private void submitEIForBothLearners(EvidenceItem ei) { string[] eis = new string[2]; eis[0] = ei.SerializeToJson(); ei.learnerId = PlayerToId["2"]; eis[1] = ei.SerializeToJson(); JavaWebRequest("addEvidenceItems", eis); }
void EmoteEnercitiesMessages.IEnercitiesGameStateEvents.GameStarted(string player1Name, string player1Role, string player2Name, string player2Role) { //TODO update session and final score //QUESTION Change this for thalmausID. Update session information... //TODO roles can be swithched to the enum for the roles. //TODo update this to send string[] eis = new string[2]; RoleToPlayer[player1Role] = "1"; RoleToPlayer[player2Role] = "2"; EvidenceItem ei = new EvidenceItem(PlayerToId["1"], stepId, activityId, scenarioId, 2, "roll", 0.0, EvidenceType.roll, sessionId); ei.actual = player1Role; eis[0] = ei.SerializeToJson(); ei = new EvidenceItem(PlayerToId["2"], stepId, activityId, scenarioId, 2, "roll", 0.0, EvidenceType.roll, sessionId); ei.actual = player2Role; eis[1] = ei.SerializeToJson(); JavaWebRequest("addEvidenceItems", eis); }
void EmoteEnercitiesMessages.IEnercitiesAIPerceptions.UpdateStrategies(string StrategiesSet_strategies) { //TODO QUESTION what does this do? StrategiesSet ss = EmoteEvents.StrategiesSet.DeserializeFromJson(StrategiesSet_strategies); Dictionary<EmoteEnercitiesMessages.EnercitiesRole, double[]> strategies = ss.Strategies; foreach (KeyValuePair<EmoteEnercitiesMessages.EnercitiesRole, double[]> item in strategies) { //json = json + "\"" + item.Key + "\":\"" + item.Value + "\","; //double[] item.Value if(item.Key==EnercitiesRole.Mayor) { } else { Strategy s = new Strategy(item.Value); String player = RoleToPlayer[item.Key.ToString()]; int learnerId = PlayerToId[player]; //Weight -1 dont do, 1 is the pay attention. //Abolute sum of all weights =1 //Scores/Strategy: double economy = s.EconomyWeight; double environment = s.EnvironmentWeight; double wellbeing = s.WellbeingWeight; double uniformity = s.ScoreUniformityWeight; //Resources: double homes = s.HomesWeight; //will tend to increase double money = s.MoneyWeight; //Will fluctuate with game? double oil = s.OilWeight; //Will tend to decrease double power = s.PowerWeight; //Will fluctuate with game? //check the item.key for the role, then check role to send the learner id to the system. Need to make a note based on the role sent in the start message. //break out each aspect of s and send to java.. //Just send as evidence at the moment. string[] eis = new string[8]; EvidenceItem ei = new EvidenceItem(learnerId, stepId, activityId, scenarioId, 2,"economy",economy,EvidenceType.strategyWeight,sessionId); eis[0] = ei.SerializeToJson(); ei = new EvidenceItem(learnerId, stepId, activityId, scenarioId, 2, "environment", environment, EvidenceType.strategyWeight, sessionId); eis[1] = ei.SerializeToJson(); ei = new EvidenceItem(learnerId, stepId, activityId, scenarioId, 2, "wellbeing", wellbeing, EvidenceType.strategyWeight, sessionId); eis[2] = ei.SerializeToJson(); ei = new EvidenceItem(learnerId, stepId, activityId, scenarioId, 2, "uniformity", uniformity, EvidenceType.strategyWeight, sessionId); eis[3] = ei.SerializeToJson(); ei = new EvidenceItem(learnerId, stepId, activityId, scenarioId, 2, "homes", homes, EvidenceType.resourceWeight, sessionId); eis[4] = ei.SerializeToJson(); ei = new EvidenceItem(learnerId, stepId, activityId, scenarioId, 2, "money", money, EvidenceType.resourceWeight, sessionId); eis[5] = ei.SerializeToJson(); ei = new EvidenceItem(learnerId, stepId, activityId, scenarioId, 2, "oil", oil, EvidenceType.resourceWeight, sessionId); eis[6] = ei.SerializeToJson(); ei = new EvidenceItem(learnerId, stepId, activityId, scenarioId, 2, "power", power, EvidenceType.resourceWeight, sessionId); eis[7] = ei.SerializeToJson(); JavaWebRequest("addEvidenceItems", eis); } } //TODO QUESTION how should I record this? }