public APP(ILogger logger, IInputMapper inputMapperService, IReaderService readerService, IWriterService writerService) { this._writerService = writerService; this._readerService = readerService; this._logger = logger; this._inputMaperService = inputMapperService; }
public SnakeGameEvaluatorSmart(SimpleSnakeWorldParams _swparams, IInputMapper _inputMapper, IOutputMapper _outputMapper, int _trialsPerEvaluation, int _maxTicksWithoutEating) { this._swparams = _swparams; this._inputMapper = _inputMapper; this._outputMapper = _outputMapper; this._trialsPerEvaluation = _trialsPerEvaluation; this._maxTicksWithoutEating = _maxTicksWithoutEating; }
public SnakeRunnerSmart(SimpleSnakeWorld sw, IBlackBox phenome, IInputMapper inputMapper, IOutputMapper outputMapper, int _msBetweenTicks, int _maxTicksWithoutScoreChange) { this._sw = sw; this.Phenome = phenome; this._msBetweenTicks = _msBetweenTicks; this._maxTicksWithoutScoreChange = _maxTicksWithoutScoreChange; _inputMapper = inputMapper; _outputMapper = outputMapper; }
public AnarchyInputFeed( OverlayConnection overlayConnection, IInputHoldTiming inputHoldTiming, IInputMapper inputMapper, InputBufferQueue <QueuedInput> inputBufferQueue, float fps) { _overlayConnection = overlayConnection; _inputHoldTiming = inputHoldTiming; _inputMapper = inputMapper; _inputBufferQueue = inputBufferQueue; _fps = fps; }
private AnarchyInputFeed CreateInputFeedFromConfig(InputConfig config) { IInputMapper inputMapper = CreateInputMapperFromConfig(config); IInputHoldTiming inputHoldTiming = CreateInputHoldTimingFromConfig(config); _inputBufferQueue.SetNewConfig(CreateBufferConfig(config)); return(new AnarchyInputFeed( _overlayConnection, inputHoldTiming, inputMapper, _inputBufferQueue, config.FramesPerSecond)); }
/// <summary> /// Initialize the experiment with some optional XML configutation data. /// </summary> public void Initialize(string name, XmlElement xmlConfig) { _name = name; _populationSize = XmlUtils.GetValueAsInt(xmlConfig, "PopulationSize"); _specieCount = XmlUtils.GetValueAsInt(xmlConfig, "SpecieCount"); _activationScheme = ExperimentUtils.CreateActivationScheme(xmlConfig, "Activation"); _complexityRegulationStr = XmlUtils.TryGetValueAsString(xmlConfig, "ComplexityRegulationStrategy"); _complexityThreshold = XmlUtils.TryGetValueAsInt(xmlConfig, "ComplexityThreshold"); //snake specific params _swparams = SnakeUtils.GetParamsFromXml(xmlConfig); _trialsPerEvaluation = XmlUtils.TryGetValueAsInt(xmlConfig, "TrialsPerEvaluation") ?? _trialsPerEvaluation; _maxTicksWithoutEating = XmlUtils.TryGetValueAsInt(xmlConfig, "MaxTicksWithoutEating") ?? (_swparams.Height * _swparams.Width + _swparams.TicksBetweenFood); _inputMapperName = XmlUtils.TryGetValueAsString(xmlConfig, "InputMapping") ?? _inputMapperName; _outputMapperName = XmlUtils.TryGetValueAsString(xmlConfig, "OutputMapping") ?? _outputMapperName; _description = XmlUtils.TryGetValueAsString(xmlConfig, "Description"); _parallelOptions = ExperimentUtils.ReadParallelOptions(xmlConfig); _eaParams = new NeatEvolutionAlgorithmParameters(); _eaParams.SpecieCount = _specieCount; _neatGenomeParams = new NeatGenomeParameters(); _neatGenomeParams.FeedforwardOnly = _activationScheme.AcyclicNetwork; //string nameoftype = (string ) typeof(GridInputMapper).GetProperty("Name", BindingFlags.Public | BindingFlags.Static | BindingFlags.FlattenHierarchy).GetValue(null, null); Type inputType = Assembly.GetAssembly(typeof(IInputMapper)).GetTypes().Where(myType => myType.IsClass && !myType.IsAbstract && (typeof(IInputMapper).IsAssignableFrom(myType)) && _inputMapperName == (string)myType.GetProperty("Name", BindingFlags.Public | BindingFlags.Static | BindingFlags.FlattenHierarchy).GetValue(null, null)).First(); _inputMapper = (IInputMapper)Activator.CreateInstance(inputType, _swparams); Type outputType = Assembly.GetAssembly(typeof(IOutputMapper)).GetTypes().Where(myType => myType.IsClass && !myType.IsAbstract && (typeof(IOutputMapper).IsAssignableFrom(myType)) && _outputMapperName == (string)myType.GetProperty("Name", BindingFlags.Public | BindingFlags.Static | BindingFlags.FlattenHierarchy).GetValue(null, null)).First(); _outputMapper = (IOutputMapper)Activator.CreateInstance(outputType); //foreach (Type type in //Assembly.GetAssembly(typeof(IInputMapper)).GetTypes().Where(myType => myType.IsClass && !myType.IsAbstract && myType.IsSubclassOf(typeof(IInputMapper) ))) //{ // SnakeRunnerFactory srf = (SnakeRunnerFactory) Activator.CreateInstance(type, swOriginal); // if (srf.Name == _ioLayers) // { // _srf = srf; // break; // } //} }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { Thread.CurrentThread.Priority = ThreadPriority.AboveNormal; IsMouseVisible = true; _mainPresenter = ObjectFactory.GetInstance <MainPresenter>(); _mainPresenter.Show(); _inputState = ObjectFactory.GetInstance <IInputState>(); _inputMapper = ObjectFactory.GetInstance <IInputMapper>(); SetInputBindings(); base.Initialize(); }
public ParcelServiceMutation(IUnitOfWork unitOfWork, IInputMapper inputMapper, IVendorService vendorService) : base(unitOfWork, inputMapper) { this.vendorService = vendorService; }
public BillMutation(IUnitOfWork unitOfWork, IUserProvider userProvider, IInputMapper inputMapper, IBillService billService) : base(unitOfWork, inputMapper) { this.userProvider = userProvider; this.billService = billService; }
public EntityMutationBase(IUnitOfWork unitOfWork, IInputMapper inputMapper) { this.UnitOfWork = unitOfWork; this.InputMapper = inputMapper; }
public VendorMutation(IUnitOfWork unitOfWork, IInputMapper inputMapper, ILogger <VendorMutation> logger) : base( unitOfWork, inputMapper) { this.logger = logger; }
public InputManager() { buffer = new InputBuffer(); mapper = InputMapperFactory.CreateInputMapper <T>(); }
public CustomerMutation(IUnitOfWork unitOfWork, IInputMapper inputMapper) : base(unitOfWork, inputMapper) { }
public void BindController(IInputMapper inputConfiguration) { inputConfiguration.GetDigitalButton("Left").MapTo(gt => this.shipVelocity = shipVelocity.Translate(gt.ElapsedSeconds * -250, 0)); inputConfiguration.GetDigitalButton("Right").MapTo(gt => this.shipVelocity = shipVelocity.Translate(gt.ElapsedSeconds * 250, 0)); inputConfiguration.GetDigitalButton("Up").MapTo(gt => this.shipVelocity = shipVelocity.Translate(0, gt.ElapsedSeconds * -150)); inputConfiguration.GetDigitalButton("Down").MapTo(gt => this.shipVelocity = shipVelocity.Translate(0, gt.ElapsedSeconds * 150)); inputConfiguration.GetDigitalButton("Fire Weapon").MapTo(this.FireWeapon); }
public UnityInputController(IInputMapper <KeyCode> controller) { _inputMapper = controller; }