C# 클래스 Sim, plausible-deniability

파일 보기 프로젝트 열기: ad510/plausible-deniability 1 사용 예제들

공개 프로퍼티들

프로퍼티 타입 설명
alternatePaths List
lastUnseenTile FP.Vector
networkView NetworkView
tiles ].Tile[
users User[],

공개 메소드들

메소드 설명
addStackEvts ( List stackPaths, int nSeeUnits ) : void

adds events to stack specified paths as they arrive

deleteOtherPaths ( IEnumerable segmentUnits, bool addDeleteLines, bool addKeepLines ) : bool

removes units from all other paths that, if seen, could cause specified units to be removed from specified segments; returns whether successful

inVis ( long tX, long tY ) : bool

returns if a hypothetical unit at the origin could see tile with specified (positive or negative) x and y indices

playerNamed ( string name ) : Player,
resourceNamed ( string name ) : int
segmentUnitsWhen ( IEnumerable segmentUnits, long time ) : IEnumerable

iterates over all SegmentUnits active at specified time that are past, present, or future versions of specified SegmentUnits

segmentsWhen ( long time ) : IEnumerable
tileAt ( FP pos ) : Tile,
tileLen ( ) : int
tileVisRadius ( ) : int
unitTypeNamed ( string name ) : UnitType,
unitsCanMake ( List parentUnits, UnitType, type ) : bool
update ( long curTime ) : void

master update method which updates the live game simulation to the specified time

this doesn't update time traveling units, must call updatePast() separately for each player

비공개 메소드들

메소드 설명
addAncestors ( SegmentUnit, segmentUnit, HashSet ancestors, HashSet prev, HashSet liveToNonLivePrev ) : void
afterDeserialize ( ) : void
afterSerialize ( ) : void
beforeSerialize ( ) : void

메소드 상세

addStackEvts() 공개 메소드

adds events to stack specified paths as they arrive
public addStackEvts ( List stackPaths, int nSeeUnits ) : void
stackPaths List
nSeeUnits int
리턴 void

deleteOtherPaths() 공개 메소드

removes units from all other paths that, if seen, could cause specified units to be removed from specified segments; returns whether successful
public deleteOtherPaths ( IEnumerable segmentUnits, bool addDeleteLines, bool addKeepLines ) : bool
segmentUnits IEnumerable
addDeleteLines bool
addKeepLines bool
리턴 bool

inVis() 공개 메소드

returns if a hypothetical unit at the origin could see tile with specified (positive or negative) x and y indices
public inVis ( long tX, long tY ) : bool
tX long
tY long
리턴 bool

playerNamed() 공개 메소드

public playerNamed ( string name ) : Player,
name string
리턴 Player,

resourceNamed() 공개 메소드

public resourceNamed ( string name ) : int
name string
리턴 int

segmentUnitsWhen() 공개 메소드

iterates over all SegmentUnits active at specified time that are past, present, or future versions of specified SegmentUnits
public segmentUnitsWhen ( IEnumerable segmentUnits, long time ) : IEnumerable
segmentUnits IEnumerable
time long
리턴 IEnumerable

segmentsWhen() 공개 메소드

public segmentsWhen ( long time ) : IEnumerable
time long
리턴 IEnumerable

tileAt() 공개 메소드

public tileAt ( FP pos ) : Tile,
pos FP
리턴 Tile,

tileLen() 공개 메소드

public tileLen ( ) : int
리턴 int

tileVisRadius() 공개 메소드

public tileVisRadius ( ) : int
리턴 int

unitTypeNamed() 공개 메소드

public unitTypeNamed ( string name ) : UnitType,
name string
리턴 UnitType,

unitsCanMake() 공개 메소드

public unitsCanMake ( List parentUnits, UnitType, type ) : bool
parentUnits List
type UnitType,
리턴 bool

update() 공개 메소드

master update method which updates the live game simulation to the specified time
this doesn't update time traveling units, must call updatePast() separately for each player
public update ( long curTime ) : void
curTime long
리턴 void

프로퍼티 상세

alternatePaths 공개적으로 프로퍼티

public List alternatePaths
리턴 List

lastUnseenTile 공개적으로 프로퍼티

public FP.Vector lastUnseenTile
리턴 FP.Vector

networkView 공개적으로 프로퍼티

public NetworkView networkView
리턴 NetworkView

tiles 공개적으로 프로퍼티

public Tile[,] tiles
리턴 ].Tile[

users 공개적으로 프로퍼티

public User[], users
리턴 User[],