private bool ranHeroSelectionAtLeastOnce = false; // Hero selection has code other parts depend on public ReplayAnalyzer() : base() { tickTimer = new System.Timers.Timer(1000.0 / 30.0); tickTimer.Elapsed += new System.Timers.ElapsedEventHandler(tickCallback); heroData = new HeroParser(GUISelection.replayDataFolderLocation); heroIDData = new ReplayHeroID(GUISelection.replayDataFolderLocation); replayTick = new ReplayTick(GUISelection.replayDataFolderLocation); replayHighlights = new ReplayHighlights(GUISelection.replayDataFolderLocation, GUISelection.heroName); replayHighlights.ConstructTickInfo(replayTick); lastHitCalculator = new LastHitCalculator(); retreat = new Retreat(); heroID = heroIDData.getHeroID(GUISelection.heroName); string heroname = GUISelection.heroName; team_side = 0; for (int i = 0; i < table.Length / 4; i++) { if (table[i, 0] == hero_table[heroname]) { team_side = table[i, 2]; } } suggestiontable = cp.suggestionTable_1(team_side, 3); table_checkmark = cp.checkMark(); }
public ActionResult Create(Retreat retreatModel) { if (!ModelState.IsValid) { return(View()); } _retreatRepository.Add(retreatModel); return(this.RedirectToAction(c => c.Index(retreatModel.Id))); }
private void button2_Click(object sender, EventArgs e) { TimingEnd(); if (Owner is FrmLoanSubmit parent) { parent.SubmitPostBack = SubmitPostBack; } Retreat?.Invoke(sender, e); }
Uri BuildDeleteLink(Retreat retreat, Participant participant) { // TODO: should have a delete view model here instead? return(_urlMapper.MapAction <ParticipantController>( x => x.DeleteFromRetreat( retreat.Id, retreat.StartDate, participant.Id, participant.FirstName, participant.LastName))); }
void Awake() { over = false; rb = GetComponent <Rigidbody2D>(); boosted = false; maxSpeed = 9; current = this; sprite = GetComponent <SpriteRenderer>(); color = sprite.color; done = false; endRun = false; }
static void FillRetreat(Retreat retreat) { for (int x = 0; x < 29; x++) { var bed = new Bed { Code = "bedcode" + x }; var participant = new Participant(); retreat.AddParticipant(participant, bed); } }
private PrioritySelector GoodHealthPattern() { //PlayAnimation walkAnimation = new PlayAnimation(gameObject, walk); Retreat retreat = new Retreat(gameObject, enemy, retreatSpeed); //PlayerAround playerAround = new PlayerAround(retreat, gameObject, enemy, playerDistance); //Sequence walkAround = new Sequence(new List<Node> { walkAnimation, playerAround }); ActionNode repeatAttack = Attack(attack2); return(new PrioritySelector(new List <Node> { repeatAttack, retreat })); }
public User() { Deck = new Deck(this); Hand = new Hand(this); Retreat = new Retreat(this); Support = new Support(this); Bond = new Bond(this); Orb = new Orb(this); Field = new Field(this); FrontField = new FrontField(this); BackField = new BackField(this); Overlay = new Overlay(this); Guid = System.Guid.NewGuid().ToString(); }
public void AddRetreatLines(StringBuilder sb, Retreat retreat) { AddReportLine(sb, "Name/ContactInfo", "NOTES", "Special Notes: Alergies/Dietary and Mobility Issues", "Room Assignment"); foreach (var reg in retreat.Registrations) { AddReportLine(sb, reg.Participant.FirstName + " " + reg.Participant.LastName, string.Empty, reg.Participant.Notes, reg.Bed.Code); } }
protected override void Execute() { if (Core is Craft) { if ((Core is ShellCore shellCore && shellCore.GetCarrier() == null) && !(Core is PlayerCore player && player.havenSpawnPoint != Vector2.zero)) { return; } AudioManager.PlayClipByID("clip_activateability", transform.position); // get all current retreats, set the new retreat's start times to the old retreat start times, find one that is off CD // and set it to CD List <Retreat> oldRetreats = new List <Retreat>(); foreach (Ability ability in Core.GetAbilities()) { if (ability && !ability.IsDestroyed() && ability is Retreat retreat) { oldRetreats.Add(retreat); } } (Core as Craft).Respawn(); List <Retreat> newRetreats = new List <Retreat>(); foreach (Ability ability in Core.GetAbilities()) { if (ability && !ability.IsDestroyed() && ability is Retreat retreat) { newRetreats.Add(retreat); } } for (int i = 0; i < oldRetreats.Count; i++) { newRetreats[i].startTime = oldRetreats[i].startTime; } // prior to Awake activation since Respawn was set on this stack. We therefore search for 0 here Retreat r = newRetreats.Find((a) => { return(a.startTime == 0); }); if (r != null) { r.startTime = Time.time - activeDuration + 0.1f; } } }
public override void Tick(int key) { base.Tick(key); if (isOnCD && Time.time > activationTime && charging) { charging = false; AudioManager.PlayClipByID("clip_activateability", transform.position); if (Core is Craft) { (Core as Craft).Respawn(); Retreat r = Core.GetAbilities().First((a) => { return(a is Retreat); }) as Retreat; if (r != null) { r.isOnCD = true; r.CDRemaining = r.cooldownDuration - activationDelay; } } } }
public bool CreateRetreat(RetreatCreate model) { var entity = new Retreat() { RetreatName = model.RetreatName, RetreatDate = model.RetreatDate, RetreatLength = model.RetreatLength, //TeacherId = model.TeacherId, CenterId = model.CenterId, Description = model.Description }; using (var ctx = new ApplicationDbContext()) { ctx.Retreats.Add(entity); return(ctx.SaveChanges() == 1); } }
string GenerateReportHtmlForRetreat(Retreat retreat, string seed) { if (retreat != null) { seed += string.Format(_reportHtmlRetreatInfo, retreat.StartDate.ToLongDateString(), retreat.Description); seed = retreat.Registrations.OrderBy(x => x.Bed == null ? "waitlist" : x.Bed.Code).Aggregate(seed, (memo, r) => { var name = r.Participant.FirstName + " " + r.Participant.LastName; var notes = r.Participant.Notes == null ? string.Empty : r.Participant.Notes; var bedCode = r.Bed == null ? "waitlist" : r.Bed.Code; var color = bedCode.StartsWith("waitlist") ? "gray" : bedCode.StartsWith("CS") ? "rose" : bedCode.StartsWith("L") ? "blue" : bedCode.StartsWith("GH") ? "orange" : "green"; return(memo + string.Format(_reportHtmlRegistrationInfo, name, notes.Replace("\n", "<br />"), color, bedCode)); }); } return(seed); }
Uri AddParticipantLinkForRetreat(Retreat retreat) { return(_urlMapper.MapAction <ParticipantController>( x => x.AddToRetreat(retreat.Id))); }
public override void Init() { base.Init(); wanderState = new WanderState(this); hideState = new HideState(this); retreatState = new Retreat(this, enemyObj.health.maxHealth); refillAmmoState = new RefifllAmmo(this); stunnedState = new StunnedState(this); hideState.AddTransition(() => { if (hideState.doneHiding) { Diagnostic.Instance.AddLog(enemyObj.gameObject, "Ok, done hiding"); return(true); } return(false); }, wanderState); //Will look for healthpack if health is not at max wanderState.AddTransition(() => { if (enemyObj.health.GetHealth() < enemyObj.health.maxHealth) { var packs = GameManager.Instance.GetAvailableHealthPacks(); if (packs.Count > 0) { if (stateMachine.GetCurrentState() != retreatState) { retreatState.allPacks = packs.ToArray(); Diagnostic.Instance.AddLog(enemyObj.gameObject, "Low health, got nothing to do, going to get some"); return(true); } } } return(false); }, retreatState); //Will look for healthpack if health is not at max wanderState.AddTransition(() => { if (enemyObj.rifle.Ammo < enemyObj.rifle.MaxAmmo) { var packs = GameManager.Instance.GetAvailableAmmoPacks(); if (packs.Count > 0) { if (stateMachine.GetCurrentState() != refillAmmoState) { refillAmmoState.allPacks = packs.ToArray(); Diagnostic.Instance.AddLog(enemyObj.gameObject, "Low ammo, got nothing to do, going to get some"); return(true); } } } return(false); }, refillAmmoState); retreatState.AddTransition(() => { var packs = GameManager.Instance.GetAvailableHealthPacks(); //If the health was restored, or no packs available go back wandering if (enemyObj.health.GetHealth() >= enemyObj.health.maxHealth || enemyObj.health.GetHealth() < enemyObj.health.maxHealth && packs.Count == 0) { Diagnostic.Instance.AddLog(enemyObj.gameObject, "Feeling better, going to stroll around..."); return(true); } return(false); }, wanderState); refillAmmoState.AddTransition(() => { var packs = GameManager.Instance.GetAvailableAmmoPacks(); //If the health was restored, or no packs available go back wandering if (enemyObj.rifle.Ammo >= enemyObj.rifle.MaxAmmo || enemyObj.rifle.Ammo < enemyObj.rifle.MaxAmmo && packs.Count == 0) { Diagnostic.Instance.AddLog(enemyObj.gameObject, "Feeling better, going to stroll around..."); return(true); } return(false); }, wanderState); stunnedState.AddTransition(() => { if (!stunnedState.isStunned) { return(true); } return(false); }, hideState); stateMachine.SetState(wanderState); }
public override void Init() { base.Init(); wanderState = new WanderState(this); shootState = new ShootState(this, enemyObj.shootRate); investigationState = new InvestigateState(this); stunnedState = new StunnedState(this); meleeAttackState = new MeleeAttackState(this); refillAmmoState = new RefifllAmmo(this); retreatState = new Retreat(this, minHealthForRetreat); qMark = Resources.Load <Sprite>("StateIcons\\what"); wanderState.AddTransition(() => { if (enemyObj.enemySight.IsPlayerInSight() && enemyObj.rifle.Ammo > 0) { Diagnostic.Instance.AddLog(enemyObj.gameObject, "See the player, shooting!"); return(true); } return(false); }, shootState); wanderState.AddTransition(() => { if (enemyObj.rifle.Ammo <= 0) { var packs = GameManager.Instance.GetAvailableAmmoPacks(); if (packs.Count > 0) { if (stateMachine.GetCurrentState() != refillAmmoState) { refillAmmoState.allPacks = packs.ToArray(); Diagnostic.Instance.AddLog(enemyObj.gameObject, "No ammo, got nothing to do, going to get some"); return(true); } } } return(false); }, refillAmmoState); wanderState.AddTransition(() => { if (enemyObj.health.GetHealth() < minHealthForRetreat) { var packs = GameManager.Instance.GetAvailableHealthPacks(); if (packs.Count > 0) { if (stateMachine.GetCurrentState() != retreatState) { retreatState.allPacks = packs.ToArray(); Diagnostic.Instance.AddLog(enemyObj.gameObject, "Low health, got nothing to do, going to get some"); return(true); } } } return(false); }, retreatState); wanderState.AddTransition(() => { if (enemyObj.rifle.Ammo <= 0) { var packs = GameManager.Instance.GetAvailableAmmoPacks(); if (packs.Count > 0) { if (stateMachine.GetCurrentState() != refillAmmoState) { Diagnostic.Instance.AddLog(enemyObj.gameObject, "No ammo, got nothing to do, going to get some"); return(true); } } } return(false); }, refillAmmoState); wanderState.AddTransition(() => { if (enemyObj.enemySight.IsPlayerInSight() && enemyObj.rifle.Ammo <= 0) { Diagnostic.Instance.AddLog(enemyObj.gameObject, "See the player, no ammo, will attack with hands!"); return(true); } return(false); }, meleeAttackState); refillAmmoState.AddTransition(() => { if (enemyObj.rifle.Ammo > 0) { if (refillAmmoState.playerLastKnowsPosition == null) { Diagnostic.Instance.AddLog(enemyObj.gameObject, "Go ammo, don't know where player is, will wander around"); return(true); } } return(false); }, wanderState); refillAmmoState.AddTransition(() => { if (enemyObj.enemySight.IsPlayerInSight()) { Diagnostic.Instance.AddLog(enemyObj.gameObject, "Saw player, no time for refill ammo, attack!"); return(true); } return(false); }, meleeAttackState); retreatState.AddTransition(() => { if (enemyObj.enemySight.IsPlayerInSight()) { Diagnostic.Instance.AddLog(enemyObj.gameObject, "Saw player, no time for get healthpack, attack!"); return(true); } return(false); }, shootState); retreatState.AddTransition(() => { //If the health was restored OR health is low but no packs available, go back wandering if (enemyObj.health.GetHealth() > minHealthForRetreat || (enemyObj.health.GetHealth() <= minHealthForRetreat && GameManager.Instance.GetAvailableHealthPacks().Count == 0)) { Diagnostic.Instance.AddLog(enemyObj.gameObject, "Feeling better, going to stroll around..."); return(true); } return(false); }, wanderState); shootState.AddTransition(() => { if (!enemyObj.enemySight.IsPlayerInSight()) { investigationState.waitBeforeGoingToPoint = 0; investigationState.investigationPoint = Player.Instance.transform.position; shootTimer = 15.0f; Diagnostic.Instance.AddLog(enemyObj.gameObject, "Lost sight of player, going to check last known psition (and keep shooting, why not)"); return(true); } return(false); }, investigationState); shootState.AddTransition(() => { return(enemyObj.rifle.Ammo <= 0); }, meleeAttackState); meleeAttackState.AddTransition(() => { if (meleeAttackState.playerLastKnownPosition != null) { investigationState.investigationPoint = meleeAttackState.playerLastKnownPosition.Value; return(true); } return(false); }, investigationState); investigationState.AddTransition(() => { if (enemyObj.enemySight.IsPlayerInSight()) { Diagnostic.Instance.AddLog(enemyObj.gameObject, "See the player, shooting!"); return(true); } return(false); }, shootState); investigationState.AddTransition(() => { return(investigationState.done); }, wanderState); stunnedState.AddTransition(() => { if (!stunnedState.isStunned) { investigationState.investigationPoint = enemyObj.transform.position; return(true); } return(false); }, investigationState); //Beserk will respond to alarm Enemy.OnAlarmSent += GoInsestigateSOS; stateMachine.SetState(wanderState); }
public void PlayRetreat() { Retreat.Play(); }
public void Save(Retreat retreat) { _session.SaveOrUpdate(retreat); _session.Flush(); }
void IRetreatRepository.Add(Retreat retreat) { _session.Save(retreat); _session.Flush(); }
public override void Init() { base.Init(); wanderState = new WanderState(this); shootState = new ShootState(this, enemyObj.shootRate); investigationState = new InvestigateState(this); retreatState = new Retreat(this, minHealthForRetreat); hideState = new HideState(this); bombAvoidState = new BombAvoid(this); refillAmmoState = new RefifllAmmo(this); stunnedState = new StunnedState(this); shootState.AddTransition(() => { if (!enemyObj.enemySight.IsPlayerInSight()) { investigationState.waitBeforeGoingToPoint = 0; investigationState.investigationPoint = Player.Instance.transform.position; Diagnostic.Instance.AddLog(enemyObj.gameObject, "Lost sight of player, going to check last known position"); return(true); } return(false); }, investigationState); shootState.AddTransition(() => { if (enemyObj.rifle.Ammo <= 0) { var allPacks = GameManager.Instance.GetAvailableAmmoPacks(); if (allPacks.Count == 0) { Diagnostic.Instance.AddLog(enemyObj.gameObject, "Out of ammo, no packs around, going to hide!"); return(true); } } return(false); }, hideState); shootState.AddTransition(() => { if (enemyObj.rifle.Ammo <= 0) { var allPacks = GameManager.Instance.GetAvailableAmmoPacks(); if (allPacks.Count > 0) { refillAmmoState.allPacks = allPacks.ToArray(); refillAmmoState.playerLastKnowsPosition = Player.Instance.transform.position; Diagnostic.Instance.AddLog(enemyObj.gameObject, "Out of ammo, going to refill!"); return(true); } } return(false); }, refillAmmoState); investigationState.AddTransition(() => { return(investigationState.done); }, wanderState); refillAmmoState.AddTransition(() => { if (enemyObj.rifle.Ammo <= 0) { var allPacks = GameManager.Instance.GetAvailableAmmoPacks(); if (allPacks.Count == 0) { Diagnostic.Instance.AddLog(enemyObj.gameObject, "No ammo boxe available, will hide!"); return(true); } } return(false); }, hideState); refillAmmoState.AddTransition(() => { if (enemyObj.rifle.Ammo > 0) { if (refillAmmoState.playerLastKnowsPosition != null) { Diagnostic.Instance.AddLog(enemyObj.gameObject, "Go ammo, going to check last player known position"); investigationState.investigationPoint = refillAmmoState.playerLastKnowsPosition.Value; return(true); } } return(false); }, investigationState); refillAmmoState.AddTransition(() => { if (enemyObj.rifle.Ammo > 0) { if (refillAmmoState.playerLastKnowsPosition == null) { Diagnostic.Instance.AddLog(enemyObj.gameObject, "Go ammo, don't know where player is, will wander around"); return(true); } } return(false); }, wanderState); //If health is ok and retreat has a player known pos, go investigate retreatState.AddTransition(() => { if (enemyObj.health.GetHealth() >= minHealthForRetreat) { if (retreatState.playerLastKnowsPosition != null) { investigationState.investigationPoint = retreatState.playerLastKnowsPosition.Value; } Diagnostic.Instance.AddLog(enemyObj.gameObject, "Feeling better, go to check last investigation point"); return(true); } return(false); }, investigationState); //If health is ok and retreat has no player known pos, go patrol retreatState.AddTransition(() => { if (enemyObj.health.GetHealth() >= minHealthForRetreat) { if (retreatState.playerLastKnowsPosition == null) { Diagnostic.Instance.AddLog(enemyObj.gameObject, "Feeling better, go to back to wander"); return(true); } } return(false); }, wanderState); retreatState.AddTransition(() => { if (enemyObj.health.GetHealth() < minHealthForRetreat) { var packs = GameManager.Instance.GetAvailableHealthPacks(); if (packs.Count == 0 && !hideState.isHiding) { Diagnostic.Instance.AddLog(enemyObj.gameObject, "Go a healthpack, but still feel crap, will go hide"); } return(packs.Count == 0 && !hideState.isHiding); } return(false); }, hideState); //Will come out of hiding only when a health pack is available again hideState.AddTransition(() => { var packs = GameManager.Instance.GetAvailableHealthPacks(); if (packs.Count > 0 && enemyObj.health.GetHealth() < retreatState.minHealthForRetreat) { retreatState.allPacks = packs.ToArray(); Diagnostic.Instance.AddLog(enemyObj.gameObject, "Healthpack is available, going to get it!"); return(true); } return(false); }, retreatState); //Will come out of hiding only when a ammo pack is available again hideState.AddTransition(() => { var packs = GameManager.Instance.GetAvailableAmmoPacks(); if (packs.Count > 0 && enemyObj.health.GetHealth() >= retreatState.minHealthForRetreat) { refillAmmoState.allPacks = packs.ToArray(); Diagnostic.Instance.AddLog(enemyObj.gameObject, "Ammo box is available, going to get it!"); return(true); } return(false); }, refillAmmoState); bombAvoidState.AddTransitionDynamicState(() => { return(bombAvoidState.readyToGo); }, () => { return(stateMachine.previousState); }); stunnedState.AddTransition(() => { if (!stunnedState.isStunned) { investigationState.investigationPoint = enemyObj.transform.position; return(true); } return(false); }, investigationState); //Soldier will respond to alarm Enemy.OnAlarmSent += GoInvestigateSOS; stateMachine.SetState(wanderState); }