Machinations

Classes | Enumerations
Machinations.FromFlash.machinations.model Namespace Reference

## Classes

class | APInstruction
| can decode and apply if then rules of artifitial players More...
class | ArtificialPlayer
| node of a graph, can be set up to do simple scripts based on if then rules and by that,affect others interactive elements More...
class | Converter
| a node of machinations framework, able to consume resoures on one side, and while sitisfied, generating new resources More...
class | Delay
| node of machinations framework, can delay incoming resources and send then next turn-turns More...
class | Drain
| Machinations node, able of consuming resources More...
class | EndCondition
| machinations node,able of stopping a game while triggered, uninhibited or receive recource More...
class | Gate
| Machinations mode, able to distibute resources or to trigger other elements by probability More...
interface | IMergedConnection
interface | IPreparable
| interface for classes, which need to prepare before connecting to graph More...
class | Label
| description of connections, dictating behaviour of connections More...
class | MachinationsConnection
| base class of resource and state connnections, have common thoings connected with machinations framework...so no connection things,those are in graphconnection More...
class | MachinationsExpression
| class for translating texts to commands and formulas More...
class | MachinationsGrammar
| Static class for getting element types out of saved strings
class | MachinationsGraph
| Subclass of Graph, holds Machinations elements and controls the simulation More...
class | MachinationsNode
| contains all common things for nodes in machinations frameworks More...
class | MachinationsRegisterExpression
| translates texts to formulas for registers, possiblz could be joined with machinations expression, some similar functions More...
class | MachinationsScriptExpression
| translates texts to formulas for artifitial plazers and their instructions, possibly could be joined with machinations expression, some similar functions More...
class | MergedResourceConnection
class | MergedStateConnection
class | Pool
| most common node in machinations framework, can store resources. can also create them,when told so by state connection More...
class | Register
| machinations node, can count some basic formulas and bz results affect other nodes More...
class | Resource
| in machinations framework, it moves between nodes over resources. Since not using animations, position could be probably thrown away (with refactoring) More...
class | ResourceConnection
| connection class for resource flow More...
class | Source
| Machinations node, can create resources More...
class | StateConnection
| connection, can affect other elements,trigger, change capacity or number of resources or inhibit More...
class | Trader
| Machinations node, can change resources. much more rare then converter More...

## Enumerations

enum | DistributionMode { DistributionMode.None, DistributionMode.Instantaneous, DistributionMode.FixedSpeed }
| enum for distributtion mode, alwazs should be set up to instaneous More...
enum | GateMode { GateMode.None, GateMode.Deterministic, GateMode.Dice, GateMode.Skill, GateMode.Strategy, GateMode.Multiplayer }
enum | LabelType { LabelType.None, LabelType.CalculatedValue, LabelType.FixedValue, LabelType.ChangeValue, LabelType.ChangeInterval, LabelType.ChangeProbability, LabelType.ChangeMultiplier, LabelType.ChangeCapacity, LabelType.Probability, LabelType.ProbabilityDynamic, LabelType.EqualTo, LabelType.NotEqualTo,
LabelType.Less, LabelType.Greater, LabelType.LessOrEqual, LabelType.GreaterOrEqual,
LabelType.Range, LabelType.Dice, LabelType.Skill, LabelType.Multiplayer,
LabelType.Strategy, LabelType.Trigger, LabelType.ReverseTrigger, LabelType.Else,
LabelType.All, LabelType.DynamicDice
}
enum | ActivationMode { ActivationMode.Passive, ActivationMode.Interactive, ActivationMode.Automatic, ActivationMode.OnStart }
enum | PullMode { PullMode.PullAny, PullMode.PullAll, PullMode.PushAny, PullMode.PushAll }
enum | TurnPoolType { TurnPoolType.None, TurnPoolType.Normal, TurnPoolType.Inverse }
| None je nulová hodnota, Normal- navázane fungují, jen pokud má resourcy, Inverse - navazane fungují,pokud nemá resourcy More...
enum | TimeMode { TimeMode.None, TimeMode.TurnBased, TimeMode.Asynchronous, TimeMode.Synchronous }
| Time mode of graph, should be set to TurnBased More...

## Enumeration Type Documentation

## ◆ ActivationMode

enum Machinations.FromFlash.machinations.model.ActivationMode

strong

Enumerator
Passive |
Interactive |
Automatic |
OnStart |

## ◆ DistributionMode

enum Machinations.FromFlash.machinations.model.DistributionMode

strong

enum for distributtion mode, alwazs should be set up to instaneous

Enumerator
None |
Instantaneous |
FixedSpeed |

## ◆ GateMode

enum Machinations.FromFlash.machinations.model.GateMode

strong

Enumerator
None |
Deterministic |
Dice |
Skill |
Strategy |
Multiplayer |

## ◆ LabelType

enum Machinations.FromFlash.machinations.model.LabelType

strong

Enumerator
None |
CalculatedValue |
FixedValue |
ChangeValue |
ChangeInterval |
ChangeProbability |
ChangeMultiplier |
ChangeCapacity |
Probability |
ProbabilityDynamic |
EqualTo |
NotEqualTo |
Less |
Greater |
LessOrEqual |
GreaterOrEqual |
Range |
Dice |
Skill |
Multiplayer |
Strategy |
Trigger |
ReverseTrigger |
Else |
All |
DynamicDice |

## ◆ PullMode

enum Machinations.FromFlash.machinations.model.PullMode

strong

Enumerator
PullAny |
PullAll |
PushAny |
PushAll |

## ◆ TimeMode

enum Machinations.FromFlash.machinations.model.TimeMode

strong

Time mode of graph, should be set to TurnBased

Enumerator
None |
TurnBased |
Asynchronous |
Synchronous |

## ◆ TurnPoolType

enum Machinations.FromFlash.machinations.model.TurnPoolType

strong

None je nulová hodnota, Normal- navázane fungují, jen pokud má resourcy, Inverse - navazane fungují,pokud nemá resourcy

Enumerator
None |
Normal |
Inverse |