public override InvestmentData Invest(double money, History hist, int roundNum) { checkIfInitilized(); int stockId = getStockId(money, hist, roundNum); DebugFileWriter.writeToFile("output.txt", stockId.ToString()); InvestmentData result = makeInvestment(money, roundNum, stockId, _isTrain); return(result); }
public void TestWriteCodeUnit() { ICodeWriter writer = new DebugFileWriter(); using (var stream = new StringWriter()) { var units = new List <IUnit>(); units.Add(new TextUnit("Code")); writer.Write(stream, units); string output = stream.ToString(); Assert.IsTrue(output.StartsWith("Code")); } Assert.Pass(); }
public static void WriteToFile(List <SpawnSystem.SpawnData> spawners, string fileName, bool postChange = false) { try { if (spawners is null) { return; } List <string> lines = new List <string>(spawners.Count * 30); AddIntroToFile(lines); for (int i = 0; i < spawners.Count; ++i) { var spawner = spawners[i]; if (spawner is not null) { lines.AddRange(WriteSpawner(spawner, i, postChange)); } else { //Empty spawner. Just add the index and continue. lines.Add($"[WorldSpawner.{i}]"); lines.Add($"## Spawner is empty for unknown reasons."); lines.Add($""); } } DebugFileWriter.WriteFile(lines, fileName, "world spawner configurations"); } catch (Exception e) { Log.LogWarning($"Error while trying to write world spawner debug file '{fileName}'.", e); } }
public void Print(string filename, string description = null) { image.Apply(); DebugFileWriter.WriteFile(image.EncodeToPNG(), filename + ".png", description ?? "map"); }
public static void WriteToFile(List <DungeonDB.RoomData> rooms) { List <string> spawnersSerialized = new List <string>(); if (rooms is null) { Log.LogWarning("Rooms are null"); return; } if (rooms.Count == 0) { Log.LogWarning("No rooms to write."); return; } try { foreach (var room in rooms .Select(x => x.m_room) .OrderBy(x => x.m_theme) .ThenBy(x => x.name)) { if (room.gameObject == null) { Log.LogTrace($"Room {room.name} gameobject is null"); } } } catch (Exception e) { Log.LogError("Wtf?", e); } var orderedRooms = rooms .Select(x => x.m_room) .OrderBy(x => x.m_theme) .ThenBy(x => x.name); foreach (var room in orderedRooms) { var roomPrefab = room; if (roomPrefab is null) { #if DEBUG Log.LogDebug($"No gameobject for room {room.name}"); #endif continue; } var spawners = roomPrefab.GetComponentsInChildren <CreatureSpawner>(); if (spawners is null) { #if DEBUG Log.LogDebug($"No spawners for room {room.name}"); #endif continue; } if (spawners != null && spawners.Length > 0) { spawnersSerialized.Add(Serialize(room, spawners)); } } DebugFileWriter.WriteFile(spawnersSerialized, FileName, "local dungeon spawner configurations"); }
// Use this for initialization void Start() { dfw = GetComponent <DebugFileWriter>(); }
public static void WriteToFile(List <ZoneSystem.ZoneLocation> zoneLocations) { List <string> spawnersSerialized = new List <string>(); var orderedLocations = zoneLocations .OrderBy(x => x.m_biome) .ThenBy(x => x.m_prefabName); foreach (var location in orderedLocations) { var locPrefab = location.m_prefab; if (locPrefab is null) { continue; } //Get location spawners var spawners = locPrefab.GetComponentsInChildren <CreatureSpawner>().ToList(); //Get location dungeon generators, so we can scan for their spawners too var dungeons = locPrefab.GetComponentsInChildren <DungeonGenerator>(); if (dungeons is not null && dungeons.Length > 0) { foreach (var dungeon in dungeons) { //Find rooms and extract spawners var rooms = DungeonDB.GetRooms().Where(x => (x.m_room.m_theme & dungeon.m_themes) == x.m_room.m_theme).ToList(); if (rooms.Count == 0) { Log.LogDebug($"No rooms for {locPrefab.name}:{dungeon.name}"); } var roomSpawners = rooms .SelectMany(x => x.m_room.GetComponentsInChildren <CreatureSpawner>()) .Where(x => x is not null) .ToList(); if (roomSpawners.Count > 0) { if (spawners is null) { spawners = roomSpawners; } else { spawners.AddRange(roomSpawners); } } else { Log.LogDebug($"No room spawners for {locPrefab.name}:{dungeon.name}"); } } } if (spawners is not null && spawners.Count > 0) { spawnersSerialized.Add(Serialize(location, spawners)); } } DebugFileWriter.WriteFile(spawnersSerialized, FileName, "local spawner configurations"); }