Esempio n. 1
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        private List <string> ValidateGender()
        {
            List <string> errorMessages = new List <string>();

            if (Gender.Name == "Female")
            {
                if (Players.Count(p => p.Gender != "F") > 0)
                {
                    errorMessages.Add("Your team is registered as a Female team and you have a player who is not Female.");
                }
            }

            if (Gender.Name == "Male")
            {
                if (Players.Count(p => p.Gender != "M") > 0)
                {
                    errorMessages.Add("Your team is registered as a Male team and you have a player who is not Male.");
                }
            }

            if (Gender.Name == "Co-Ed")
            {
                if (Players.Count(p => p.Gender == "M") == 0 || Players.Count(p => p.Gender == "F") == 0)
                {
                    errorMessages.Add("Your team is registered as a Co-Ed team and you either don't have a Male or Female on the roster.");
                }
            }

            return(errorMessages);
        }
Esempio n. 2
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        public void RemovePlayer(User Player)
        {
            User inUser = Players.Find(o => o.UserName == Player.UserName);

            Players.Remove(inUser);
            PlayersNum = Players.Count();
        }
Esempio n. 3
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        public void NextTurn()
        {
            _currentPlayer++;
            _currentPlayer %= Players.Count();

            Dice.Roll();
        }
Esempio n. 4
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        public async void Play()
        {
            if (Players.Any() == false)
            {
                return;
            }
            foreach (var item in Players)
            {
                item.IsWinner = false;
            }

            var random = new Random(DateTime.Now.Millisecond);

            var lucky          = random.Next(0, Players.Count());
            var selectedPlayer = Players.ElementAtOrDefault(lucky);

            if (selectedPlayer != null)
            {
                selectedPlayer.IsWinner = true;
                Winner = selectedPlayer;

                //History.Add(new EventLogViewModel(string.Format("{0} winned!", selectedPlayer.PlayerName)));
                Model.History.Add(string.Format("{0} winned!", selectedPlayer.PlayerName));

                await GameService.SaveHistoryAsync(Model);
            }
        }
        public GameDbContext(DbContextOptions <GameDbContext> options, IConfiguration config) : base(options)
        {
            //Database.EnsureDeleted();
            Database.EnsureCreated();
            //Database.Migrate();

            if (Players.Count() == 0)
            {
                try
                {
                    var hash = new Guid().ToString();
                    Players.Add(new Player()
                    {
                        UserName = "******",
                        Name     = "Armando Lozada",
                        Email    = "*****@*****.**",
                        Identity = new PlayerIdentity()
                        {
                            Hash     = hash,
                            Password = Encryption.EncryptPassword("123", hash)
                        }
                    });
                    this.SaveChanges();
                }
                catch (Exception ex)
                {
                }
            }
        }
Esempio n. 6
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 private void CheckStatuses()
 {
     if (Players.Count(x => x.Checked) == Players.Count)
     {
         EndPhase();
     }
 }
Esempio n. 7
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        private bool EvalRoundEnd()
        {
            var maxBid = Players.Max(player => player.Bid);
            var playersRoundOverCount = Players.Count(player => player.IsRoundOver(maxBid));

            if (playersRoundOverCount == Players.Count)
            {
                return(true);
            }


            if (playersRoundOverCount == Players.Count - 1)
            {
                var lastPlayer = Players.Single(player => !player.IsRoundOver(maxBid));

                if (lastPlayer.State == PlayerState.None && lastPlayer.Bid == maxBid && Players.Count(player => player.IsOut()) == Players.Count - 1)
                {
                    return(true);
                }

                if (Players.Count(player =>
                                  player.State == PlayerState.Fold || (player.State == PlayerState.AllIn && player.Bid == 0)) ==
                    Players.Count - 1)
                {
                    return(true);
                }
            }

            return(false);
        }
Esempio n. 8
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        private void CheckNumberOfPlayers()
        {
            var playerCount = (from e in Players where e.IsHumanPlayer select e).Count();

            switch (CurrentGameType)
            {
            case GameType.NORMAL:
            case GameType.VS_CPU:
                //Anything is allowed here.
                break;

            case GameType.COOPERATIVE:
                if (playerCount < 2)
                {
                    RequestReturnToMainMenu();
                }
                break;

            case GameType.TEAM:
                var blueCount = Players.Count(e => e.Team == 1 && e.Playing);
                var redCount  = Players.Count(e => e.Team == 2 && e.Playing);
                if (blueCount == 0 || redCount == 0)
                {
                    RequestReturnToMainMenu();
                }
                break;
            }
        }
Esempio n. 9
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        /// <summary>
        /// Place penguin for non human player
        /// </summary>
        public void PlacePenguin()
        {
            if (CurrentPlayer.PlayerType == PlayerType.AIEasy)
            {
                AI_easy.PlacePenguins((BoardClass)Board, (PlayerClass)CurrentPlayer);
            }
            else if (CurrentPlayer.PlayerType == PlayerType.AIMedium)
            {
                AI_medium.PlacePenguin(Board, CurrentPlayer, AIPenguins);
                NextAction = NextActionType.PlacePenguin;
                if (Turn == Players.Count() * PenguinsByPlayer)
                {
                    NextAction = NextActionType.MovePenguin;
                }
            }

            NextAction = NextActionType.PlacePenguin;
            if (Turn == Players.Count() * PenguinsByPlayer)
            {
                NextAction = NextActionType.MovePenguin;
            }

            Turn++;
            NextPlayer();
            StateChanged.Invoke(this, null);
        }
 public void CheckForGameOver()
 {
     if (Players.Count() <= 1)
     {
         State = GameState.GameEnded;
     }
 }
Esempio n. 11
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 private void CheckStatuses()
 {
     if (Players.Count(x => x.Checked) == Players.Count && Players.Count > 1)
     {
         End();
     }
 }
Esempio n. 12
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        public DomainResult BuyPlayer(string playerTypeId)
        {
            var playerBuyConfig = AllowedPlayers.FirstOrDefault(ap => ap.PlayerTypeId.Equals(playerTypeId));

            if (playerBuyConfig == null)
            {
                return(DomainResult.Error(new CanNotUsePlayerInThisRaceError(playerTypeId)));
            }

            var amountOfPlayerTypeToBuy = Players.Count(p => p.PlayerTypeId.Equals(playerTypeId));

            if (amountOfPlayerTypeToBuy >= playerBuyConfig.MaximumPlayers)
            {
                return(DomainResult.Error(new TeamFullError(playerBuyConfig.MaximumPlayers)));
            }

            if (playerBuyConfig.Cost.MoreThan(TeamMoney))
            {
                return(DomainResult.Error(new FewMoneyInTeamChestError(playerBuyConfig.Cost.Value, TeamMoney.Value)));
            }

            var newTeamMoney     = TeamMoney.Minus(playerBuyConfig.Cost);
            var orderedPositions = Players.Select(p => p.PlayerPositionNumber).OrderBy(p => p).ToList();
            var travers          = FindFirstFreeNumber(orderedPositions, 1);

            var playerBought = _teamState.BoughtEvent(TeamId, playerTypeId, travers, Guid.NewGuid(),
                                                      newTeamMoney);

            Apply(new List <IDomainEvent> {
                playerBought
            });
            return(DomainResult.Ok(playerBought));
        }
 public async System.Threading.Tasks.Task OnTick()
 {
     if (Players.Count() == 0)
     {
         m_variables.Clear();
     }
 }
Esempio n. 14
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        private async Task DoEncountersAsync()
        {
            var locations = Players.GroupBy(x => x.Location);

            List <IEncounter> encounters = new List <IEncounter>();

            foreach (var location in locations)
            {
                encounters.AddRange(GetLocationEncounters(location.ToList()));
            }

            foreach (var encounter in encounters)
            {
                encounter.Prompt();
            }

            await Task.Delay(RoundDelay);

            foreach (var encounter in encounters)
            {
                encounter.RunEncounter();
            }

            PlayersThisRound = Players.Count(x => !x.IsDead) + 1;

            foreach (var encounter in encounters)
            {
                foreach (var player in encounter.GetDeadPlayers())
                {
                    RemovePlayer(player);
                }
            }
        }
Esempio n. 15
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        public Player SelectRandonPlayer()
        {
            var rnd   = new Random();
            var index = rnd.Next(Players.Count());

            return(Players[index]);
        }
Esempio n. 16
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        public void EndTurn()
        {
            //if (CurrentPlayer.Hand.Count == 0)
            //{
            //    //end the game
            //}
            PreviousPlayer = CurrentPlayer;

            if (Direction == Direction.clockwise)
            {
                nextPlayerTurn = (nextPlayerTurn + 1) % Players.Count();
            }
            else
            {
                nextPlayerTurn = (nextPlayerTurn - 1 + Players.Count) % Players.Count();
            }

            CurrentPlayer = Players[nextPlayerTurn];
            CurrentPlayer.AlreadyPickedCards = false;

            // If player has one card at beginning of turn, he is safe from Uno
            //CurrentPlayer.UnoSaid = (CurrentPlayer.Hand.Count == 1);

            foreach (Player p in Players)
            {
                if (p != PreviousPlayer)
                {
                    p.IGameCallback.TurnChanged(CurrentPlayer.UserName);
                }
            }
        }
Esempio n. 17
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 public void NewTurn()
 {
     CurrentPlayer = Players[(CurrentPlayer_id + 1) % Players.Count()];
     SetActivePlayer();
     // Player to select Origin region
     CurrentMode = new SelectOrigin(this);
 }
        public void PlayAttackRound()
        {
            DoActionForAllPlayersInOrder((player) =>
            {
                //TODO !!!: Might be able to reduce the condition in `if'
                if (Players.Count(p => p.Health > 0) > 1)
                {
                    var availablePlayerOptions = new List <BasicActions>()
                    {
                        BasicActions.StrengthAttack,
                        BasicActions.PerceptionAttack,
                        BasicActions.Heal,
                        BasicActions.RollForCard,
                        BasicActions.DoNothing
                    };

                    var action = player.PerformAction(GameplayEvent.AttackPhase, availablePlayerOptions, this);
                    PerformAttackPhaseAction(action, player);
                }
            });

            RemoveDeadPlayers();

            State = GameState.InProgress;
        }
Esempio n. 19
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        public override void AddPlayer(Player newPlayer, bool spawn)
        {
            base.AddPlayer(newPlayer, spawn);
            Player removed;

            TempPlayers.TryRemove(newPlayer, out removed);
            Game.PlayerCount++;
            newPlayer.ClearPopups();
            Task.Run(delegate
            {
                try
                {
                }
                catch (Exception exeption)
                {
                    Log.Error("Playerexeption add: " + exeption.Message);
                    Log.Info("Playerexeption add: " + exeption.Message);
                }
            });
            foreach (Player pl in GetSpawnedPlayers())
            {
                BroadcastTip(pl, newPlayer.Username + " §3joined §e(" + (Players.Count()) + "/" + Slots + ")");
            }
            Game.Core.BossBar.SendName(newPlayer, Game.Prefix);
            Game.Core.BossBar.SendBossEventBar(newPlayer, 0);
            Game.onGameJoin(newPlayer, this);
        }
Esempio n. 20
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    public override void GotMessage(Player player, Message m)
    {
        switch (m.Type)
        {
        case "PlayerJoined":
            Broadcast("PlayerJoined", Players.Count());
            break;

        case "SetUnitDestination":
            foreach (Player pl in Players)
            {
                if (pl.ConnectUserId != player.ConnectUserId)
                {
                    pl.Send("SetUnitDestination", m.GetInt(0), m.GetFloat(1), m.GetFloat(2), m.GetFloat(3));
                }
            }
            break;

        case "SetUnitTarget":
            foreach (Player pl in Players)
            {
                if (pl.ConnectUserId != player.ConnectUserId)
                {
                    pl.Send("SetUnitTarget", m.GetInt(0), m.GetInt(1));
                }
            }
            break;

        case "SpawnUnit":
            foreach (Player pl in Players)
            {
                if (pl.ConnectUserId != player.ConnectUserId)
                {
                    pl.Send("SpawnUnit", m.GetInt(0), m.GetFloat(1), m.GetFloat(2), m.GetFloat(3), m.GetInt(4));
                }
            }
            break;

        case "DestroyUnit":
            foreach (Player pl in Players)
            {
                if (pl.ConnectUserId != player.ConnectUserId)
                {
                    pl.Send("DestroyUnit", m.GetInt(0));
                }
            }
            break;

        case "UpdateHealth":
            foreach (Player pl in Players)
            {
                if (pl.ConnectUserId != player.ConnectUserId)
                {
                    pl.Send("UpdateHealth", m.GetInt(0), m.GetInt(1));
                }
            }
            break;
        }
    }
Esempio n. 21
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 protected override bool TryToResolve(User user)
 {
     if (readyMarks.Count() == Players.Count() && readyMarks.Values.All(m => true))
     {
         return(base.TryToResolve(user));
     }
     return(false);
 }
Esempio n. 22
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        public override void PlayerDeathAction(BasePlayer sender, EventArgs args)
        {
            // We check if the round is finished
            if (Players.Count(p => p.IsAlive) == GameConfiguration.AlivePlayerRemaining)
                GameEventManager.OnRoundEnd();

            base.PlayerDeathAction(sender, args);
        }
Esempio n. 23
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        void RandomTurnTaking()
        {
            var random = new Random();
            int index  = random.Next(Players.Count());
            var first  = Players.ElementAt(index);

            FirstAtNextTurn(first);
        }
 public void Inc()
 {
     currentPlayer++;
     if (currentPlayer == players.Count())
     {
         currentPlayer = 0;
     }
 }
Esempio n. 25
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        /// <summary>
        ///     Updates the ObjectManager, obtaining all player entities from the game and adding them to the Players list.
        /// </summary>
        /// <exception cref="System.InvalidOperationException">
        ///     Can not update the ObjectManager when it's not properly initialized!
        ///     Are you sure BaseAddress is valid?
        /// </exception>
        public void Update()
        {
            if (!IsValid)
            {
                throw new InvalidOperationException(
                          "Can not update the ObjectManager when it's not properly initialized! Are you sure BaseAddress is valid?");
            }

            var timeStamp = MonotonicTimer.GetTimeStamp();

            // Throttle the updates a little - entities won't be changing that frequently.
            // Realistically we don't need to call this very often at all, as we only keep references to the actual
            // entities in the game, and only resolve their members when they're actually required.
            if (timeStamp - _lastUpdate < TimeSpan.FromMilliseconds(1000.0 / _ticksPerSecond))
            {
                return;
            }

            _lastUpdate = timeStamp;
            if (!Orion.Client.InGame)
            {
                // No point in updating if we're not in game - we'd end up reading garbage.
                // Do set the last update time though, we especially don't want to tick too often in menu.
                return;
            }

            // Prevent duplicate entries - more efficient would be maintaining a dictionary and updating entities.
            // Then again, this is significantly less code, and performance wise not too big an impact. Leave it be for now,
            // but consider updating this in the future.
            _players.Clear();

            IntPtr localPlayerPtr = Orion.Memory.Read <IntPtr>(Orion.ClientBase + (int)BaseOffsets.LocalPlayer);

            LocalPlayer = new LocalPlayer(localPlayerPtr);

            var         dwAddress = BaseAddress;
            EntityEntry entry;

            while ((int)dwAddress != 0)
            {
                entry     = Orion.Memory.Read <EntityEntry>(dwAddress);
                dwAddress = entry.m_pNext;
                if (entry.m_pNext == entry.m_pPrevious)
                {
                    break;
                }
                if ((int)entry.m_pEntity == 0)
                {
                    continue;
                }
                _players.Add(new BaseEntity(entry.m_pEntity));
            }

            Trace.WriteLine($"[EntityManager] Update complete. {Players.Count(s => s.IsValid)} valid entries found.");


            _lastUpdate = timeStamp;
        }
        /// <summary>
        /// Generate match records for the next round
        /// </summary>
        /// <exception cref="InvalidOperationException">Error while generating match records</exception>
        public async Task GenerateMatchesForNextRound()
        {
            await using var transaction = await Database.BeginTransactionAsync();

            try
            {
                if (Matches.Any(m => m.Winner == null))
                {
                    throw new InvalidOperationException("Match in DB has no winner");
                }

                if (Players.Count() != 32)
                {
                    throw new InvalidOperationException("Not 32 players in DB");
                }

                int nextRound;
                switch (Matches.Count())
                {
                case 0: nextRound = 1;
                    break;

                case 16: nextRound = 2;
                    break;

                case 24: nextRound = 3;
                    break;

                case 28: nextRound = 4;
                    break;

                case 30: nextRound = 5;
                    break;

                default: throw new InvalidOperationException("Invalid amount of matches in DB");
                }

                var availablePlayers = nextRound == 1 ? await Players.ToListAsync() : await Matches.Where(m => m.Winner != null && m.Round == nextRound - 1).Select(m => m.Winner).ToListAsync();

                Random random  = new Random();
                int    matches = availablePlayers.Count / 2;
                for (int i = 0; i < matches; i++)
                {
                    Player player1 = Players.ToList()[random.Next(0, availablePlayers.Count)];
                    availablePlayers.Remove(player1);
                    Player player2 = Players.ToList()[random.Next(0, availablePlayers.Count)];
                    availablePlayers.Remove(player2);
                    await AddMatch(player1.ID, player2.ID, nextRound);
                }
                await SaveChangesAsync();

                await transaction.CommitAsync();
            }
            catch (SqlException ex)
            {
                await transaction.RollbackAsync();
            }
        }
Esempio n. 27
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        public int GetNextFinishPosition()
        {
            if (Players == null || Players.Count == 0)
            {
                throw new ArgumentException("No Players created");
            }

            return(Players.Count(p => p.Value.Position > 0) + 1);
        }
Esempio n. 28
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 public override void GotMessage(Player player, Message m)
 {
     switch (m.Type)
     {
     case "PlayerJoined":
         Broadcast("PlayerJoined", Players.Count());
         break;
     }
 }
Esempio n. 29
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 public bool RegisterPlayer(string name, out IPlayer player)
 {
     player = PlayerFactory.GetPlayer(name);
     if (Players.Count() < MaxPlayerCount)
     {
         Players.Add(player);
         return(true);
     }
     return(false);
 }
Esempio n. 30
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 /// <summary>
 /// 查找每轮第一个下注的玩家
 /// </summary>
 /// <param name="index"></param>
 /// <returns></returns>
 private int GetFirstIndex(int index)
 {
     if (this.Players[index].Status != GamePlayerStatus.Fold)
     {
         return(index);
     }
     index++;
     index = index % Players.Count();
     return(GetFirstIndex(index));
 }