public void Tick() { Vector = Vector.GetVectorAt(1); char trackValue = Thirteen.Tracks[Vector.Position]; TurnActions[trackValue](); }
public Unit() { this.characterName = "0"; this.characterMoniker = "Null"; this.uType = UnitType.Soldier; turnActions = new TurnActionsBasicUnit(); }
public void StartTurn() { // Clear the actions for each player TurnActions.Clear(); TurnOutcomes.Clear(); IsMidTurn = true; UnreadiedPlayers = 0; }
public UnitEdit() { currentClass = "HumanBaseMage"; characterName = "0"; characterMoniker = "Null"; uType = UnitType.Soldier; skills = new string[0]; turnActions = new TurnActionsBasicUnit(); }
public Unit() { this.characterName = "0"; this.characterMoniker = "Null"; this.uType = UnitType.Soldier; this.skills = new string[0]; skillBuffs = new string[] { }; turnActions = new TurnActionsBasicUnit(); }
void Setup(string cName, string cMonik, int cLvl, int team, int mxHlth, int atk, int moveSpeed, int atkRange, int trnMvs, int trnAtks, UnitType uType = UnitType.Soldier) { this.characterName = cName + UnityEngine.Random.Range(0, 1).ToString(); this.characterMoniker = cMonik; this.team = team; this.mxHlth = cHlth = mxHlth; this.atk = atk; this.moveSpeed = moveSpeed; this.atkRange = atkRange; this.lvl = cLvl; this.uType = uType; this.trnAtks = trnAtks; this.trnMvs = trnMvs; this.turnActions = new TurnActionsBasicUnit(trnMvs, trnAtks); }
void Setup(string cName, string cMonik, int cLvl, int team, int mxHlth, int atk, int moveSpeed, int atkRange, int trnMvs, int trnAtks, string[] skills, string currentClass, UnitType uType = UnitType.Soldier, FactionType fType = FactionType.Human) { this.characterName = cName + UnityEngine.Random.Range(0, 1).ToString(); this.characterMoniker = cMonik; this.team = team; this.mxHlth = cHlth = mxHlth; this.atk = atk; this.moveSpeed = moveSpeed; this.atkRange = atkRange; this.lvl = cLvl; this.currentClass = currentClass; this.uType = uType; this.fType = fType; this.trnAtks = trnAtks; this.trnMvs = trnMvs; this.skills = skills; skillBuffs = new string[] { }; this.turnActions = new TurnActionsBasicUnit(trnMvs, trnAtks); Debug.Log("init"); }
private void load() { TurnActions.BindTo(project.Turns); }
private void load() { TurnActions.BindTo(project.PreparationTurn); }
public PokerHand ToXmlHand() { PokerHand hand = new PokerHand() { Hero = players[Hero].Name }; #region Convert blinds var blindPostings = predealActions.Where(s => s.ActionType == Action.ActionTypes.PostSmallBlind || s.ActionType == Action.ActionTypes.PostBigBlind || s.ActionType == Action.ActionTypes.PostAnte); hand.Blinds = new Blind[blindPostings.Count()]; for (int i = 0; i < hand.Blinds.Length; i++) { var blindPosting = blindPostings.ElementAt(i); hand.Blinds[i] = new Blind() { AllIn = blindPosting.AllIn, Amount = (decimal)blindPosting.Amount, Player = blindPosting.Name, Type = blindPosting.ActionType == Action.ActionTypes.PostBigBlind ? BlindType.BigBlind : blindPosting.ActionType == Action.ActionTypes.PostSmallBlind ? BlindType.SmallBlind : blindPosting.ActionType == Action.ActionTypes.PostAnte ? BlindType.Ante : BlindType.None }; } #endregion #region Context hand.Context = new Context(); hand.Context.Ante = (decimal)Ante; #region Betting Structure if (BettingStructure == holdem_engine.BettingStructure.None) { throw new Exception("Unknown betting structure"); } hand.Context.BettingType = this.BettingStructure == holdem_engine.BettingStructure.Limit ? BettingType.FixedLimit : BettingStructure == holdem_engine.BettingStructure.NoLimit ? BettingType.NoLimit : BettingType.PotLimit; #endregion hand.Context.BigBlind = (decimal)BigBlind; hand.Context.Button = (int)Button; hand.Context.CapAmount = 0; // no caps supported hand.Context.CapAmountSpecified = false; hand.Context.Capped = false; hand.Context.Currency = "$"; hand.Context.Format = GameFormat.CashGame; hand.Context.ID = HandNumber.ToString(); hand.Context.Online = false; hand.Context.PokerVariant = PokerVariant.TexasHoldEm; hand.Context.Site = "SimulatedPokerSite"; hand.Context.SmallBlind = (decimal)SmallBlind; hand.Context.Table = TableName; hand.Context.TimeStamp = DateTime.Now; #endregion #region HoleCards hand.HoleCards = HoldemHand.Hand.Cards(HoleCards[Hero]) .Select(c => new PokerHandHistory.Card(c)) .ToArray(); #endregion hand.Rake = 0m; hand.Players = this.Players.Select((s, i) => new Player() { Name = s.Name, Seat = s.SeatNumber, Stack = (decimal)StartingChips[i] }).ToArray(); #region Rounds (actions and community cards) hand.Rounds = new PokerHandHistory.Round[Math.Min(4, (int)this.CurrentRound)]; if (CurrentRound >= Round.Preflop) { hand.Rounds[0] = new PokerHandHistory.Round(); hand.Rounds[0].Actions = PreflopActions.Select(a => convertActionToXml(a)).ToArray(); if (CurrentRound >= Round.Flop) { hand.Rounds[1] = new PokerHandHistory.Round(); hand.Rounds[1].Actions = FlopActions.Select(a => convertActionToXml(a)).ToArray(); hand.Rounds[1].CommunityCards = HoldemHand.Hand.Cards(Flop) .Select(c => new PokerHandHistory.Card(c)) .ToArray(); if (CurrentRound >= Round.Turn) { hand.Rounds[2] = new PokerHandHistory.Round(); hand.Rounds[2].Actions = TurnActions.Select(a => convertActionToXml(a)).ToArray(); hand.Rounds[2].CommunityCards = HoldemHand.Hand.Cards(Turn) .Select(c => new PokerHandHistory.Card(c)) .ToArray(); if (CurrentRound >= Round.River) { hand.Rounds[3] = new PokerHandHistory.Round(); hand.Rounds[3].Actions = RiverActions.Select(a => convertActionToXml(a)).ToArray(); hand.Rounds[3].CommunityCards = HoldemHand.Hand.Cards(River) .Select(c => new PokerHandHistory.Card(c)) .ToArray(); } } } } #endregion #region Results if (Winners != null && Winners.Count() > 0) { hand.Results = new HandResult[players.Length]; //int potNum = 0; for (int i = 0; i < hand.Results.Length; i++) { HandResult hr = new HandResult(players[i].Name); hr.HoleCards = HoldemHand.Hand.Cards(HoleCards[i]) .Select(c => new PokerHandHistory.Card(c)) .ToArray(); var wins = winners.Where(w => w.Player == hr.Player); if (wins != null) { hr.WonPots = wins.Select(w => new PokerHandHistory.Pot() { Amount = (decimal)w.Amount, //Number = potNum++ // not able to handle this properly currently. }).ToArray(); } hand.Results[i] = hr; } } #endregion return(hand); }
public void SetMoveTrnBuff(int buff) { this.moveTrnBuff = buff; this.turnActions = new TurnActionsBasicUnit(GetTurnMoves(), GetTurnAttacks()); Debug.Log("SetMoveTrnBuff"); }
public void SetTurnAttackBuff(int buff) { this.trnAtkBuff = buff; this.turnActions = new TurnActionsBasicUnit(GetTurnMoves(), GetTurnAttacks()); Debug.Log("set turn attack buff"); }
void Awake() { instance = this; }