public IEnumerable <ITreeNode> GetDisplayTreeNodes(string id) { int level = fProvider.GetLevel(fDefinition, id); IParamBuilder builder = TreeUtil.GetLevelBuilder(fSelector, fDefinition, level, id, fProvider); var data = TreeUtil.SelectData(fSelector, this, () => fSelector.Select(builder), id); return(TreeUtil.GetDisplayTreeNodes(data, id)); }
public Quizz GenerateQuizz(int size) { var questions = new List <Question>(); for (int i = 0; i < size; i++) { questions.Add(new Question(_levelProvider.GetLevel())); } var ratio = questions.Sum(o => o.Points) / questions.Count(); var avgLevel = new Level(); if (ratio > 0 && ratio <= 1) { avgLevel = Level.Easy; } else if (ratio > 1 && ratio <= 2) { avgLevel = Level.Medium; } else { avgLevel = Level.Hard; } return(new Quizz() { Questions = questions, AverageLevel = avgLevel }); }
public ComponentsEnum[,] GetLevel(int difficulty) { ComponentsEnum[,] level; // If the user has requested a difficulty not one level above if (bestDifficultyRequested + 1 < difficulty) { difficulty = bestDifficultyRequested; // Reset the request difficulty } // Checking if the proxy already contain the level in it's cache if (!m_cache.TryGetValue(difficulty, out level)) { level = originalProvider.GetLevel(difficulty); // Request the level from the server m_cache.Add(difficulty, level); // Adding the level to the cache } bestDifficultyRequested = difficulty; // Storing the last requestes level return(level); // Return the level }
public LevelDataRowTreeNode(ITree tree, DataRow row, LevelTreeDefinition treeDef, ILevelProvider provider) : base(tree, row) { Id = row[treeDef.IdField].ToString(); Name = row[treeDef.NameField].ToString(); int level = provider.GetLevel(treeDef, Id); ParentId = provider.GetParentId(treeDef, level, Id); if (level < treeDef.TotalLevel - 1) { HasChild = true; NodeType = level == 0 ? TreeNodeType.Root : TreeNodeType.Branch; } else { NodeType = TreeNodeType.Leaf; } }
private void StartLevel() { if (m_levelProvider.HasLevel(m_difficulty)) { var level = m_levelProvider.GetLevel(m_difficulty); // Getting the level from the provider if (level != null) { m_levelTemplate.LoadLevel(level); // Loading the Level to the template m_boardDisplayer.ClearBoard(); // Clearing the Board m_boardDisplayer.DisplayBoard(m_levelTemplate.GetBoard()); // Displaying the board of the game m_stateMachine.SetBoard(m_levelTemplate.GetBoard()); // Storing the board m_stateMachine.SetWorker(m_levelTemplate.GetWorker()); // Storing the worker } } else { EndGame(); } }
public Task <Level> Get(string name) { return(_levelProvider.GetLevel(name)); }