public CellLogic(IGameLogic game, IHomeLogic homeLogic, ICollisionLogic collider, ICellManager cellManager) { _game = game; _homeLogic = homeLogic; _cellManager = cellManager; collider.onCollision += onCollision; }
public GameController(IGameLogic gameLogic, IGameBetsLogic gameBetsLogic, IUserLogic userLogic, ILogger <GameController> logger) { _gameLogic = gameLogic; _gameBetsLogic = gameBetsLogic; _userLogic = userLogic; _logger = logger; }
public GameRunner(IGameState state, IGameLogic gameLogic, Gui gui, UserInput input) { _gameState = state; _gameLogic = gameLogic; _gui = gui; _input = input; }
public FoodLogic(IGameLogic game, ITimeLogic timer, ICollisionLogic collider, IFoodManager foodManager) { _timer = timer; _game = game; _foodManager = foodManager; collider.onCollision += onCollision; }
/// <summary> /// Initializes a new instance of the <see cref="InGameState"/> class. /// </summary> /// <param name="gameLogic">Object that holds the game logic.</param> /// <param name="gameStatistics">Object that holds the game statistics.</param> /// <param name="fileIo">Object that holds information where the data should be saved.</param> public InGameState(IGameLogic gameLogic, IScoreCalculator gameStatistics, IFileIo fileIo) { this.gameLogic = gameLogic; this.scoreCalculator = gameStatistics; this.fileIo = fileIo; this.message = "Welcome, please make your guess:"; }
void Start() { gameLogic = GameObject.Find("ScriptHolder").GetComponent <IGameLogic>(); flickerLights = GetComponent <IFlickerLights>(); gameLogic.GameStateChanged += GameLogic_GameStateChanged; particleSystems = GetComponentsInChildren <ParticleSystem>(); }
private void RollMany(int nrolls, int pins, IGameLogic gameLogic) { for (int i = 0; i < nrolls; i++) { gameLogic.Roll(pins); } }
/// <summary> /// Creates a new instance. /// </summary> /// <param name="playout">The strategy used to play out a game in simulation.</param> /// <param name="evaluation">The evaluation strategy for determining the value of samples.</param> /// <param name="gameLogic">The game specific logic required for searching through SabberStoneStates and SabberStoneActions.</param> public SabberStoneSideInformationStrategy(IPlayoutStrategy <List <SabberStoneAction>, SabberStoneState, SabberStoneAction, object, SabberStoneAction> playout, IStateEvaluation <List <SabberStoneAction>, SabberStoneState, SabberStoneAction, object, SabberStoneAction, TreeSearchNode <SabberStoneState, SabberStoneAction> > evaluation, IGameLogic <List <SabberStoneAction>, SabberStoneState, SabberStoneAction, object, SabberStoneAction, SabberStoneAction> gameLogic) { PlayoutBot = new RandomBot(); Playout = playout; Evaluation = evaluation; GameLogic = gameLogic; }
/// <inheritdoc/> public void MakeDecision(IGameModel model, IGameLogic logic) { List <IActiveNetworkController> owned = this.GetOwnedNetworkController(model); List <INetworkController> notowned = this.GetNotOwnedNetworkController(model); foreach (var item in owned) { foreach (var utp in item.Utps) { if (utp.IsActive && utp.Target.Owner == this && utp.Target.IsEnable && utp.Target is IServerNetworkController && this.RandomDecision(this.abackLimit)) { logic.DisconectUtp(utp); } if (utp.IsActive && utp.Mode == UtpModes.ConnectedToServer && utp.Target.Owner != this && utp.Target.Life < utp.Cables.Count - 5 && this.RandomDecision(this.cutLimit)) { logic.CutUtp(utp, utp.Cables[utp.Target.Life]); } } if (this.RandomDecision(this.attackLimit) && item.Utps.Count < item.CableCapacity && notowned.Count != 0) { logic.ConnectTwoServer(item, notowned[random.Next(0, notowned.Count)]); } } }
public GameCreationService(IGameLogic gameLogic, IGameSettingsLogic gameSettingsLogic, ILogger <GameCreationService> logger) { _gameLogic = gameLogic; _gameSettingsLogic = gameSettingsLogic; _logger = logger; }
public void Init() { modelMock = new Mock <GameModel>(); modelMock.Object.Player = new Player(400, 700, 3); List <Enemy> enemies = new List <Enemy>(); enemies.Add(new Enemy(50, 10)); enemies.Add(new Enemy(150, 10)); enemies.Add(new Enemy(250, 10)); modelMock.Object.Enemies = enemies; modelMock.Object.EnemyBullets = new List <Bullet>(); modelMock.Object.PlayerBullets = new List <Bullet>(); modelMock.Object.PlayerBullets.Add(new Bullet(10, 900)); modelMock.Object.PlayerBullets.Add(new Bullet(25, 900)); modelMock.Object.PlayerBullets.Add(new Bullet(60, 900)); modelMock.Object.EnemyBullets.Add(new Bullet(50, 400)); modelMock.Object.EnemyBullets.Add(new Bullet(100, 500)); modelMock.Object.EnemyBullets.Add(new Bullet(150, 700)); modelMock.Object.Wave = 1; modelMock.Object.Enemiesinthiswave = 50; gameLogic = new GameLogic(modelMock.Object); }
public GameModule(IGameLogic gameLogic) : base("game") { Before += ctx => CheckAccess(); Get("/", parameters => gameLogic.GetGames()); Post("/", parameters => gameLogic.CreateGame(RequestBodyDecoder.Decode <GameDto>(Request.Body as RequestStream))); Put("/", parameters => gameLogic.UpdateGame(RequestBodyDecoder.Decode <GameDto>(Request.Body as RequestStream))); }
public GameInstanceValidator(IGameLogic gameLogic, IUserLogic userLogic, IRequestContext requestContext, IGameInstanceLogic gameInstanceLogic) { GameLogic = gameLogic; UserLogic = userLogic; RequestContext = requestContext; GameInstanceLogic = gameInstanceLogic; }
public GameController(IGameLogic gm, IWordBankLogic wb, IUserProfileLogic up) { Game = gm; WordBank = wb; UserProfile = up; }
private void StartGame() { if (NetworkManager.IsOffline || (!NetworkManager.IsOffline && PhotonNetwork.isMasterClient)) { List <Actor> _allActors = ActorManager.AllActors; for (int i = 0; i < _allActors.Count; i++) { if (m_otherAIObjectInstanceID.Contains(_allActors[i].gameObject.GetInstanceID())) { _allActors[i].EnableAI(true); } } m_runningGameLogic = new MainGameLogic(50f, 3f); m_gameState = GameState.Running; m_gameOverCondition = new GameOverCondition_AllActorDied(m_currentNewGameSetting.startAs); if (!NetworkManager.IsOffline) { PhotonEventSender.StartGame(); } else { SyncGameStart(); } } }
private void Start() { Balls = new List <PassiveMoveBehavior>(); _player = RealizationBox.Instance.Player; _gameLogic = RealizationBox.Instance.GameLogic; CreateNewBall(); }
public MainViewModel(IGameLogic gameLogic) { _gameLogic = gameLogic; _gameLogic.CellStatusChanged += _board_CellStatusChanged; _gameLogic.GameFinished += _gameLogic_GameFinished; SetupCellStatusViewModels(_gameLogic.NumCols, _gameLogic.NumRows); _gameLogic.StartGame(); }
public GameController(IGameLogic gameLogic, IUserLogic userLogic, IOrganizationLogic organizationLogic, IGameVariantLogic gameVariantLogic, IMapper mapper) { _GameLogic = gameLogic; _GameVariantLogic = gameVariantLogic; _UserLogic = userLogic; _OrganizationLogic = organizationLogic; _Mapper = mapper; }
public GameMachine(IGameLogic gameLogic) { _gameLogic = gameLogic ?? throw new ArgumentException( Constants.ArgumentExceptionMessage(nameof(IGameLogic)), nameof(gameLogic)); _stateMachine = SetCreateStateMachine(); }
public HomeController(IUserLogic userLogic, IGameLogic gameLogic, IGameBetsLogic gameBetsLogic, IPlayerLogic playerLogic, ILogger <HomeController> logger) { _userLogic = userLogic; _gameLogic = gameLogic; _gameBetsLogic = gameBetsLogic; _playerLogic = playerLogic; _logger = logger; }
public ParallelRunnerV1() { _consoleUserInterface = new ConsoleUserInterface(); _gameLogic = new GameLogic(); _validator = new Validator(); _gameTasks = new ConcurrentDictionary <int, Task>(); _gameRunnerInstances = new ConcurrentDictionary <int, GameRunner>(); }
public TournamentController(ITournamentRepository tournamentRepository, IMapper mapper, IGameLogic gameLogic, ITournamentLogic tournamentLogic, ITournamentBroadcast tournamentBroadcast) { this.TournamentRepository = tournamentRepository; this.Mapper = mapper; this.GameLogic = gameLogic; this.TournamentLogic = tournamentLogic; this.TournamentBroadcast = tournamentBroadcast; }
public void Setup(IGameLogic <object, TicTacToeState, TicTacToeMove, object, TicTacToeMove, TicTacToeMove> gameLogic, IPlayoutStrategy <object, TicTacToeState, TicTacToeMove, object, TicTacToeMove> playoutStrategy, IStateEvaluation <object, TicTacToeState, TicTacToeMove, object, TicTacToeMove, TreeSearchNode <TicTacToeState, TicTacToeMove> > evaluation) { GameLogic = gameLogic; PlayoutStrategy = playoutStrategy; EvaluationStrategy = evaluation; }
public GameRunner() { _consoleUserInterface = new ConsoleUserInterface(); _gameLogic = new GameLogic(); _matrixFieldLogic = new MatrixFieldLogic(); _cellLogic = new CellLogic(); _ruleLogic = new RuleLogic(); }
public GameService(IStorage storage, IGameLogic gameLogic, IGameStatisticsService gameStatistics, IOptions <GameOptions> optionsAccessor) { _storage = storage; _gameLogic = gameLogic; _gameStatistics = gameStatistics; _options = optionsAccessor.Value; }
public ProductController(IGameLogic gameLogic, IGenreLogic genreLogic, IOrderLogic orderLogic) { _pageSize = int.Parse(ConfigurationManager.AppSettings["PageSize"]); _maxPageSelectors = int.Parse(ConfigurationManager.AppSettings["MaxPageSelectors"]); _gameLogic = gameLogic; _genreLogic = genreLogic; _orderLogic = orderLogic; }
/// <summary> /// Creates a new instance of a Linear Side Information search. /// </summary> /// <param name="sideInformationStrategy">The strategy used to create the side information.</param> /// <param name="samplingStrategy">A strategy to sample actions during the Generation process.</param> /// <param name="playout">The strategy used to play out a game in simulation.</param> /// <param name="evaluation">The evaluation strategy for determining the value of samples.</param> /// <param name="gameLogic">The game specific logic required for searching.</param> /// <param name="budgetEstimationStrategy">The strategy used to determine the number of samples to be used in the different phases.</param> public LSI(ISideInformationStrategy <D, P, A, S, A, T> sideInformationStrategy, ILSISamplingStrategy <P, A, T> samplingStrategy, IPlayoutStrategy <D, P, A, S, A> playout, IStateEvaluation <D, P, A, S, A, N> evaluation, IGameLogic <D, P, A, S, A, A> gameLogic, IBudgetEstimationStrategy <D, P, A, S, A> budgetEstimationStrategy) { SideInformationStrategy = sideInformationStrategy; SamplingStrategy = samplingStrategy; Playout = playout; Evaluation = evaluation; GameLogic = gameLogic; BudgetEstimationStrategy = budgetEstimationStrategy; }
/// <summary> /// Creates a SearchContext that uses the provided GameLogic as Application, Expansion and Goal strategies. /// </summary> /// <param name="gameLogic">The GameLogic that should be used.</param> /// <param name="domain"><see cref="SearchContext{D, P, A, S, Sol, N}.Domain"/></param> /// <param name="source"><see cref="SearchContext{D, P, A, S, Sol, N}.Source"/></param> /// <param name="subject"><see cref="SearchContext{D, P, A, S, Sol, N}.Subject"/></param> /// <param name="search"><see cref="SearchContext{D, P, A, S, Sol, N}.Search"/></param> /// <returns>A SearchContext with the provided arguments set.</returns> public static SearchContext <D, P, A, S, Sol> GameSearchSetup(IGameLogic <D, P, A, S, Sol, A> gameLogic, D domain, P source, S subject, ISearchStrategy <D, P, A, S, Sol> search) { var context = Context(domain, source, null, subject, search, null); context.Application = gameLogic; context.Expansion = gameLogic; context.Goal = gameLogic; return(context); }
public GameEngine(IGameLogic gameLogic) { ConsoleCommand = new ConcurrentQueue <char>(); GameLogic = gameLogic; this.CurrentState = new GameStatus() { GameState = GameProgress.INIT, Message = $"Game Initialised" }; }
public MainViewModel(IGameLogic gameLogic) { SurrenderGameCommand = new RelayCommand(SurrenderGameCommandHandle, (e) => true); RestartGameCommand = new RelayCommand(RestartGameCommandHandle, (e) => true); _gameLogic = gameLogic; _gameLogic.CellStatusChanged += _chessboard_CellStatusChanged; SetupCellStatusViewModels(_gameLogic.NumRows, _gameLogic.NumCols); _gameLogic.StartGame(); }
// A constructor that takes a premade board as its parameter. public GameServer(int port, GameState state, GameServerEventHandlerType aHandler) { this.shutDown = false; this.gameInProgress = false; this.client1Id = -1; this.client2Id = -1; this.connectionCount = 0; this.gameStateUpdateEventHandler = aHandler; this.logic = GameChoice.CurrentGame.GetNewGameLogic(state); this.server = new NetworkServer(port, new NetworkServerEventHandlerType(ServerEventHandler)); }
// Returns true if the specified IGameLogic implementation also // provides an implementation of IGameControl. public static bool GameLogicSupportsControlMessages(IGameLogic gameLogicInterface) { return (gameLogicInterface.GetType().GetInterface("IGameControl") != null); }
private void ApplyCustomLogic() { foreach (var pair in GameLogics) { if (pair.Key.SourceChanged) { ModifiedScripts.Add(pair.Key); continue; } foreach (IGameLogic gameLogic in pair.Value) { gameLogic.Update(Game.Timer); } } if (ModifiedScripts.Count > 0) { foreach (var script in ModifiedScripts) { try { script.LoadOrExecute(); ReloadGameLogics(script); } catch { Console.WriteLine("Failed to load script: {0}", script.Path); GameLogics[script] = new IGameLogic[0]; } } ModifiedScripts.Clear(); } }
public void Initialize() { // Clear tankHealth.Clear(); blockSpriteHealth.Clear(); clientInfo.Clear(); killers.Clear(); victims.Clear(); clientInfo.Add(IPAddress.Loopback, new ClientInfo(0)); ict = (IControlTank)TankAGame.ThisGame.Services.GetService(typeof(IControlTank)); map = (IMap)TankAGame.ThisGame.Services.GetService(typeof(IMap)); netStat = (INetStat)TankAGame.ThisGame.Services.GetService(typeof(INetStat)); gameLogic = (IGameLogic)TankAGame.ThisGame.Services.GetService(typeof(IGameLogic)); }
protected override void Setup() { HorizontalCondition = new HorizontalWinState(); DiognalCondition = new DiagonalWinState(); VerticalWinCondition = new VerticalWinState(); }