public void PlaceShips(IPlayerView playerView, ICollection<IVessel> ships) { InitializeAI(playerView); int x, y; Orientation orient; #if DEBUG Visualizer viz = new Visualizer(_xMax, _yMax); #endif foreach (IVessel ship in ships) { do { x = _rand.Next(0, _xMax) + 1; y = _rand.Next(0, _yMax) + 1; orient = (_rand.NextDouble() < 0.5) ? Orientation.Horizontal : Orientation.Vertical; } while (!playerView.PutShip(ship.SailTo(x, y, orient))); #if DEBUG for (int i = 0; i < ship.Length; i++) { if (orient == Orientation.Horizontal) viz.SetSquare(x + i, y, false); else viz.SetSquare(x, y - i, false); } #endif } #if DEBUG Console.WriteLine("Ships:"); Console.WriteLine(viz.FieldView()); #endif }
public void Create(IPlayerView world, ICollection<IVessel> countries) { _enemies = new List<IVessel>(); Map = new Map(Boundaries); CreateInternal(world, countries); }
public PlayerDisguiseState(IPlayerView _playerView, PlayerStateMachine playerStateMachine, IPlayerService _playerService) { playerView = _playerView; playerService = _playerService; stateMachine = playerStateMachine; currentStateType = PlayerStates.DISGUISE; }
/// <summary> /// Default constructor requires a player model and a player view /// be injected /// </summary> /// <param name="model">A player model</param> public PlayerController(IPlayerModel model, IPlayerView view) { this.model = model ?? throw new ArgumentNullException(nameof(model)); this.view = view ?? throw new ArgumentNullException(nameof(view)); this.view.OnLoad += HandleOnLoadEvent; }
public PlayerShootingState(IPlayerView _playerView, PlayerStateMachine playerStateMachine, IPlayerService _playerService) { playerView = _playerView; playerService = _playerService; stateMachine = playerStateMachine; currentStateType = PlayerStates.SHOOTING; }
public PlayerThrowingState(IPlayerView _playerView, PlayerStateMachine playerStateMachine, IPlayerService _playerService) { playerView = _playerView; playerService = _playerService; stateMachine = playerStateMachine; currentStateType = PlayerStates.THROWING; }
private void pview_remove(int lineNr) { if (_model.Count < 2) { return; //don't remove last remaining line } PlayerModel player = _model[lineNr]; IPlayerView pview = _view[lineNr]; pview.OnAddLineClicked -= pview_add; pview.OnRemoveLineClicked -= pview_remove; pview.OnColorChosen -= Pview_OnColorChosen; pview.OnNameEdited -= Pview_OnNameEdited; pview.OnPlayertypeChosen -= Pview_OnPlayertypeChosen; pview.OnTeamChosen -= Pview_OnTeamChosen; _model.RemoveAt(lineNr); _view.RemoveAt(lineNr); _factory.Destroy(pview); for (int p = lineNr; p < _view.Count; ++p) { _view[p].SetLineNr(p); _model[p].Color = p; //workaround, because I dont want to implement color picker } }
public PlayerPres(IPlayerView view) : base(ENTITY_TYPE.PLAYER) { _character = CharacterModel.Create(Type, Id); _character.MoveSpeed = 100; var collState = InteractStateModel.Create(Type, Id); var interactController = new InteractController(collState.obj); _view = view; _view.interactController = interactController; _character.Position = _view.Position; _view.Subscribe(OnViewChanged); _animState = AnimStateModel.Create(Type, Id); _animController = _view.CreateAnimController(_animState.obj); AddAnimation(Const.ANIMATION.IDLE, "Standing Idle"); AddAnimation(Const.ANIMATION.WALK_FW, "Standing Walk Forward"); AddAnimation(Const.ANIMATION.WALK_BW, "Standing Walk Back"); AddAnimation(Const.ANIMATION.WALK_LEFT, "Standing Walk Left"); AddAnimation(Const.ANIMATION.WALK_RIGHT, "Standing Walk Right"); AddAnimation(Const.ANIMATION.RUN_FW, "Standing Run Forward"); AddAnimation(Const.ANIMATION.RUN_BW, "Standing Run Back"); AddAnimation(Const.ANIMATION.RUN_LEFT, "Standing Run Left"); AddAnimation(Const.ANIMATION.RUN_RIGHT, "Standing Run Right"); AddAnimation(Const.ANIMATION.ATTACK_FIREBALL_BIG, "Standing 1H Magic Attack 01"); AddAnimation(Const.ANIMATION.ATTACK_FIREBALL_SMALL, "Standing 2H Magic Attack 01"); AddAnimation(Const.ANIMATION.ATTACK_SPELL_GROUND, "Standing 2H Cast Spell 01"); _fsm = new PlayerFSM(this, _animState.obj, _character.obj); }
public void PlaceShips(IPlayerView playerView, ICollection<IVessel> ships) { /* This AI places ships in the upper right corner and to the left. * * E.g. * * 10 # # # # # * 9 # # # # # * 8 # # # # * 7 # # * 6 # * 5 * 4 * 3 * 2 * 1 * 1 2 3 4 5 6 7 8 9 10 */ Placement place; Coordinate coord; int xMax = playerView.GetXMax(); int yMax = playerView.GetYMax(); int i = 0; foreach (IVessel ship in ships) { coord = new Coordinate(xMax - (2 * i), yMax); place = new Placement(ship, coord, Orientation.Vertical); playerView.PutShip(place); i++; } }
public PlayerEndTurnState(IPlayerView _playerView, PlayerStateMachine playerStateMachine, IPlayerService _playerService) { playerView = _playerView; playerService = _playerService; stateMachine = playerStateMachine; currentStateType = PlayerStates.END_TURN; }
public PlayerWaitingForInputState(IPlayerView _playerView, PlayerStateMachine playerStateMachine, IPlayerService _playerService) { playerView = _playerView; playerService = _playerService; stateMachine = playerStateMachine; currentStateType = PlayerStates.WAIT_FOR_INPUT; }
public override void SetAgent(IPlayerView view, IPieceAgent agent) { base.SetAgent(view, agent); Assert.IsNotNull(agent); Assert.IsNotNull(agent.Power); Assert.IsNotNull(agent.Health); Assert.IsNotNull(Power); Assert.IsNotNull(Health); agent.Power.Subscribe(p => Power.text = $"{p}").AddTo(this); agent.Health.Subscribe(p => Health.text = $"{p}").AddTo(this); //agent.Model.ManaCost.Subscribe(p => Mana.text = $"{p}").AddTo(this); FindPiece().GetComponent <Renderer>().material = Owner.Value.Color == EColor.Black ? BoardView.BlackMaterial : BoardView.WhiteMaterial; MouseOver.DistinctUntilChanged().Subscribe( v => { //BoardView.ShowSquares(this); } ); Dead.Subscribe(d => { if (d) { Die(); } }); }
public PlayerAmbushState(IPlayerView _playerView, PlayerStateMachine playerStateMachine, IPlayerService _playerService) { playerView = _playerView; playerService = _playerService; stateMachine = playerStateMachine; currentStateType = PlayerStates.AMBUSH; }
public PlayerController(IPlayerView playerView, IWeaponePrefabsDatabase weaponePrefabsDatabase, IChangeWeaponeCommand changeWeaponeCommand, IGameSettingsDatabase gameSettingsDatabase) { _playerView = playerView; _weaponePrefabsDatabase = weaponePrefabsDatabase; _changeWeaponeCommand = changeWeaponeCommand; _gameSettingsDatabase = gameSettingsDatabase; }
/// <summary> /// Initializes a new instance of the <see cref="Player" /> class. /// </summary>di /// <param name="gameContext">The game context.</param> /// <param name="playerView">The player view.</param> public Player(IGameContext gameContext, IPlayerView playerView) : this() { this.gameContext = gameContext; this.PlayerView = playerView; this.PersistenceContext = this.gameContext.RepositoryManager.CreateNewAccountContext(gameContext.Configuration); this.walker = new Walker(this); }
public Player(IPlayerView playerView, PlayerModel playerModel, int id) { PlayerView = playerView; PlayerModel = playerModel; PlayerView.Id = id; PlayerModel.Id = id; }
public void Customize(ref IPlayerView playerView, CharacterSettings settings) { playerView.CharAttributes.AgroDistance = settings.AgroDistance; playerView.CharAttributes.Speed = settings.PlayerMoveSpeed; playerView.CharAttributes.RotateSpeedPlayer = settings.RotateSpeedPlayer; var person = new PersonCharacter(playerView.Transform.gameObject, _characterData); person.CharacterRace = settings.CharacterRace; person.CharacterGender = settings.CharacterGender; person.Generate(); // switch (settings.CharacterRace) // { // case CharacterRace.Human: // person.Race = // break; // // case CharacterRace.NightElf: // break; // // case CharacterRace.BloodElf: // break; // // case CharacterRace.Orc: // break; // // default: // throw new ArgumentOutOfRangeException(); // } // var person = new PersonCharacter(playerView.Transform.gameObject, settings); switch (settings.CharacterClass) { case CharacterClass.Warrior: playerView.CharacterClass = new CharacterClassWarrior(); break; case CharacterClass.Rogue: playerView.CharacterClass = new CharacterClassRogue(); break; case CharacterClass.Hunter: playerView.CharacterClass = new CharacterClassHunter(); break; case CharacterClass.Mage: playerView.CharacterClass = new CharacterClassMage(); break; default: throw new Exception( "PlayerFactory. playerData.PlayerSettings.CharacterClass:Недопустимое значение"); } }
public void Homepage(IPlayerView form, IMainController inController, Player player, ITransactionRepository transactionRepository, ITrainerRepository trainerRepository, ITrainingRepository trainingRepository, ITeamRepository teamRepository) { ITransactionRepository transRep = transactionRepository; ITrainingRepository trainRep = trainingRepository; ITeamRepository teamRep = teamRepository; ITrainerRepository trainerRep = trainerRepository; form.ShowViewModaless(inController, player, transRep.GetAll(), trainRep.GetAll(), teamRep.GetAll(), trainerRep.GetAll()); }
public static void PutCardFromHandOntoDeck(Game game, Player player, IPlayerView view) { ICard card = view.ChooseCardFromHandRender(player.Hand.Cards); if (card != null) { player.Deck.PutOnto(player.Hand.Remove(card)); } }
public void Play(Game game, IPlayerView playerView) { if (Player == null) { throw new Exception("Owner of this card is not set. Cannot play"); } _cardEffects.Invoke(game, Player, playerView); }
public static void GainCardWorthUpTo5(Game game, Player player, IPlayerView view) { CardName cardName = view.GainCardRender(5, game.CardsInPlay.FindAll(c => c.Peek().Cost <= 5)); if (!cardName.Equals(null)) { player.Gain(game.TakeCard(cardName)); } }
private void SpawnPlayerView() { // currentPlayerView=scriptableObject.playerView; playerInstance = GameObject.Instantiate(scriptableObject.playerView.gameObject); currentPlayerView = playerInstance.GetComponent <PlayerView>(); playerStateMachine = new PlayerStateMachine(currentPlayerView, playerService); playerNodeID = 0; playerInstance.transform.localPosition = spawnLocation; }
public BattleInitialization(IGeneratorDungeon generatorDungeon, IReactiveProperty <EnumBattleWindow> battleState, IReactiveProperty <EnumMainWindow> activeWindow, IPlayerView player) { _player = player; _generatorDungeon = generatorDungeon; _battleState = battleState; _activeWindow = activeWindow; }
public void PlaceShips(IPlayerView playerView, ICollection<IVessel> ships) { World.Boundaries = new Boundaries(); World.Map = new Map(World.Boundaries); World.Create(playerView, ships); God.World = World; God.Play(); }
public override void SetAgent(IPlayerView view, IBoardAgent agent) { Assert.IsNotNull(agent); base.SetAgent(view, agent); Clear(); CreateBoard(); agent.Pieces.ObserveAdd().Subscribe(PieceAdded); agent.Pieces.ObserveRemove().Subscribe(PieceRemoved); }
/// <summary> /// /// </summary> /// <param name="view"></param> /// <param name="mainPresenter"></param> /// <param name="mainState"></param> public PlayerPresenter(IPlayerView view, ApplicationPresenter mainPresenter, ApplicationState mainState) { View = view; View.SetPresenterReference(this); // View events View.DownLevel += View_DownLevel; View.UpLevel += View_UpLevel; View.NextSection += View_NextSection; View.PreviousSection += View_PreviousSection; View.TogglePlayPause += View_TogglePlayPause; View.SetBookmark += View_SetBookmark; View.AudioCompleted += View_AudioCompleted; View.VolumeChanged += View_VolumeChanged; View.PreviousPage += View_PreviousPage; View.NextPage += view_NextPage; View.ToggleSelfVoicing += new EventHandler(View_ToggleSelfVoicing); View.ToggleMuting += new EventHandler(View_ToggleMuting); View.SelfVoicingSpeakText += View_SelfVoicingSpeakText; View.SpeakableElementSelected += View_SpeakableElementSelected; View.SectionChanged += View_SectionChanged; // Hook into relevent dependent view events View.ApplicationView.BookChanged += ApplicationView_BookChanged; View.ApplicationView.BookLoadStarted += ApplicationView_BookLoadStarted; View.ApplicationView.BookLoadFailed += ApplicationView_BookLoadFailed; View.ApplicationView.BookDisplayed += ApplicationView_BookDisplayed; View.ApplicationView.DisplaySurface.ItemSelected += DisplaySurface_ItemSelected; View.ApplicationView.DisplaySurface.GestureRaised += DisplaySurface_GestureRaised; View.NavigationView.ItemSelected += NavigationView_ItemSelected; View.SearchView.NavigateToPage += SearchView_NavigateToPage; View.SearchView.SearchForSection += SearchView_SearchForSection; View.SearchView.SearchSelected += SearchView_SearchSelected; // Initialise Button State View.SetNavButtonState(false); View.SetPlayButtonState(false, false); _mainPresenter = mainPresenter; base.MainState = mainState; _state = MainState.PlayerState; _state.PresentPhrase = PlayPhrase; _timer = new DispatcherTimer(); _timer.Interval = new TimeSpan(0, 0, 0); _timer.Tick += new EventHandler(MoveNextEvent); }
public PlayerCapturerBin() { this.Build (); replayhbox.HeightRequest = livebox.HeightRequest = StyleConf.PlayerCapturerControlsHeight; replayimage.Pixbuf = Misc.LoadIcon ("longomatch-replay", StyleConf.PlayerCapturerIconSize); liveimage.Pixbuf = Misc.LoadIcon ("longomatch-live", StyleConf.PlayerCapturerIconSize); livelabel.ModifyFg (Gtk.StateType.Normal, Misc.ToGdkColor (Config.Style.PaletteActive)); replaylabel.ModifyFg (Gtk.StateType.Normal, Misc.ToGdkColor (Config.Style.PaletteActive)); livebox.Visible = replayhbox.Visible = true; playerview = Config.GUIToolkit.GetPlayerView (); playerbox.PackEnd (playerview as Gtk.Widget); (playerview as Gtk.Widget).ShowAll (); Player = playerview.Player; }
private void CreateInternal(IPlayerView world, ICollection<IVessel> enemies) { Coordinate coordinate; int tries = 0; Orientation orientation = Orientation.Horizontal; foreach (IVessel enemy in enemies.OrderByDescending(v => v.Length)) { Enemies.Add(enemy); coordinate = RandomCoordinate; orientation = Dice.Next(2) == 1 ? Orientation.Horizontal : Orientation.Vertical; if (orientation == Orientation.Horizontal && coordinate.Latitude + enemy.Length > Boundaries.East) coordinate.Latitude -= coordinate.Latitude + enemy.Length - Boundaries.East; if (orientation == Orientation.Vertical && coordinate.Longitude - enemy.Length < 1) coordinate.Longitude = enemy.Length; if (AvoidEdge) AvoidEdges(coordinate); while (!world.PutShip(enemy.SailTo(coordinate.ToInterfaceCoordinate(), orientation))) { if (++coordinate.Latitude > Boundaries.East) coordinate.Latitude = Boundaries.West; if (++coordinate.Longitude > Boundaries.North) coordinate.Longitude = Boundaries.South; if (++tries > 10) orientation = orientation == Orientation.Horizontal ? Orientation.Vertical : Orientation.Horizontal; if (tries > 20) { tries = 0; coordinate = RandomCoordinate; } if (AvoidEdge) AvoidEdges(coordinate); } } }
public Shot YourTurn(IPlayerView playerView) { int xMax = playerView.GetXMax(); int yMax = playerView.GetYMax(); Shot fireZeMissles = new Shot(_nextShot.X, _nextShot.Y); _nextShot.X++; if (_nextShot.X > xMax) { _nextShot.Y++; _nextShot.X = 1; } if (_nextShot.Y > yMax) _nextShot.Y = 1; return fireZeMissles; }
public void PlaceShips(IPlayerView playerView, ICollection<IVessel> ships) { int maxX = playerView.GetXMax(); int maxY = playerView.GetYMax(); Placement placement; int xPos; int yPos; Orientation direction; foreach (IVessel ship in ships) { do { xPos = _rand.Next(maxX) + 1; yPos = _rand.Next(maxY) + 1; direction = _rand.NextDouble() > 0.5 ? Orientation.Horizontal : Orientation.Vertical; placement = new Placement(ship, xPos, yPos, direction); } while (!playerView.PutShip(placement)); } }
public override void PushPlayerSubview(IPlayerView playerView, IBaseView view) { Debug.WriteLine("WindowsPhoneNavigationManager - PushPlayerSubview"); }
private void InitializeAI(IPlayerView playerView) { _xMax = playerView.GetXMax(); _yMax = playerView.GetYMax(); byte[] randomBytes = new byte[1]; System.Security.Cryptography.RNGCryptoServiceProvider.Create().GetNonZeroBytes(randomBytes); _rand = new Random(Environment.TickCount + 1337 + 42 + randomBytes[0]); SetUpStrategy(); }
public Shot YourTurn(IPlayerView playerView) { God.Smite(); return God.Smote(); }
public Shot YourTurn(IPlayerView playerView) { _turn++; #if DEBUG if ((_turn % 20) == 0 && _turn < 150) { Console.WriteLine("Eliminated squares:"); Visualizer.ConsolePrintField(_xMax, _yMax, _eliminatedCoords); Console.WriteLine("Ships hit:"); Visualizer.ConsolePrintField(_xMax, _yMax, _hitRecord); Console.WriteLine("Firing Solution:"); Visualizer.ConsolePrintField(_xMax, _yMax, _firingPattern); Console.ReadKey(true); } #endif Coordinate firingSolution; if (IsDroneDeployed) { firingSolution = _attackDrone.ContinueMission(); } else { firingSolution = PickRandomFiringSolution(); // FIXME if (firingSolution == null) firingSolution = new Coordinate(1, 1); _firingPattern.Remove(firingSolution); _eliminatedCoords.Add(firingSolution); } Shot bang = new Shot(firingSolution.X, firingSolution.Y); _lastShot = bang; return bang; }
public override void PushPlayerSubview(IPlayerView playerView, IBaseView view) { }
public Shot YourTurn(IPlayerView playerView) { int x = _rand.Next(playerView.GetXMax()) + 1; int y = _rand.Next(playerView.GetYMax()) + 1; return new Shot(x, y); }
public virtual void CreatePlayerView(MobileNavigationTabType tabType) { if (_playerView == null) _playerView = Bootstrapper.GetContainer().Resolve<IPlayerView>(); // This is only used on iOS. Shouldn't this be routed to the main view? IMobileMainView.PushTabView? PushTabView(tabType, _playerView); }
public virtual void BindPlayerView(MobileNavigationTabType tabType, IPlayerView view) { _playerView = view; _playerView.OnViewDestroy = (view2) => { _playerPresenter.ViewDestroyed(); _playerPresenter = null; _playerView = null; }; _playerPresenter = Bootstrapper.GetContainer().Resolve<IPlayerPresenter>(); _playerPresenter.BindView(view); // Create sub views var playerMetadata = CreatePlayerMetadataView(); var loops = CreateLoopsView(); var markers = CreateMarkersView(); var timeShifting = CreateTimeShiftingView(); var pitchShifting = CreatePitchShiftingView(); _playerView.PushSubView(playerMetadata); _playerView.PushSubView(loops); _playerView.PushSubView(markers); _playerView.PushSubView(timeShifting); _playerView.PushSubView(pitchShifting); // Check if the Start Resume Playback view must be shown after startup if (_resumeCloudDeviceInfo != null) { Tracing.Log("MobileNavigationManager - BindPlayerView - showing Start Resume Playback view..."); var startResumePlaybackView = CreateStartResumePlaybackView(); PushDialogView(MobileDialogPresentationType.Overlay, "Resume Playback", _playerView, startResumePlaybackView); _resumeCloudDeviceInfo = null; } }