private void createActors() { m_player1 = new AsyncPlayer(PLAYER_1_NAME); m_player2 = new AsyncPlayer(PLAYER_2_NAME); m_player1 = m_proxyEngine.CreateProxy(m_player1); m_player2 = m_proxyEngine.CreateProxy(m_player2); }
public PostsViewModel(IAsyncPlayer player) { contextualSelection = false; postDao = new PostDao(); userDao = new UserDao(); postService = new PostService(); discussionDao = new DiscussionDao(); posts = new ObservableCollection<Post>(postDao.getPostsFromDiscussion(ContextUtil.Instance.Discussion)); selectedDiscussion = discussionDao.getDiscussion(ContextUtil.Instance.Discussion); ContextUtil.Instance.postsBefore = selectedDiscussion.previousPosts; ContextUtil.Instance.postsAfter = selectedDiscussion.nextPosts; manager = new TTSManager(player); }
public async Task Ping(int pingCount, IAsyncPlayer secondPlayer, string gameName) { var currentGameName = gameName ?? Empty; Console.WriteLine($"{m_name} Ping number: {pingCount} tid: {Thread.CurrentThread.ManagedThreadId} game: {currentGameName}"); if (pingCount > 0) { await secondPlayer.Ping(pingCount - 1, this, gameName); m_pingCounter++; } Console.WriteLine($"{m_name} Ping total: {m_pingCounter} tid: {Thread.CurrentThread.ManagedThreadId}, game: {currentGameName}"); }
/// <summary> /// Creates a new game /// </summary> /// <param name="creator">Creator player ( uselly human)</param> /// <param name="numberOfAIPlayers">number of AI players (up to 3)</param> /// <param name="player_AI">strings representing AI players types</param> /// <param name="num_of_rounds">numebr of rounds to play</param> /// <param name="milisecs_between_turns">time to wait between each turn</param> /// <param name="game_name">name of game</param> public static void CreateGame(IAsyncPlayer creator, int numberOfAIPlayers, string[] player_AI, int num_of_rounds, int milisecs_between_turns, string game_name) { if (numberOfAIPlayers < 0 || numberOfAIPlayers > 4) return; if (game_name == null) game_name = ""; Game g = new Game(num_of_rounds, milisecs_between_turns, game_name); g.AddPlayer(creator); for (int i = 0; i < numberOfAIPlayers; i++) { IAsyncPlayer p = Brain.PlayerFactory.CreatePlayer(player_AI[i]); if (p != null) g.AddPlayer(p, player_AI[i]); } Games.Add(g); }
/// <summary> /// Add player to an existing game (searches for games that haven't started yet) /// </summary> /// <param name="player">player to add</param> /// <param name="game_name">name of game</param> /// <returns></returns> public static bool AddPlayer(IAsyncPlayer player, string game_name) { if (game_name == null) game_name = ""; Game game = (from g in Games where !g.IsStarted() && (g.Name == game_name) select g).FirstOrDefault(); if (game == null) { Console.WriteLine("No opened games, player refused"); player.RecieveErrorMessage("No opened games, player refused"); return false; } else { game.AddPlayer(player); return true; } }
public Player(IAsyncPlayer obj) : base() { this.oPlayer = obj; }
public TTSManager(IAsyncPlayer player) { this.player = player; bingService = new BingService(); }