private static void disposeAndRenewBoxer(ref DataPool worldData, int managerIndex) { float currentManagerELO = worldData.Managers[managerIndex].ManagerELO; List <Boxer> boxers = WorldBuilderProtocol.generateBoxerRecruits(ref worldData, worldData.Managers[managerIndex].TownIndex, currentManagerELO); int bIndex = 0; float max = 0.0f; for (int i = 0; i < boxers.Count; i++) { float boxerEval = EvaluationProtocol.evaluateBoxer(boxers[i], worldData.Managers[managerIndex].Preference); if (boxerEval > max) { max = boxerEval; bIndex = i; } } worldData.Boxers.Add(boxers[bIndex]); worldData.Managers[managerIndex].recruitBoxer(worldData.Boxers.Count - 1); worldData.Managers[managerIndex].setRank(TournamentProtocol.Level.E); updateELO(ref worldData, managerIndex); }
public void setupQualifier(Dictionary <TournamentProtocol.Level, bool> qualifierMap) { foreach (TournamentProtocol.Level level in qualifierMap.Keys) { if (qualifierMap[level]) { quarterlies.Add(level, WorldBuilderProtocol.createQuarterlyTournament(level, new CalendarDate(1, 1, 1602))); } } }
private void populateWorldWithTowns() { for (int i = 0; i < worldData.Regions.Count; i++) { WorldBuilderProtocol.createCapitol(ref worldData, i); WorldBuilderProtocol.createTowns(ref worldData, i); } startQualifierThread = true; }
private void defineQualifiers() { WorldBuilderProtocol.defineQualifiers(ref worldData); worldData.updateBoxerDistribution(); state = BuilderState.Complete; stopwatch.Stop(); print(stopwatch.Elapsed); }
public void createNewWorld() { stopwatch.Start(); state = BuilderState.Exercises; worldData = new DataPool(); WorldBuilderProtocol.initExercises(ref worldData); state = BuilderState.Regions; regionThread = new Thread(new ThreadStart(generateRegions)); regionThread.Start(); }
void Start() { worldData = new DataPool(); WorldBuilderProtocol.createWorld(ref worldData, 220, 220); worldData.updateBoxerDistribution(); thisWeeksTournaments = new List <int>(); //foreach (ManagerProtocol mp in worldData.ManagerProtocols){ // worldData.Boxers[mp.BoxerIndex].logBoxerStats(mp.Rank); //} weeklyTest(); }
void Start() { worldData = new DataPool(); WorldBuilderProtocol.createWorld(ref worldData, 220, 220); Manager manager = new Manager("Capn", "AT", 0, 155.0f, BoxerClass.Type.Bullseye); worldData.Managers.Add(manager); List <Boxer> boxers = WorldBuilderProtocol.generateBoxerRecruits(ref worldData, manager.TownIndex, 0); int bIndex = 0; float max = 0.0f; for (int i = 0; i < boxers.Count; i++) { float boxerEval = EvaluationProtocol.evaluateBoxer(boxers [i], worldData.Managers [0].Preference); Debug.Log(boxerEval); boxers [i].logBoxerStats(); if (boxerEval > max) { max = boxerEval; bIndex = i; } } worldData.Boxers.Add(boxers [bIndex]); manager.recruitBoxer(worldData.Boxers.Count - 1); for (int i = 0; i < 5; i++) { Debug.Log("Year " + (i + 1)); for (int j = 0; j < 48; j++) { ManagerProtocol.executeWeek(ref worldData, 0); worldData.Boxers [manager.BoxerIndex].logBoxerStats(); } } }
private static void createManagerBasedOnTown(ref DataPool worldData, int townIndex, int regionIndex) { for (int j = 0; j < 2; j++) { List <BoxerClass.Type> typeList = BoxerClass.getTypeList(); Manager manager = new Manager( worldData.generateFirstName(), worldData.generateLastName(), townIndex, generateRandomInt(145, 225), typeList[generateRandomInt(0, typeList.Count - 1)]); manager.Record.setELO(getEloFromRegion(worldData.Towns[townIndex].RegionLevel)); manager.setupHomebase(ref worldData, true); worldData.Managers.Add(manager); List <Boxer> boxers = WorldBuilderProtocol.generateBoxerRecruits(ref worldData, manager.TownIndex, manager.Record.ELO); int bIndex = 0; float max = 0.0f; for (int i = 0; i < boxers.Count; i++) { float boxerEval = EvaluationProtocol.evaluateBoxer(boxers[i], worldData.Managers[worldData.Managers.Count - 1].Preference); if (boxerEval > max) { max = boxerEval; bIndex = i; } } TournamentProtocol.Level boxerLevel = (TournamentProtocol.Level)generateRandomInt(0, (int)worldData.Towns[townIndex].RegionLevel); worldData.Boxers.Add(boxers[bIndex]); manager.recruitBoxer(worldData.Boxers.Count - 1); ManagerProtocol.updateELO(ref worldData, worldData.Managers.Count - 1); manager.upgradeFacilities(ref worldData); manager.setRank(boxerLevel); ageAndDevelop(ref worldData, worldData.Boxers.Count - 1, boxerLevel); worldData.Regions[regionIndex].addManager(worldData.Managers.Count - 1); } }
public void loadGame(string saveDirectory, string saveFile) { worldData = new DataPool(); worldData.loadWorld(saveDirectory, saveFile); WorldBuilderProtocol.initExercises(ref worldData); }
void Start() { worldData = new DataPool(); WorldBuilderProtocol.createWorld(ref worldData, 220, 220); }
void Start() { worldData = new DataPool(); WorldBuilderProtocol.createWorld(ref worldData, 220, 220); List <Boxer> boxers = WorldBuilderProtocol.generateBoxerRecruits(ref worldData, 0, 500); foreach (Boxer b in boxers) { b.logBoxerStats(); } Debug.Log("-----------"); Boxer boxer = boxers [Random.Range(0, boxers.Count)]; Debug.Log("Introducing "); worldData.Boxers.Add(boxer); Exercise accuracyTraining = new Exercise("Double End Bag", worldData.getExerciseDescription("Double End Bag"), true); Exercise enduranceTraining = new Exercise("Punch Glove", worldData.getExerciseDescription("Punch Glove"), true); Exercise speedTraining = new Exercise("Sprints", worldData.getExerciseDescription("Sprints"), true); Exercise strengthTraining = new Exercise("Punching Bag", worldData.getExerciseDescription("Punching Bag"), true); Exercise healthTraining = new Exercise("Laps", worldData.getExerciseDescription("Laps"), true); List <int> accuracyTrainingFactors = worldData.getExerciseProgressAcculumative(accuracyTraining.Name, 2); List <int> enduranceTrainingFactors = worldData.getExerciseProgressAcculumative(enduranceTraining.Name, 2); List <int> speedTrainingFactors = worldData.getExerciseProgressAcculumative(speedTraining.Name, 2); List <int> strengthTrainingFactors = worldData.getExerciseProgressAcculumative(strengthTraining.Name, 2); List <int> healthTrainingFactors = worldData.getExerciseProgressAcculumative(healthTraining.Name, 3); accuracyTraining.setFactors( accuracyTrainingFactors [0], accuracyTrainingFactors [1], accuracyTrainingFactors [2], accuracyTrainingFactors [3], accuracyTrainingFactors [4], 20); enduranceTraining.setFactors( enduranceTrainingFactors [0], enduranceTrainingFactors [1], enduranceTrainingFactors [2], enduranceTrainingFactors [3], enduranceTrainingFactors [4], 20); speedTraining.setFactors( speedTrainingFactors [0], speedTrainingFactors [1], speedTrainingFactors [2], speedTrainingFactors [3], speedTrainingFactors [4], 20); strengthTraining.setFactors( strengthTrainingFactors [0], strengthTrainingFactors [1], strengthTrainingFactors [2], strengthTrainingFactors [3], strengthTrainingFactors [4], 20); healthTraining.setFactors( healthTrainingFactors [0], healthTrainingFactors [1], healthTrainingFactors [2], healthTrainingFactors [3], healthTrainingFactors [4], 20); accurracyTrainingFacility = new Facility(); accurracyTrainingFacility.createExerciseFacility(2, accuracyTraining); enduranceTrainingFacility = new Facility(); enduranceTrainingFacility.createExerciseFacility(2, enduranceTraining); healthTrainingFacility = new Facility(); healthTrainingFacility.createExerciseFacility(3, healthTraining); speedTrainingFacility = new Facility(); speedTrainingFacility.createExerciseFacility(2, speedTraining); strengthTrainingFacility = new Facility(); strengthTrainingFacility.createExerciseFacility(2, strengthTraining); //trainStrength (); trainEverything(); }