public static void GettingStats(HeroClassTypes heroClass) { switch (heroClass) { case HeroClassTypes.spearman: Spearman spearman = new Spearman("Spearman", Alignment.good); Console.WriteLine($"Class Type : {spearman.Name}"); Console.WriteLine($"Health : {spearman.Health}"); Console.WriteLine($"Strength : {spearman.Strength}"); Console.WriteLine($"Dexterity : {spearman.Dexterity}"); Console.WriteLine($"Defence : {spearman.Defence}"); break; case HeroClassTypes.swordsman: Swordsman swordsman = new Swordsman("Swordsman", Alignment.good); Console.WriteLine($"Class Type : {swordsman.Name}"); Console.WriteLine($"Health : {swordsman.Health}"); Console.WriteLine($"Strength : {swordsman.Strength}"); Console.WriteLine($"Dexterity : {swordsman.Dexterity}"); Console.WriteLine($"Defence : {swordsman.Defence}"); break; case HeroClassTypes.ranger: Ranger ranger = new Ranger("Ranger", Alignment.good); Console.WriteLine($"Class Type : {ranger.Name}"); Console.WriteLine($"Health : {ranger.Health}"); Console.WriteLine($"Strength : {ranger.Strength}"); Console.WriteLine($"Dexterity : {ranger.Dexterity}"); Console.WriteLine($"Defence : {ranger.Defence}"); break; default: break; } }
void fire(Spearman.Args args) { this.power = args.power; Physics.IgnoreCollision(GetComponent<Collider>(), args.col); GetComponent<Rigidbody>().AddRelativeForce(Vector3.forward * power); transform.Rotate(90,0,0); }
private void SpawnEnemies(CollisionDetection coldetect, ITransform hero) { foreach (var o in map.ObjectGroups[3].Objects) { Enemy temp = new Spearman(coldetect, new AIReader(hero)); temp.Spawn(new Vector2((float)o.X, (float)o.Y)); enemies.Add(temp); } }
/// <summary> /// Handles the client. /// Receives data from the client and calculates the Spearman coefficient. Sends it to the client. /// </summary> public void Handle() { this.stream = client.GetStream(); reader = new StreamReader(stream); writer = new StreamWriter(stream); int[][] query = MakeArr(this.Recieve()); string username = this.Recieve(); Spearman spearman = new Spearman(query[0], query[1]); string conclusion = spearman.Conclusion(); this.Send(conclusion); this.Close(); this.InsertToDB(username, spearman.Result, conclusion, query); }
private void scriptMyselfFightToolStripMenuItem_Click(object sender, EventArgs e) { string totalText = "Hoplites: " + Hoplite.ToString() + "\n"; totalText += "Steam giants: " + SteamGiant.ToString() + "\n"; totalText += "Spearmen: " + Spearman.ToString() + "\n"; totalText += "Slingers: " + Slinger.ToString() + "\n"; totalText += "Swordsmen: " + Swordsman.ToString() + "\n"; totalText += "Archers: " + Archer.ToString() + "\n"; totalText += "Sulphur carabineers: " + SulphurCarabineer.ToString() + "\n"; totalText += "Rams: " + Ram.ToString() + "\n"; totalText += "Catapults: " + Catapult.ToString() + "\n"; totalText += "Mortars: " + Mortar.ToString() + "\n"; totalText += "Gyrocopters: " + Gyrocopter.ToString() + "\n"; totalText += "Balloon bombardiers: " + BalloonBombardier.ToString() + "\n"; totalText += "Cooks: " + Cook.ToString() + "\n"; totalText += "Doctors: " + Doctor.ToString() + "\n"; totalText += "Transporter ships: " + TransporterShips.ToString() + "\n"; totalText += "\nWhen finished, go to the city and press \"Raid\""; MessageBox.Show(totalText, "Auto fight"); }
public Order(Village village, string name, int quantity = 1) { id = GetId(); headquarters = new Headquarters(); timberCamp = new TimberCamp(); clayPit = new ClayPit(); ironMine = new IronMine(); farm = new Farm(); warehouse = new Warehouse(); rallyPoint = new RallyPoint(); barracks = new Barracks(); statue = new Statue(); wall = new Wall(); hospital = new Hospital(); market = new Market(); tavern = new Tavern(); academy = new Academy(); hallOfOrders = new HallOfOrders(); spearman = new Spearman(); swordsman = new Swordsman(); archer = new Archer(); heavyCavalry = new HeavyCavalry(); axeFighter = new AxeFighter(); lightCavalry = new LightCavalry(); mountedArcher = new MountedArcher(); ram = new Ram(); catapult = new Catapult(); barracksInfos = new List <PartialBarracksInfo>(); farmInfos = new List <PartialFarmInfo>(); waitInfos = new List <PartialWaitInfo>(); barracksToDateTime = new Dictionary <int, DateTime>(); stringToEntity = new Dictionary <string, Entity>() { { "Headquarters", headquarters }, { "TimberCamp", timberCamp }, { "ClayPit", clayPit }, { "IronMine", ironMine }, { "Farm", farm }, { "Warehouse", warehouse }, { "RallyPoint", rallyPoint }, { "Barracks", barracks }, { "Statue", statue }, { "Wall", wall }, { "Hospital", hospital }, { "Market", market }, { "Tavern", tavern }, { "Academy", academy }, { "HallOfOrders", hallOfOrders }, { "Spearman", spearman }, { "Swordsman", swordsman }, { "Archer", archer }, { "HeavyCavalry", heavyCavalry }, { "AxeFighter", axeFighter }, { "LightCavalry", lightCavalry }, { "MountedArcher", mountedArcher }, { "Ram", ram }, { "Catapult", catapult }, { "init", null } }; barracksToLimit = new Dictionary <int, int>() { { 1, 5 }, { 2, 10 }, { 3, 15 } }; for (int i = 4; i <= 25; i++) { barracksToLimit.Add(i, int.MaxValue); } this.name = name; this.quantity = quantity; entity = stringToEntity[name]; bar = new OrderBar(this.village = village); }
private void loadEntities(string entitiesPath) { System.IO.StreamReader file = new System.IO.StreamReader(entitiesPath); if (file != null) { for (int i = 0; i < _mapHeight; i++) { string a = file.ReadLine(); int x = 0; foreach (char c in a) { _entitiesData[x, i] = c; x++; if (x == 64) { break; } } } file.Close(); } Player = new Player(this); for (int i = 0; i < _mapWidth; i++) { for (int j = 0; j < _mapHeight; j++) { switch (_entitiesData[i, j]) { case 't': // tree Tree tree = new Tree(this, new Vector2(i * data.tSize(), j * data.tSize())); entities.Add(tree); break; case 'm': //mine Mine mine = new Mine(this, new Vector2(i * data.tSize(), j * data.tSize())); entities.Add(mine); break; case 's': //human stronghold/townhall Townhall hTownhall = new Townhall(this, new Vector2(i * data.tSize(), j * data.tSize()), BuildingAndUnit.faction.Human); entities.Add(hTownhall); break; case 'S': //orc stronghold/townhall Townhall oTownhall = new Townhall(this, new Vector2(i * data.tSize(), j * data.tSize()), BuildingAndUnit.faction.Orc); entities.Add(oTownhall); break; case 'f': //human farm Farm hFarm = new Farm(this, new Vector2(i * data.tSize(), j * data.tSize()), BuildingAndUnit.faction.Human); entities.Add(hFarm); break; case 'F': // orc farm Farm oFarm = new Farm(this, new Vector2(i * data.tSize(), j * data.tSize()), BuildingAndUnit.faction.Orc); entities.Add(oFarm); break; case 'b': //human barracks Barracks hBarracks = new Barracks(this, new Vector2(i * data.tSize(), j * data.tSize()), BuildingAndUnit.faction.Human); entities.Add(hBarracks); break; case 'B': //orc barracks Barracks oBarracks = new Barracks(this, new Vector2(i * data.tSize(), j * data.tSize()), BuildingAndUnit.faction.Orc); entities.Add(oBarracks); break; default: break; } } } for (int i = 0; i < _mapWidth; i++) { for (int j = 0; j < _mapHeight; j++) { switch (_entitiesData[i, j]) { case 'g': //footman Footman footman = new Footman(this, new Vector2(i * data.tSize(), j * data.tSize())); entities.Add(footman); break; case 'G': //grunt Grunt grunt = new Grunt(this, new Vector2(i * data.tSize(), j * data.tSize())); entities.Add(grunt); break; case 'p': //peasant Peasant peasant = new Peasant(this, new Vector2(i * data.tSize(), j * data.tSize())); entities.Add(peasant); break; case 'P': //peon Peon peon = new Peon(this, new Vector2(i * data.tSize(), j * data.tSize())); entities.Add(peon); break; case 'a': //archer Archer archer = new Archer(this, new Vector2(i * data.tSize(), j * data.tSize())); entities.Add(archer); break; case 'A': //spearman Spearman spearman = new Spearman(this, new Vector2(i * data.tSize(), j * data.tSize())); entities.Add(spearman); break; default: break; } } } }
IEnumerator CalculateSpearman() { while (!_shouldStop) { _spearmanIsRunning = true; TimeSpan calcStart = new TimeSpan(); calcStart = PupilGazeTracker.Instance._globalTime; List <MovingObject> _tempObjects = new List <MovingObject>(); _cloningInProgress = true; foreach (MovingObject mo in sceneObjects) { _tempObjects.Add((MovingObject)mo.Clone()); //work on a copy to (hopefully) improve performance } MovingObject _tempGaze = (MovingObject)gazeTrajectory.Clone(); _cloningInProgress = false; List <double> _tempXPgaze = new List <double>(_tempGaze.getXPoints()); List <double> _tempYPgaze = new List <double>(_tempGaze.getYPoints()); // write gaze points in logfile //foreach (double dx in _tempXPgaze) trajectoryWriter.WriteLine("gazex;" + calcStart.TotalSeconds + dx); //foreach (double dy in _tempYPgaze) trajectoryWriter.WriteLine("gazey;" + calcStart.TotalSeconds + dy); List <float> results = new List <float>(); foreach (MovingObject mo in _tempObjects) { // temporary list for not having to generate a new one at every loop List <double> _tempXPObj = new List <double>(mo.getXPoints()); List <double> _tempYPObj = new List <double>(mo.getYPoints()); // write object coordinates to logfile //foreach (double dx in _tempXPObj) trajectoryWriter.WriteLine(mo.name + ";" + calcStart.TotalSeconds + dx); //foreach (double dy in _tempXPObj) trajectoryWriter.WriteLine(mo.name + ";" + calcStart.TotalSeconds + dy); // surround calculation with try/catch block or else coroutine will end if something is divided by zero try { double coeffX = Spearman.calculateSpearman(_tempXPgaze, _tempXPObj); double coeffY = Spearman.calculateSpearman(_tempYPgaze, _tempYPObj); correlationWriter.WriteLine(mo.name + ";" + calcStart.TotalSeconds + ";" + coeffX + ";" + coeffY + ";" + w + ";" + corrWindow + ";" + corrFrequency + ";" + Coefficient + ";" + Gaze); // add result to the MovingObject in the original list results.Add((float)sceneObjects.Find(x => x.Equals(mo)).addSample(calcStart, (coeffX + coeffY) / 2, corrWindow)); } catch (Exception e) { Debug.LogError(e.StackTrace); } } //activate only one item at a time for (int i = 0; i < results.Count; i++) { // activate the object with the highest correlation value only if it's above threshold if (results[i].CompareTo(results.Max()) == 0 && results[i] > threshold / 2) { _tempObjects[i].activate(true); //doesn't matter if original or clone list is used as both refer to the same GameObject } else { _tempObjects[i].activate(false); } } calcDur = PupilGazeTracker.Instance._globalTime - calcStart; yield return(new WaitForSeconds(corrFrequency - (float)calcDur.TotalSeconds)); // calculation should take place every x seconds } }
public static PlayerUnit create_punit(int ID, int owner_ID) { PlayerUnit pu = null; if (ID == WARRIOR) { pu = new Warrior(); } else if (ID == SPEARMAN) { pu = new Spearman(); } else if (ID == ARCHER) { pu = new Archer(); } else if (ID == MINER) { pu = new Miner(); } else if (ID == INSPIRATOR) { pu = new Inspirator(); } else if (ID == SEEKER) { pu = new Seeker(); } else if (ID == GUARDIAN) { pu = new Guardian(); } else if (ID == ARBALEST) { pu = new Arbalest(); } else if (ID == SKIRMISHER) { pu = new Skirmisher(); } else if (ID == PALADIN) { pu = new Paladin(); } else if (ID == MENDER) { pu = new Mender(); } else if (ID == DRUMMER) { pu = new Drummer(); } else if (ID == PIKEMAN) { pu = new Pikeman(); } else if (ID == CARTER) { pu = new Carter(); } else if (ID == DRAGOON) { pu = new Dragoon(); } else if (ID == SCOUT) { pu = new Scout(); } else if (ID == SHIELD_MAIDEN) { pu = new ShieldMaiden(); } pu.owner_ID = owner_ID; return(pu); }