public override Object Evaluate(ExpressionContext context) { OperandValue1 = Operand1.Evaluate(context); OperandValue2 = Operand2.Evaluate(context); return(OperandValue1 != OperandValue2); }
/// <summary>Resolves the two operands and then compares them using the user specified operator</summary> protected override double Execute(IGameState gameState) { var op1 = Operand1.Evaluate(gameState); var op2 = Operand2.Evaluate(gameState); switch (Operator) { case MathsOperator.Add: return(op1 + op2); case MathsOperator.Sub: return(op1 - op2); case MathsOperator.Mul: return(op1 * op2); case MathsOperator.Div when op2 != 0: return(op1 / op2); // Return 0 if user tried to divide by zero. case MathsOperator.Mod when op2 != 0: return(op1 % op2); default: return(0); } }
/// <summary>Resolves the two operands and then compares them using the user specified operator</summary> public double Evaluate(IGameState gameState) { var op1 = Operand1.Evaluate(gameState); var op2 = Operand2.Evaluate(gameState); switch (Operator) { case MathsOperator.Add: return(op1 + op2); case MathsOperator.Sub: return(op1 - op2); case MathsOperator.Mul: return(op1 * op2); case MathsOperator.Div: return(op2 == 0 ? 0 : op1 / op2); // Return 0 if user tried to divide by zero. Easier than having to deal with Infinity (which C# returns). case MathsOperator.Mod: return(op2 == 0 ? 0 : op1 % op2); default: return(0); } }
/// <summary>Resolves the two operands and then compares them with the user-specified operator.</summary> protected override bool Execute(IGameState gameState) { var op1 = Operand1.Evaluate(gameState); var op2 = Operand2.Evaluate(gameState); switch (Operator) { case ComparisonOperator.EQ: return(op1 == op2); case ComparisonOperator.NEQ: return(op1 != op2); case ComparisonOperator.GT: return(op1 > op2); case ComparisonOperator.GTE: return(op1 >= op2); case ComparisonOperator.LT: return(op1 < op2); case ComparisonOperator.LTE: return(op1 <= op2); default: return(false); } }
/// <summary>Compares the two strings with the given operator</summary> public bool Evaluate(IGameState gameState) { var op1 = Operand1.Evaluate(gameState); var op2 = Operand2.Evaluate(gameState); if (CaseInsensitive) { op1 = op1.ToLower(); op2 = op2.ToLower(); } switch (Operator) { case StringComparisonOperator.Equal: return(op1 == op2); case StringComparisonOperator.NotEqual: return(op1 != op2); case StringComparisonOperator.Before: return(string.Compare(op1, op2) < 0); case StringComparisonOperator.After: return(string.Compare(op1, op2) > 0); case StringComparisonOperator.EqualLength: return(op1.Length == op2.Length); case StringComparisonOperator.ShorterThan: return(op1.Length < op2.Length); case StringComparisonOperator.LongerThan: return(op1.Length > op2.Length); case StringComparisonOperator.StartsWith: return(op1.StartsWith(op2)); case StringComparisonOperator.EndsWith: return(op1.EndsWith(op2)); case StringComparisonOperator.Contains: return(op1.Contains(op2)); default: return(false); } }