//[Server] void Awake() { pCommmon = GetComponent<PlayerCommon>(); DemoMgr.singleton.AddPlayerOnline(); pCommmon.SetPlayerId(DemoMgr.GetPlayerOnline()); pCommmon.SetTeam(((2 - (DemoMgr.GetPlayerOnline() %2) )) ); }
//[Server] void Awake() { pCommmon = GetComponent <PlayerCommon>(); DemoMgr.singleton.AddPlayerOnline(); pCommmon.SetPlayerId(DemoMgr.GetPlayerOnline()); pCommmon.SetTeam(((2 - (DemoMgr.GetPlayerOnline() % 2)))); }
public bool HasResouce(int mineral, int gas = 0, int food = 0) { PlayerCommon common = newObservation.Observation.PlayerCommon; if ((common.Minerals >= mineral) && (common.Vespene >= gas) && (GetAvailableSupplyRoom() >= food) ) { return(true); } return(false); }
public int GetAvailableSupplyRoom() { PlayerCommon common = newObservation.Observation.PlayerCommon; return((int)(common.FoodCap - common.FoodUsed)); }
void Awake() { pCommmon = GetComponent<PlayerCommon>(); }
void Awake() { pCommmon = GetComponent <PlayerCommon>(); }
public Ressources(PlayerCommon common) { Minerals = common.Minerals; Vespene = common.Vespene; Supply = common.FoodCap - common.FoodUsed; }
public IntelResponse BundleIntel(IntelRequest request) { AbathurMap map = null; if (request.Map) { map = new AbathurMap { } } ; Score score = null; if (request.Score) { score = _intel.CurrentScore; } PlayerCommon playerCommon = null; if (request.Common) { playerCommon = _intel.Common; } ICollection <UpgradeData> upgradeSelf = null; if (request.UpgradesSelf) { upgradeSelf = _intel.UpgradesSelf; } ICollection <IUnit> alliedBuilding = null; if (request.BuildingsSelf) { alliedBuilding = _intel.StructuresSelf().ToList(); } ICollection <IUnit> alliedWorkers = null; if (request.WorkersSelf) { alliedWorkers = _intel.WorkersSelf().ToList(); } ICollection <IUnit> alliedUnits = null; if (request.WorkersSelf) { alliedUnits = _intel.UnitsSelf().ToList(); } ICollection <IUnit> structuresEnemy = null; if (request.StructuresEnemy) { structuresEnemy = _intel.WorkersEnemy().ToList(); } ICollection <IUnit> unitsEnemy = null; if (request.UnitsEnemy) { unitsEnemy = _intel.WorkersEnemy().ToList(); } ICollection <IUnit> workersEnemy = null; if (request.WorkersEnemy) { workersEnemy = _intel.WorkersEnemy().ToList(); } IColony primaryColony = null; if (request.PrimaryColony) { primaryColony = _intel.PrimaryColony; } IEnumerable <IColony> colonies = null; if (request.Colonies) { colonies = _intel.Colonies; } ICollection <IUnit> mineralFields = null; if (request.MineralFields) { mineralFields = _intel.MineralFields.ToList(); } ICollection <IUnit> vespeneGeysers = null; if (request.VespeneGeysers) { vespeneGeysers = _intel.VespeneGeysers.ToList(); } ICollection <IUnit> destructibles = null; if (request.Destructibles) { destructibles = _intel.Destructibles().ToList(); } ICollection <UnitTypeData> productionQueue = null; if (request.ProductionQueue) { productionQueue = _intel.ProductionQueue.ToList(); } IEnumerable <Squad> squads = null; if (request.Squads) { squads = _squadRepo.Get(); } uint gameloop = 0; if (request.GameLoop) { gameloop = _intel.GameLoop; } return(new IntelResponse { Map = map, Score = score, Common = playerCommon, UpgradesSelf = { upgradeSelf }, BuildingsSelf = { Convert(alliedBuilding) }, WorkersSelf = { Convert(alliedWorkers) }, UnitsSelf = { Convert(alliedUnits) }, StructuresEnemy = { Convert(structuresEnemy) }, WorkersEnemy = { Convert(workersEnemy) }, UnitsEnemy = { Convert(unitsEnemy) }, PrimaryColony = Convert(primaryColony), Colonies = { Convert(colonies.ToList()) }, MineralFields = { Convert(mineralFields) }, VespeneGeysers = { Convert(vespeneGeysers) }, Destructibles = { Convert(destructibles) }, ProductionQueue = { productionQueue }, Squads = { squads.Select(Convert) }, GameLoop = gameloop }); }