Beispiel #1
0
        public void SpawnRandomModule(int x, int y, int z)
        {
            ShipModule module = _wrapper.ShipModuleRepository.GetAll <ShipModule>(f => f.Id != null).OrderBy(o => Guid.NewGuid()).Take(1).First();
            SpaceLoot  loot   = new SpaceLoot();

            loot.X = x;
            loot.Y = y;
            loot.Z = z;
            loot.ShipModules.Add(module);
            _wrapper.SpaceLootRepository.AddOne(loot);
        }
Beispiel #2
0
        public bool TractorSpecificLoot(Ship ship, string itemType, Guid itemId)
        {
            int itemsLooted = 0;
            var result      = _wrapper.SpaceLootRepository.GetAll <SpaceLoot>(f => f.X == ship.X && f.Y == ship.Y && f.Z == ship.Z);

            _wrapper.SpaceLootRepository.DeleteMany <SpaceLoot>(result);
            List <SpaceLoot> spaceLootsToWrite = new List <SpaceLoot>();

            foreach (var item in result)
            {
                SpaceLoot spaceLoot = new SpaceLoot();
                spaceLoot.X           = item.X;
                spaceLoot.Y           = item.Y;
                spaceLoot.Z           = item.Z;
                spaceLoot.ShipModules = new List <ShipModule>();
                foreach (var module in item.ShipModules)
                {
                    if (module.Id == itemId)
                    {
                        BankedShipModule lootedModule = new BankedShipModule();
                        lootedModule.PlayerId   = ship.PlayerId;
                        lootedModule.ShipId     = ship.Id;
                        lootedModule.ShipModule = module;
                        _wrapper.SpaceLootRepository.AddOneAsync <BankedShipModule>(lootedModule);
                        itemsLooted++;
                    }
                    else
                    {
                        spaceLoot.ShipModules.Add(module);
                    }
                }
                spaceLootsToWrite.Add(spaceLoot);
            }
            _wrapper.SpaceLootRepository.AddMany <SpaceLoot>(spaceLootsToWrite);
            if (itemsLooted > 0)
            {
                return(true);
            }
            else
            {
                return(false);
            }
        }