public void get_out_of_jail_free_card() { _card = _luckFactory.create("Community Chest: get out of jail free", false, 0); _card.LandOn(ref _player); Assert.AreEqual(_player.GetOutOfJailCardCount, 1); }
public void UpdateLuck() { LuckText.Text = (Player.BattleData.Luck * 100).ToString("0.0") + "%"; if (Player.BattleData.Luck <= 0.25) { LuckText.Foreground = Brushes.Red; } else if (Player.BattleData.Luck <= 0.5) { LuckText.Foreground = Brushes.DarkOrange; } else if (Player.BattleData.Luck <= 0.75) { LuckText.Foreground = Brushes.YellowGreen; } else { LuckText.Foreground = Brushes.LimeGreen; } Luck.BeginAnimation(RangeBase.ValueProperty, new DoubleAnimation() { From = Luck.Value, To = Player.BattleData.Luck, Duration = TimeSpan.FromSeconds(0.3), EasingFunction = new ExponentialEase() { EasingMode = EasingMode.EaseInOut } }); }
private static (Room room, List <Point>, Direction direction) GetStartTiles( List <Room> rooms, List <Corridor> corridors, int corridorWidth, List <int> wideIndexList ) { var minNumberOfCorridors = rooms.Min(room => room.Corridors.Count); var startRoomCanddiates = (minNumberOfCorridors == 0) ? rooms.Where(room => room.Corridors.Count == 0).ToList() : rooms; var room = startRoomCanddiates[Luck.Next(startRoomCanddiates.Count)]; var availableTiles = new List <(List <Point> tiles, Direction direction)>(); var upTilesList = GetUpOrDownStartTiles(room, rooms, corridors, corridorWidth, wideIndexList, upOrDown: true); upTilesList.ForEach(upTiles => availableTiles.Add((upTiles, Direction.UP))); var downTilesList = GetUpOrDownStartTiles(room, rooms, corridors, corridorWidth, wideIndexList, upOrDown: false); downTilesList.ForEach(downTiles => availableTiles.Add((downTiles, Direction.DOWN))); var leftTiles = GetLeftOrRightStartTiles(room, rooms, corridors, corridorWidth, wideIndexList, leftOrRight: true); leftTiles.ForEach(leftTiles => availableTiles.Add((leftTiles, Direction.LEFT))); var rightTilesList = GetLeftOrRightStartTiles(room, rooms, corridors, corridorWidth, wideIndexList, leftOrRight: false); rightTilesList.ForEach(rightTiles => availableTiles.Add((rightTiles, Direction.RIGHT))); if (!availableTiles.Any()) { return(default, default, default);
/// <inheritdoc/> public void WriteDataToStream(BinaryWriter writer) { EarthboundPlainTextEncoding PlainTextEncoding = new EarthboundPlainTextEncoding(); writer.Write(PlainTextEncoding.GetBytesPadded(Name, 5)); writer.Write(Level); writer.Write(Experience); writer.Write(HP.MaxValue); writer.Write(PP.MaxValue); writer.Write((byte)PermanentStatusEffect); writer.Write((byte)PossessionStatus); writer.Write((byte)BattleStatusEffect); writer.Write(FeelingStrange); writer.Write(CantConcentrateTurns); writer.Write(Homesick); //TODO: Shield Offense.WriteDataToStream(writer); Defense.WriteDataToStream(writer); Speed.WriteDataToStream(writer); Guts.WriteDataToStream(writer); Luck.WriteDataToStream(writer); Vitality.WriteDataToStream(writer); IQ.WriteDataToStream(writer); Inventory.WriteDataToStream(writer); HP.WriteDataToStream(writer); PP.WriteDataToStream(writer); throw new NotImplementedException("Weaknesses, miss rates, permanent boosts, shields, etc"); }
// Start is called before the first frame update void Start() { StartCoroutine(SetMoves()); //MoveId1 = Random.Range(1, 6); //MoveId2 = Random.Range(6, 11); //MoveId3 = Random.Range(11, 16); //MoveId4 = Random.Range(16, 21); name = "The Player"; // es = Enemy.GetComponent<EnemyScr>(); //we are going to want to start the player off with two random moves, one to attack, one to defend Stuntime = -1; Muck = -1; IsCharacterTurn = true; StartAtk = 10; StartDef = 10; StartLuck = 10; AtkText.text = "Atk X " + Atk.ToString(); DefText.text = "Def X " + Def.ToString(); LuckText.text = "Luck X " + Luck.ToString(); LvlText.text = "Lvl X " + Lvl.ToString(); ChipsText.text = "Chips X " + Chips.ToString(); // MoveId1 = 0; //id for first move // MoveId2 = 0; //id for second move // MoveId3 = 0; //id for third move // MoveId4 = 0; //id for fourth move }
public GameContext(int maxGameStepsWithoutRender, int gameFPS = 60, int uxFPS = 60) { GameSeed = Luck.Reset(); GameFPS = gameFPS; UxFPS = uxFPS; GameTicks = TICKS_IN_A_SECOND / gameFPS; UxTicks = TICKS_IN_A_SECOND / uxFPS; MaxGameStepsWithoutRender = maxGameStepsWithoutRender; }
public void go_to_jail_card() { _card = _luckFactory.create("Chance: go to jail", false, 0); _card.LandOn(ref _player); var playersLocation = Board.Access().GetProperty(_player.GetLocation()); var jail = Board.Access().GetProperty(10); Assert.AreEqual(playersLocation, jail); Assert.IsTrue(_player.IsInJail); }
public void testLuck() { //create instance of factory LuckFactory f = new LuckFactory(); //create instance from factory Luck p = f.create("Luck", true, 50) ; //check that it is right type Type t = new Luck().GetType(); Assert.IsInstanceOfType(t, p); }
public override string Use(int itemPos, User user, string channel) { base.Use(itemPos, user, channel); var effect = new Luck(); _effectRepository.AddEffect(user, Luck.EffectId, DurationInMinutes); return(string.Format(DougMessages.AddedEffect, effect.Name, DurationInMinutes)); }
public void test_luck() { //testing empty constructor var emptyLuck = new Luck(); //create instance using factory var luck = _luckFactory.create("Luck", true, 50); // Assert that instance created is of luck type Assert.IsInstanceOf <Luck>(luck); Assert.IsInstanceOf <Luck>(emptyLuck); }
public void test_luck() { //testing empty constructor var emptyLuck = new Luck(); //create instance using factory var luck = _luckFactory.create("Luck", true, 50); // Assert that instance created is of luck type Assert.IsInstanceOf<Luck>(luck); Assert.IsInstanceOf<Luck>(emptyLuck); }
public void TestLandon() { Luck luck = new Luck(); Player player = new Player(); luck.landOn(ref player); Assert.AreEqual(1550, player.getBalance()); Luck luck1 = new Luck("Bad", false, 50); luck1.landOn(ref player); Assert.AreEqual(1500, player.getBalance()); }
private void Start() { luck = new Luck("Luck", Stat.StatType.LUCK, Stat.Rarity.RARE, Stat.AffectedStat.RARITY, 0); dexterity = new Dexterity("Dexterity", Stat.StatType.DEXTERITY, Stat.Rarity.UNCOMMON, Stat.AffectedStat.ACCUMULATION, 0); intelligence = new Intelligence("Intelligence", Stat.StatType.INTELLIGENCE, Stat.Rarity.COMMON, Stat.AffectedStat.THEME, 0); strength = new Strength("Strength", Stat.StatType.STRENGTH, Stat.Rarity.COMMON, Stat.AffectedStat.LOOT_AMOUNT, 0); playerName = ""; level = 1; lootBoxes = 1; maxLootBoxes = 5; inventorySlots = 12; weaponSlots = 2; experienceToNext = 100; lastLootBoxAccumulatedTime = 100; }
public void ShowInfo() { Console.WriteLine("\n\tINFO"); Console.WriteLine("{0, -12}: {1, -15}", "Name", Name); Console.WriteLine("{0, -12}: {1, -15}", "Surname", Surname); Console.WriteLine("{0, -12}: {1, -15}", "Passport ID", PassportID); Console.WriteLine("{0, -12}: {1, -15}", "Gender", gender.ToString()); Console.WriteLine("{0, -12}: {1, -15}", "DateBirth", date_of_birth.ToString("yyyy MMMM dd")); Console.WriteLine("{0, -12}: {1, -15}", "Age", Age.ToString() + " y.o"); Console.WriteLine("{0, -12}: {1, -15}", "Weight", Weight.ToString() + " kg"); Console.WriteLine("{0, -12}: {1, -15}", "Height", Height.ToString() + " cm\n"); Console.WriteLine("{0, -12}: {1, -15}", "Experience", Expeience.ToString()); Console.WriteLine("{0, -12}: {1, -15}", "Luck", Luck.ToString() + " %"); Console.WriteLine("{0, -12}: {1, -15}", "Money", Money.ToString() + " $"); }
public string Emocion3([FromBody] Luck luck) { if (luck.LuckId == 0) { return("sos una persona indiferente"); } if (luck.LuckId == 1) { return("sos una persona feliz"); } if (luck.LuckId == 3) { return("sos una persona muy aburrida"); } return("estoy muy ocupado, no te puedo atender"); }
public string Emocion_3([FromBody] Luck luck) { if (luck.luckID == 0) { return("Sos una persona indiferente"); } if (luck.luckID == 1) { return("Sos una persona feliz"); } if (luck.luckID == 3) { return("Sos una persona aburrida"); } return("Estoy muy ocupado, no puedo atenderte en este instante"); }
public virtual void ShowInfo() { Console.WriteLine("{0, -12}: {1, -15}", "Name", Name); Console.WriteLine("{0, -12}: {1, -15}", "Surname", Surname); Console.WriteLine("{0, -12}: {1, -15}", "Passport ID", PassportID); Console.WriteLine("{0, -12}: {1, -15}", "Gender", gender.ToString()); Console.WriteLine("{0, -12}: {1, -15}", "DateBirth", date_of_birth.ToString("yyyy MMMM dd")); Console.WriteLine("{0, -12}: {1, -15}", "Age", Age.ToString() + " y.o"); Console.WriteLine("{0, -12}: {1, -15}", "Weight", Weight.ToString() + " kg"); Console.WriteLine("{0, -12}: {1, -15}", "Height", Height.ToString() + " cm"); Console.ForegroundColor = ConsoleColor.Blue; Console.WriteLine("{0, -12}: {1, -15}", "Experience", Experience.ToString()); Console.WriteLine("{0, -12}: {1, -15}", "Luck", Luck.ToString() + " %"); Console.WriteLine("{0, -12}: {1, -15}", "Money", Money.ToString() + " $"); Console.ResetColor(); }
private void Window_Loaded(object sender, RoutedEventArgs e) { if (File.Exists(@".\Data\luck.txt") == false) { MessageBox.Show(@"没有找到奖项设置文件:.\Data\luck.txt"); this.Close(); return; } if (File.Exists(@".\Data\member.txt") == false) { MessageBox.Show(@"没有找到成员设置文件:.\Data\member.txt"); this.Close(); return; } //初始化奖项UI m_luck = new Luck(@".\Data\luck.txt"); var luckList = m_luck.GetLuck(); foreach (LuckSetting item in luckList) { Button button = new Button() { Content = item.name, FontSize = 36, Margin = new Thickness(0, 10, 0, 0), DataContext = item }; button.Click += LuckButton_Click; button.Foreground = new SolidColorBrush(Color.FromArgb(210, 0, 0, 0)); pageMainPage.stackPanelLuckList.Children.Add(button); } //初始化玩家数据 m_memberManager = new MemberManager(@".\Data\member.txt"); if (File.Exists(@".\Data\title.txt")) { pageMainPage.labelTitle.Content = File.ReadAllText(@".\Data\title.txt"); } pageMainPage.labelTitle.FontSize = 24d / 240 * this.ActualHeight; ChangePage(PAGE_TYPE.PAGE_MAIN); }
private static void AddNewRoom(IMapGenerationParams mapParams, List <Room> rooms) { var newRoom = new Room() { TilePos = new Point( x: Luck.Next(1, mapParams.Width - 1), // external wall border required y: Luck.Next(1, mapParams.Height - 1) // external wall border required ), Size = new Size(1, 1) }; var isNotAdjacentToOtherRooms = rooms .All(room => !room.Intersects(newRoom, mapParams.MinRoomSeparation)); if (isNotAdjacentToOtherRooms) { rooms.Add(newRoom); } }
public IEnumerator CreateEnemy() { TraitScr.ShouldSpin = false; ElementScr.ShouldSpin = false; MonsterScr.ShouldSpin = false; IsCharacterTurn = false; ps.IsCharacterTurn = true; wait = false; pc = ps.GetComponent <Character>(); ec = es.GetComponent <Character>(); //new ids and stats ElementId = Random.Range(1, 6); TraitId = Random.Range(6, 11); MonsterId = Random.Range(11, 16); Muck = -1; Chips = 100 + (ps.Lvl * 10); Atk = 0; Def = 0; Luck = 0; Frozen = false; setTrait(TraitId); setElement(ElementId); setMonster(MonsterId); float a = (float)Atk * (((float)ps.Lvl * 0.1f) + 0.2f); float d = (float)Def * (((float)ps.Lvl * 0.1f) + 0.2f); float l = (float)Luck * (((float)ps.Lvl * 0.1f) + 0.2f); Atk = (int)a; Def = (int)d; Luck = (int)l; Stuntime = -1; AtkText.text = "Atk X " + Atk.ToString(); DefText.text = "Def X " + Def.ToString(); LuckText.text = "Luck X " + Luck.ToString(); ChipsText.text = "Chips X " + Chips.ToString(); name = NameText.text; //declare the monster Description.text = "A " + name + " appears!"; mm.b1.interactable = true; mm.b2.interactable = true; mm.b3.interactable = true; mm.b4.interactable = true; Description.text += "\nIt is your turn!"; mm.MoveBtn.interactable = true; if (mm.PlayerID == 1) { mm.b1.interactable = false; } if (mm.PlayerID == 2) { mm.b2.interactable = false; } if (mm.PlayerID == 3) { mm.b3.interactable = false; } if (mm.PlayerID == 4) { mm.b4.interactable = false; } // yield return new WaitForSeconds(1f); TraitScr.SetImage(TraitId - 6); // yield return new WaitForSeconds(1f); ElementScr.SetImage(ElementId - 1); // yield return new WaitForSeconds(1f); MonsterScr.SetImage(MonsterId - 11); yield return(null); }
public override void Init(Game game) { var boardComp = game.Entities.GetSingleComponent <BoardComp>(); var tilePositions = boardComp .TilePositionsByTileId .Select(tileIdAndPosition => tileIdAndPosition.Value) .ToList(); var tilesPosWithSpaceAround = tilePositions .Where(tilePos => HasSpaceAround(tilePositions, tilePos)) .ToList(); var occupiedTiles = new List <Point>(); var playerTile = tilesPosWithSpaceAround[Luck.Next(tilesPosWithSpaceAround.Count)]; game.AddEntity(CreatePlayer(playerTile)); occupiedTiles.Add(playerTile); var tilePosAndDistances = GetDistancesFrom(boardComp, playerTile) .Where(tile => tilePositions.Contains(tile.tilePos)) .ToList(); var enemiesCounter = 0; var totalEnemiesCount = SpawnConfig.GetEnemyNumber(FloorFactor); var enemySpeedRange = SpawnConfig.GetEnemySpeedRangeInGameTicks(FloorFactor); while (enemiesCounter < totalEnemiesCount) { var enemy = CreateEnemy(enemySpeedRange, boardComp, tilePosAndDistances, occupiedTiles); if (enemy == null) { continue; } game.AddEntity(enemy); enemiesCounter++; } var maxDistance = tilePosAndDistances.Max(tcd => tcd.distance); // TODO avoid spawining 2 items in the same tile game.AddEntity(CreateFood(tilePosAndDistances, occupiedTiles, maxDistance)); game.AddEntity(CreateTorch(tilePosAndDistances, occupiedTiles, maxDistance)); game.AddEntity(CreateMapRevealer(tilePosAndDistances, occupiedTiles, maxDistance)); var isLastFloor = FloorFactor == 1f; if (isLastFloor) { game.AddEntity(CreateAmulet(tilePosAndDistances, occupiedTiles, maxDistance)); } else { var tilePosAndDistWithSpaceAround = tilePosAndDistances .Where(tpad => tilesPosWithSpaceAround.Contains(tpad.tilePos)) .ToList(); game.AddEntity(CreateDownStairs(tilePosAndDistWithSpaceAround, occupiedTiles, maxDistance)); } var isFirstFloor = PreviousFloorResult == null; if (!isFirstFloor) { game.AddEntity(CreateUpStairs(playerTile)); } game.RemoveSystem(this); }
public void SetSeed(int seed) => GameSeed = Luck.Reset(seed);
public void TestConstructor() { Luck luck = new Luck(); Assert.AreEqual("Luck Property:\tOwned by: Banker", luck.ToString()); }
public void SetLuckData(Luck luck) { m_luck = luck; }
public override string ToString() { string stats = Health.ToString() + "\n" + Strength.ToString() + "\n" + Dexterity.ToString() + "\n" + Agility.ToString() + "\n" + Inteligence.ToString() + "\n" + Luck.ToString() + "\n" + Statpoints.ToString() + "\n" + Level.ToString() + "\n" + ExperiencePoints.ToString(); string hash = GetSha1("Blin113" + stats); //blin113 is just here to make sure you can't cheat without access to the code. stats += "\n" + hash; return(stats); }
private void ResetProps() { ButtonVisible = false; CurrentLuck = new Luck(); CurrentAnimation = "happybox.json"; }
public void TestConstructor() { Luck luck = new Luck(); Assert.AreEqual("Luck", luck.ToString().Substring(0, 4)); }
public override int GetHashCode() { int hashCode = 0; unchecked { if (unknown != null) { hashCode += 1000000007 * unknown.GetHashCode(); } hashCode += 1000000009 * Type.GetHashCode(); hashCode += 1000000021 * Gender.GetHashCode(); hashCode += 1000000033 * Race.GetHashCode(); hashCode += 1000000087 * Class.GetHashCode(); hashCode += 1000000093 * Magic.GetHashCode(); hashCode += 1000000097 * Level.GetHashCode(); hashCode += 1000000103 * Language.GetHashCode(); hashCode += 1000000123 * Appearance.GetHashCode(); hashCode += 1000000181 * Face.GetHashCode(); hashCode += 1000000207 * InventoryPicture.GetHashCode(); hashCode += 1000000223 * ActionPoints.GetHashCode(); hashCode += 1000000241 * DialogueOptions.GetHashCode(); hashCode += 1000000271 * ResponseOptions.GetHashCode(); hashCode += 1000000289 * TrainingPoints.GetHashCode(); hashCode += 1000000297 * Gold.GetHashCode(); hashCode += 1000000321 * Rations.GetHashCode(); hashCode += 1000000349 * Conditions.GetHashCode(); hashCode += 1000000363 * Strength.GetHashCode(); hashCode += 1000000403 * Intelligence.GetHashCode(); hashCode += 1000000409 * Dexterity.GetHashCode(); hashCode += 1000000411 * Speed.GetHashCode(); hashCode += 1000000427 * Stamina.GetHashCode(); hashCode += 1000000433 * Luck.GetHashCode(); hashCode += 1000000439 * MagicResistance.GetHashCode(); hashCode += 1000000447 * MagicTallent.GetHashCode(); hashCode += 1000000453 * CloseRangeCombat.GetHashCode(); hashCode += 1000000459 * LongRangeCombat.GetHashCode(); hashCode += 1000000483 * CriticalHit.GetHashCode(); hashCode += 1000000513 * Lockpicking.GetHashCode(); hashCode += 1000000531 * LifePoints.GetHashCode(); hashCode += 1000000579 * SpellPoints.GetHashCode(); hashCode += 1000000007 * Age.GetHashCode(); hashCode += 1000000009 * BaseProtection.GetHashCode(); hashCode += 1000000021 * Protection.GetHashCode(); hashCode += 1000000033 * BaseDamage.GetHashCode(); hashCode += 1000000087 * Damage.GetHashCode(); hashCode += 1000000093 * Experience.GetHashCode(); if (Spells != null) { hashCode += 1000000097 * Spells.GetHashCode(); } if (Name != null) { hashCode += 1000000103 * Name.GetHashCode(); } if (SpellStrengths != null) { hashCode += 1000000123 * SpellStrengths.GetHashCode(); } } return(hashCode); }