/// <summary> /// Adds the new state. /// </summary> /// <param name="stateName">Name of the state.</param> /// <param name="stateIdentifier">The state identifier.</param> /// <returns></returns> public virtual IStateMachineStateBuilder AddNewState(string stateName, object stateIdentifier) { var newState = new StateMachineState(this, stateName, stateIdentifier); StateList.Add(newState); return(newState); }
/// <summary> /// コンストラクタ /// 使用するステートクラスをここで先に生成しておき、最初のステートを設定する /// (unityで複数のオブジェクトにアタッチされることを考慮して、シングルトンを使用せずに実装) /// </summary> public Character() { StateList.Add(new leftState()); StateList.Add(new rightState()); ChangeState(StateList[(int)EState.EState_leftState]); }
/// <summary> /// Initialize a new quality table which contains all game stats. /// </summary> public QualityTable() { this.Epsilon = 0.2; this.Alpha = 0.1; this.Gamma = 0.1; this.StateList = new List <State>(); //fill state list for hard hands for (int playerValue = 4; playerValue <= 22; playerValue++) { for (int dealerValue = 2; dealerValue <= 22; dealerValue++) { StateList.Add(new State(playerValue, dealerValue, false)); } } //fill state list for soft hands for (int playerValue = 12; playerValue <= 22; playerValue++) { for (int dealerValue = 2; dealerValue <= 22; dealerValue++) { StateList.Add(new State(playerValue, dealerValue, true)); } } }
private void GetCurrentRess() { Ress = new StateList <Res>(); if (_excellent == null) { _excellent = new Excellent(); _excellent.DateCreated = DateTime.Now.AddHours(-TrainSettings.Instance.Timezone); } foreach (Res item in _excellent.Ress) { Ress.Add(item); } //foreach (Res titem in _excellent.TempAddRess.Keys) //{ // if (_excellent.TempAddRess[titem] == "add") // { // Ress.Add(titem); // } // else // { // Ress.Remove(titem); // } //} //Ress = _excellent.Ress; }
/// <summary> /// MExchangeテーブルの設定内容で初期化する /// </summary> public void InitializeExchange() { // 初期化 // 資産情報 CollateralList = InitializeDictionary(CollateralList); // 注文情報 ParentOrderList = InitializeDictionary(ParentOrderList); ChildOrderList = InitializeDictionary(ChildOrderList); // 建玉情報 PositionList = InitializeDictionary(PositionList); // 取引所状態情報 StateList = InitializeDictionary(StateList); // テクニカル管理 TechnicalList = InitializeDictionary(TechnicalList); // クライアント Client = InitializeDictionary(Client); // パラメータ読み込み using (var db = new MExchangeDbContext(DbContextOptions)) { // データを取得 var mExchange = db.MExchange; foreach (var item in mExchange) { if (item.Enabled == Enabled) { // 資産情報 CollateralList.Add(item.Id, new Collateral(new RawCollateral())); // 注文情報 ParentOrderList.Add(item.Id, new List <Order>()); ChildOrderList.Add(item.Id, new List <Order>()); // 建玉情報 PositionList.Add(item.Id, new List <Position>()); // 取引所状態情報 StateList.Add(item.Id, new RawBoardState()); // テクニカル管理生成 Dictionary <int, PubnubManager> pubnub = null; if (PubnubList.ContainsKey(item.Id)) { pubnub = PubnubList[item.Id]; } TechnicalList.Add(item.Id, new TechnicalManager(item.Id, pubnub, TimeScaleList, DbContextOptions, TechnicalList)); // 通信用クライアント生成 Client.Add(item.Id, new BitflyerClient(item.Id, DbContextOptions)); } } } }
public HumanStateMachine(AbsEntity entity) : base(entity) { StateList.Add(new IdleState(this)); StateList.Add(new MoveState(this)); StateList.Add(new SkillState(this)); StateList.Add(new SpecialState(this)); StateList.Add(new DeadState(this)); }
public override void SetUpImages() { //StateList.Add(0,StaticSpriteCache.sprites[17]); //StateList.Add(1,StaticSpriteCache.sprites[19]); //StateList.Add(2,StaticSpriteCache.sprites[18]); StateList.Add(0, StaticSpriteCache.sprites[75]); StateList.Add(1, StaticSpriteCache.sprites[77]); StateList.Add(2, StaticSpriteCache.sprites[79]); }
public void SetStateItems(IEnumerable <State> states) { foreach (var state in states) { StateList.Add(new SelectListItem() { Value = state.StateID.ToString(), Text = state.StateName }); } }
/* * public static void AddConditionalCallback(object obj) * { * Debug.Log("Add conditional."); * * }*/ /// <summary> /// adds a state. /// </summary> /// <param name="obj"></param> public static void CreateStateContextCallback(object obj) { //make the passed object to a string //string clb = obj.ToString(); editorDisplayWindowsState.menuData menuData = (editorDisplayWindowsState.menuData)obj; if (/*clb.Equals("addState") && */ GameObject != null) { SaveAllVisualStateMetaData(); if (StateList.Count == 0) { Debug.LogError("StateList is Empty so you can't create a state."); return; } //string stateName = "aMech" + GameObject.name + "State" + utlDataAndFile.GetCode(StateList.Count); int codeIndex = StateList.Count; string stateName = "aMech" + GameObject.name + "State" + utlDataAndFile.GetCode(codeIndex); while (!CreateAndAddStateCodeToProject(GameObject, stateName, menuData.m_FileAndPath, menuData.m_ReplaceName, false)) { codeIndex += 1; stateName = "aMech" + GameObject.name + "State" + utlDataAndFile.GetCode(codeIndex); //sanity check if (codeIndex > 10000) { return; } } string fileAndPath = ""; fileAndPath = utlDataAndFile.FindPathAndFileByClassName(stateName); stateWindowsNode windowNode = new stateWindowsNode(stateEditorUtils.StateList.Count); Vector3 transMousePos = new Vector3(); transMousePos = stateEditorUtils.TranslationMtx.UnTransform(MousePos); windowNode.Set(fileAndPath, stateName, stateName, transMousePos.x, transMousePos.y, 150, 80); StateList.Add(windowNode); SaveStateWindowsNodeData(fileAndPath, stateName, (int)MousePos.x, (int)MousePos.y, 150, 80); fileAndPath = utlDataAndFile.FindPathAndFileByClassName(StateMachineName); SaveStateInfo(StateMachineName, GameObject.name); AddStateCodeToStateMachineCode(fileAndPath, stateName); } }
/// <summary> /// Método para iterar sobre o hash de estados e adicioná-los à lista de estados /// </summary> public void GenerateStateList() { foreach (string key in StateHash.Keys) { GrammarState state = GrammarState.ConvertFrom(StateHash[key]); if (state != null) { if (!StateList.Contains(state)) { StateList.Add(state); } } } }
public void AddToList(string item) { int i; StateList.Clear(); for (i = 0; i < StateNames.Count; i++) { if (StateNames[i].country == item) { StateList.Add(new States { country = StateNames[i].state, state = StateNames[i].state }); } } }
/// <summary> /// 获取阅览室列表 /// </summary> public void GetRoomList() { _roomList = T_SM_ReadingRoom.GetReadingRooms(null, null, null); foreach (ReadingRoomInfo item in _roomList) { VM_UC_RoomStatus status = new VM_UC_RoomStatus(); status.AllSeatCount = item.SeatList.Seats.Count(u => u.Value.IsSuspended == false); status.RoomName = item.Name; status.RoomNo = item.No; StateList.Add(item.No, status); } LibStatus.AllSeatCount = StateList.Sum(u => u.Value.AllSeatCount); LibStatus.RoomName = _roomList[0].Libaray.Name; GetUsage(); ShowTimeRun(); }
public Page() { InitializeComponent(); DataContext = this; mw = (MainWindow)Application.Current.MainWindow; // Fill Country List foreach (string country in Countries.Names) { CountryList.Add(country); } // Fill State List foreach (string state in States.Abbreviations) { StateList.Add(state); } SetPageType(CurrentUser); }
/// <summary> /// 分区域排列 /// </summary> public void GetRoomArea() { try { //添加区域 List <LibraryInfo> linList = T_SM_Library.GetLibraryInfoList(null, null, null); foreach (AreaInfo area in from lib in linList from area in lib.AreaList where !ReadingRoomUsage.ContainsKey(area.AreaName) select area) { ReadingRoomUsage.Add(area.AreaName, new List <ReadingRoomUC_ViewModel>()); } if (!ReadingRoomUsage.ContainsKey("阅览室")) { ReadingRoomUsage.Add("阅览室", new List <ReadingRoomUC_ViewModel>()); } foreach (KeyValuePair <string, ReadingRoomInfo> item in ClientObject.ReadingRoomList) { if (item.Value.Area.AreaName == "") { item.Value.Area.AreaName = "阅览室"; } ReadingRoomUC_ViewModel viewModel = new ReadingRoomUC_ViewModel(); viewModel.ReadingRoomName = item.Value.Name; viewModel.ReadingRoomNo = item.Value.No; viewModel.IsBook = item.Value.Setting.SeatBespeak.Used; viewModel.AllSeatCount = item.Value.SeatList.Seats.Count(u => u.Value.IsSuspended == false); StateList.Add(viewModel.ReadingRoomNo, viewModel); ReadingRoomUsage[item.Value.Area.AreaName].Add(StateList[viewModel.ReadingRoomNo]); } List <string> deleteArea = (from item in ReadingRoomUsage where item.Value.Count < 1 select item.Key).ToList(); foreach (string a in deleteArea) { ReadingRoomUsage.Remove(a); } } catch (Exception ex) { WriteLog.Write("加载阅览室遇到异常" + ex.Message); PopupWindowsObject.GetInstance().Window.ShowMessage(TipType.Exception); } }
public override void SetUpImages() { //StateList.Add(0, StaticSpriteCache.sprites[24]); StateList.Add(0, StaticSpriteCache.sprites[85]); }
async Task LoadDropDownData() { List <string> liYeaNo = new List <string>(); liYeaNo.Add("Yes"); liYeaNo.Add("No"); DomicileUksList = liYeaNo; FreedomFightersList = liYeaNo; DefencePersonalList = liYeaNo; PhysicallyChallengesList = liYeaNo; PunishedByCourtList = liYeaNo; DabarredCollegeList = liYeaNo; EWS = liYeaNo; ExamCenterList.Add("Almora"); ExamCenterList.Add("Bageshwar"); ExamCenterList.Add("Haldwani"); ExamCenterList.Add("Kashipur"); ExamCenterList.Add("Nainital"); ExamCenterList.Add("Pithoragarh"); ExamCenterList.Add("Ram Nagar"); ExamCenterList.Add("Rudrapur"); ExamCenterList.Add("Ranikhet"); ExamCenterList.Add("Khatima"); ExamCenterList.Add("Dwarahat"); ExamCenterList.Add("Lohaghat"); ExamCenterList.Add("Kichha"); ExamCenterList.Add("Berinag"); GroupList.Add("Arts"); GroupList.Add("Commerce"); GroupList.Add("Science"); MaritalStatusList.Add("Single"); MaritalStatusList.Add("Married"); NationalityList.Add("Indian"); NationalityList.Add("Others"); CategoryList.Add("Unreserved General"); CategoryList.Add("Schedule Cast (SC)"); CategoryList.Add("Schedule Tribe (ST)"); CategoryList.Add("Other Backward Class (OBC) - Creamy"); CategoryList.Add("Other Backward Class (OBC) - Non Creamy"); PhysicallyChallengesTypeList.Add("Physically Challenged"); PhysicallyChallengesTypeList.Add("Visually Challenged"); PhysicallyChallengesTypeList.Add("None"); GendersList.Add("Male"); GendersList.Add("Female"); GendersList.Add("Transgender"); StreamList.Add("Humanities/Arts"); StreamList.Add("Commerce"); StreamList.Add("Science"); CoursesList.Add("Bachelor of Education"); CoursesList.Add("Master of Education"); PassingYearList.Add("Appearing"); PassingYearList.Add("2020"); PassingYearList.Add("2019"); PassingYearList.Add("2018"); PassingYearList.Add("2017"); PassingYearList.Add("2016"); PassingYearList.Add("2015"); PassingYearList.Add("2014"); PassingYearList.Add("2013"); PassingYearList.Add("2012"); PassingYearList.Add("2011"); PassingYearList.Add("2010"); M_EdGraducationRequired.Add("B.Ed. Theory"); M_EdGraducationRequired.Add("B.T. Theory"); M_EdGraducationRequired.Add("L.T. Theory"); M_EdGraducationRequired.Add("B.EI.Ed. Theory"); M_EdGraducationRequired.Add("D.EI.Ed. Theory"); M_EdGraducationRequired.Add("B.A B.Ed. Theory"); M_EdGraducationRequired.Add("B.Sc. B.Ed. Theory"); var response = await _httpClient.GetAsync("https://api.covidindiatracker.com/state_data.json"); if (response.IsSuccessStatusCode) { var result = Newtonsoft.Json.JsonConvert.DeserializeObject <IEnumerable <StateData> >( await response.Content.ReadAsStringAsync()); foreach (var state in result) { StateList.Add(state.state); } } }
private void SetSectionAIDetail_OLD() { Faction faction; int num2; int threat; GameObjectList sectionNoOrientationAutoAIDetailsByConditions; int num5; GameObjectList list5; if (this.SectionCount <= 1) { num5 = ((this.FirstSection.ArchitectureScale / 2) - (this.FirstSection.ArchitectureCount / 2)) + 1; if (this.ArmyScale < (num5 * 6)) { if (!this.Capital.IsOK()) { sectionNoOrientationAutoAIDetailsByConditions = base.Scenario.GameCommonData.AllSectionAIDetails.GetSectionAIDetailsByConditions(SectionOrientationKind.无, true, false, false, false, false); if (sectionNoOrientationAutoAIDetailsByConditions.Count > 0) { this.FirstSection.AIDetail = sectionNoOrientationAutoAIDetailsByConditions[GameObject.Random(sectionNoOrientationAutoAIDetailsByConditions.Count)] as SectionAIDetail; } } else { sectionNoOrientationAutoAIDetailsByConditions = base.Scenario.GameCommonData.AllSectionAIDetails.GetSectionNoOrientationAutoAIDetailsByConditions(false, true); if (sectionNoOrientationAutoAIDetailsByConditions.Count > 0) { this.FirstSection.AIDetail = sectionNoOrientationAutoAIDetailsByConditions[GameObject.Random(sectionNoOrientationAutoAIDetailsByConditions.Count)] as SectionAIDetail; } } return; } if (this.ArmyScale < (num5 * 12)) { if (!this.Capital.IsOK()) { sectionNoOrientationAutoAIDetailsByConditions = base.Scenario.GameCommonData.AllSectionAIDetails.GetSectionAIDetailsByConditions(SectionOrientationKind.无, true, false, false, false, false); if (sectionNoOrientationAutoAIDetailsByConditions.Count > 0) { this.FirstSection.AIDetail = sectionNoOrientationAutoAIDetailsByConditions[GameObject.Random(sectionNoOrientationAutoAIDetailsByConditions.Count)] as SectionAIDetail; } } else { sectionNoOrientationAutoAIDetailsByConditions = base.Scenario.GameCommonData.AllSectionAIDetails.GetSectionNoOrientationAutoAIDetailsByConditions(false, true); if (sectionNoOrientationAutoAIDetailsByConditions.Count > 0) { this.FirstSection.AIDetail = sectionNoOrientationAutoAIDetailsByConditions[GameObject.Random(sectionNoOrientationAutoAIDetailsByConditions.Count)] as SectionAIDetail; } } return; } if (this.ArmyScale < (num5 * 20)) { if (!this.Capital.IsOK()) { sectionNoOrientationAutoAIDetailsByConditions = base.Scenario.GameCommonData.AllSectionAIDetails.GetSectionAIDetailsByConditions(SectionOrientationKind.无, true, false, false, false, false); if (sectionNoOrientationAutoAIDetailsByConditions.Count > 0) { this.FirstSection.AIDetail = sectionNoOrientationAutoAIDetailsByConditions[GameObject.Random(sectionNoOrientationAutoAIDetailsByConditions.Count)] as SectionAIDetail; } } else { sectionNoOrientationAutoAIDetailsByConditions = base.Scenario.GameCommonData.AllSectionAIDetails.GetSectionNoOrientationAutoAIDetailsByConditions(true, true); if (sectionNoOrientationAutoAIDetailsByConditions.Count > 0) { this.FirstSection.AIDetail = sectionNoOrientationAutoAIDetailsByConditions[GameObject.Random(sectionNoOrientationAutoAIDetailsByConditions.Count)] as SectionAIDetail; } } return; } if (this.ArmyScale >= (num5 * 30)) { if (!this.Capital.IsGood()) { sectionNoOrientationAutoAIDetailsByConditions = base.Scenario.GameCommonData.AllSectionAIDetails.GetSectionNoOrientationAutoAIDetailsByConditions(true, false); if (sectionNoOrientationAutoAIDetailsByConditions.Count > 0) { this.FirstSection.AIDetail = sectionNoOrientationAutoAIDetailsByConditions[GameObject.Random(sectionNoOrientationAutoAIDetailsByConditions.Count)] as SectionAIDetail; } return; } faction = null; num2 = -2147483648; foreach (Faction faction2 in base.Scenario.Factions.GetRandomList()) { if (((faction2 != this) && !this.IsFriendly(faction2)) && (faction2.Capital != null)) { threat = this.GetThreat(faction2); if ((threat > num2) || GameObject.Chance(20)) { num2 = threat; faction = faction2; } } } if ((faction != null) && (this.FirstSection.OrientationFaction != faction)) { foreach (Architecture architecture in this.Architectures) { if (architecture.HasFactionInClose(faction, 1)) { sectionNoOrientationAutoAIDetailsByConditions = base.Scenario.GameCommonData.AllSectionAIDetails.GetSectionAIDetailsByConditions(SectionOrientationKind.势力, true, true, true, false, true); if (sectionNoOrientationAutoAIDetailsByConditions.Count > 0) { this.FirstSection.AIDetail = sectionNoOrientationAutoAIDetailsByConditions[GameObject.Random(sectionNoOrientationAutoAIDetailsByConditions.Count)] as SectionAIDetail; this.FirstSection.OrientationFaction = faction; } break; } } } list5 = base.Scenario.GameCommonData.AllSectionAIDetails.GetSectionAIDetailsByConditions(SectionOrientationKind.州域, true, true, true, false, true); if (list5.Count > 0) { this.FirstSection.AIDetail = list5[GameObject.Random(list5.Count)] as SectionAIDetail; if (this.Capital.LocationState.GetFactionScale(this) < 100) { this.FirstSection.OrientationState = this.Capital.LocationState; } else { this.FirstSection.OrientationState = this.Capital.LocationState.ContactStates[GameObject.Random(this.Capital.LocationState.ContactStates.Count)] as State; } } return; } if (!this.Capital.IsGood()) { sectionNoOrientationAutoAIDetailsByConditions = base.Scenario.GameCommonData.AllSectionAIDetails.GetSectionNoOrientationAutoAIDetailsByConditions(true, false); if (sectionNoOrientationAutoAIDetailsByConditions.Count > 0) { this.FirstSection.AIDetail = sectionNoOrientationAutoAIDetailsByConditions[GameObject.Random(sectionNoOrientationAutoAIDetailsByConditions.Count)] as SectionAIDetail; } return; } faction = null; num2 = -2147483648; foreach (Faction faction2 in this.GetUnderZeroDiplomaticRelationFactions().GetRandomList()) { threat = this.GetThreat(faction2); if ((threat > num2) || GameObject.Chance(20)) { num2 = threat; faction = faction2; } } if ((faction != null) && (this.FirstSection.OrientationFaction != faction)) { foreach (Architecture architecture in this.Architectures) { if (architecture.HasFactionInClose(faction, 1)) { sectionNoOrientationAutoAIDetailsByConditions = base.Scenario.GameCommonData.AllSectionAIDetails.GetSectionAIDetailsByConditions(SectionOrientationKind.势力, true, true, true, false, true); if (sectionNoOrientationAutoAIDetailsByConditions.Count > 0) { this.FirstSection.AIDetail = sectionNoOrientationAutoAIDetailsByConditions[GameObject.Random(sectionNoOrientationAutoAIDetailsByConditions.Count)] as SectionAIDetail; this.FirstSection.OrientationFaction = faction; } break; } } } } else { int num = (this.ArmyScale / 60) - (int)this.Leader.StrategyTendency; if (num <= 0) { foreach (Section section in this.Sections) { if (section.AIDetail.OrientationKind == SectionOrientationKind.无) { Section section2; num5 = this.FirstSection.ArchitectureScale - (this.FirstSection.ArchitectureCount / 2); if (section.GetHostileScale() > 0) { if (section.ArmyScale > (num5 * 6)) { foreach (Architecture architecture in section.Architectures) { section2 = null; if (architecture.HasOffensiveSectionInClose(out section2, 1)) { sectionNoOrientationAutoAIDetailsByConditions = base.Scenario.GameCommonData.AllSectionAIDetails.GetSectionAIDetailsByConditions(SectionOrientationKind.军区, true, false, false, true, true); if (sectionNoOrientationAutoAIDetailsByConditions.Count > 0) { section.AIDetail = sectionNoOrientationAutoAIDetailsByConditions[GameObject.Random(sectionNoOrientationAutoAIDetailsByConditions.Count)] as SectionAIDetail; section.OrientationSection = section2; } break; } } if (section.OrientationSection == null) { sectionNoOrientationAutoAIDetailsByConditions = base.Scenario.GameCommonData.AllSectionAIDetails.GetSectionNoOrientationAutoAIDetailsByConditions(true, true); if (sectionNoOrientationAutoAIDetailsByConditions.Count > 0) { this.FirstSection.AIDetail = sectionNoOrientationAutoAIDetailsByConditions[GameObject.Random(sectionNoOrientationAutoAIDetailsByConditions.Count)] as SectionAIDetail; } } } else { sectionNoOrientationAutoAIDetailsByConditions = base.Scenario.GameCommonData.AllSectionAIDetails.GetSectionNoOrientationAutoAIDetailsByConditions(false, true); if (sectionNoOrientationAutoAIDetailsByConditions.Count > 0) { this.FirstSection.AIDetail = sectionNoOrientationAutoAIDetailsByConditions[GameObject.Random(sectionNoOrientationAutoAIDetailsByConditions.Count)] as SectionAIDetail; } } } else if ((section.GetFrontScale() > 0) && (section.ArmyScale < (num5 * 6))) { sectionNoOrientationAutoAIDetailsByConditions = base.Scenario.GameCommonData.AllSectionAIDetails.GetSectionNoOrientationAutoAIDetailsByConditions(true, false); if (sectionNoOrientationAutoAIDetailsByConditions.Count > 0) { this.FirstSection.AIDetail = sectionNoOrientationAutoAIDetailsByConditions[GameObject.Random(sectionNoOrientationAutoAIDetailsByConditions.Count)] as SectionAIDetail; } } else { foreach (Architecture architecture in section.Architectures) { section2 = null; if (architecture.HasOffensiveSectionInClose(out section2, 1)) { sectionNoOrientationAutoAIDetailsByConditions = base.Scenario.GameCommonData.AllSectionAIDetails.GetSectionAIDetailsByConditions(SectionOrientationKind.军区, true, false, false, false, false); if (sectionNoOrientationAutoAIDetailsByConditions.Count > 0) { section.AIDetail = sectionNoOrientationAutoAIDetailsByConditions[GameObject.Random(sectionNoOrientationAutoAIDetailsByConditions.Count)] as SectionAIDetail; section.OrientationSection = section2; } break; } } if (section.OrientationSection == null) { sectionNoOrientationAutoAIDetailsByConditions = base.Scenario.GameCommonData.AllSectionAIDetails.GetSectionNoOrientationAutoAIDetailsByConditions(false, false); if (sectionNoOrientationAutoAIDetailsByConditions.Count > 0) { this.FirstSection.AIDetail = sectionNoOrientationAutoAIDetailsByConditions[GameObject.Random(sectionNoOrientationAutoAIDetailsByConditions.Count)] as SectionAIDetail; } } } } } return; } faction = null; num2 = -2147483648; int num3 = 0; foreach (Faction faction2 in this.GetUnderZeroDiplomaticRelationFactions().GetRandomList()) { threat = this.GetThreat(faction2); if ((threat > num2) || GameObject.Chance(20)) { num2 = threat; faction = faction2; } } GameObjectList list = this.Sections.GetList(); list.PropertyName = "ArmyScale"; list.IsNumber = true; list.ReSort(); if (faction != null) { foreach (Section section in list) { if (section.ArmyScale < 0x19) { break; } foreach (Architecture architecture in section.Architectures) { if (architecture.HasFactionInClose(faction, 1)) { sectionNoOrientationAutoAIDetailsByConditions = base.Scenario.GameCommonData.AllSectionAIDetails.GetSectionAIDetailsByConditions(SectionOrientationKind.势力, true, true, true, false, true); if (sectionNoOrientationAutoAIDetailsByConditions.Count > 0) { section.AIDetail = sectionNoOrientationAutoAIDetailsByConditions[GameObject.Random(sectionNoOrientationAutoAIDetailsByConditions.Count)] as SectionAIDetail; section.OrientationFaction = faction; num3++; } break; } } if (num3 >= num) { break; } } return; } if (this.Capital.LocationState.GetFactionScale(this) < 100) { foreach (Section section in list) { if (section.ArmyScale < 0x19) { break; } if (this.Capital.LocationState.GetSectionScale(section) >= 60) { sectionNoOrientationAutoAIDetailsByConditions = base.Scenario.GameCommonData.AllSectionAIDetails.GetSectionAIDetailsByConditions(SectionOrientationKind.州域, true, true, true, false, true); if (sectionNoOrientationAutoAIDetailsByConditions.Count > 0) { section.AIDetail = sectionNoOrientationAutoAIDetailsByConditions[GameObject.Random(sectionNoOrientationAutoAIDetailsByConditions.Count)] as SectionAIDetail; section.OrientationState = this.Capital.LocationState; num3++; } if (num3 >= num) { break; } } } return; } if (this.Capital.LocationState.LinkedRegion.GetFactionScale(this) < 100) { foreach (Section section in list) { if (section.ArmyScale < 0x19) { break; } if (this.Capital.LocationState.LinkedRegion.GetSectionScale(section) >= 60) { sectionNoOrientationAutoAIDetailsByConditions = base.Scenario.GameCommonData.AllSectionAIDetails.GetSectionAIDetailsByConditions(SectionOrientationKind.州域, true, true, true, false, true); if (sectionNoOrientationAutoAIDetailsByConditions.Count > 0) { section.AIDetail = sectionNoOrientationAutoAIDetailsByConditions[GameObject.Random(sectionNoOrientationAutoAIDetailsByConditions.Count)] as SectionAIDetail; foreach (Architecture architecture in section.Architectures) { if (architecture.LocationState.LinkedRegion == this.Capital.LocationState.LinkedRegion) { section.OrientationState = architecture.LocationState; break; } } num3++; } if (num3 >= num) { break; } } } return; } StateList list3 = new StateList(); foreach (State state in this.Capital.LocationState.LinkedRegion.States) { foreach (State state2 in state.ContactStates) { if ((state2.LinkedRegion != this.Capital.LocationState.LinkedRegion) && (state2.GetFactionScale(this) < 100)) { list3.Add(state2); } } } if (list3.Count > 0) { foreach (Section section in list) { if (section.ArmyScale < 0x19) { break; } if (this.Capital.LocationState.LinkedRegion.GetSectionScale(section) >= 60) { sectionNoOrientationAutoAIDetailsByConditions = base.Scenario.GameCommonData.AllSectionAIDetails.GetSectionAIDetailsByConditions(SectionOrientationKind.州域, true, true, true, false, true); if (sectionNoOrientationAutoAIDetailsByConditions.Count > 0) { section.AIDetail = sectionNoOrientationAutoAIDetailsByConditions[GameObject.Random(sectionNoOrientationAutoAIDetailsByConditions.Count)] as SectionAIDetail; section.OrientationState = list3[GameObject.Random(list3.Count)] as State; num3++; } if (num3 >= num) { break; } } } } if (num3 < num) { foreach (Section section in list) { if (section.ArmyScale < 0x19) { return; } if (this.Capital.LocationState.LinkedRegion.GetSectionScale(section) <= 0) { Architecture maxPopulationArchitecture = section.MaxPopulationArchitecture; if (maxPopulationArchitecture != null) { StateList list4 = new StateList(); foreach (State state3 in maxPopulationArchitecture.LocationState.ContactStates) { if ((state3.LinkedRegion != this.Capital.LocationState.LinkedRegion) && (state3.GetFactionScale(this) < 100)) { list4.Add(state3); } } if (list4.Count > 0) { sectionNoOrientationAutoAIDetailsByConditions = base.Scenario.GameCommonData.AllSectionAIDetails.GetSectionAIDetailsByConditions(SectionOrientationKind.州域, true, true, true, false, true); if (sectionNoOrientationAutoAIDetailsByConditions.Count > 0) { section.AIDetail = sectionNoOrientationAutoAIDetailsByConditions[GameObject.Random(sectionNoOrientationAutoAIDetailsByConditions.Count)] as SectionAIDetail; section.OrientationState = list4[GameObject.Random(list4.Count)] as State; num3++; } if (num3 >= num) { return; } } } } } } return; } list5 = base.Scenario.GameCommonData.AllSectionAIDetails.GetSectionAIDetailsByConditions(SectionOrientationKind.州域, true, true, true, false, true); if (list5.Count > 0) { this.FirstSection.AIDetail = list5[GameObject.Random(list5.Count)] as SectionAIDetail; if (this.Capital.LocationState.GetFactionScale(this) < 100) { this.FirstSection.OrientationState = this.Capital.LocationState; } else { this.FirstSection.OrientationState = this.Capital.LocationState.ContactStates[GameObject.Random(this.Capital.LocationState.ContactStates.Count)] as State; } } }
/// <summary> /// Construtor default de um automato de gramática. Criado a partir da gramática setada em Symbol. /// </summary> public GrammarDeterministicAutomata() { GrammarNonDeterministicAutomata nonDeterministic = new GrammarNonDeterministicAutomata(); //Cria uma referência aos terminais para comparações Dictionary <string, Terminal> terminalHash = Symbol.TerminalHash; Dictionary <string, NonTerminal> nonTerminalHash = Symbol.NonTerminalHash; GrammarState initialState = GrammarState.ConvertFrom(nonDeterministic.InitialState); Dictionary <GrammarState, GrammarPowerSet> hash = new Dictionary <GrammarState, GrammarPowerSet>(); List <Symbol> transictionList = new List <Symbol>(); transictionList.AddRange(Symbol.TerminalList); transictionList.AddRange(Symbol.NonTerminalList); //Retorna com o hash completo com todos os fechos GrammarPowerSet initialPowerSet = GeneratePowerSet(initialState, transictionList, Terminal.Empty, hash); //Carrega o valor do estado do primeiro fecho transitivo initialState = initialPowerSet.PowerSetToState(); //Carrega a lista com os estados do fecho transitivo criado List <GrammarState> stateList = new List <GrammarState>(); foreach (GrammarState state in hash.Keys) { GrammarPowerSet powerSet = hash[state]; stateList.Add(powerSet.PowerSetToState()); } InitialState = initialPowerSet.PowerSetToState(); //StateList = stateList; foreach (GrammarState state in stateList) { StateList.Add(state.ConvertTo()); StateHash.Add(state.StateValue, state); } TransictionList = transictionList; NullSymbol = Terminal.Empty; #region código abandonado //List<Symbol> transictionList = new List<Symbol>(); //foreach (string name in terminalHash.Keys) //{ // transictionList.Add(terminalHash[name]); //} //foreach (string name in nonTerminalHash.Keys) //{ // transictionList.Add(nonTerminalHash[name]); //} //Automata<string, Symbol> afd = Automata<string, Symbol>.AFNtoAFD(afn, transictionList, Terminal.Empty); //InitialState = afd.InitialState; //StateList = afd.StateList; //TransictionList = afd.TransictionList; //NullSymbol = afd.NullSymbol; ////Popular o hash //foreach(State<string, Symbol> afdState in StateList) //{ // StateHash.Add(afdState.StateValue, afdState); //} #endregion }
private void GetCurrentRess() { Ress = new StateList<Res>(); if (_excellent == null) { _excellent = new Excellent(); _excellent.DateCreated = DateTime.Now.AddHours(-TrainSettings.Instance.Timezone); } foreach (Res item in _excellent.Ress) { Ress.Add(item); } //foreach (Res titem in _excellent.TempAddRess.Keys) //{ // if (_excellent.TempAddRess[titem] == "add") // { // Ress.Add(titem); // } // else // { // Ress.Remove(titem); // } //} //Ress = _excellent.Ress; }