i]].Description);
            }
            builder.Append(_descriptions[indexes[indexes.Count - 1]].Description);
            return(builder.ToString());
        }
Esempio n. 7
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 /// <summary>
 /// GuardConditionsMet is true if all of the guard functions return true
 /// or if there are no guard functions
 /// </summary>
 public bool GuardConditionsMet(object[] args)
 {
     return(Conditions.All(c => c.Guard == null || c.Guard(args)));
 }
Esempio n. 8
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 public bool Check(IQuestConditionContext context)
 {
     return(Conditions.All(c => c.Check(context)));
 }
Esempio n. 9
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 private bool Validate()
 {
     return(Conditions.All(c => c.IsCurrentState));
 }
 /// <summary>
 /// Validates if all conditions match the passed entity tag and/or state tokens
 /// </summary>
 /// <param name="etag">The entity tag</param>
 /// <param name="stateTokens">The state tokens</param>
 /// <returns><see langword="true"/> when this condition matches</returns>
 public bool IsMatch(EntityTag?etag, IReadOnlyCollection <Uri> stateTokens)
 {
     return(Conditions.All(x => x.IsMatch(etag, stateTokens)));
 }
Esempio n. 11
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 public bool Call(GameContext context)
 {
     return(Conditions.All(c => c.Call(context)));
 }
Esempio n. 12
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 public override bool Match(FilterableObjectData obj) => Conditions.All(x => x.Match(obj));
 public bool AreConditionsSatisfied(CraftingSim sim)
 {
     return(Conditions.All(x => IsConditionSatisfied(x, sim)));
 }
Esempio n. 14
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 public override bool EvalCondition(IDmlfNamespace ns)
 {
     return(Conditions.All(x => x.EvalCondition(ns)));
 }
Esempio n. 15
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 public override bool Eval(PlayerInfo info)
 {
     return(Conditions == null || Conditions.All(t => t.Eval(info)));
 }
Esempio n. 16
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 public bool IsValid()
 {
     return Conditions.All(x => x.IsSatisfied());
 }
Esempio n. 17
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            public override bool IsMatch(UIApplication uiApp, CategorySet selectedCategories)
            {
                bool res = Conditions.All(c => c.IsMatch(uiApp, selectedCategories));

                return(IsNot ? !res : res);
            }