Esempio n. 1
0
        // Run updates for all actors until it is the Player's turn to act again.
        public void Run()
        {
            do
            {
                // TODO: Not certain if this is a correct implementation. However, it fixes an issue
                // where the first input after Game.NewGame() is "eaten" since Clear() is called, but
                // _stopping doesn't get set to false until Update() - which forces it to return false
                if (_stopping)
                {
                    _eventSet.Clear();
                    _stopping = false;
                }

                // No one is currently ready, so continually apply energy recovery to all entities in the
                // system, until the queue has at least one entity to execute.
                while (_eventSet.Count == 0)
                {
                    foreach (ISchedulable entity in _entities.ToList())
                    {
                        // Everyone gains some energy
                        entity.Energy += Data.Constants.DEFAULT_REFRESH_RATE;

                        // Entities with sufficient energy are placed into the turn queue.
                        if (entity.Energy >= entity.ActivationEnergy)
                        {
                            _eventSet.Add(entity);
                        }
                    }
                }

                foreach (ISchedulable entity in _entities)
                {
                    // Manage other stuff tied to Actor speeds
                    if (entity is DelayAttack attack && attack.Lifetime > 0)
                    {
                        var blend = Colors.EnemyThreat.Blend(Colors.FloorBackground, (double)attack.Energy / attack.ActivationEnergy);
                        foreach (Loc point in attack.Targets)
                        {
                            Game.Threatened.Set(point.X, point.Y, blend);
                            Game.Animations.Add(new FlashAnimation(Game.StateHandler.CurrentLayer, point.X, point.Y, blend));
                        }
                    }
                }
            } while (Update());
        }
Esempio n. 2
0
        public void ClearMaxHeap_LeavesCountOfZero(List <int> data)
        {
            // Arrange
            var heap = new MaxHeap <int>(data);

            // Act
            heap.Clear();

            // Assert
            Assert.Empty(heap);
        }
        public void TestClear()
        {
            MaxHeap <int> maxHeap = new MaxHeap <int>();

            maxHeap.Add(1);
            maxHeap.Add(2);
            maxHeap.Add(3);

            maxHeap.Clear();
            Assert.AreEqual(0, maxHeap.Count);
            maxHeap.Peek();
        }
Esempio n. 4
0
        public void ClearingHeapsSetsSizeToZero()
        {
            MinHeap <int> minHeap = new MinHeap <int>(IntComparer);
            MaxHeap <int> maxHeap = new MaxHeap <int>(IntComparer);

            foreach (int element in elements)
            {
                maxHeap.Add(element);
                minHeap.Add(element);
            }
            maxHeap.Clear();
            minHeap.Clear();
            Assert.AreEqual(0, maxHeap.Size);
            Assert.AreEqual(0, minHeap.Size);
        }
        public int[] MaxSlidingWindow2(int[] nums, int k)
        {
            var N       = nums.Length;
            var result  = new int[N - k + 1];
            var maxHeap = new MaxHeap();

            var j = 0;

            for (var i = 0; i <= (N - k); i++)
            {
                PopulateMaxHeap(maxHeap, i, k, nums);
                var maxInCurrentWindow = maxHeap.PeekMax();
                result[j++] = maxInCurrentWindow;
                maxHeap.Clear();
            }

            return(result);
        }
        public void Clear()
        {
            testMaxHeap.Insert(9);
            testMaxHeap.Insert(8);
            testMaxHeap.Insert(7);
            testMaxHeap.Insert(2);

            testMaxHeap.Clear();
            Dictionary <Int32, DoublyLinkedTreeNode <Int32> > allNodes = GetAllNodes(testMaxHeap);

            Assert.AreEqual(0, allNodes.Count);

            testMaxHeap.Insert(1);
            allNodes = GetAllNodes(testMaxHeap);
            Assert.AreEqual(1, allNodes.Count);
            Assert.IsNull(allNodes[1].ParentNode);
            Assert.IsNull(allNodes[1].LeftChildNode);
            Assert.IsNull(allNodes[1].RightChildNode);
        }