/// Represents a player who has a .
///
class Player implements ISupportPartialPlay, ISupportPartialUpdate
{
const DEFAULT_PARTIAL_PLAY_PERCENTAGE = 1.0; // = 100% play time
const DEFAULT_PARTIAL_UPDATE_PERCENTAGE = 1.0; // = receive 100% update
private $_Id;
private $_PartialPlayPercentage;
private $_PartialUpdatePercentage;
///
/// Constructs a player.
///
/// The identifier for the player, such as a name.
/// The weight percentage to give this player when calculating a new rank.
/// /// Indicated how much of a skill update a player should receive where 0 represents no update and 1.0 represents 100% of the update.
public function __construct($id,
$partialPlayPercentage = self::DEFAULT_PARTIAL_PLAY_PERCENTAGE,
$partialUpdatePercentage = self::DEFAULT_PARTIAL_UPDATE_PERCENTAGE)
{
// If they don't want to give a player an id, that's ok...
Guard::argumentInRangeInclusive($partialPlayPercentage, 0.0, 1.0, "partialPlayPercentage");
Guard::argumentInRangeInclusive($partialUpdatePercentage, 0, 1.0, "partialUpdatePercentage");
$this->_Id = $id;
$this->_PartialPlayPercentage = $partialPlayPercentage;
$this->_PartialUpdatePercentage = $partialUpdatePercentage;
}
///
/// The identifier for the player, such as a name.
///
public function getId()
{
return $this->_Id;
}
#region ISupportPartialPlay Members
///
/// Indicates the percent of the time the player should be weighted where 0.0 indicates the player didn't play and 1.0 indicates the player played 100% of the time.
///
public function getPartialPlayPercentage()
{
return $this->_PartialPlayPercentage;
}
#endregion
#region ISupportPartialUpdate Members
///
/// Indicated how much of a skill update a player should receive where 0.0 represents no update and 1.0 represents 100% of the update.
///
public function getPartialUpdatePercentage()
{
return $this->_PartialUpdatePercentage;
}
#endregion
public function __toString()
{
if ($this->_Id != null)
{
return $this->_Id;
}
return parent::__toString();
}
}
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