// The constructor for the game simulation Input, that sets all of the game simulation input parameters. public GameSimulationInput(PlayerStrategy player_strategy, decimal balance, decimal bet_amount, DealerStrategy dealer_strategy, int number_of_decks, int deal_percentage, int number_of_simulation_hands, EnumDoubleOn double_on, bool double_after_split, EnumSurrender surrender_option, int number_of_replit_option, bool cannot_split_aces, bool hit_split_aces, bool cannot_split_4s_5s_10s, bool shuffle_after_each_hand, EnumCardBonus card_bonus_option, bool lucky_777, EnumBlackJackPays bj_pays_option, bool suited_bj_pays_2to1) { _PLAYER_STRATEGY = player_strategy; _BALANCE = balance; _BET_AMOUNT = bet_amount; _DEALERS_STRATEGY = dealer_strategy; _NUMBER_OF_DECKS = number_of_decks; _DEAL_PERCENTAGE = deal_percentage; _NUMBER_OF_SIMULATION_HANDS = number_of_simulation_hands; _DOUBLE_ON_OPTION = double_on; _DOUBLE_AFTER_SPLIT = double_after_split; _SURRENDER_OPTION = surrender_option; _NUMBER_OF_SPLIT_OPTION = number_of_replit_option; _CANNOT_SPLIT_ACES = cannot_split_aces; _HIT_SPLIT_ACES = hit_split_aces; _CANNOT_SPLIT_4s_5s_10s = cannot_split_4s_5s_10s; _SHUFFLE_AFTER_EACH_HAND = shuffle_after_each_hand; _CARD_BONUS_OPTION = card_bonus_option; _LUCKY_777 = lucky_777; _BJ_PAYS_OPTION = bj_pays_option; _SUITED_BJ_PAYS_2to1 = suited_bj_pays_2to1; }
public bool IsDouble(PlayerStrategy strategy, Card showCard) { var playerValue = this.Value(); var dealerValue = showCard.Value; if (playerValue == 11 && !showCard.IsAce) { return(true); } if (playerValue == 10) { return(dealerValue != 10 && !showCard.IsAce); } if (playerValue == 9) { return(dealerValue == 3 || dealerValue == 4 || dealerValue == 5 || dealerValue == 6); } if ((playerValue == 18 || playerValue == 17) && IsSoft()) { return(dealerValue == 3 || dealerValue == 4 || dealerValue == 5 || dealerValue == 6); } if ((playerValue == 16 || playerValue == 15) && IsSoft()) { return(dealerValue == 4 || dealerValue == 5 || dealerValue == 6); } if ((playerValue == 14 || playerValue == 13) && IsSoft()) { return(dealerValue == 5 || dealerValue == 6); } return(false); }
public bool IsComplete(PlayerStrategy strategy, Card dealerCard) { var playerValue = Value(); var dealerShowValue = dealerCard.Value; if (!IsSoft() && playerValue >= 17) { return(true); } if (IsSoft() && playerValue == 17) { return(!strategy.HitSoftSeventeen); } if (dealerShowValue >= 2 && dealerShowValue <= 6) { if (playerValue >= 12) { return(true); } } return(false); }
public Player() { setStats(1); RockDamage = 2; PaperDamage = 2; ScissorsDamage = 2; Strategy = new PlayerStrategy(); }
public Player(string name, PlayerStrategy strategy) { this.Strategy = strategy; this.Name = name; IsActive = false; ScoreSheet = new ScoreSheet(); ScoreSheet.setupGame("Yahtzee"); this.StrategyDescription = strategy.ToString(); }
public Result CalculateResult(PlayerStrategy strategy, int numberOfWins, int numberOfRuns) { System.Console.WriteLine($"Number of wins is {numberOfWins}"); System.Console.WriteLine($"Number of runs is {numberOfRuns}"); double percentage = (double)numberOfWins / numberOfRuns; System.Console.WriteLine($"% is {percentage:N2}"); return(new Result(strategy, percentage)); }
public void UpdateStrategy(PlayerStrategy _strategy) { Transform slot = transform.parent; slot.GetComponent <SquadSlotView>().Player.Strategy = _strategy; arrows = GetComponentsInChildren <SquadSelectionArrowView>(); foreach (SquadSelectionArrowView arrow in arrows) { arrow.Select(arrow.Strategy == _strategy); } }
public static Strategy GetPlayerStrategy(string socketId) { Iterator i = playersStrategies.CreateIterator(); object item = i.First(); while (item != null) { PlayerStrategy tmp = (PlayerStrategy)item; if (tmp.socketId == socketId) { return(tmp.activeStrategy); } item = i.Next(); } return(null); }
private void Awake() { shootControl = GetComponent <PlayerShootController>(); moveControl = GetComponent <MoveController>(); _normalStrategy = new NormalStrategy(this, 20, 70, 2, 5, 0.35f); _agressiveUltimateStrategy = new AgressiveUltimate(this, 30, 50, 5, 8, 0.2f); _precisionUltimateStrategy = new PrecisionUltimate(this, 80, 70, 10, 15, 0.5f); _rewindUltimateStrategy = new RewindUltimate(this, 20, 70, 3, 5, 0.2f); _allStrategies.Add(_normalStrategy); _allStrategies.Add(_agressiveUltimateStrategy); _allStrategies.Add(_precisionUltimateStrategy); _allStrategies.Add(_rewindUltimateStrategy); ChangeStrategy(Strategy.Normal); }
public static void ChangeActiveStrategy(string socketId, Strategy strategy) { Iterator i = playersStrategies.CreateIterator(); object item = i.First(); while (item != null) { PlayerStrategy tmp = (PlayerStrategy)item; if (tmp.socketId.Equals(socketId)) { tmp.activeStrategy = strategy; Console.WriteLine("=========================================================== STRATEGY UPDATED TO -> " + tmp.activeStrategy.ToString()); break; } item = i.Next(); } }
public void ChangeStrategy(PlayerStartegy strategy) { m_playerStrategy = strategy; switch (strategy) { case PlayerStartegy.Main: //Set camera Camera.main.transform.parent.GetComponent <FollowTarget>().Target = transform; m_strategy = new PlayerMain(this); m_gridMain = FindObjectOfType <GridMain>(); GetPlayerMain().SetGetterCallbacks( delegate { return(this.m_gridMain); } ); GetPlayerMain().Start(); break; case PlayerStartegy.Fight: m_strategy = new PlayerFight(this); m_gridFight = FindObjectOfType <GridFight>(); if (m_gridFight == null) { Debug.Log("player mana : grid fight null"); } GetPlayerFight().SetGetterCallbacks( () => { return(m_gridFight); }, () => { return(m_spellTree); } ); GetPlayerFight().Start(); break; } }
public void RealShoot(PlayerStrategy actualUsedStrategy) { if (!canShoot) { return; } switch (actualUsedStrategy.strategyType) { case Strategy.Normal: break; case Strategy.AgressiveUlti: for (int i = 0; i < spawnBulletsTransforms.Length; i++) { Transform originalTransform = spawnBulletsTransforms[i]; BulletSpawner.Instance.GetBulletAt(originalTransform); originalTransform.Rotate(Vector3.up, 10); BulletSpawner.Instance.GetBulletAt(originalTransform); originalTransform.Rotate(Vector3.up, -20); BulletSpawner.Instance.GetBulletAt(originalTransform); originalTransform.Rotate(Vector3.up, 10); } return; //return para que no vaya al otro for que sigue case Strategy.PrecisionUlti: //TODO: Pensar y hacer que cambie el tiro break; case Strategy.RewindUlti: //TODO: Hacer que las balas vayan mas lentas, etc. break; } for (int i = 0; i < spawnBulletsTransforms.Length; i++) { BulletSpawner.Instance.GetBulletAt(spawnBulletsTransforms[i]); } }
public Player(PlayerStrategy strat) { Strategy = strat; }
public ComputerPlayer(string name, PlayerStrategy strategy) : base(name, strategy) { this.PlayerType = "Computer"; }
public Player(PlayerStrategy strategy, string name = "Unknown", decimal startingBalance = 0) { Strategy = strategy; Name = name; BankRoll = startingBalance; }
public NetworkPlayer(string name, PlayerStrategy strategy) : base(name, strategy) { this.PlayerType = "Network"; }
public Result(PlayerStrategy strategy, double winningPercentage) { Strategy = strategy; WinningPercentage = winningPercentage; }
public HumanPlayer(string name, PlayerStrategy strategy) : base(name, strategy) { this.PlayerType = "Human"; }
public void ChangeStrategy(Strategy strategyID) { actualStrategy = _allStrategies[(int)strategyID]; actualStrategy.Enter(); }
public BJPlayer(string _name, PlayerStrategy _strategy) { name = _name; strategy = _strategy; hand = new BJHand(); }
public void SetPlayerStrategy(PlayerStrategy strategy) { _PLAYER_STRATEGY = strategy; }