public Race() { Name = ""; Key = ""; Description = "empty"; StartingAttributes = new List <GameValue>(); SkillProficiencies = new List <SkillProficiency>(); Resistances = new List <ResistanceData>(); Traits = new List <AbilityUnlock>(); Powers = new List <AbilityUnlock>(); Spells = new List <AbilityUnlock>(); ExpModifier = 1.0f; BaseSpeed = 10; Upkeep = new UpkeepData(); StartingWealth = new GameValue(); scale = Vector3.one; maleDefaultHair = ""; maleDefaultBeard = ""; femaleDefaultHair = ""; femaleDefaultBeard = ""; }
public override void CalculateStartSkills() { for (int j = 0; j < Database.GetProfession(professionKey).SkillProficiencies.Count; j++) { int value = Database.GetProfession(professionKey).SkillProficiencies[j].Value; int result = GameValue.Roll(new GameValue(1, 2), false) * value; int index = Database.Skills[(int)Database.GetProfession(professionKey).SkillProficiencies[j].Skill].Index; Attribute skill = new Attribute(index, AttributeType.Skill, result, 0, 100); attributes.SetSkill(skill); } for (int i = 0; i < Database.GetRace(raceKey).SkillProficiencies.Count; i++) { int value = Database.GetRace(raceKey).SkillProficiencies[i].Value; int index = Database.Skills[(int)Database.GetProfession(professionKey).SkillProficiencies[i].Skill].Index; Attribute skill = new Attribute(index, AttributeType.Skill, value, 0, 100); attributes.SetSkill(skill); } CalculateExpCosts(); }
void UpdateShooting() { if (GameManager.isPaused) { return; } if (ActionsInterface.GetActionDown(shootAction)) { if (hitActor != null) { hitActor.AddModifiers(damageModifiers, "Shoot", true, GameManager.playerActor.gameObject, hitActor.gameObject); GameValue npcHealth = hitActor.GetGameValueObject(healthBarGameValueName); if (npcHealth.GetValueComponent(GameValue.GameValueComponent.BaseValue) <= 0) { npcHealth.ReInitialize(); GameManager.playerActor.AddModifiers(onKillModifiers, "On Kill", true, hitActor.gameObject, GameManager.playerActor.gameObject); } } clip--; if (clip <= 0) { clip = maxClip; ammo -= maxClip; ammoHud.allTexts[1].SetText("| " + ammo.ToString()); } ammoHud.allTexts[0].SetText(clip.ToString() + " "); } }
public void PlayRandomGame(GameValue aValue, GameValue cValue, bool aWin) { var gameService = new GameServiceImpl(seed); var a = new User("a", "b") { Id = 1 }; var c = new User("c", "b") { Id = 2 }; var comp1 = gameService.JoinGame(a, GameType.RandomCompetitor); var comp2 = gameService.JoinGame(c, GameType.RandomCompetitor); Assert.AreEqual(null, comp1); Assert.AreEqual(a, comp2); var intermediateResult = gameService.Play(a, aValue); Assert.AreEqual(GameResult.NotCompleted, intermediateResult.Result); Assert.AreEqual(null, intermediateResult.Winner); Assert.AreEqual(null, intermediateResult.Looser); var result = gameService.Play(c, cValue); Assert.AreEqual(GameResult.HasWinner, result.Result); Assert.AreEqual(aWin ? a : c, result.Winner); Assert.AreEqual(aWin ? c : a, result.Looser); }
public Profession(string name, string key, string description, int hire_cost, UpkeepData upkeep, GameValue wealth) { Name = name; Key = key; Description = description; HealthPerLevel = new GameValue(); StaminaPerLevel = new GameValue(); EssencePerLevel = new GameValue(); MinimumAttributes = new List <int>(); int index = 0; for (int i = 0; i < (int)BaseAttribute.Number; i++) { MinimumAttributes.Add(0); index++; } AttributePriorities = new List <BaseAttribute>(); SkillProficiencies = new List <SkillProficiency>(); StartingItems = new List <ItemShort>(); Traits = new List <AbilityUnlock>(); Powers = new List <AbilityUnlock>(); Spells = new List <AbilityUnlock>(); BaseHireCost = hire_cost; Upkeep = new UpkeepData(upkeep); StartingWealth = new GameValue(wealth); }
public void Test_Ocp2() { var testParams = new GameDefParams(this, "ocp2.gamedef.xml", new string[] { "eq-OneCardPoker2-0-s.xml", "eq-OneCardPoker2-1-s.xml" }, new double[] { -0.0394736842106944, 0.0394736842106944 }, 0.0000000000005); GameValue gv = Solve(testParams, false, s => { s.PrepareVis = false; }); }
public void Test_Ocp() { var testParams = new GameDefParams(this, "ocp.gamedef.xml", new string[] { "eq-OneCardPoker-0-s.xml", "eq-OneCardPoker-1-s.xml" }, new double[] { -0.0641025641026934, 0.0641025641026934 }, 0.0000000000005); GameValue gv = Solve(testParams, false, s => { s.PrepareVis = false; }); }
public void Test_Kuhn2() { var testParams = new GameDefParams(this, "kuhn2.gamedef.xml", new string[] { "eq-KunhPoker2-0-s.xml", "eq-KunhPoker2-1-s.xml" }, new double[] { -1.0 / 18, 1.0 / 18 }, 0.00000000000000001); GameValue gv = Solve(testParams, false, null); }
public void Test_MiniFl() { var testParams = new GameDefParams(this, "mini-fl.gamedef.xml", new string[] { "eq-MiniFl-0-s.xml", "eq-MiniFl-1-s.xml" }, new double[] { 0.0277777777778998, -0.0277777777778998 }, 0.0000000000005); GameValue gv = Solve(testParams, true, s => { s.PrepareVis = true; }); }
public void Test_LeducHeRb() { var testParams = new GameDefParams(this, "leduc-he-rb.gamedef.xml", new string[] { "eq-LeducHeRb-0-s.xml", "eq-LeducHeRb-1-s.xml" }, new double[] { -0.00464121889644268, 0.00464121889644268 }, 0.000000000005); GameValue gv = Solve(testParams, false, s => { s.PrepareVis = false; }); }
public AlterCharacteristicEffect() { EffectType = AbilityEffectType.Alter_Characteristic; CharacteristicType = AttributeType.None; Characteristic = 0; Amount = new GameValue(); Duration = new GameValue(); }
public void Test_LeducHe() { var testParams = new GameDefParams(this, "leduc-he.gamedef.xml", new string[] { "eq-LeducHe-0-s.xml", "eq-LeducHe-1-s.xml" }, new double[] { -0.0428032120390257, 0.0428032120390257 }, 0.000000000005); GameValue gv = Solve(testParams, false, s => { s.PrepareVis = false; }); }
private void SetMemoryForAllSymmetry(GameValue gameValue, List <string> stringList) { foreach (string s in stringList) { Memory[s] = gameValue; } Console.WriteLine(Memory.Count); }
public WeaponAttackEffect() { EffectType = AbilityEffectType.Weapon_Attack; AttackMod = 0; DamageType = DamageType.None; ProcChance = 0; Damage = new GameValue(); }
public WeaponAttackEffect(int attack_mod, DamageType damage_type, int proc, GameValue damage) { EffectType = AbilityEffectType.Weapon_Attack; AttackMod = attack_mod; DamageType = damage_type; ProcChance = proc; Damage = new GameValue(damage); }
public static SkillProficiency Randomize(GameValue value) { SkillProficiency sp = new SkillProficiency(); sp.Skill = (Skill)Random.Range(0, (int)Skill.Number); sp.Value = value.Roll(false); sp.Minimum = 0; return(sp); }
public RestoreEffect() { EffectType = AbilityEffectType.Restore; RestoreType = RestoreType.None; Amount = new GameValue(); Duration = new GameValue(); LevelModifier = 0; OverCharge = false; }
public void AccessExpressionTest( ) { GameRule emptyRule = GameRule.GenerateEmpty( ); Game.PeapareNew( ); Game.Current.GameRule = emptyRule; EmptyBlock block = new EmptyBlock(new MapPosition(1, 1)); GameValue c = block.Flammability; }
public void PlayResultTest(GameValue value1, GameValue value2, int winnerId) { user1.Value = value1; user2.Value = value2; var game = new Game(user1, user2); var result = game.Play(); Assert.AreEqual(winnerId, result.Winner.Id); }
public RestoreEffect(RestoreType type, GameValue amount, GameValue duration, bool overcharge, int level = 0) { EffectType = AbilityEffectType.Restore; RestoreType = type; Amount = new GameValue(amount); Duration = new GameValue(duration); LevelModifier = level; OverCharge = overcharge; }
public void Test_MicorFl() { var testParams = new GameDefParams(this, "micro-fl.gamedef.xml", new string[] { "eq-MicroFl-0-s.xml", "eq-MicroFl-1-s.xml" }, new double[] { -1.0 / 18, 1.0 / 18 }, 0.0000000000005); GameValue gv = Solve(testParams, false, s => { s.PrepareVis = false; }); }
public override void UpdateStateDisplay(TTTGameState gameState) { for (int i = 0; i < Game.XSize; i++) { for (int j = 0; j < Game.YSize; j++) { for (int k = 0; k < Game.ZSize; k++) { var idx = k + j * Game.ZSize + i * Game.YSize * Game.ZSize; switch (gameState.Board[i][j][k]) { case Piece.e: cubes[idx].GetComponent <MeshRenderer>().enabled = false; spheres[idx].GetComponent <MeshRenderer>().enabled = false; var m = indicators[idx].GetComponent <MeshRenderer>(); m.enabled = true; // When the nextPiece is palyed here, what value for the nextPiece player' nextPiece playrt is; GameValue value = Solver.GetStatusValue(Game.DoMoveOnState(gameState, new TTTGameMove(i, j, k, gameState.NextPiece))); switch (value) { case GameValue.Win: // value is for next's next, metarial is showing next's expectation m.material = loseMaterial; break; case GameValue.Lose: // value is for next's next, metarial is showing next's expectation m.material = winMaterial; break; case GameValue.Tie: m.material = tieMaterial; break; case GameValue.Undecided: m.material = undecidedMaterial; break; } break; case Piece.x: cubes[idx].GetComponent <MeshRenderer>().enabled = true; spheres[idx].GetComponent <MeshRenderer>().enabled = false; indicators[idx].GetComponent <MeshRenderer>().enabled = false; break; case Piece.o: cubes[idx].GetComponent <MeshRenderer>().enabled = false; spheres[idx].GetComponent <MeshRenderer>().enabled = true; indicators[idx].GetComponent <MeshRenderer>().enabled = false; break; } } } } }
public void Test_Kuhn_CA() { ChanceAbstractedGameDefParams testParams = new ChanceAbstractedGameDefParams(this, "Kuhn-CA", "kuhn.gamedef.xml", new IChanceAbstraction [] { new KuhnChanceAbstraction(), new KuhnChanceAbstraction() }, new string[] { "eq-KunhPoker-0-s.xml", "eq-KunhPoker-1-s.xml" }, new double[] { -1.0 / 18, 1.0 / 18 }, 0); // Set PrepareVis to true on purpose, to let it run too. GameValue gv = Solve(testParams, false, s => { s.PrepareVis = true; }); }
public void Test_Kuhn() { var testParams = new GameDefParams(this, "kuhn.gamedef.xml", new string[] { "eq-KunhPoker-0-s.xml", "eq-KunhPoker-1-s.xml" }, new double[] { -1.0 / 18, 1.0 / 18 }, 0); // Set PrepareVis to true on purpose, to let it run too. GameValue gv = Solve(testParams, false, s => { s.PrepareVis = true; }); //GameValue.Vis.Show(gv, 0, Path.Combine(_outDir, "KuhnPoker-values-0.gv")); }
public EmptyBlock([NotNull] XElement resource) : base(resource) { if (resource == null) { throw new ArgumentNullException(nameof(resource)); } ForestCoverRate = ReadUnnecessaryValue(resource, nameof(ForestCoverRate), GameRandom.Current.RandomGameValue( )); }
public void GameValue() { GameValue gv; gv = new GameValue(0); gv = new GameValue(1); gv = new GameValue(2); gv = new GameValue(-1); gv = new GameValue(-2); }
public decimal getBigBlindAmount() { decimal amt = 0; if ((GameValue != null) && (GameValue != "")) { amt = Convert.ToDecimal(GameValue.Split('-')[1]); } return(amt); }
internal void AddIntValue(string name, int min, int max) { Property prop = new Property(name); GameValue value = new GameValue(); value.dataType = GameConsts.DATA_TYPE.INT; value.minValue = min; value.maxValue = max; prop.value = value; values.Add(prop); }
public GameValue GetGameState(GameObjectId id, string key) { if (GameClientObject != null) { GameValue gameValue = default(GameValue); object[] array = new object[] { id, key, gameValue }; object success = DeObfuscator.GetStateMethod.Invoke(GameClientObject, array); return((GameValue)array[2]); } return(default(GameValue)); }
public void SetGameValue(GameValue gameValue) { initialized = false; if (this.gameValue != null) { this.gameValue.RemoveChangeListener(UpdateUIObject); } this.gameValue = gameValue; InitializeWithGameValue(); }
public static int GetGameValue(GameValue value) { switch (value) { case GameValue.Time: return Mathf.FloorToInt(TotalTime); case GameValue.Star: return TotalGetStar; case GameValue.Score: return TotalScore; case GameValue.HighScore: return HighScore; } return 0; }