public ScoreTests() { _roomName = Guid.NewGuid().ToString(); _joinRoomHelper = new JoinRoomHelper(); _joinRoomHelper.CreateRoom(name, _roomName); _roomHelper = new RoomHelper(name, _roomName); }
// Use this for initialization void Start() { roomHelper = new RoomHelper(null, RoomType.LivingRoom); rt = new List <GameObject> (); rt.Add(create()); current = 0; //initializing buttons nextButton = GameObject.Find("NextRoomButton").GetComponent <Button> (); nextButton.onClick.AddListener(() => HandleNextRoomClick()); prevButton = GameObject.Find("PrevRoomButton").GetComponent <Button> (); prevButton.onClick.AddListener(() => HandlePreviousRoomClick()); newButton = GameObject.Find("NewRoomButton").GetComponent <Button> (); newButton.onClick.AddListener(() => HandleNewRoomClick()); deleteButton = GameObject.Find("DeleteRoomButton").GetComponent <Button> (); deleteButton.onClick.AddListener(() => HandleDeleteRoomClick()); recolorButton = GameObject.Find("RegenButton").GetComponent <Button> (); recolorButton.onClick.AddListener(() => HandleRecolorClick()); FirstController.getGlobalFirstController().undoButton.onClick.AddListener(() => HandleUndoClick()); /*GameObject secGameController = (GameObject)GameObject.Instantiate (firstGameControllerPrefab, new Vector3(0,0,7), Quaternion.identity); * secGameController.transform.SetParent (this.transform); * rooms.Add (secGameController.GetComponent<GameController>());*/ }
async private void LoadRooms() { try { if (roomList != null) { roomAdapter = new RoomAdapter(this, roomList); ListViewRoom.Adapter = roomAdapter; return; } ProgressBar.Visibility = Android.Views.ViewStates.Visible; Tuple <string, List <RoomModel> > data = await RoomHelper.GetRoomsAsync(this); if (!string.IsNullOrEmpty(data.Item1)) { Toast.MakeText(this, data.Item1, ToastLength.Short).Show(); return; } roomList = data.Item2; roomAdapter = new RoomAdapter(this, roomList); ListViewRoom.Adapter = roomAdapter; } catch (Exception exc) { } finally { ProgressBar.Visibility = Android.Views.ViewStates.Gone; } }
public ActionResult <string> DirtyCommand(string roomId) { var result = RoomHelper.SetDirtyRoom(roomId).ToString(); ProjectionHelper.TruncateAndProjectRooms(); return(result); }
protected void GridView1_RowDataBound(object sender, GridViewRowEventArgs e) { if (e.Row.RowType == DataControlRowType.DataRow) { e.Row.Cells[7].Text = RoomHelper.ConvertQualityToText(e.Row.Cells[7].Text); } }
internal void Start() { if (fighters.Count < 1 || mobs.Count < 1) { throw new Exception("Cannot start combat. 1 Player, 1 NonPlayer required."); } foreach (var fighter in fighters) { if (room == null) { room = RoomHelper.GetPlayerRoom(fighter.Location); } fighter.Status = GameStatus.Fighting; } foreach (var mob in mobs) { if (room == null) { room = RoomHelper.GetPlayerRoom(mob.Location); } // if at least one mob is aggro, the whole fight is 'aggro' i.e. mob gets first hit each round if (mob.Aggro) { isAggro = true; } mob.Status = GameStatus.Fighting; } }
public override void Execute(Session session, CommandContext context) { string argContainer = context.Arguments[0]; // find container PlayerItem container = ItemHelper.FindInventoryItem(session.Player, argContainer, true); if (container == null) { session.Write("Can't find container: {0}", argContainer); return; } var room = RoomHelper.GetPlayerRoom(session.Player); // toss on floor foreach (var item in container.ContainedItems.ToArray()) { container.ContainedItems.Remove(item.Key); room.Items.Add(item.Key, item.Value); } Server.Current.Database.Save(session.Player); session.WriteLine("You empty {0}", container.Name); room.SendPlayers(string.Format("%d empties %o {0}", container.Name), session.Player, null, session.Player); }
public ActionResult <string> OccupyCommand(string roomId, [FromBody] Room room) { var result = RoomHelper.AddGuestToEmptyRoom(roomId, room).ToString(); ProjectionHelper.TruncateAndProjectRooms(); return(result); }
public override void Execute(Session session, CommandContext context) { string argContainer = context.Arguments[0]; // container in inventory? PlayerItem container = ItemHelper.FindInventoryItem(session.Player, argContainer, true); if (container == null) { session.WriteLine("Can't find container: {0}", argContainer); return; } var room = RoomHelper.GetPlayerRoom(session.Player); // add items from room, with weight checks foreach (var key in room.Items.Keys.ToArray()) { // get item var roomItem = Server.Current.Database.Get <PlayerItem>(key); if (roomItem != null && session.Player.Weight + roomItem.Weight <= session.Player.MaxWeight) { room.Items.Remove(roomItem.Key); container.ContainedItems[roomItem.Key] = roomItem.Name; } } Server.Current.Database.Save(session.Player); session.WriteLine("You filled your {0}", container.Name); room.SendPlayers(string.Format("%d filled %o {0}.", container.Name), session.Player, null, session.Player); }
public ActionResult <string> ChangePriceCommand(string roomId, [FromBody] Room room) { var result = RoomHelper.SetRoomPrice(roomId, room).ToString(); ProjectionHelper.TruncateAndProjectRooms(); return(result); }
public void AddRoom() { foreach (var room in RoomHelper.GetRoomByNumber(RoomNumber)) { LstRooms.Add(room); room.LoadScheduler(); } }
public override void Execute(Session session, CommandContext context) { try { PlayerItem container; PlayerItem putItem = null; bool itemFound = false; string argContainer = context.Arguments[1]; string argItem = context.Arguments[0]; var room = RoomHelper.GetPlayerRoom(session.Player.Location); // item in inevntory? foreach (var key in session.Player.Inventory.Keys) { putItem = Server.Current.Database.Get <PlayerItem>(key); if (putItem != null && putItem.Keywords.Contains(argItem)) { itemFound = true; break; } } if (!itemFound) { session.WriteLine("Can't find item: {0}", argItem); return; } // container in inventory? container = ItemHelper.FindInventoryItem(session.Player, argContainer, true); // container on floor? if (container == null) { container = ItemHelper.FindFloorItem(room, argContainer); } if (container == null) { session.WriteLine("Can't find container: {0}", argContainer); return; } // move item session.Player.Inventory.Remove(putItem.Key); container.ContainedItems.Add(putItem.Key, putItem.Name); Server.Current.Database.Save(session.Player); session.WriteLine("You put {0} in {1}", putItem.Name, container.Name); return; } catch { PrintSyntax(session); } session.WriteLine("Put what in what?"); }
private void FlashAllPage() { RoomHelper.LoadRoomInfoByWhat(thispage, thispage.roomcardgrid, 3, ranktype, rule1, rule2, rule3); List <Room> transrooms = RoomHelper.GetTransingRoom(); List <Room> bookrooms = RoomHelper.GetBookingRoom(); string content = string.Format("在住房间数:{0},预定房间数:{1}", transrooms.Count(), bookrooms.Count()); thispage.CustomerSum.Content = content; }
public virtual void Unequip(Session session) { session.Player.Equipped.Remove(WearLocation); session.Player.Inventory[Key] = Name; session.WriteLine("You remove {0}", Name); RoomHelper.GetPlayerRoom(session.Player) .SendPlayers(string.Format("%d removes {0}", Name), session.Player, null, session.Player); }
public RoomEntityInstance() { Tracks = new ListWrapper <TrackDTO>(); Users = new ListWrapper <ServerUserModel>(); TemporaryRoomHelper = new RoomHelper(Users); TimeLeftReached += TimeReachedZero; Users.AfterUpdate += UsersOnAfterUpdate; }
public override void Execute(Session session, CommandContext context) { // validate combat switch (session.Player.Status) { case GameStatus.Sleeping: case GameStatus.Sitting: session.WriteLine("Do you really think it's a good idea to fight while you're sitting or sleeping?"); return; case GameStatus.Fighting: session.WriteLine("You're already fighting!"); return; case GameStatus.Incapacitated: case GameStatus.MortallyWounded: session.WriteLine("You're dying..."); return; } if (string.IsNullOrWhiteSpace(context.ArgumentString)) { session.WriteLine("Kill what?"); return; } // find mob var room = RoomHelper.GetRoom(session.Player.Location); var npc = room.GetNpcs().FirstOrDefault(n => n.Keywords.Contains(context.ArgumentString)); if (npc == null) { session.WriteLine("You can't find that here."); return; } if (npc.IsShopkeeper) { session.WriteLine("You can't fight a shopkeeper."); return; } var combat = new Game.Combat(); if (npc.Status == GameStatus.Fighting) { // add player to combat Server.Current.CombatHandler.AddToCombat(session.Player, npc.Key); } else { // start new combat combat.AddFighter(session.Player); combat.AddMob(npc); Server.Current.CombatHandler.StartFight(combat); } }
public void AlignRoomToRoomAreaRect(RoomHelper pRoom) { if (!_initialized) { InitializeUI(); } pRoom.transform.position = _roomCenter; pRoom.transform.localScale = _roomScale; }
public override void Execute(Session session, CommandContext context) { var room = RoomHelper.GetRoom(session.Player.Location); if (room != null) { room.Title = context.ArgumentString; RoomHelper.SaveRoom(room); session.WriteLine("Room title changed..."); } }
public override void Execute(Session session, CommandContext context) { var room = RoomHelper.GetRoom(session.Player.Location); if (room != null) { room.Description = StringHelpers.AutoTruncate(context.ArgumentString); RoomHelper.SaveRoom(room); session.WriteLine("Room description changed..."); } }
public Pg_RoomInfoViewModel(RoomInfoPage page) { thispage = page; InitPageData(); thispage.rankrule.SelectionChanged += rank_change; thispage.filterule_row.SelectionChanged += filter_row_change; thispage.filterule_type.SelectionChanged += filter_type_change; thispage.filterule_state.SelectionChanged += filter_state_change; RoomHelper.LoadRoomInfoByWhat(thispage, thispage.roomcardgrid, 0, ranktype, rule1, rule2, rule3); }
public void ReFlashRoomInfo() { InitPageData(); rule1 = "0"; rule2 = ""; rule3 = ""; rule4 = "0"; thispage.filterule_row.SelectedIndex = 0; thispage.filterule_type.SelectedIndex = 0; thispage.filterule_state.SelectedIndex = 0; RoomHelper.LoadRoomInfoByWhat(thispage, thispage.roomcardgrid, 0, ranktype, rule1, rule2, rule3); }
public override void Execute(Session session, CommandContext context) { if (string.IsNullOrWhiteSpace(context.ArgumentString)) { PrintSyntax(session); return; } // confirm room doesn't exist // todo: there will inevitably be rooms with similar names, so they'll need to be key'ed different var room = RoomHelper.GetRoom(context.ArgumentString); if (room != null) { session.WriteLine(string.Format("Room already exists: {0}", context.ArgumentString)); return; } // get player area var playerRoom = RoomHelper.GetRoom(session.Player.Location); var areaKey = string.Empty; Area area = null; if (playerRoom != null) { areaKey = playerRoom.Area; if (!string.IsNullOrEmpty(areaKey)) { area = RoomHelper.GetArea(areaKey); } } // create room room = new Room() { Key = context.ArgumentString.ToLower(), Title = context.ArgumentString, Description = RoomHelper.GetDefaultRoomDescription(), Area = areaKey, }; // save room Server.Current.Database.Save <Room>(room); if (area != null) { area.Rooms.Add(room.Key); Server.Current.Database.Save <Area>(area); } // tell the admin player what the id is, so they can get to it session.WriteLine(string.Format("Room created: {0}", context.ArgumentString)); }
public string Whois() { var result = new StringBuilder(); result.AppendLine(string.Format("{0} is a {1} year old, level {2} player.", Forename, Age, Level)); result.AppendLine(string.Format("{0} is currently in {1}.", Gender == PlayerGender.Male ? "He" : Gender == PlayerGender.Female ? "She" : "It", RoomHelper.GetPlayerRoom(Location).Title)); return(result.ToString()); }
public void RegisterRoom(int pRoomId, RoomHelper pRoom) { if (_rooms == null) { _rooms = new Dictionary <int, RoomHelper> (); } if (pRoom.isStartingRoom) { _startingRoomId = pRoomId; } _rooms.Add(pRoomId, pRoom); }
public override void Execute(Session session, CommandContext context) { try { var room = RoomHelper.GetPlayerRoom(session.Player.Location); // dropping gold if (context.Arguments.Count == 2 && context.Arguments[1].ToLower() == "coin") { int gold = 0; if (int.TryParse(context.Arguments[0], out gold)) { if (session.Player.Gold < gold) { session.WriteLine("You don't have that much."); return; } session.Player.Gold -= gold; room.Gold += gold; session.WriteLine("`YYou drop {0} coin{1}.", gold, gold > 1 ? "s" : string.Empty); room.SendPlayers("%d drops some coins.", session.Player, null, session.Player); Server.Current.Database.Save(session.Player); return; } PrintSyntax(session); return; } // does player have item? PlayerItem item = ItemHelper.FindInventoryItem(session.Player, context.Arguments[0]); if (item == null) { session.WriteLine("Can't find item: {0}", context.Arguments[0]); return; } // remove from player inventory session.Player.Inventory.Remove(item.Key); Server.Current.Database.Save(session.Player); room.AddItem(item); // this saves the room session.WriteLine("You drop {0}.", item.Name); room.SendPlayers("%d drops something.", session.Player, null, session.Player); } catch { PrintSyntax(session); } }
public void TurnGridIntoMaze(IGrid gridToManipulate) { List <Room> rooms = gridToManipulate.GetRooms(); int rows = gridToManipulate.GetRows(); int columns = gridToManipulate.GetColumns(); Random randomDirectionGenerator = new Random(); foreach (Room room in rooms) { List <Direction> boundries = RoomHelper.GetBoundriesRoomIsOn(room, rows, columns); ValidConnectionDirections?directionToConnect = null; if (IsRoomOnNorthBoundry(boundries) && IsRoomOnEastBoundry(boundries)) { //Don't do anything. } else if (IsRoomOnNorthBoundry(boundries)) { directionToConnect = ValidConnectionDirections.EAST; } else if (IsRoomOnEastBoundry(boundries)) { directionToConnect = ValidConnectionDirections.NORTH; } // if the current room is not on a boundry then connect in a random direction else { int direction = randomDirectionGenerator.Next(0, 2); if (direction == 0) { directionToConnect = ValidConnectionDirections.NORTH; } else if (direction == 1) { directionToConnect = ValidConnectionDirections.EAST; } } // if there is a direction to connect to if (directionToConnect != null) { gridToManipulate.Connect(room, (Direction)directionToConnect); } } }
public static void CastTownPortal(Player player, int index) { player.ManaPoints -= player.Spellbook[index].ManaCost; RoomHelper.SetPlayerLocation(player, player.Spellbook[index].Portal.CoordX, player.Spellbook[index].Portal.CoordY, player.Spellbook[index].Portal.CoordZ); const string portalString = "You open a portal and step through it."; OutputHelper.Display.StoreUserOutput( Settings.FormatAttackSuccessText(), Settings.FormatDefaultBackground(), portalString); IRoom playerRoom = RoomHelper.Rooms[player.PlayerLocation]; playerRoom.LookRoom(); }
private void CreateOneRoomNodes(IMap map, HashSet <string> edgeHash, Room room) { for (var x = 0; x < room.Width; x++) { for (var y = 0; y < room.Height; y++) { var nodeX = x + (room.PositionX * 20); var nodeY = y + (room.PositionY * 20); var node = new HexNode(nodeX, nodeY); room.Nodes.Add(node); map.AddNode(node); RoomHelper.AddAllNeighborToMap(map, edgeHash, room, node); } } }
public virtual void Equip(Session session) { // don't equip .None or .Key if (WearLocation == Wearlocation.None || WearLocation == Wearlocation.Key || WearLocation == Wearlocation.Container) { session.WriteLine("You can't equip that."); return; } if (session.Player.Equipped.ContainsKey(WearLocation)) { session.WriteLine("You've already equipped that slot."); return; } // can't equip both hands if either single hand is equipped if (WearLocation == Wearlocation.BothHands && (session.Player.Equipped.ContainsKey(Wearlocation.LeftHand) || session.Player.Equipped.ContainsKey(Wearlocation.RightHand))) { session.WriteLine("You can't hold a two-handed weapon with any other weapons."); return; } // can't eqiup either hand if both hands is equipped if ((WearLocation == Wearlocation.RightHand || WearLocation == Wearlocation.LeftHand) && session.Player.Equipped.ContainsKey(Wearlocation.BothHands)) { session.WriteLine("You're already using both hands."); return; } session.Player.Equipped[WearLocation] = new WearSlot() { Key = Key, Name = Name }; // remove from inventory session.Player.Inventory.Remove(Key); session.WriteLine("You don {0}.", Name); RoomHelper.GetPlayerRoom(session.Player) .SendPlayers(string.Format("%d dons {0}", Name), session.Player, null, session.Player); }
public void DieForReal() { Status = GameStatus.Sitting; HitPoints = 1; var deathRoom = RoomHelper.GetPlayerRoom(Location); deathRoom.RemovePlayer(this); // create corpse var corpse = Server.Current.Database.Get <Template>("corpse"); var dupedCorpse = Mapper.Map <PlayerItem>(corpse); var corpseName = string.Format("The corpse of {0}", Forename); dupedCorpse.AllowedToLoot = Key; // this should be the only place this is used dupedCorpse.Name = corpseName; dupedCorpse.Description = corpseName; dupedCorpse.Keywords = new [] { "corpse", Forename }; dupedCorpse.WearLocation = Wearlocation.Corpse; Console.WriteLine("NEW CORPSE: {0}", dupedCorpse.Key); deathRoom.CorpseQueue[dupedCorpse.Key] = DateTime.Now.AddMilliseconds(Server.CorpseDecayTime); // copy player items to corpse foreach (var item in Inventory .Select(x => new { Key = x.Key, Value = x.Value }) .Union(Equipped.Values.Select(x => new { Key = x.Key, Value = x.Name }) .ToArray())) { dupedCorpse.ContainedItems.Add(item.Key, item.Value); } // clear inventory/equipped Inventory.Clear(); Equipped.Clear(); // cache, don't save Server.Current.Database.Put(dupedCorpse); deathRoom.AddItem(dupedCorpse); var room = RoomHelper.GetPlayerRoom(RespawnRoom); Location = RespawnRoom; room.AddPlayer(this); Server.Current.Database.Save(this); }