public string CreateGuerrilla(guerrilla guerrillaDTO, string name) { try { Guerrilla guerrilla = new Guerrilla(); guerrilla.Name = guerrillaDTO.guerrillaName; guerrilla.Email = guerrillaDTO.email; guerrilla.Faction = guerrillaDTO.faction; guerrilla.Rank = 0; guerrilla.Timestamp = 0; guerrilla.Available = true; _context.Guerrilla.Add(guerrilla); GuerrillaResources oil = new GuerrillaResources { Guerrilla = guerrilla.Name, Quantity = 0, Resource = _oil }; GuerrillaResources money = new GuerrillaResources { Guerrilla = guerrilla.Name, Quantity = 0, Resource = _money }; GuerrillaResources people = new GuerrillaResources { Guerrilla = guerrilla.Name, Quantity = 0, Resource = _people }; _context.GuerrillaResources.Add(oil); _context.GuerrillaResources.Add(money); _context.GuerrillaResources.Add(people); GuerrillaUnits bunker = new GuerrillaUnits { Guerrilla = guerrilla.Name, Quantity = 0, Unit = _bunker }; GuerrillaUnits assault = new GuerrillaUnits { Guerrilla = guerrilla.Name, Quantity = 0, Unit = _assault }; GuerrillaUnits engineer = new GuerrillaUnits { Guerrilla = guerrilla.Name, Quantity = 0, Unit = _engineer }; GuerrillaUnits tank = new GuerrillaUnits { Guerrilla = guerrilla.Name, Quantity = 0, Unit = _tank }; _context.GuerrillaUnits.Add(bunker); _context.GuerrillaUnits.Add(assault); _context.GuerrillaUnits.Add(engineer); _context.GuerrillaUnits.Add(tank); _context.SaveChanges(); return(GetGuerrillaDTO(guerrilla.Name)); } catch { throw; } }
public ActionResult Registrarse(FormCollection formCollection) { ViewBag.Title = "Registrarse"; try { Guerrilla guerrilla = new Guerrilla(); guerrilla.GuerrillaName = formCollection["guerrillaName"]; guerrilla.Faction = formCollection["faction"]; guerrilla.Email = formCollection["email"]; HttpClient client = new HttpClient(); client.BaseAddress = new Uri(IPAdrress); client.DefaultRequestHeaders.Accept.Add(new MediaTypeWithQualityHeaderValue("application/json")); var response = client.PostAsJsonAsync("/guerrilla/" + guerrilla.GuerrillaName, guerrilla).Result; return(RedirectToAction("Index")); } catch { return(RedirectToActionPermanent("Registrarse")); } }
public Respuesta Sesion([FromBody] Guerrilla guerrilla) { Respuesta r = new Respuesta(); string connectionString = Configuration["ConnectionStrings:DefaultConnection"]; using (var connection = new SqlConnection(connectionString)) { connection.Open(); string sql = $"EXEC sp_Verificar '{guerrilla.correo}'"; using (var command = new SqlCommand(sql, connection)) { using (var dataReader = command.ExecuteReader()) { while (dataReader.Read()) { r.Resultado = dataReader["resultado"].ToString(); } } } connection.Close(); } return(r); }
public string postCrea([FromBody] Guerrilla guerrilla) { string resultado = ""; string connectionString = Configuration["ConnectionStrings:DefaultConnection"]; using (var connection = new SqlConnection(connectionString)) { connection.Open(); string sql = $"EXEC sp_registrarGuerrilla '{guerrilla.correo}', '{guerrilla.nombre}', '{guerrilla.faccion}'"; using (var command = new SqlCommand(sql, connection)) { using (var dataReader = command.ExecuteReader()) { while (dataReader.Read()) { resultado = dataReader["resultado"].ToString(); } } } connection.Close(); } return(resultado); }
public List <Guerrilla> Obtener(string guerrillaName) { List <Guerrilla> lista = new List <Guerrilla>(); string connectionString = Configuration["ConnectionStrings:DefaultConnection"]; using (var connection = new SqlConnection(connectionString)) { connection.Open(); string sql = $"EXEC sp_perfil '{guerrillaName}'"; using (var command = new SqlCommand(sql, connection)) { using (var dataReader = command.ExecuteReader()) { while (dataReader.Read()) { Guerrilla g = new Guerrilla(); g.nombre = dataReader["nombre"].ToString(); g.correo = dataReader["usuario"].ToString(); g.faccion = dataReader["faccion"].ToString(); g.Resourcess.People = Convert.ToInt32(dataReader["personas"]); g.Resourcess.Oil = Convert.ToInt32(dataReader["petroleo"]); g.Resourcess.Money = Convert.ToInt32(dataReader["dinero"]); g.Army.Assault = Convert.ToInt32(dataReader["asalto"]); g.Army.Engineer = Convert.ToInt32(dataReader["ingenieros"]); g.Army.Tank = Convert.ToInt32(dataReader["tanques"]); g.Buuildings.Bunker = Convert.ToInt32(dataReader["bunker"]); lista.Add(g); } } } connection.Close(); } return(lista); }
public string attack(string guerrillaName, string guerrillaSrc) { Guerrilla guerrillaS = _context.Guerrilla.Where(g => g.Name.Equals(guerrillaSrc)).Single(); Guerrilla guerrillaT = _context.Guerrilla.Where(g => g.Name.Equals(guerrillaName)).Single(); if (guerrillaS.Available && guerrillaT.Available) { guerrillaS.Available = false; guerrillaT.Available = false; _context.Update(guerrillaS); _context.Update(guerrillaT); _context.SaveChanges(); List <GuerrillaResources> guerrillaSrcResources = _context.GuerrillaResources.Where(g => g.Guerrilla.Equals(guerrillaSrc)).ToList(); List <GuerrillaResources> guerrillaTgtResources = _context.GuerrillaResources.Where(g => g.Guerrilla.Equals(guerrillaName)).ToList(); List <GuerrillaUnits> guerrillaSrcUnits = _context.GuerrillaUnits.Where(g => g.Guerrilla.Equals(guerrillaSrc)).ToList(); List <GuerrillaUnits> guerrillaTgtUnits = _context.GuerrillaUnits.Where(g => g.Guerrilla.Equals(guerrillaName)).ToList(); List <Unit> units = _context.Unit.ToList(); Team teamSrc = new Team(); Team teamTgt = new Team(); teamSrc.GUERRILLA = guerrillaSrc; teamSrc.LOSSES = new losses(); teamSrc.LOOT = new loot(); teamTgt.GUERRILLA = guerrillaName; teamTgt.LOSSES = new losses(); teamSrc.ASSAULT = guerrillaSrcUnits.Where(g => g.Unit.Equals(_assault)).Single().Quantity; teamSrc.ENGINEER = guerrillaSrcUnits.Where(g => g.Unit.Equals(_engineer)).Single().Quantity; teamSrc.TANK = guerrillaSrcUnits.Where(g => g.Unit.Equals(_tank)).Single().Quantity; teamSrc.BUNKER = guerrillaSrcUnits.Where(g => g.Unit.Equals(_bunker)).Single().Quantity; teamSrc.OFFENSE = teamSrc.ASSAULT * (units.Where(u => u.Name.Equals(_assault)).Single().Offense) + teamSrc.ENGINEER * (units.Where(u => u.Name.Equals(_engineer)).Single().Offense) + teamSrc.TANK * (units.Where(u => u.Name.Equals(_tank)).Single().Offense); teamSrc.DEFENSE = teamSrc.ASSAULT * (units.Where(u => u.Name.Equals(_assault)).Single().Defense) + teamSrc.ENGINEER * (units.Where(u => u.Name.Equals(_engineer)).Single().Defense) + teamSrc.TANK * (units.Where(u => u.Name.Equals(_tank)).Single().Defense); teamSrc.LOOT_CAP = teamSrc.ASSAULT * (units.Where(u => u.Name.Equals(_assault)).Single().Loot) + teamSrc.ENGINEER * (units.Where(u => u.Name.Equals(_engineer)).Single().Loot) + teamSrc.TANK * (units.Where(u => u.Name.Equals(_tank)).Single().Loot); //=========================================================================== teamTgt.ASSAULT = guerrillaTgtUnits.Where(g => g.Unit.Equals(_assault)).Single().Quantity; teamTgt.ENGINEER = guerrillaTgtUnits.Where(g => g.Unit.Equals(_engineer)).Single().Quantity; teamTgt.TANK = guerrillaTgtUnits.Where(g => g.Unit.Equals(_tank)).Single().Quantity; teamTgt.BUNKER = guerrillaTgtUnits.Where(g => g.Unit.Equals(_bunker)).Single().Quantity; teamTgt.OFFENSE = teamTgt.ASSAULT * (units.Where(u => u.Name.Equals(_assault)).Single().Offense) + teamTgt.ENGINEER * (units.Where(u => u.Name.Equals(_engineer)).Single().Offense) + teamTgt.TANK * (units.Where(u => u.Name.Equals(_tank)).Single().Offense); teamTgt.DEFENSE = teamTgt.ASSAULT * (units.Where(u => u.Name.Equals(_assault)).Single().Defense) + teamTgt.ENGINEER * (units.Where(u => u.Name.Equals(_engineer)).Single().Defense) + teamTgt.TANK * (units.Where(u => u.Name.Equals(_tank)).Single().Defense) + teamTgt.BUNKER * (units.Where(u => u.Name.Equals(_bunker)).Single().Defense); teamTgt.DI = ((float)teamTgt.DEFENSE / ((float)teamTgt.DEFENSE + (float)teamSrc.OFFENSE)) + (0.1f); teamSrc.AI = ((float)teamSrc.OFFENSE / ((float)teamTgt.DEFENSE + (float)teamSrc.OFFENSE)) + (0.1f); //============================================================================== teamSrc.LOSSES.ASSAULT = (int)Math.Floor((teamTgt.ASSAULT * (units.Where(u => u.Name.Equals(_assault)).Single().Assault) + teamTgt.ENGINEER * (units.Where(u => u.Name.Equals(_engineer)).Single().Assault) + teamTgt.TANK * (units.Where(u => u.Name.Equals(_tank)).Single().Assault) + teamTgt.BUNKER * (units.Where(u => u.Name.Equals(_bunker)).Single().Assault)) * teamTgt.DI); teamSrc.LOSSES.ENGINEER = (int)Math.Floor((teamTgt.ASSAULT * (units.Where(u => u.Name.Equals(_assault)).Single().Engineer) + teamTgt.ENGINEER * (units.Where(u => u.Name.Equals(_engineer)).Single().Engineer) + teamTgt.TANK * (units.Where(u => u.Name.Equals(_tank)).Single().Engineer) + teamTgt.BUNKER * (units.Where(u => u.Name.Equals(_bunker)).Single().Engineer)) * teamTgt.DI); teamSrc.LOSSES.TANK = (int)Math.Floor((teamTgt.ASSAULT * (units.Where(u => u.Name.Equals(_assault)).Single().Tank) + teamTgt.ENGINEER * (units.Where(u => u.Name.Equals(_engineer)).Single().Tank) + teamTgt.TANK * (units.Where(u => u.Name.Equals(_tank)).Single().Tank) + teamTgt.BUNKER * (units.Where(u => u.Name.Equals(_bunker)).Single().Tank)) * teamTgt.DI); //==================================================================== teamTgt.LOSSES.ASSAULT = (int)Math.Floor((teamSrc.ASSAULT * (units.Where(u => u.Name.Equals(_assault)).Single().Assault) + teamSrc.ENGINEER * (units.Where(u => u.Name.Equals(_engineer)).Single().Assault) + teamSrc.TANK * (units.Where(u => u.Name.Equals(_tank)).Single().Assault) + teamSrc.BUNKER * (units.Where(u => u.Name.Equals(_bunker)).Single().Assault)) * teamSrc.AI); teamTgt.LOSSES.ENGINEER = (int)Math.Floor((teamSrc.ASSAULT * (units.Where(u => u.Name.Equals(_assault)).Single().Engineer) + teamSrc.ENGINEER * (units.Where(u => u.Name.Equals(_engineer)).Single().Engineer) + teamSrc.TANK * (units.Where(u => u.Name.Equals(_tank)).Single().Engineer) + teamSrc.BUNKER * (units.Where(u => u.Name.Equals(_bunker)).Single().Engineer)) * teamSrc.AI); teamTgt.LOSSES.TANK = (int)Math.Floor((teamSrc.ASSAULT * (units.Where(u => u.Name.Equals(_assault)).Single().Tank) + teamSrc.ENGINEER * (units.Where(u => u.Name.Equals(_engineer)).Single().Tank) + teamSrc.TANK * (units.Where(u => u.Name.Equals(_tank)).Single().Tank) + teamSrc.BUNKER * (units.Where(u => u.Name.Equals(_bunker)).Single().Tank)) * teamSrc.AI); teamTgt.LOSSES.BUNKER = (int)Math.Floor((teamSrc.ASSAULT * (units.Where(u => u.Name.Equals(_assault)).Single().Bunker) + teamSrc.ENGINEER * (units.Where(u => u.Name.Equals(_engineer)).Single().Bunker) + teamSrc.TANK * (units.Where(u => u.Name.Equals(_tank)).Single().Bunker) + teamSrc.BUNKER * (units.Where(u => u.Name.Equals(_bunker)).Single().Bunker)) * teamSrc.AI); var rand = new Random(); teamSrc.LOOT.MONEY = (int)Math.Round(teamSrc.LOOT_CAP * rand.NextDouble()); teamSrc.LOOT.OIL = (int)Math.Round(teamSrc.LOOT_CAP - teamSrc.LOOT.MONEY); guerrillaTgtResources.Where(r => r.Resource.Equals(_oil)).Single().Quantity -= teamSrc.LOOT.OIL; guerrillaTgtResources.Where(r => r.Resource.Equals(_money)).Single().Quantity -= teamSrc.LOOT.MONEY; guerrillaSrcResources.Where(r => r.Resource.Equals(_oil)).Single().Quantity += teamSrc.LOOT.OIL; guerrillaSrcResources.Where(r => r.Resource.Equals(_money)).Single().Quantity += teamSrc.LOOT.MONEY; if (guerrillaTgtResources.Where(r => r.Resource.Equals(_oil)).Single().Quantity < 0) { guerrillaTgtResources.Where(r => r.Resource.Equals(_oil)).Single().Quantity = 0; } if (guerrillaTgtResources.Where(r => r.Resource.Equals(_money)).Single().Quantity < 0) { guerrillaTgtResources.Where(r => r.Resource.Equals(_money)).Single().Quantity = 0; } _context.GuerrillaResources.Update(guerrillaTgtResources.Where(r => r.Resource.Equals(_oil)).Single()); _context.GuerrillaResources.Update(guerrillaTgtResources.Where(r => r.Resource.Equals(_money)).Single()); _context.GuerrillaResources.Update(guerrillaSrcResources.Where(r => r.Resource.Equals(_oil)).Single()); _context.GuerrillaResources.Update(guerrillaSrcResources.Where(r => r.Resource.Equals(_money)).Single()); guerrillaSrcUnits.Where(u => u.Unit.Equals(_assault)).Single().Quantity -= teamSrc.LOSSES.ASSAULT; guerrillaSrcUnits.Where(u => u.Unit.Equals(_engineer)).Single().Quantity -= teamSrc.LOSSES.ENGINEER; guerrillaSrcUnits.Where(u => u.Unit.Equals(_tank)).Single().Quantity -= teamSrc.LOSSES.TANK; guerrillaTgtUnits.Where(u => u.Unit.Equals(_assault)).Single().Quantity -= teamTgt.LOSSES.ASSAULT; guerrillaTgtUnits.Where(u => u.Unit.Equals(_engineer)).Single().Quantity -= teamTgt.LOSSES.ENGINEER; guerrillaTgtUnits.Where(u => u.Unit.Equals(_tank)).Single().Quantity -= teamTgt.LOSSES.TANK; guerrillaTgtUnits.Where(u => u.Unit.Equals(_bunker)).Single().Quantity -= teamTgt.LOSSES.BUNKER; if (guerrillaTgtUnits.Where(u => u.Unit.Equals(_assault)).Single().Quantity < 0) { guerrillaTgtUnits.Where(u => u.Unit.Equals(_assault)).Single().Quantity = 0; } if (guerrillaTgtUnits.Where(u => u.Unit.Equals(_engineer)).Single().Quantity < 0) { guerrillaTgtUnits.Where(u => u.Unit.Equals(_engineer)).Single().Quantity = 0; } if (guerrillaTgtUnits.Where(u => u.Unit.Equals(_tank)).Single().Quantity < 0) { guerrillaTgtUnits.Where(u => u.Unit.Equals(_tank)).Single().Quantity = 0; } if (guerrillaTgtUnits.Where(u => u.Unit.Equals(_bunker)).Single().Quantity < 0) { guerrillaTgtUnits.Where(u => u.Unit.Equals(_bunker)).Single().Quantity = 0; } _context.GuerrillaUnits.Update(guerrillaSrcUnits.Where(u => u.Unit.Equals(_assault)).Single()); _context.GuerrillaUnits.Update(guerrillaSrcUnits.Where(u => u.Unit.Equals(_engineer)).Single()); _context.GuerrillaUnits.Update(guerrillaSrcUnits.Where(u => u.Unit.Equals(_tank)).Single()); _context.GuerrillaUnits.Update(guerrillaTgtUnits.Where(u => u.Unit.Equals(_assault)).Single()); _context.GuerrillaUnits.Update(guerrillaTgtUnits.Where(u => u.Unit.Equals(_engineer)).Single()); _context.GuerrillaUnits.Update(guerrillaTgtUnits.Where(u => u.Unit.Equals(_tank)).Single()); _context.GuerrillaUnits.Update(guerrillaTgtUnits.Where(u => u.Unit.Equals(_bunker)).Single()); _context.SaveChanges(); guerrillaS.Available = true; guerrillaT.Available = true; _context.Update(guerrillaS); _context.Update(guerrillaT); _context.SaveChanges(); Team[] teams = { teamSrc, teamTgt }; return(JsonConvert.SerializeObject(teams)); } else { return("ERROR"); } }
public Result attack([FromBody] Guerrilla guerrilla, string guerrillaTarget) { Guerrilla g1 = new Guerrilla(); Guerrilla g2 = new Guerrilla(); string connectionString = Configuration["ConnectionStrings:DefaultConnection"]; using (var connection = new SqlConnection(connectionString)) { connection.Open(); string sql = $"EXEC sp_atacar '{guerrilla.nombre}' "; using (var command = new SqlCommand(sql, connection)) { using (var dataReader = command.ExecuteReader()) { while (dataReader.Read()) { g1.nombre = dataReader["nombre"].ToString(); g1.correo = dataReader["usuario"].ToString(); g1.faccion = dataReader["faccion"].ToString(); g1.Resourcess.People = Convert.ToInt32(dataReader["personas"]); g1.Resourcess.Oil = Convert.ToInt32(dataReader["petroleo"]); g1.Resourcess.Money = Convert.ToInt32(dataReader["dinero"]); g1.Army.Assault = Convert.ToInt32(dataReader["asalto"]); g1.Army.Engineer = Convert.ToInt32(dataReader["ingenieros"]); g1.Army.Tank = Convert.ToInt32(dataReader["tanques"]); g1.Buuildings.Bunker = Convert.ToInt32(dataReader["bunker"]); } } } sql = $"EXEC sp_atacar '{guerrillaTarget}' "; using (var command = new SqlCommand(sql, connection)) { using (var dataReader = command.ExecuteReader()) { while (dataReader.Read()) { g2.nombre = dataReader["nombre"].ToString(); g2.correo = dataReader["usuario"].ToString(); g2.faccion = dataReader["faccion"].ToString(); g2.Resourcess.People = Convert.ToInt32(dataReader["personas"]); g2.Resourcess.Oil = Convert.ToInt32(dataReader["petroleo"]); g2.Resourcess.Money = Convert.ToInt32(dataReader["dinero"]); g2.Army.Assault = Convert.ToInt32(dataReader["asalto"]); g2.Army.Engineer = Convert.ToInt32(dataReader["ingenieros"]); g2.Army.Tank = Convert.ToInt32(dataReader["tanques"]); g2.Buuildings.Bunker = Convert.ToInt32(dataReader["bunker"]); } } } connection.Close(); } int OS = (g1.Army.Assault * 80) + (g1.Army.Engineer * 30) + (g1.Army.Tank * 500); int DS = (g2.Army.Assault * 20) + (g2.Army.Engineer * 70) + (g2.Army.Tank * 20) + (g2.Buuildings.Bunker * 600); string ganador = "Perdió"; if (OS > DS) { ganador = "Ganó"; } double AI = (double)((double)OS / ((double)DS + (double)OS)) + (double)0.1; double DI = (double)((double)DS / ((double)OS + (double)DS)) + (double)0.1; //Perdidas g1 int cantAsG1 = (int)Math.Floor(((g2.Army.Assault * 0.5) + (g2.Army.Engineer * 0.3) + (g2.Army.Tank * 5) + (g2.Buuildings.Bunker * 5)) * DI); int cantEnG1 = (int)Math.Floor(((g2.Army.Assault * 0.8) + (g2.Army.Engineer * 0.5) + (g2.Army.Tank * 5) + (g2.Buuildings.Bunker * 5)) * DI); int cantTaG1 = (int)Math.Floor(((g2.Army.Assault * 0.1) + (g2.Army.Engineer * 0.9) + (g2.Army.Tank * 0.6) + (g2.Buuildings.Bunker * 0.9)) * DI); //perdidas g2 int cantAsG2 = (int)Math.Floor(((g1.Army.Assault * 0.5) + (g1.Army.Engineer * 0.3) + (g1.Army.Tank * 5)) * AI); int cantEnG2 = (int)Math.Floor(((g1.Army.Assault * 0.8) + (g1.Army.Engineer * 0.5) + (g1.Army.Tank * 5)) * AI); int cantTaG2 = (int)Math.Floor(((g1.Army.Assault * 0.1) + (g1.Army.Engineer * 0.9) + (g1.Army.Tank * 0.6)) * AI); int cantBuG2 = (int)Math.Floor(((g1.Army.Assault * 0.05) + (g1.Army.Engineer * 0.9) + (g1.Army.Tank * 1)) * AI); int loot = (g1.Army.Assault * 25) + (g1.Army.Engineer * 60) + (g1.Army.Tank * 200); System.Diagnostics.Debug.WriteLine("OS: " + OS + "\n" + "DS: " + DS); System.Diagnostics.Debug.WriteLine("AI: " + AI + "\n" + "DI: " + DI); System.Diagnostics.Debug.WriteLine("cantAsG1: " + cantAsG1 + "\n" + "cantEnG1: " + cantEnG1 + "\n" + "cantTaG1: " + cantTaG1); System.Diagnostics.Debug.WriteLine("cantAsG2: " + cantAsG2 + "\n" + "cantEnG2: " + cantEnG2 + "\n" + "cantTaG2: " + cantTaG2 + "\n" + "cantBuG2: " + cantBuG2); System.Diagnostics.Debug.WriteLine("Loot: " + loot); using (SqlConnection connection = new SqlConnection(connectionString)) { string sql = $"EXEC sp_actualizarAtacante '{g1.nombre}', '{cantAsG1}', '{cantEnG1}', '{cantTaG1}','{loot}'"; using (SqlCommand command = new SqlCommand(sql, connection)) { command.CommandType = CommandType.Text; connection.Open(); command.ExecuteNonQuery(); connection.Close(); } } using (SqlConnection connection = new SqlConnection(connectionString)) { string sql = $"EXEC sp_actualizarDefensor '{g2.nombre}', '{cantAsG2}', '{cantEnG2}', '{cantTaG2}', '{cantBuG2}', '{loot}'"; using (SqlCommand command = new SqlCommand(sql, connection)) { command.CommandType = CommandType.Text; connection.Open(); command.ExecuteNonQuery(); connection.Close(); } } Result r = new Result(); using (var connection = new SqlConnection(connectionString)) { connection.Open(); string sql = $"EXEC sp_atacar '{guerrilla.nombre}' "; using (var command = new SqlCommand(sql, connection)) { using (var dataReader = command.ExecuteReader()) { while (dataReader.Read()) { r.g1.nombre = dataReader["nombre"].ToString(); r.g1.correo = dataReader["usuario"].ToString(); r.g1.faccion = dataReader["faccion"].ToString(); r.g1.Resourcess.People = Convert.ToInt32(dataReader["personas"]); r.g1.Resourcess.Oil = Convert.ToInt32(dataReader["petroleo"]); r.g1.Resourcess.Money = Convert.ToInt32(dataReader["dinero"]); r.g1.Army.Assault = Convert.ToInt32(dataReader["asalto"]); r.g1.Army.Engineer = Convert.ToInt32(dataReader["ingenieros"]); r.g1.Army.Tank = Convert.ToInt32(dataReader["tanques"]); r.g1.Buuildings.Bunker = Convert.ToInt32(dataReader["bunker"]); } } } sql = $"EXEC sp_atacar '{guerrillaTarget}' "; using (var command = new SqlCommand(sql, connection)) { using (var dataReader = command.ExecuteReader()) { while (dataReader.Read()) { r.g2.nombre = dataReader["nombre"].ToString(); r.g2.correo = dataReader["usuario"].ToString(); r.g2.faccion = dataReader["faccion"].ToString(); r.g2.Resourcess.People = Convert.ToInt32(dataReader["personas"]); r.g2.Resourcess.Oil = Convert.ToInt32(dataReader["petroleo"]); r.g2.Resourcess.Money = Convert.ToInt32(dataReader["dinero"]); r.g2.Army.Assault = Convert.ToInt32(dataReader["asalto"]); r.g2.Army.Engineer = Convert.ToInt32(dataReader["ingenieros"]); r.g2.Army.Tank = Convert.ToInt32(dataReader["tanques"]); r.g2.Buuildings.Bunker = Convert.ToInt32(dataReader["bunker"]); } } } connection.Close(); } //RESULTADO G1 r.r1.nombre = g1.nombre; r.r1.Army.Assault = cantAsG1; r.r1.Army.Engineer = cantEnG1; r.r1.Army.Tank = cantTaG1; r.r1.Resourcess.Oil = loot / 2; r.r1.Resourcess.Money = loot / 2; //RESULTADO G2 r.r2.nombre = g2.nombre; r.r2.Army.Assault = cantAsG2; r.r2.Army.Engineer = cantEnG2; r.r2.Army.Tank = cantTaG2; r.r2.Buuildings.Bunker = cantBuG2; r.r2.Resourcess.Oil = loot / 2; r.r2.Resourcess.Money = loot / 2; r.resultado = ganador; return(r); }