Beispiel #1
0
 public void BindList(Customer customer, Employee emp, Territory terr,
         DateTime? startDate, DateTime? endDate, Dictionary orderStatus)
 {
     gvOrders.DataSource = SalesService.GetOrders(customer, emp, terr,
         startDate,endDate, orderStatus).OrderByDescending( o => o.OrderDate ).ToList();
     gvOrders.DataBind();
 }
        public void editDisabledOrders(Territory passedTerritory, Button button)
        {
            button.IsEnabled = false;
            OrderToken newOrder = resources.buttonOrderTokenDict[button];
            foreach (OrderToken o in passedTerritory.getHouseOccupied().getAvailableOrderTokens())
            {
                if (o.Equals(newOrder))
                { 
                    newOrder = o;
                    break;
                }
            }
            newOrder.setIsAvailable(false);
            passedTerritory.getHouseOccupied().getAvailableOrderTokens().Remove(newOrder);

            if (!(passedTerritory.getOrderToken() is PlaceHolderOrderToken))
            {
                passedTerritory.getOrderToken().setIsAvailable(true);
                passedTerritory.getHouseOccupied().getAvailableOrderTokens().Add(passedTerritory.getOrderToken());  
                foreach (OrderToken o1 in resources.allOrderTokens)
                {
                    if (o1.Equals(passedTerritory.getOrderToken()) && !(resources.orderTokenButtonDict[o1].IsEnabled))
                    {
                        resources.orderTokenButtonDict[o1].IsEnabled = true;
                        break;
                    }
                }
            }
            passedTerritory.setOrderToken(newOrder);
        }
Beispiel #3
0
 private void OnIslandAdded(Territory t)
 {
     if (IslandAdded != null)
     {
         IslandAdded(t);
     }
 }
        public ContentTerritory(Engine engine, Territory territory)
            : base(engine)
        {
            this.Territory = territory;

            if (territory.Terrain != null) {
                foreach (var part in territory.Terrain.Parts)
                    _TerrainContainer.Add(new ContentModel(engine, part));
            }
            foreach (var lgb in territory.LgbFiles) {
                foreach(var group in lgb.Groups) {
                    foreach(var part in group.Entries) {
                        var asMdl = part as Lgb.LgbModelEntry;
                        var asGim = part as Lgb.LgbGimmickEntry;

                        if (asMdl != null && asMdl.Model != null)
                            _LgbPartsContainer.Add(new ContentModel(engine, asMdl.Model));
                        if (asGim != null && asGim.Gimmick != null)
                            _LgbPartsContainer.Add(new ContentSgb(engine, asGim.Gimmick) {
                                Transformation =
                                    Matrix.Scaling(asGim.Header.Scale.ToDx())
                                    * Matrix.RotationX(asGim.Header.Rotation.X)
                                    * Matrix.RotationY(asGim.Header.Rotation.Y)
                                    * Matrix.RotationZ(asGim.Header.Rotation.Z)
                                    * Matrix.Translation(asGim.Header.Translation.ToDx())
                            });
                    }
                }
            }
        }
        public void RunTests()
        {
            session = NHSessionHelper.OpenSession();
            transaction = session.BeginTransaction();

            territory = session.CreateCriteria(typeof(Territory))
                    .Add(Restrictions.Eq("TerritoryID", "10019")).UniqueResult<Territory>();
        }
 protected void ButtonDone_Click(object sender, EventArgs e)
 {
     Territory thisTerritory = new Territory(CurrentUser.TerritoryId);
     thisTerritory.CoordinatesPerimeter = HiddenFieldMemory.Value;
     thisTerritory.CoordinatesCenter = HiddenFieldCenterMemory.Value;
     thisTerritory.AccountId = CurrentUser.CurrentAccount.AccountId;
     thisTerritory.Save();
     LabelSaved.Visible = true;
 }
Beispiel #7
0
 public virtual bool Equals(Territory other)
 {
     if (ReferenceEquals(null, other)) return false;
     if (ReferenceEquals(this, other)) return true;
     if (TerritoryId != default(string))
     {
         return other.TerritoryId == TerritoryId;
     }
     return other.TerritoryId == TerritoryId && other.TerritoryDescription == TerritoryDescription && 1 == 1 && other.Region == Region;
 }
Beispiel #8
0
 private void Visit(Territory t)
 {
     visited[t] = true;
     foreach(Territory neighbor in t.Neighbors)
     {
         if (!visited[neighbor])
         {
             Visit(neighbor);
         }
     }
 }
Beispiel #9
0
 private void CloseSave()
 {
     Territory t = new Territory()
     {
         Name = txtName.Text,
         IsMainland = (bool)rbMainland.IsChecked,
         ID = _CurrentTerritoryID,
         //InitialPlacementAllowed =
     };
     OnIslandAdded(t);
 }
Beispiel #10
0
    void OnTerritoryClicked(Territory territory)
    {
        if (gameState==GameStates.reinforce) {

            if (reinforceTroopAmount>0) {

                territory.troops+=1;
                reinforceTroopAmount-=1;

            }

        }
    }
        public void intermediateTerritoryPrintOut(Territory passedTerritory, Button button)
        {
            editDisabledOrders(passedTerritory, button);

          /*  if (passedTerritory is LandTerritory)
            {
                return territoryPrintOut((LandTerritory)passedTerritory);
            }
            else
            {
                return territoryPrintOut((SeaTerritory)passedTerritory);
            }*/
        }
        public void Add(Territory territory)
        {
            var entity = new TerritoryEntity
            {
                Description = territory.Description,
                IsActive = true,
            };

            _context.Territories.AddObject(entity);
            _context.SaveChanges();

            territory.Id = entity.Id;
        }
Beispiel #13
0
    public Territory SaveInfo()
    {
        Territory territory = BasicService<Territory, Guid>.GetByID(this.TerritoryID);

        if (territory == null)
        {
            territory = new Territory();
        }
        territory.Name = txtName.Text;
        territory.FullDescription = txtDescription.Text;
        territory.ParentTerritory = BasicService<Territory, Guid>.GetByID(ctrlParentTerritory.SelectedTerritoryId);
        BasicService<Territory, Guid>.SaveOrUpdate(territory);
        return territory;
    }
        /// <summary>
        /// Generates the organizations for the indicated root territory. All territories
        /// capable of sustaining life will be considered viable territories
        /// for organizations to be spawned in.
        /// </summary>
        /// <param name="rootTerritory">The root territory.</param>
        /// <param name="random">The random.</param>
        public void GenerateOrganizations(Territory rootTerritory, Random random, int count = 300)
        {
            var professions =
                _professionGenerator.GenerateProfessions(count).Select(p => _professionCache.Save(p)).ToArray();
            var territories = rootTerritory.GetLiveableTerritories();

            foreach (var company in professions.Select(p => p.Company).Distinct())
            {
                var selectedTerritory = territories.OrderBy(_ => Guid.NewGuid()).First();
                foreach (var profession in professions.Where(p => p.Company.Equals(company)))
                {
                    selectedTerritory.AddProfession(profession);
                }
            }
        }
        /// <summary>
        /// This creates "shallow" territories; there's no need to build out the remainder of the 
        /// model as there are other tests which confirm the DTO creation process.
        /// </summary>
        private List<Territory> CreateTerritories()
        {
            List<Territory> territories = new List<Territory>();

            Territory territory1 = new Territory();
            EntityIdSetter.SetIdOf<string>(territory1, "08837");
            territory1.Description = "Edison";
            territories.Add(territory1);

            Territory territory2 = new Territory();
            EntityIdSetter.SetIdOf<string>(territory2, "00042");
            territory2.Description = "Galactic";
            territories.Add(territory2);

            return territories;
        }
        public void TestEqualityOnSimpleKey()
        {
            Territory t1 = new Territory();
            t1.Id = "asd";
            Territory t2 = new Territory();
            t2.Id = "asd";
            Territory t3 = new Territory();
            t3.Id = "asd2";

            t2.Should().Be(t1);
            t1.Should().Be(t2);

            t3.Should().Not.Be(t1);
            t1.Should().Not.Be(t3);

            t3.Should().Not.Be(t2);
            t2.Should().Not.Be(t3);
        }
Beispiel #17
0
        private Territory CreateTerritory()
        {
            Territory territory = new Territory();
            EntityIdSetter.SetIdOf<string>(territory, "08837");
            territory.Description = "Edison";

            territory.RegionBelongingTo = new Region("Eastern");
            territory.RegionBelongingTo.SetAssignedIdTo(1);

            Employee employee1 = new Employee();
            EntityIdSetter.SetIdOf<int>(employee1, 5);
            territory.Employees.Add(employee1);

            Employee employee2 = new Employee();
            EntityIdSetter.SetIdOf<int>(employee2, 10);
            territory.Employees.Add(employee2);

            return territory;
        }
Beispiel #18
0
        /// <summary>
        ///   Transfers the territory entity's property values to the DTO.
        ///   Strongly consider Jimmy Bogard's AutoMapper (http://automapper.codeplex.com/) 
        ///   for doing this kind of work in a more automated fashion.
        /// </summary>
        public static TerritoryDto Create(Territory territory)
        {
            if (territory == null)
            {
                return null;
            }

            var territoryDto = new TerritoryDto();
            territoryDto.Id = territory.Id;
            territoryDto.RegionBelongingTo = RegionDto.Create(territory.RegionBelongingTo);
            territoryDto.Description = territory.Description;

            foreach (var employee in territory.Employees)
            {
                territoryDto.Employees.Add(EmployeeDto.Create(employee));
            }

            return territoryDto;
        }
Beispiel #19
0
        public ActionResult Edit(int id, FormCollection collection)
        {
            try
            {
                string    name               = collection.Get("Name");
                Territory Territory          = new Territory();
                IRepository <Territory> repo = new TerritoryRepository();
                Territory = repo.GetById(id);
                Territory.ClearRegions();
                Territory.Name = name;
                string   param_regions;
                string[] arrayRegions;
                if (collection.Get("Regions") != null)
                {
                    param_regions = collection.Get("Regions");;
                    arrayRegions  = param_regions.Split(',');

                    foreach (string str in arrayRegions)
                    {
                        int    RegionID = Convert.ToInt32(str);
                        Region region   = new Region();
                        IRepository <Region> repo_region = new RegionRepository();
                        region = repo_region.GetById(RegionID);

                        Territory.Regions.Add(region);
                    }
                }

                repo.Update(Territory);

                return(RedirectToAction("Index"));
            }
            catch
            {
                return(View());
            }
        }
Beispiel #20
0
        public static Territory[] RelatedArray(this EntityCollection <TerritoryEntity> entities, Hashtable seenObjects, Hashtable parents)
        {
            if (null == entities)
            {
                return(null);
            }

            var arr = new Territory[entities.Count];
            var i   = 0;

            foreach (var entity in entities)
            {
                if (parents.Contains(entity))
                {
                    // - avoid all cyclic references and return null
                    // - another option is to 'continue' and just disregard this one entity; however,
                    // if this is a collection this would lead the client app to believe that other
                    // items are part of the collection and not the parent item, which is misleading and false
                    // - it is therefore better to just return null, indicating nothing is being retrieved
                    // for the property all-together
                    return(null);
                }
            }

            foreach (var entity in entities)
            {
                if (seenObjects.Contains(entity))
                {
                    arr[i++] = seenObjects[entity] as Territory;
                }
                else
                {
                    arr[i++] = entity.ToDto(seenObjects, parents);
                }
            }
            return(arr);
        }
        public Territory Get(string id)
        {
            const string commandText = "select * from Territories where TerritoryID = @id";
            var          territory   = default(Territory);
            var          dbCommand   = default(SqlCommand);

            try
            {
                dbCommand = DbHelper.CreateCommand(commandText);
                dbCommand.Parameters.AddWithValue("@id", id ?? (object)DBNull.Value);

                using (var dataReader = dbCommand.ExecuteReader())
                {
                    if (dataReader.Read())
                    {
                        territory = new Territory
                        {
                            Id = (string)dataReader["TerritoryID"],
                            TerritoryDescription = (string)dataReader["TerritoryDescription"],
                            RegionID             = (int)dataReader["RegionID"]
                        };
                    }
                }
            }
            catch (Exception)
            {
                // TODO: Loglama yapılacak
                throw;
            }
            finally
            {
                dbCommand?.Connection?.Dispose();
                dbCommand?.Dispose();
            }

            return(territory);
        }
Beispiel #22
0
    public static Territory Get(string territoryname)
    {
        LoadXML();
        XmlNode xmlterritory = mapxml.DocumentElement.SelectSingleNode("/Territories/Territory[@name='" + territoryname + "']");

        if (xmlterritory == null)
        {
            Debug.Log(string.Format("Territory {0} is missing in XML - trying 'Default'", territoryname));
            xmlterritory = mapxml.DocumentElement.SelectSingleNode("/Territories/Territory[@name='Default']");
        }
        if (xmlterritory == null)
        {
            return(null);
        }
        Territory t = new Territory();

        t.name       = territoryname;
        t.startLives = int.Parse(xmlterritory.Attributes["startlives"].Value);
        t.startMoney = int.Parse(xmlterritory.Attributes["startmoney"].Value);
        string[] mapxy = xmlterritory.Attributes["mapxy"].Value.Split(',');
        t.map.x = int.Parse(mapxy[0]);
        t.map.y = int.Parse(mapxy[1]);
        string[] neighbours = xmlterritory.Attributes["neighbours"].Value.Split(',');
        t.neighbours = new int[neighbours.Length];
        int i = 0;

        for (i = 0; i < neighbours.Length; i++)
        {
            t.neighbours[i] = int.Parse(neighbours[i]);
        }
        ReadTurretNodes(xmlterritory.SelectNodes("TurretNodes/Location"), t);
        ReadWaypoints(xmlterritory.SelectNodes("Waypoints/Location"), t);
        ReadEnemyWaves(xmlterritory.SelectNodes("Waves/Wave"), t);
        // we wouldn't need this if the xml file was properly filled out
        Validate(t);
        return(t);
    }
Beispiel #23
0
    void ClickOn(Vector3 pos)
    {
        Vector3Int coord = grid.WorldToCell(pos);

        Debug.Log("Click on: " + coord.ToString());
        Territory t = map.GetTerritoryAt(coord);
        ArmyUnit  u = map.GetUnitAt(coord);

        Player p = PlayerHandler.instance.GetCurrent();

        // Probably work on states
        // State 1: nothing selected
        // Staet 2: Selected unit (waiting on move/atk)
        // State 3: selected ability (waiting on target)
        // State 4: multipoint ability (waiting on n targets)
        if (u != null)
        {
            // getThe Actions?
            Debug.Log("Found unit!");
        }
        Dictionary <Territory.Type, int> mobMods = new Dictionary <Territory.Type, int>();

        mobMods.Add(Territory.Type.PLAIN, 3);
        mobMods.Add(Territory.Type.FOREST, 3);
        mobMods.Add(Territory.Type.MOUNTAIN, 6);
        mobMods.Add(Territory.Type.CIRCLE, 4);
        // Onliy highlight path on selecting unit
        path.HighlightPath(coord, 1, 12, mobMods);
        switch (_state)
        {
        case 1: ClickState1(coord); break;

        case 2: ClickState2(coord); break;

        default: ClickState0(coord); break;
        }
    }
        public int AssignUpazillaToTerritory(Territory aTerritory)
        {
            ConnectionObj.Open();
            SqlTransaction sqlTransaction = ConnectionObj.BeginTransaction();

            try
            {
                int rowAffected = 0;
                foreach (var item in aTerritory.UpazillaList)
                {
                    CommandObj.Transaction = sqlTransaction;
                    CommandObj.CommandText = "spAddNewUpazillaToTerritory";
                    CommandObj.CommandType = CommandType.StoredProcedure;
                    CommandObj.Parameters.AddWithValue("@UpazillaId", item.UpazillaId);
                    CommandObj.Parameters.AddWithValue("@TerritoryId", aTerritory.TerritoryId);
                    CommandObj.Parameters.Add("@RowAffected", SqlDbType.Int);
                    CommandObj.Parameters["@RowAffected"].Direction = ParameterDirection.Output;
                    CommandObj.ExecuteNonQuery();
                    rowAffected += Convert.ToInt32(CommandObj.Parameters["@RowAffected"].Value);
                    CommandObj.Parameters.Clear();
                }
                sqlTransaction.Commit();
                return(rowAffected);
            }
            catch (Exception e)
            {
                sqlTransaction.Rollback();
                throw new Exception("Could not assign dristict or upazila to territory", e);
            }
            finally
            {
                ConnectionObj.Close();
                CommandObj.Dispose();
                CommandObj.Parameters.Clear();
            }
        }
Beispiel #25
0
        private void AddAetherytes(Territory territory)
        {
            var aetheryteName = territory.NameList[ClientLanguage.English] switch
            {
                "The Dravanian Hinterlands" => "Idyllshire",
                "Limsa Lominsa Upper Decks" => "Limsa Lominsa Lower Decks",
                "Mist"                      => "Limsa Lominsa Lower Decks",
                "Old Gridania"              => "New Gridania",
                "The Lavender Beds"         => "New Gridania",
                "The Goblet"                => "Ul'dah - Steps of Nald",
                "Shirogane"                 => "Kugane",
                "The Endeavor"              => "Limsa Lominsa Lower Decks",
                "The Diadem"                => "Foundation",
                _                           => null,
            };
            if (aetheryteName == null)
                return;

            var aetheryte = Aetherytes.Aetherytes.FirstOrDefault(a => a.NameList[ClientLanguage.English] == aetheryteName);
            if (aetheryte != null)
                territory.Aetherytes.Add(aetheryte);
            else
                PluginLog.Error($"Tried to add {aetheryteName} to {territory.NameList[ClientLanguage.English]}, but aetheryte not found.");
        }
        public Territory[] GenerateCountries(Territory planet, int count)
        {
            var countries = new List<Territory>();
            for (var i = 0; i < count; i++)
            {
                var newCountry = new Territory(_professionCache, _personCache, planet)
                {
                    Name = _countryNames.OrderBy(_ => Guid.NewGuid()).First(),
                    Category = GalaxyCategoryEnum.Country.ToString(),
                    SustainsLife = true
                };

                while (_usedNames.Contains(newCountry.Name))
                {
                    newCountry.Name = _countryNames.OrderBy(_ => Guid.NewGuid()).First();
                }

                _usedNames.Add(newCountry.Name);

                countries.Add(newCountry);
            }

            return countries.ToArray();
        }
Beispiel #27
0
    public void InitiateCombat(Territory atkTer, Territory defTer, Player atkPlayer, TerritoryOwner defPlayer)
    {
        float combatDif = atkTer.Atk / defTer.Def;

        if (combatDif <= 0.2)
        {
            GameManager.Instance.ShowMessage("You lose!", 3);
            LoseUnits(atkPlayer);
        }
        else if (combatDif >= 1.5)
        {
            defTer.ChangeOwnership(atkPlayer);
            atkPlayer.fortune = 0;
            GameManager.Instance.ShowMessage("You win!", 3);
        }
        else if (combatDif > 0.2 && combatDif < 1.5)
        {
            float result = Random.Range(0f, 1f);
            Debug.Log(result + atkPlayer.fortune + "/" + combatDif);
            if (result + atkPlayer.fortune >= combatDif)
            {
                defTer.ChangeOwnership(atkPlayer);
                atkPlayer.fortune = 0;
                GameManager.Instance.ShowMessage("You win!", 3);
            }
            else if (result + atkPlayer.fortune < combatDif)
            {
                atkPlayer.fortune += combatDif - result;
                GameManager.Instance.ShowMessage("You lose!", 3);
                LoseUnits(atkPlayer);
            }
        }
        defPlayer.UpdateStats();
        atkPlayer.UpdateStats();
        //atkPlayer.EndStep();
    }
Beispiel #28
0
        public List <Territory> GetTerritoryName()
        {
            conn = new SqlConnection(cs.DBConn);
            conn.Open();
            string query = "Select TerritoryId,TerritoryName from Territory ";

            cmd = new SqlCommand(query, conn);


            List <Territory> aTerritories = new List <Territory>();
            SqlDataReader    reader       = cmd.ExecuteReader();

            while (reader.Read())
            {
                string    territoryId    = reader[0].ToString();
                string    territopryName = reader[1].ToString();
                Territory aterritory     = new Territory();
                aterritory.TerritoryId   = Convert.ToInt32(territoryId);
                aterritory.TerritoryName = territopryName;
                aTerritories.Add(aterritory);
            }
            conn.Close();
            return(aTerritories);
        }
Beispiel #29
0
        /// <summary>
        /// Checks whether coordinate system is located within specified extents (taking into account SelectionMode)
        /// </summary>
        private bool WithinExtents(BoundingBox extents, Territory cs)
        {
            switch (_selectionMode)
            {
            case ProjectionSelectionMode.Include:
                // extents should cover coordinate system
                return(extents.xMin <= cs.Left && extents.xMax >= cs.Right && extents.yMin <= cs.Bottom &&
                       extents.yMax >= cs.Top);

            case ProjectionSelectionMode.IsIncluded:
                // coordinate system should cover extents
                return(cs.Left <= extents.xMin && cs.Right >= extents.xMax && cs.Bottom <= extents.yMin &&
                       cs.Top >= extents.yMax);

            case ProjectionSelectionMode.Intersection:
                // the case of intersection ( the non-intersection hypothesis is checked )
                return
                    (!(cs.Left > extents.xMax || cs.Right < extents.xMin || cs.Bottom > extents.yMax ||
                       cs.Top < extents.yMin));

            default:
                return(true);
            }
        }
        public bool Insertar(Territory territory)
        {
            Console.WriteLine("Digite el ID:");
            territory.TerritoryID = Console.ReadLine();
            Console.WriteLine("Digite la descripcion:");
            territory.TerritoryDescription = Console.ReadLine();
            Console.WriteLine("Digite el ID de region:");
            try
            {
                territory.RegionID = Convert.ToInt32(Console.ReadLine());
            }
            catch (Exception)
            {
                Console.WriteLine("Valor invalido");
                Console.ReadLine();
                return(false);
            }

            try
            {
                using (NorthwindEntities n = new NorthwindEntities())
                {
                    n.Territories.Add(territory);
                    n.SaveChanges();
                    Console.WriteLine("El territorio ha sido agregado");
                    Console.ReadLine();
                }
                return(true);
            }
            catch (Exception)
            {
                Console.WriteLine("No se pudo ejecutar la accion");
                Console.ReadLine();
                return(false);
            }
        }
        public bool Eliminar(Territory territory)
        {
            Console.WriteLine("Digite el ID:");
            territory.TerritoryID = Console.ReadLine();

            try
            {
                using (NorthwindEntities n = new NorthwindEntities())
                {
                    var resultado = n.Territories.Where(a => a.TerritoryID == territory.TerritoryID).Select(x => x).FirstOrDefault();
                    n.Territories.Remove(resultado);
                    n.SaveChanges();
                    Console.WriteLine("El territorio ha sido eliminado");
                    Console.ReadLine();
                }
                return(true);
            }
            catch (Exception)
            {
                Console.WriteLine("No se pudo ejecutar la accion");
                Console.ReadLine();
                return(false);
            }
        }
Beispiel #32
0
 public ActionResult AddNewTerritory(Territory model)
 {
     ViewBag.RegionId = new SelectList(_iRegionManager.GetAll(), "RegionId", "RegionName");
     try
     {
         if (ModelState.IsValid)
         {
             var user = (ViewUser)Session["user"];
             model.AddedByUserId = user.UserId;
             var result = _iTerritoryManager.Add(model);
             if (result)
             {
                 ModelState.Clear();
                 return(RedirectToAction("All"));
             }
         }
         return(View());
     }
     catch (Exception exception)
     {
         string message = exception.Message;
         return(View());
     }
 }
Beispiel #33
0
    private Tile GetTile(Territory t)
    {
        Tile tile;

        switch (t.GetTerritoryType())
        {
        case Territory.Type.PLAIN: tile = Instantiate(plains); break;

        case Territory.Type.FOREST: tile = Instantiate(forests); break;

        case Territory.Type.MOUNTAIN: tile = Instantiate(mountains); break;

        case Territory.Type.SWAMP: tile = Instantiate(swamps); break;

        case Territory.Type.DESERT: tile = Instantiate(deserts); break;

        case Territory.Type.WATER: tile = Instantiate(waters); break;

        case Territory.Type.CIRCLE: tile = Instantiate(circle); break;

        default: tile = null; break;
        }
        return(tile);
    }
Beispiel #34
0
        public string GetTerritoryNameByTerritoryGUID(Guid TerritoryGUID)
        {
            //using (var dataContext = new WorkersInMotionDB())
            //{
            //    return (from p in dataContext.Territories
            //            where p.TerritoryGUID == TerritoryGUID
            //            select p.Name).SingleOrDefault();
            //}

            SqlParameter[] Param = new SqlParameter[1];
            Param[0]       = new SqlParameter("@pTerritoryGUID", SqlDbType.UniqueIdentifier);
            Param[0].Value = TerritoryGUID;

            Territory uTerritory = context.Database.SqlQuery <Territory>("Select * from Territories where TerritoryGUID=@pTerritoryGUID", Param).FirstOrDefault();

            if (uTerritory != null)
            {
                return(uTerritory.Name);
            }
            else
            {
                return(string.Empty);
            }
        }
 public static IEnumerable <Employee> GetEmployees(this Territory territory)
 {
     return(EmployesImpl().Compile()(territory));
 }
    private void InitiateCapture(Territory defTer)
    {
        float combatDif = Atk / defTer.Def;

        if (combatDif <= 0.2)
        {
            GameManager.Instance.ShowMessage("You Lose!", 3);
            if (GameManager.Instance.whoseTurn.playerName == "Eye")
            {
                EventManager.Instance.OnStartCombatAnimation("Defeat", "attackEye");
            }
            if (GameManager.Instance.whoseTurn.playerName == "Teeth")
            {
                EventManager.Instance.OnStartCombatAnimation("Defeat", "attackTeeth");
            }
        }
        else if (combatDif >= 1.5)
        {
            CaptureCultists(defTer, Settings.Instance.captureAmount);
            GameManager.Instance.ShowMessage("You Win!", 3);
            if (GameManager.Instance.whoseTurn.playerName == "Eye")
            {
                EventManager.Instance.OnStartCombatAnimation("Victory", "attackEye");
            }
            if (GameManager.Instance.whoseTurn.playerName == "Teeth")
            {
                EventManager.Instance.OnStartCombatAnimation("Victory", "attackTeeth");
            }
        }
        else if (combatDif > 0.2 && combatDif < 1.5)
        {
            float result = Random.Range(0f, 1f);
            Debug.Log(result + owner.fortune + "/" + combatDif);
            if (result + owner.fortune >= combatDif)
            {
                CaptureCultists(defTer, captureAmount);
                GameManager.Instance.ShowMessage("You Win!", 3);
                if (GameManager.Instance.whoseTurn.playerName == "Eye")
                {
                    EventManager.Instance.OnStartCombatAnimation("Victory", "attackEye");
                }
                if (GameManager.Instance.whoseTurn.playerName == "Teeth")
                {
                    EventManager.Instance.OnStartCombatAnimation("Victory", "attackTeeth");
                }
            }
            else if (result + owner.fortune < combatDif)
            {
                if (GameManager.Instance.whoseTurn.playerName == "Eye")
                {
                    EventManager.Instance.OnStartCombatAnimation("Defeat", "attackEye");
                }
                if (GameManager.Instance.whoseTurn.playerName == "Teeth")
                {
                    EventManager.Instance.OnStartCombatAnimation("Defeat", "attackTeeth");
                }
            }
        }
        GameManager.Instance.ClearCombatTerritories();
        UpdateStats();
        if (owner != null)
        {
            owner.UpdateStats();
        }
        defTer.UpdateStats();
        if (defTer.owner != null)
        {
            defTer.owner.UpdateStats();
        }
    }
Beispiel #37
0
 public Territory[] getPath(Territory from, Territory to, int range)
 {
     Node[] path = map.getPathFinder().findPath(map.getPathFinder().getNode(from.gameObject.transform.position.x, from.gameObject.transform.position.z, 0), map.getPathFinder().getNode(to.gameObject.transform.position.x, to.gameObject.transform.position.z, 0), range);
     return(map.getPathFinder().toTerritories(path));
 }
 private void FactionWins(Territory territory, Player player)
 {
     Debug.Log("This faction wins !" + territory.FactionNum);
 }
Beispiel #39
0
 public virtual void setTerritory(Territory territory)
 {
     this.territory     = territory;
     transform.position = new Vector3(territory.transform.position.x, transform.position.y, territory.transform.position.z);
 }
        public static void TerritoryRefresh(bool resetStoredData = false)
        {
            Territories.Clear();
            TerritoryList.Clear();
            SpawnResources.RefreshEntityLists();
            FirstRun = false;

            var regularSpawnGroups = MyDefinitionManager.Static.GetSpawnGroupDefinitions();

            foreach (var spawnGroup in regularSpawnGroups)
            {
                if (spawnGroup.Enabled == false)
                {
                    continue;
                }

                //Check For New Tags
                if (spawnGroup.DescriptionText != null)
                {
                    if (spawnGroup.DescriptionText.Contains("[Modular Encounters Territory]") == true)
                    {
                        var territory = GetNewTerritoryDetails(spawnGroup);

                        if (resetStoredData == false)
                        {
                            territory.Active = GetSetTerritoryData(territory.Name, territory.Active);
                        }
                        else
                        {
                            ResetStoredTerritoryData(territory.Name, territory.Active);
                        }

                        Territories.Add(territory);
                        Logger.AddMsg("Custom Territory Found: " + territory.Name);
                        continue;
                    }
                }

                //Check For Old Tags
                if (spawnGroup.Prefabs.Count > 0)
                {
                    if (spawnGroup.Prefabs[0].SubtypeId == "TerritoryPlaceholder")
                    {
                        var territory = GetOldTerritoryDetails(spawnGroup);

                        if (resetStoredData == false)
                        {
                            territory.Active = GetSetTerritoryData(territory.Name, territory.Active);
                        }
                        else
                        {
                            ResetStoredTerritoryData(territory.Name, territory.Active);
                        }

                        Territories.Add(territory);
                        Logger.AddMsg("Custom Territory Found: " + territory.Name);
                        continue;
                    }
                }
            }


            foreach (var fullTerritory in Territories)
            {
                if (fullTerritory.BadTerritory == true && fullTerritory.Active == false)
                {
                    continue;
                }

                if (fullTerritory.Type == "Static")
                {
                    var territory = new Territory();
                    territory.Name = fullTerritory.Name;
                    territory.TerritoryDefinition = fullTerritory;
                    territory.Active               = fullTerritory.Active;
                    territory.Position             = fullTerritory.Position;
                    territory.Radius               = fullTerritory.Radius;
                    territory.NoSpawnZone          = fullTerritory.NoSpawnZone;
                    territory.StrictTerritory      = fullTerritory.StrictTerritory;
                    territory.FactionTagWhitelist  = fullTerritory.FactionTagWhitelist;
                    territory.FactionTagBlacklist  = fullTerritory.FactionTagBlacklist;
                    territory.AnnounceArriveDepart = fullTerritory.AnnounceArriveDepart;
                    territory.CustomArriveMessage  = fullTerritory.CustomArriveMessage;
                    territory.CustomDepartMessage  = fullTerritory.CustomDepartMessage;
                    TerritoryList.Add(territory);
                }
                else
                {
                    foreach (var planet in SpawnResources.PlanetList)
                    {
                        if (planet == null)
                        {
                            continue;
                        }

                        var planetName = planet.Generator.Id.SubtypeId.ToString();

                        if (fullTerritory.PlanetGeneratorName != planetName)
                        {
                            continue;
                        }

                        var surfaceCoords = Vector3D.Zero;
                        var planetEntity  = planet as IMyEntity;

                        if (fullTerritory.Position != Vector3D.Zero)
                        {
                            var directional = fullTerritory.Position * 1000 + planetEntity.GetPosition();
                            surfaceCoords = SpawnResources.GetNearestSurfacePoint(directional, planet);
                        }
                        else
                        {
                            surfaceCoords = planetEntity.GetPosition();
                        }

                        var territory = new Territory();
                        territory.Name = fullTerritory.Name;
                        territory.TerritoryDefinition = fullTerritory;
                        territory.Active   = fullTerritory.Active;
                        territory.Position = surfaceCoords;

                        if (fullTerritory.ScaleRadiusWithPlanetSize == true)
                        {
                            var unit   = territory.Radius / 60000;
                            var radius = (double)planet.AverageRadius * unit;
                            territory.Radius = radius;
                        }
                        else
                        {
                            territory.Radius = fullTerritory.Radius;
                        }

                        territory.NoSpawnZone          = fullTerritory.NoSpawnZone;
                        territory.StrictTerritory      = fullTerritory.StrictTerritory;
                        territory.FactionTagWhitelist  = fullTerritory.FactionTagWhitelist;
                        territory.FactionTagBlacklist  = fullTerritory.FactionTagBlacklist;
                        territory.AnnounceArriveDepart = fullTerritory.AnnounceArriveDepart;
                        territory.CustomArriveMessage  = fullTerritory.CustomArriveMessage;
                        territory.CustomDepartMessage  = fullTerritory.CustomDepartMessage;
                        TerritoryList.Add(territory);
                    }
                }
            }
        }
	private void detach_Territories(Territory entity)
	{
		this.SendPropertyChanging();
		entity.Region = null;
	}
 partial void DeleteTerritory(Territory instance);
 partial void UpdateTerritory(Territory instance);
 partial void InsertTerritory(Territory instance);
Beispiel #45
0
 public TerritoryVisual(Point2D point, Territory territory)
     : base(point)
 {
     _Territory = territory;
     Init();
 }
    public static List<Territory> MakeTerritories()
    {
        List<Territory> AllTerritories = new List<Territory>();

            Territory CastleBlack = new Territory("CastleBlack", null, TerritoryType.LandArea, false, false, 1, 0); AllTerritories.Add(CastleBlack);
            Territory Karhold = new Territory("Karhold", null, TerritoryType.LandArea, false, false, 1, 0); AllTerritories.Add(Karhold);
            Territory Winterfell = new Territory("Winterfell", null, TerritoryType.LandArea, false, true, 1, 1); AllTerritories.Add(Winterfell);
            Territory WinterfellHarbor = new Territory("WinterfellHarbor", null, TerritoryType.HarborArea, false, false, 0, 0); AllTerritories.Add(WinterfellHarbor);
            Territory TheStonyShore = new Territory("TheStonyShore", null, TerritoryType.LandArea, false, false, 0, 1); AllTerritories.Add(TheStonyShore);
            Territory WhiteHarbor = new Territory("WhiteHarbor", null, TerritoryType.LandArea, true, false, 0, 0); AllTerritories.Add(WhiteHarbor);
            Territory WhiteHarborHarbor = new Territory("WhiteHarborHarbor", null, TerritoryType.HarborArea, false, false, 0, 0); AllTerritories.Add(WhiteHarborHarbor);
            Territory WidowsWatch = new Territory("WidowsWatch", null, TerritoryType.LandArea, false, false, 0, 1); AllTerritories.Add(WidowsWatch);
            Territory TheShiveringSea = new Territory("TheShiveringSea", null, TerritoryType.SeaArea, false, false, 0, 0); AllTerritories.Add(TheShiveringSea);
            Territory BayOfIce = new Territory("BayOfIce", null, TerritoryType.SeaArea, false, false, 0, 0); AllTerritories.Add(BayOfIce);
            Territory MoatCalin = new Territory("MoatCalin", null, TerritoryType.LandArea, true, false, 0, 0); AllTerritories.Add(MoatCalin);
            Territory GreywaterWatch = new Territory("GreywaterWatch", null, TerritoryType.LandArea, false, false, 0, 1); AllTerritories.Add(GreywaterWatch);
            Territory FlintsFinger = new Territory("FlintsFinger", null, TerritoryType.LandArea, true, false, 0, 0); AllTerritories.Add(FlintsFinger);
            Territory Seagard = new Territory("Seagard", null, TerritoryType.LandArea, false, true, 1, 1); AllTerritories.Add(Seagard);
            Territory TheTwins = new Territory("TheTwins", null, TerritoryType.LandArea, false, false, 1, 0); AllTerritories.Add(TheTwins);
            Territory TheFingers = new Territory("TheFingers", null, TerritoryType.LandArea, false, false, 0, 1); AllTerritories.Add(TheFingers);
            Territory TheMountiansOfTheMoon = new Territory("TheMountiansOfTheMoon", null, TerritoryType.LandArea, false, false, 0, 1); AllTerritories.Add(TheMountiansOfTheMoon);
            Territory TheEyrie = new Territory("TheEyrie", null, TerritoryType.LandArea, true, false, 1, 1); AllTerritories.Add(TheEyrie);
            Territory Pyke = new Territory("Pyke", null, TerritoryType.LandArea, false, true, 1, 1); AllTerritories.Add(Pyke);
            Territory PykeHarbor = new Territory("PykeHarbor", null, TerritoryType.HarborArea, false, false, 0, 0); AllTerritories.Add(PykeHarbor);
            Territory IronmansBay = new Territory("IronmansBay", null, TerritoryType.SeaArea, false, false, 0, 0); AllTerritories.Add(IronmansBay);
            Territory SunsetSea = new Territory("SunsetSea", null, TerritoryType.SeaArea, false, false, 0, 0); AllTerritories.Add(SunsetSea);
            Territory Riverrun = new Territory("Riverrun", null, TerritoryType.LandArea, false, true, 1, 1); AllTerritories.Add(Riverrun);
            Territory Lannisport = new Territory("Lannisport", null, TerritoryType.LandArea, false, true, 0, 2); AllTerritories.Add(Lannisport);
            Territory LannisportHarbor = new Territory("LannisportHarbor", null, TerritoryType.HarborArea, false, false, 0, 0); AllTerritories.Add(LannisportHarbor);
            Territory TheGoldenSound = new Territory("TheGoldenSound", null, TerritoryType.SeaArea, false, false, 0, 0); AllTerritories.Add(TheGoldenSound);
            Territory StonySept = new Territory("StoneySept", null, TerritoryType.LandArea, false, false, 1, 0); AllTerritories.Add(StonySept);
            Territory Harrenhal = new Territory("Harrenhal", null, TerritoryType.LandArea, true, false, 1, 0); AllTerritories.Add(Harrenhal);
            Territory SearoadMarches = new Territory("SearoadMarches", null, TerritoryType.LandArea, false, false, 0, 1); AllTerritories.Add(SearoadMarches);
            Territory CracklawPoint = new Territory("CracklawPoint", null, TerritoryType.LandArea, true, false, 0, 0); AllTerritories.Add(CracklawPoint);
            Territory Blackwater = new Territory("Blackwater", null, TerritoryType.LandArea, false, false, 0, 2); AllTerritories.Add(Blackwater);
            Territory KingsLanding = new Territory("KingsLanding", null, TerritoryType.LandArea, false, true, 2, 0); AllTerritories.Add(KingsLanding);
            Territory TheNarrowSea = new Territory("TheNarrowSea", null, TerritoryType.SeaArea, false, false, 0, 0); AllTerritories.Add(TheNarrowSea);
            Territory BlackwaterBay = new Territory("BlackwaterBay", null, TerritoryType.SeaArea, false, false, 0, 0); AllTerritories.Add(BlackwaterBay);
            Territory ShipbreakerBay = new Territory("ShipbreakerBay", null, TerritoryType.SeaArea, false, false, 0, 0); AllTerritories.Add(ShipbreakerBay);
            Territory Dragonstone = new Territory("Dragonstone", null, TerritoryType.LandArea, false, true, 1, 1); AllTerritories.Add(Dragonstone);
            Territory DragonstoneHarbor = new Territory("DragonstoneHarbor", null, TerritoryType.HarborArea, false, false, 0, 0); AllTerritories.Add(DragonstoneHarbor);
            Territory Kingswood = new Territory("Kingswood", null, TerritoryType.LandArea, false, false, 1, 1); AllTerritories.Add(Kingswood);
            Territory TheReach = new Territory("TheReach", null, TerritoryType.LandArea, true, false, 0, 0); AllTerritories.Add(TheReach);
            Territory Highgarden = new Territory("Highgarden", null, TerritoryType.LandArea, false, true, 0, 2); AllTerritories.Add(Highgarden);
            Territory Oldtown = new Territory("Oldtown", null, TerritoryType.LandArea, false, true, 0, 0); AllTerritories.Add(Oldtown);
            Territory OldtownHarbor = new Territory("OldtownHarbor", null, TerritoryType.HarborArea, false, false, 0, 0); AllTerritories.Add(OldtownHarbor);
            Territory RedwyneStraights = new Territory("RedwyneStraights", null, TerritoryType.SeaArea, false, false, 0, 0); AllTerritories.Add(RedwyneStraights);
            Territory TheArbor = new Territory("TheArbor", null, TerritoryType.LandArea, false, false, 1, 0); AllTerritories.Add(TheArbor);
            Territory WestSummerSea = new Territory("WestSummerSea", null, TerritoryType.SeaArea, false, false, 0, 0); AllTerritories.Add(WestSummerSea);
            Territory ThreeTowers = new Territory("ThreeTowers", null, TerritoryType.LandArea, false, false, 0, 1); AllTerritories.Add(ThreeTowers);
            Territory DornishMarches = new Territory("DornishMarches", null, TerritoryType.LandArea, false, false, 1, 0); AllTerritories.Add(DornishMarches);
            Territory PrincesPass = new Territory("PrincesPass", null, TerritoryType.LandArea, false, false, 1, 1); AllTerritories.Add(PrincesPass);
            Territory TheBoneway = new Territory("TheBoneway", null, TerritoryType.LandArea, false, false, 1, 0); AllTerritories.Add(TheBoneway);
            Territory StormsEnd = new Territory("StormsEnd", null, TerritoryType.LandArea, true, false, 0, 0); AllTerritories.Add(StormsEnd);
            Territory StormsEndHarbor = new Territory("StormsEndHarbor", null, TerritoryType.HarborArea, false, false, 0, 0); AllTerritories.Add(StormsEndHarbor);
            Territory Starfall = new Territory("Starfall", null, TerritoryType.LandArea, true, false, 0, 0); AllTerritories.Add(Starfall);
            Territory Yronwood = new Territory("Yronwood", null, TerritoryType.LandArea, true, false, 0, 0); AllTerritories.Add(Yronwood);
            Territory SaltShore = new Territory("SaltShore", null, TerritoryType.LandArea, false, false, 0, 1); AllTerritories.Add(SaltShore);
            Territory Sunspear = new Territory("Sunspear", null, TerritoryType.LandArea, false, true, 1, 1); AllTerritories.Add(Sunspear);
            Territory SunspearHarbor = new Territory("SunspearHarbor", null, TerritoryType.HarborArea, false, false, 0, 0); AllTerritories.Add(SunspearHarbor);
            Territory SeaOfDorne = new Territory("SeaOfDorne", null, TerritoryType.SeaArea, false, false, 0, 0); AllTerritories.Add(SeaOfDorne);
            Territory EastSummerSea = new Territory("EastSummerSea", null, TerritoryType.SeaArea, false, false, 0, 0); AllTerritories.Add(EastSummerSea);

            List<Territory> CastleBlackAdj = new List<Territory>();
            CastleBlackAdj.Add(BayOfIce); CastleBlackAdj.Add(TheShiveringSea); CastleBlackAdj.Add(Karhold); CastleBlackAdj.Add(Winterfell);
            CastleBlack.AdjecantTerritories = CastleBlackAdj;

            List<Territory> KarholdAdj = new List<Territory>();
            KarholdAdj.Add(CastleBlack); KarholdAdj.Add(TheShiveringSea); KarholdAdj.Add(Winterfell);
            Karhold.AdjecantTerritories = KarholdAdj;

            List<Territory> WinterfellAdj = new List<Territory>();
            WinterfellAdj.Add(BayOfIce); WinterfellAdj.Add(TheShiveringSea); WinterfellAdj.Add(Karhold); WinterfellAdj.Add(CastleBlack); WinterfellAdj.Add(WhiteHarbor);
            WinterfellAdj.Add(TheStonyShore); WinterfellAdj.Add(MoatCalin);
            Winterfell.AdjecantTerritories = WinterfellAdj;

            List<Territory> WinterfellHarborAdj = new List<Territory>();
            WinterfellHarborAdj.Add(BayOfIce);
            WinterfellHarbor.AdjecantTerritories = WinterfellHarborAdj;

            List<Territory> BayOfIceAdj = new List<Territory>();
            BayOfIceAdj.Add(CastleBlack); BayOfIceAdj.Add(WinterfellHarbor); BayOfIceAdj.Add(Winterfell); BayOfIceAdj.Add(TheStonyShore); BayOfIceAdj.Add(SunsetSea);
            BayOfIceAdj.Add(FlintsFinger); BayOfIceAdj.Add(GreywaterWatch);
            BayOfIce.AdjecantTerritories = BayOfIceAdj;

            List<Territory> TheStonyShoreAdj = new List<Territory>();
            TheStonyShoreAdj.Add(BayOfIce); TheStonyShoreAdj.Add(Winterfell);
            TheStonyShore.AdjecantTerritories = TheStonyShoreAdj;

            List<Territory> WhiteHarborAdj = new List<Territory>();
            WhiteHarborAdj.Add(Winterfell); WhiteHarborAdj.Add(TheShiveringSea); WhiteHarborAdj.Add(TheNarrowSea); WhiteHarborAdj.Add(WidowsWatch);
            WhiteHarborAdj.Add(MoatCalin);
            WhiteHarbor.AdjecantTerritories = WhiteHarborAdj;

            List<Territory> TheShiveringSeaAdj = new List<Territory>();
            TheShiveringSeaAdj.Add(CastleBlack); TheShiveringSeaAdj.Add(Karhold); TheShiveringSeaAdj.Add(Winterfell); TheShiveringSeaAdj.Add(WidowsWatch);
            TheShiveringSeaAdj.Add(WhiteHarbor); TheShiveringSeaAdj.Add(TheNarrowSea);
            TheShiveringSea.AdjecantTerritories = TheShiveringSeaAdj;

            List<Territory> WhiteHarborHarborAdj = new List<Territory>();
            WhiteHarborHarborAdj.Add(TheNarrowSea);
            WhiteHarborHarbor.AdjecantTerritories = WhiteHarborHarborAdj;

            List<Territory> WidowsWatchAdj = new List<Territory>();
            WidowsWatchAdj.Add(WhiteHarbor); WidowsWatchAdj.Add(TheShiveringSea); WidowsWatchAdj.Add(TheNarrowSea);
            WidowsWatch.AdjecantTerritories = WidowsWatchAdj;

            List<Territory> MoatCalinAdj = new List<Territory>();
            MoatCalinAdj.Add(Winterfell); MoatCalinAdj.Add(WhiteHarbor); MoatCalinAdj.Add(TheNarrowSea); MoatCalinAdj.Add(GreywaterWatch);
            MoatCalinAdj.Add(Seagard); MoatCalinAdj.Add(TheTwins);
            MoatCalin.AdjecantTerritories = MoatCalinAdj;

            List<Territory> GreywaterWatchAdj = new List<Territory>();
            GreywaterWatchAdj.Add(BayOfIce); GreywaterWatchAdj.Add(IronmansBay); GreywaterWatchAdj.Add(FlintsFinger); GreywaterWatchAdj.Add(MoatCalin);
            GreywaterWatchAdj.Add(Seagard);
            GreywaterWatch.AdjecantTerritories = GreywaterWatchAdj;

            List<Territory> FlintsFingerAdj = new List<Territory>();
            FlintsFingerAdj.Add(BayOfIce); FlintsFingerAdj.Add(IronmansBay); FlintsFingerAdj.Add(GreywaterWatch); FlintsFingerAdj.Add(SunsetSea);
            FlintsFinger.AdjecantTerritories = FlintsFingerAdj;

            List<Territory> SunsetSeaAdj = new List<Territory>();
            SunsetSeaAdj.Add(BayOfIce); SunsetSeaAdj.Add(IronmansBay); SunsetSeaAdj.Add(FlintsFinger);
            SunsetSeaAdj.Add(SearoadMarches); SunsetSeaAdj.Add(TheGoldenSound); SunsetSeaAdj.Add(WestSummerSea);
            SunsetSea.AdjecantTerritories = SunsetSeaAdj;

            List<Territory> IronmansBayAdj = new List<Territory>();
            IronmansBayAdj.Add(Pyke); IronmansBayAdj.Add(PykeHarbor); IronmansBayAdj.Add(FlintsFinger); IronmansBayAdj.Add(GreywaterWatch);
            IronmansBayAdj.Add(Seagard); IronmansBayAdj.Add(TheGoldenSound); IronmansBayAdj.Add(SunsetSea); IronmansBayAdj.Add(Riverrun);
            IronmansBay.AdjecantTerritories = IronmansBayAdj;

            List<Territory> PykeAdj = new List<Territory>();
            PykeAdj.Add(IronmansBay);
            Pyke.AdjecantTerritories = PykeAdj;

            List<Territory> PykeHarborAdj = new List<Territory>();
            PykeHarborAdj.Add(IronmansBay);
            PykeHarbor.AdjecantTerritories = PykeHarborAdj;

            List<Territory> SeagardAdj = new List<Territory>();
            SeagardAdj.Add(GreywaterWatch); SeagardAdj.Add(IronmansBay); SeagardAdj.Add(MoatCalin); SeagardAdj.Add(TheTwins); SeagardAdj.Add(Riverrun);
            Seagard.AdjecantTerritories = SeagardAdj;

            List<Territory> TheTwinsAdj = new List<Territory>();
            TheTwinsAdj.Add(Seagard); TheTwinsAdj.Add(MoatCalin); TheTwinsAdj.Add(TheFingers); TheTwinsAdj.Add(TheMountiansOfTheMoon); TheTwinsAdj.Add(TheNarrowSea);
            TheTwins.AdjecantTerritories = TheTwinsAdj;

            List<Territory> TheFingersAdj = new List<Territory>();
            TheFingersAdj.Add(TheTwins); TheFingersAdj.Add(TheNarrowSea); TheFingersAdj.Add(TheMountiansOfTheMoon);
            TheFingers.AdjecantTerritories = TheFingersAdj;

            List<Territory> TheMountiansOfTheMoonAdj = new List<Territory>();
            TheMountiansOfTheMoonAdj.Add(TheTwins); TheMountiansOfTheMoonAdj.Add(TheNarrowSea); TheMountiansOfTheMoonAdj.Add(TheFingers); TheMountiansOfTheMoonAdj.Add(TheEyrie);
            TheMountiansOfTheMoon.AdjecantTerritories = TheMountiansOfTheMoonAdj;

            List<Territory> TheEyrieAdj = new List<Territory>();
            TheEyrieAdj.Add(TheMountiansOfTheMoon); TheEyrieAdj.Add(TheNarrowSea);
            TheEyrie.AdjecantTerritories = TheEyrieAdj;

            List<Territory> TheNarrowSeaAdj = new List<Territory>();
            TheNarrowSeaAdj.Add(TheShiveringSea); TheNarrowSeaAdj.Add(WhiteHarbor); TheNarrowSeaAdj.Add(WhiteHarborHarbor); TheNarrowSeaAdj.Add(WidowsWatch);
            TheNarrowSeaAdj.Add(MoatCalin); TheNarrowSeaAdj.Add(TheTwins); TheNarrowSeaAdj.Add(TheFingers); TheNarrowSeaAdj.Add(TheMountiansOfTheMoon);
            TheNarrowSeaAdj.Add(TheEyrie); TheNarrowSeaAdj.Add(ShipbreakerBay); TheNarrowSeaAdj.Add(CracklawPoint);
            TheNarrowSea.AdjecantTerritories = TheNarrowSeaAdj;

            List<Territory> TheGoldenSoundAdj = new List<Territory>();
            TheGoldenSoundAdj.Add(IronmansBay); TheGoldenSoundAdj.Add(SunsetSea); TheGoldenSoundAdj.Add(Lannisport); TheGoldenSoundAdj.Add(LannisportHarbor);
            TheGoldenSoundAdj.Add(Riverrun); TheGoldenSoundAdj.Add(SearoadMarches);
            TheGoldenSound.AdjecantTerritories = TheGoldenSoundAdj;

            List<Territory> RiverrunAdj = new List<Territory>();
            RiverrunAdj.Add(Seagard); RiverrunAdj.Add(IronmansBay); RiverrunAdj.Add(TheGoldenSound); RiverrunAdj.Add(Lannisport);
            RiverrunAdj.Add(Harrenhal); RiverrunAdj.Add(StonySept);
            Riverrun.AdjecantTerritories = RiverrunAdj;

            List<Territory> LannisportAdj = new List<Territory>();
            LannisportAdj.Add(TheGoldenSound); LannisportAdj.Add(Riverrun); LannisportAdj.Add(SearoadMarches); LannisportAdj.Add(StonySept);
            Lannisport.AdjecantTerritories = LannisportAdj;

            List<Territory> LannisportHarborAdj = new List<Territory>();
            LannisportHarborAdj.Add(TheGoldenSound);
            LannisportHarbor.AdjecantTerritories = LannisportHarborAdj;

            List<Territory> SearoadMarchesAdj = new List<Territory>();
            SearoadMarchesAdj.Add(WestSummerSea); SearoadMarchesAdj.Add(SunsetSea); SearoadMarchesAdj.Add(TheGoldenSound); SearoadMarchesAdj.Add(Highgarden);
            SearoadMarchesAdj.Add(TheReach); SearoadMarchesAdj.Add(Blackwater); SearoadMarchesAdj.Add(StonySept); SearoadMarchesAdj.Add(Lannisport);
            SearoadMarches.AdjecantTerritories = SearoadMarchesAdj;

            List<Territory> StonySeptAdj = new List<Territory>();
            StonySeptAdj.Add(Riverrun); StonySeptAdj.Add(Lannisport); StonySeptAdj.Add(SearoadMarches); StonySeptAdj.Add(Harrenhal); StonySeptAdj.Add(Blackwater);
            StonySept.AdjecantTerritories = StonySeptAdj;

            List<Territory> HarrenhalAdj = new List<Territory>();
            HarrenhalAdj.Add(Riverrun); HarrenhalAdj.Add(StonySept); HarrenhalAdj.Add(Blackwater); HarrenhalAdj.Add(CracklawPoint);
            Harrenhal.AdjecantTerritories = HarrenhalAdj;

            List<Territory> CracklawPointAdj = new List<Territory>();
            CracklawPointAdj.Add(TheMountiansOfTheMoon); CracklawPointAdj.Add(Harrenhal); CracklawPointAdj.Add(Blackwater); CracklawPointAdj.Add(KingsLanding);
            CracklawPointAdj.Add(BlackwaterBay); CracklawPointAdj.Add(ShipbreakerBay); CracklawPointAdj.Add(TheNarrowSea);
            CracklawPoint.AdjecantTerritories = CracklawPointAdj;

            List<Territory> BlackwaterBayAdj = new List<Territory>();
            BlackwaterBayAdj.Add(CracklawPoint); BlackwaterBayAdj.Add(KingsLanding); BlackwaterBayAdj.Add(Kingswood); BlackwaterBayAdj.Add(ShipbreakerBay);
            BlackwaterBay.AdjecantTerritories = BlackwaterBayAdj;

            List<Territory> KingsLandingAdj = new List<Territory>();
            KingsLandingAdj.Add(CracklawPoint); KingsLandingAdj.Add(Blackwater); KingsLandingAdj.Add(Kingswood); KingsLandingAdj.Add(TheReach);
            KingsLandingAdj.Add(BlackwaterBay);
            KingsLanding.AdjecantTerritories = KingsLandingAdj;

            List<Territory> ShipbreakerBayAdj = new List<Territory>();
            ShipbreakerBayAdj.Add(TheNarrowSea); ShipbreakerBayAdj.Add(Dragonstone); ShipbreakerBayAdj.Add(DragonstoneHarbor); ShipbreakerBayAdj.Add(CracklawPoint);
            ShipbreakerBayAdj.Add(BlackwaterBay); ShipbreakerBayAdj.Add(Kingswood); ShipbreakerBayAdj.Add(StormsEnd); ShipbreakerBayAdj.Add(StormsEndHarbor);
            ShipbreakerBayAdj.Add(EastSummerSea);
            ShipbreakerBay.AdjecantTerritories = ShipbreakerBayAdj;

            List<Territory> DragonStoneAdj = new List<Territory>();
            DragonStoneAdj.Add(ShipbreakerBay);
            Dragonstone.AdjecantTerritories = DragonStoneAdj;

            List<Territory> DragonStoneHarborAdj = new List<Territory>();
            DragonStoneHarborAdj.Add(ShipbreakerBay);
            DragonstoneHarbor.AdjecantTerritories = DragonStoneHarborAdj;

            List<Territory> KingswoodAdj = new List<Territory>();
            KingswoodAdj.Add(KingsLanding); KingswoodAdj.Add(TheReach); KingswoodAdj.Add(TheBoneway); KingswoodAdj.Add(StormsEnd);
            KingswoodAdj.Add(BlackwaterBay); KingswoodAdj.Add(ShipbreakerBay);
            Kingswood.AdjecantTerritories = KingswoodAdj;

            List<Territory> StormsEndAdj = new List<Territory>();
            StormsEndAdj.Add(Kingswood); StormsEndAdj.Add(TheBoneway); StormsEndAdj.Add(SeaOfDorne); StormsEndAdj.Add(EastSummerSea);
            StormsEndAdj.Add(ShipbreakerBay);
            StormsEnd.AdjecantTerritories = StormsEndAdj;

            List<Territory> StormsEndHarborAdj = new List<Territory>();
            StormsEndHarborAdj.Add(ShipbreakerBay);
            StormsEndHarbor.AdjecantTerritories = StormsEndHarborAdj;

            List<Territory> BlackwaterAdj = new List<Territory>();
            BlackwaterAdj.Add(Harrenhal); BlackwaterAdj.Add(StonySept); BlackwaterAdj.Add(SearoadMarches); BlackwaterAdj.Add(TheReach);
            BlackwaterAdj.Add(KingsLanding); BlackwaterAdj.Add(CracklawPoint);
            Blackwater.AdjecantTerritories = BlackwaterAdj;

            List<Territory> TheReachAdj = new List<Territory>();
            TheReachAdj.Add(KingsLanding); TheReachAdj.Add(Blackwater); TheReachAdj.Add(SearoadMarches); TheReachAdj.Add(Highgarden);
            TheReachAdj.Add(DornishMarches); TheReachAdj.Add(TheBoneway); TheReachAdj.Add(Kingswood);
            TheReach.AdjecantTerritories = TheReachAdj;

            List<Territory> HighgardenAdj = new List<Territory>();
            HighgardenAdj.Add(WestSummerSea); HighgardenAdj.Add(RedwyneStraights); HighgardenAdj.Add(Oldtown); HighgardenAdj.Add(DornishMarches);
            HighgardenAdj.Add(TheReach); HighgardenAdj.Add(SearoadMarches);
            Highgarden.AdjecantTerritories = HighgardenAdj;

            List<Territory> WestSummerSeaAdj = new List<Territory>();
            WestSummerSeaAdj.Add(SunsetSea); WestSummerSeaAdj.Add(SearoadMarches); WestSummerSeaAdj.Add(Highgarden); WestSummerSeaAdj.Add(RedwyneStraights);
            WestSummerSeaAdj.Add(TheArbor); WestSummerSeaAdj.Add(ThreeTowers); WestSummerSeaAdj.Add(Starfall); WestSummerSeaAdj.Add(EastSummerSea);
            WestSummerSea.AdjecantTerritories = WestSummerSeaAdj;

            List<Territory> RedwyneStraightsAdj = new List<Territory>();
            RedwyneStraightsAdj.Add(WestSummerSea); RedwyneStraightsAdj.Add(Highgarden); RedwyneStraightsAdj.Add(Oldtown); RedwyneStraightsAdj.Add(OldtownHarbor);
            RedwyneStraightsAdj.Add(TheArbor); RedwyneStraightsAdj.Add(ThreeTowers);
            RedwyneStraights.AdjecantTerritories = RedwyneStraightsAdj;

            List<Territory> TheArborAdj = new List<Territory>();
            TheArborAdj.Add(RedwyneStraights); TheArborAdj.Add(WestSummerSea);
            TheArbor.AdjecantTerritories = TheArborAdj;

            List<Territory> OldtownHarborAdj = new List<Territory>();
            OldtownHarborAdj.Add(RedwyneStraights);
            OldtownHarbor.AdjecantTerritories = OldtownHarborAdj;

            List<Territory> OldtownAdj = new List<Territory>();
            OldtownAdj.Add(Highgarden); OldtownAdj.Add(RedwyneStraights); OldtownAdj.Add(DornishMarches); OldtownAdj.Add(ThreeTowers);
            Oldtown.AdjecantTerritories = OldtownAdj;

            List<Territory> ThreeTowersAdj = new List<Territory>();
            ThreeTowersAdj.Add(RedwyneStraights); ThreeTowersAdj.Add(WestSummerSea); ThreeTowersAdj.Add(Oldtown); ThreeTowersAdj.Add(DornishMarches);
            ThreeTowersAdj.Add(PrincesPass);
            ThreeTowers.AdjecantTerritories = ThreeTowersAdj;

            List<Territory> DornishMarchesAdj = new List<Territory>();
            DornishMarchesAdj.Add(Highgarden); DornishMarchesAdj.Add(Oldtown); DornishMarchesAdj.Add(ThreeTowers); DornishMarchesAdj.Add(PrincesPass);
            DornishMarchesAdj.Add(TheBoneway); DornishMarchesAdj.Add(TheReach);
            DornishMarches.AdjecantTerritories = DornishMarchesAdj;

            List<Territory> PrincesPassAdj = new List<Territory>();
            PrincesPassAdj.Add(ThreeTowers); PrincesPassAdj.Add(DornishMarches); PrincesPassAdj.Add(TheBoneway); PrincesPassAdj.Add(Yronwood);
            PrincesPassAdj.Add(Starfall);
            PrincesPass.AdjecantTerritories = PrincesPassAdj;

            List<Territory> StarfallAdj = new List<Territory>();
            StarfallAdj.Add(PrincesPass); StarfallAdj.Add(Yronwood); StarfallAdj.Add(SaltShore); StarfallAdj.Add(WestSummerSea);
            StarfallAdj.Add(EastSummerSea);
            Starfall.AdjecantTerritories = StarfallAdj;

            List<Territory> SaltShoreAdj = new List<Territory>();
            SaltShoreAdj.Add(Starfall); SaltShoreAdj.Add(Yronwood); SaltShoreAdj.Add(Sunspear); SaltShoreAdj.Add(EastSummerSea);
            SaltShore.AdjecantTerritories = SaltShoreAdj;

            List<Territory> TheBonewayAdj = new List<Territory>();
            TheBonewayAdj.Add(StormsEnd); TheBonewayAdj.Add(Kingswood); TheBonewayAdj.Add(TheReach); TheBonewayAdj.Add(DornishMarches);
            TheBonewayAdj.Add(PrincesPass); TheBonewayAdj.Add(Yronwood); TheBonewayAdj.Add(SeaOfDorne);
            TheBoneway.AdjecantTerritories = TheBonewayAdj;

            List<Territory> YronwoodAdj = new List<Territory>();
            YronwoodAdj.Add(TheBoneway); YronwoodAdj.Add(PrincesPass); YronwoodAdj.Add(Starfall); YronwoodAdj.Add(SaltShore);
            YronwoodAdj.Add(SunsetSea); YronwoodAdj.Add(SeaOfDorne);
            Yronwood.AdjecantTerritories = YronwoodAdj;

            List<Territory> SunspearAdj = new List<Territory>();
            SunspearAdj.Add(SeaOfDorne); SunspearAdj.Add(Yronwood); SunspearAdj.Add(SaltShore); SunspearAdj.Add(EastSummerSea);
            Sunspear.AdjecantTerritories = SunspearAdj;

            List<Territory> SunspearHarborAdj = new List<Territory>();
            SunspearHarborAdj.Add(EastSummerSea);
            SunspearHarbor.AdjecantTerritories = SunspearHarborAdj;

            List<Territory> SeaOfDorneAdj = new List<Territory>();
            SeaOfDorneAdj.Add(StormsEnd); SeaOfDorneAdj.Add(TheBoneway); SeaOfDorneAdj.Add(Yronwood); SeaOfDorneAdj.Add(Sunspear);
            SeaOfDorneAdj.Add(EastSummerSea);
            SeaOfDorne.AdjecantTerritories = SeaOfDorneAdj;

            List<Territory> EastSummerSeaAdj = new List<Territory>();
            EastSummerSeaAdj.Add(ShipbreakerBay); EastSummerSeaAdj.Add(StormsEnd); EastSummerSeaAdj.Add(SeaOfDorne); EastSummerSeaAdj.Add(Sunspear);
            EastSummerSeaAdj.Add(SunspearHarbor); EastSummerSeaAdj.Add(SaltShore); EastSummerSeaAdj.Add(Starfall); EastSummerSeaAdj.Add(WestSummerSea);
            EastSummerSea.AdjecantTerritories = EastSummerSeaAdj;

            return AllTerritories;
    }
Beispiel #47
0
 public void SetTerritoryAt(Vector3Int pos, Territory t)
 {
     //
     tiles[pos] = t;
 }
Beispiel #48
0
 public static Territory CreateTerritory(string territoryID, int regionID)
 {
     Territory territory = new Territory();
     territory.TerritoryID = territoryID;
     territory.RegionID = regionID;
     return territory;
 }
Beispiel #49
0
 public static void CreateSampleData(string pictureFile)
 {
     using (var session = NHWebConsoleSetup.OpenSession()) {
         var customer = new Customer {
             Name     = "John Doe",
             Title    = "CEO",
             History  = LipsumGenerator.Generate(5),
             SomeHtml = LipsumGenerator.GenerateHtml(5),
             Picture  = pictureFile == null ? null : File.ReadAllBytes(pictureFile),
             Address  = new Address {
                 City    = "Buenos Aires",
                 Country = "Argentina",
                 State   = "Buenos Aires",
                 Street  = "El Cuco 123",
             }
         };
         session.Save(customer);
         var employee = new Employee {
             FirstName = "Employee",
             LastName  = "of the Month",
             Address   = new Address {
                 City    = "Düsseldorf",
                 Country = "Deutschland",
                 State   = "Nordrhein-Westfalen",
                 Street  = "Königsallee 44",
             }
         };
         session.Save(employee);
         foreach (var i in Enumerable.Range(1, 100))
         {
             session.Save(new Employee {
                 FirstName = "Juan",
                 LastName  = "Perez",
             });
         }
         session.Save(new Order {
             Customer  = customer,
             Employee  = employee,
             OrderDate = DateTime.Now,
         });
         session.Save(new Order {
             Customer  = customer,
             Employee  = employee,
             OrderDate = DateTime.Now.AddMonths(1),
         });
         session.Save(new Order {
             Customer  = customer,
             Employee  = employee,
             OrderDate = DateTime.Now.AddDays(1),
         });
         var territory = new Territory {
             Name = "America",
         };
         session.Save(territory);
         employee.Territories = new HashedSet <Territory> {
             territory,
         };
         session.Save(employee);
         session.Flush();
     }
 }
Beispiel #50
0
    void LateUpdate()
    {
        for (int i = 0; i < units.Count; i++)
        {
            if (!units[i].isAlive())
            {
                units.Remove(units[i]);
            }

            if (myTurn == false)
            {
                units[i].reset();
            }
        }

        if (this.game == null || myTurn == false)
        {
            return;
        }
        Debug.Log("wew");
        game.map.clear();
        Unit selected = game.unitManager.getSelectedUnit();

        if (Input.GetMouseButtonDown(0) && !EventSystem.current.IsPointerOverGameObject())
        {
            GameObject o = Mouse.getInstance().hoverObject();
            if (o == null)
            {
                return;
            }
            Territory territory = game.map.getTerritory((int)o.transform.position.x, (int)o.transform.position.z);
            if (territory != null)
            {
                if (selected != null)
                {
                    if (selected.Equals(territory.getUnit()))
                    {
                        game.unitManager.unSelectUnit();
                        return;
                    }
                }
                if (territory.hasPlaceable() && territory.getUnit().isActive() && territory.getTeam().Equals(this.team))
                {
                    game.unitManager.selectUnit(territory.getUnit());
                    return;
                }
            }
        }
        else if (EventSystem.current.IsPointerOverGameObject() && game.unitManager.characterPage.isClosed())
        {
            game.unitManager.unSelectUnit();
        }

        if (selected != null && selected.hasPreparedAbility())
        {
            GameObject  mouseNode       = Mouse.getInstance().hoverObject();      //This is the node the mouse is hovering over
            Territory[] pathTerritories = null;
            if (selected.getPreparedAbility().getData().range > 0)
            {
                //Mark the gray nodes
                selected.markNearbyTerritories(game.map);

                //Mark the attack nodes
                if (mouseNode != null && !Mouse.getInstance().compareOldNode(mouseNode))                 //if mouse has moved

                {
                    int range = selected.getPreparedAbility().getData().range;

                    pathTerritories = game.getPath(selected.getTerritory(), game.map.getTerritory((int)mouseNode.gameObject.transform.position.x, (int)mouseNode.gameObject.transform.position.z), range);

                    if (selected.getPreparedAbility().getData().attackType == AbilityAttackType.SINGLE_TILE)
                    {
                        Territory[] newPath = new Territory[1];
                        newPath[0]      = pathTerritories[pathTerritories.Length - 1];
                        pathTerritories = newPath;
                    }

                    if (pathTerritories != null)
                    {
                        for (int i = 0; i < pathTerritories.Length; i++)
                        {
                            Territory above = pathTerritories[i].getAboveBlock(game.map, 1);
                            if (above != null)
                            {
                                if (!above.hasAboveBlock(game.map))
                                {
                                    pathTerritories[i] = above;
                                }
                                else
                                {
                                    pathTerritories[i] = null;
                                }
                            }
                        }
                    }

                    if (!selected.getPreparedAbility().getData().neutral)
                    {
                        game.map.markTerritories(pathTerritories);
                    }
                }
            }

            if (Input.GetMouseButtonDown(0) && !EventSystem.current.IsPointerOverGameObject())
            {
                if (game.map.getTerritory((int)mouseNode.transform.position.x, (int)mouseNode.transform.position.y, (int)mouseNode.transform.position.z).isMarked() && pathTerritories != null)
                {
                    selected.getPreparedAbility().execute(selected.getTerritory(), pathTerritories);
                }
                game.unitManager.unSelectUnit();
            }

            /*//Use ability
             * if(Input.GetMouseButtonDown(0) && pathTerritories != null && ){
             *      selected.getPreparedAbility().execute(selected.getTerritory(), pathTerritories);
             *      game.unitManager.unSelectUnit();
             * }*/
        }



        //Temporary spawning
        if (Input.GetMouseButtonDown(1))
        {
            GameObject o = Mouse.getInstance().hoverObject();
            if (o == null)
            {
                return;
            }
            Territory territory = game.map.getTerritory((int)o.transform.position.x, (int)o.transform.position.z);
            if (territory != null)
            {
                if (!territory.hasPlaceable())
                {
                    Unit u = null;
                    if (Random.Range(0, 2) == 1)
                    {
                        u = game.unitManager.createNewInstance(game.unitManager.warrior);
                    }
                    else
                    {
                        u = game.unitManager.createNewInstance(game.unitManager.mage);
                    }
                    territory.place(u);
                    units.Add(u);
                }
            }
        }
    }
Beispiel #51
0
 private void handleAttack(Ability ability, Territory from, Territory to)
 {
     //from.getUnit().getAnimator().SetTrigger("attack");
     from.getUnit().rotate(to);
     from.getUnit().basicAttack(to);
 }
Beispiel #52
0
 public void move(moveDelegate method, Territory territory, float movespeed)
 {
     StartCoroutine(method.Invoke(territory, movespeed));
 }
 public static List <UserLocation> GetUserLocationList(HuntingEntities dataContext, Territory territory)
 {
     try
     {
         var userLocationList = new List <UserLocation>();
         var stewardLocation  = territory.AclUserSteward.UserLocations.OrderByDescending(item => item.SysCreated).FirstOrDefault();
         if (stewardLocation != null && stewardLocation.SysCreated > DateTime.Now.AddMinutes(-Settings.Default.UserLocationLastMinutes))
         {
             userLocationList.Add(stewardLocation);
         }
         foreach (var territoryUser in territory.TerritoryUsers)
         {
             var userLocation = territoryUser.AclUser.UserLocations.OrderByDescending(item => item.SysCreated).FirstOrDefault();
             if (userLocation != null && userLocation.SysCreated > DateTime.Now.AddMinutes(-Settings.Default.UserLocationLastMinutes))
             {
                 userLocationList.Add(userLocation);
             }
         }
         return(userLocationList);
     }
     catch (Exception exception)
     {
         logger.Error(exception, "GetUserLocationList");
         return(null);
     }
 }
 private void ListBox_SelectionChanged(object sender, SelectionChangedEventArgs e)
 {
     if (lbxTerritories.SelectedIndex != -1)
     {
         CurrentTerritory = (Territory)lbxTerritories.SelectedItem;
         SetUI(true);
     }
     else
     {
         SetUI(false);
     }
 }
Beispiel #55
0
 public void AddToTerritories(Territory territory)
 {
     base.AddObject("Territories", territory);
 }
Beispiel #56
0
 public static bool CanMove(Territory t1, Territory t2)
 {
     return(t1.WhereCanMove.Contains(t2) || t2.WhereCanMove.Contains(t1));
     // shouldn't need second statement, but got it just in case
     // it wont be executed anyway if the first half returns true
 }
        public virtual void TestCreateAndDeleteEmployeeAndTerritoryAddingEmployeeToTerritoryEmployees()
        {
            using (IContext context = GetContext())
            {
                context.ExecutingSql += new ExecutingSqlEventHandler(Context_ExecutingSql);

                //Encapsulate our whole test in a transaction,
                //so that any changes to the database are rolled back in case
                //of a test failure
                ITransaction tx = context.BeginTransaction();

                try
                {
                    //Ask the context to create the new employee
                    Employee employee = (Employee)context.CreateObject(typeof(Employee));

                    //Assert that the context didn't return a null value
                    Assert.IsNotNull(employee);

                    //Set the properties of the new employee object
                    employee.FirstName = "Mats";
                    employee.LastName  = "Helander";
                    employee.HireDate  = DateTime.Now;

                    //Ask the context to create the new territory
                    Territory territory = (Territory)context.CreateObject(typeof(Territory));

                    territory.Id = "Terra";
                    territory.TerritoryDescription = "A cool place";

                    territory.Employees.Add(employee);  // <-------------------- this is the crucial line differing from the next test

                    //Ask the context to insert our new employee and territory into the database
                    context.Commit();

                    //The employee has an Id mapping to an autoincreasing column.
                    //Make sure the employee object has been updated with its new identity
                    Assert.IsTrue(employee.Id > 0, "Employee was not given identity!");

                    //Make sure that the employee row was inserted into the database...
                    //To do this we resort to some good old sql...
                    string sql = "Select Count(*) From Employees Where EmployeeId = " + employee.Id.ToString() +
                                 " And FirstName = 'Mats'" +
                                 " And LastName = 'Helander'";

                    //Execute the sql statement via the context (so that it is in the same transaction...that helps ;-))
                    int result = (int)context.SqlExecutor.ExecuteScalar(sql);

                    //Make sure that the query for our new row returned exactly one hit
                    Assert.AreEqual(1, result, "Employee Row not inserted!");

                    //Make sure that the territory row was inserted into the database...
                    //To do this we resort to some good old sql...
                    sql = "Select Count(*) From Territories Where TerritoryId = '" + territory.Id +
                          "' And TerritoryDescription = 'A cool place'";

                    //Execute the sql statement via the context (so that it is in the same transaction...that helps ;-))
                    result = (int)context.SqlExecutor.ExecuteScalar(sql);

                    //Make sure that the query for our new row returned exactly one hit
                    Assert.AreEqual(1, result, "Territory Row not inserted!");


                    //Make sure that the row holding the reference was inserted into the database...
                    //To do this we resort to some good old sql...
                    sql = "Select Count(*) From EmployeeTerritories Where EmployeeId = " + employee.Id.ToString() +
                          " And TerritoryID = '" + territory.Id + "'";

                    //Execute the sql statement via the context (so that it is in the same transaction...that helps ;-))
                    result = (int)context.SqlExecutor.ExecuteScalar(sql);

                    //Make sure that the query for our new row returned exactly one hit
                    Assert.AreEqual(1, result, "EmployeeTerritories Row not inserted!");


                    //Assert that the properties have the correct values
                    Assert.AreEqual("Mats", employee.FirstName, "FirstName");
                    Assert.AreEqual("Helander", employee.LastName, "LastName");

                    //Ask the context to delete our employee
                    context.DeleteObject(employee);

                    //Ask the context to delete our territory
                    context.DeleteObject(territory);

                    //Ask the context to remove the employee and territory from the database again
                    context.Commit();

                    //Execute the sql statement again
                    result = (int)context.SqlExecutor.ExecuteScalar(sql);

                    //Make sure that the query for our new row returns no hits
                    Assert.AreEqual(0, result, "Row not deleted!");

                    //The whole test went fine! Commit the transaction!
                    tx.Commit();
                }
                catch (CompositeException cex)
                {
                    //Something went wrong!
                    //Rollback the transaction and retheow the exception
                    tx.Rollback();

                    throw (Exception)cex.InnerExceptions[0];
                }
                catch (Exception ex)
                {
                    //Something went wrong!
                    //Rollback the transaction and retheow the exception
                    tx.Rollback();

                    throw ex;
                }
            }
        }
        public void Insert(string TerritoryID,string TerritoryDescription,int RegionID)
        {
            Territory item = new Territory();

            item.TerritoryID = TerritoryID;

            item.TerritoryDescription = TerritoryDescription;

            item.RegionID = RegionID;

            item.Save(UserName);
        }
        /// <summary>
        /// Update the region by processing all child modifications.
        /// <remarks>Note: The order of operations below is very important. Only by
        /// processing the related changes in this order will the update succeed.</remarks>
        /// </summary>
        /// <param name="region">The region to update.</param>
        public void UpdateRegion(Region region)
        {
            Region originalRegion = this.ChangeSet.GetOriginal(region);

            // Attach all unmodified entities
            foreach (Territory territory in this.ChangeSet.GetAssociatedChanges(region, p => p.Territories, ChangeOperation.None))
            {
                this.DbContext.Territories.Attach(territory);
            }
            if (originalRegion == null)
            {
                this.DbContext.Regions.Attach(region);
            }

            // Attach and apply changes to modified entities
            if (originalRegion != null)
            {
                this.DbContext.Regions.AttachAsModified(region, originalRegion, this.DbContext);
            }
            foreach (Territory territory in this.ChangeSet.GetAssociatedChanges(region, p => p.Territories, ChangeOperation.Update))
            {
                this.DbContext.Territories.AttachAsModified(territory, this.ChangeSet.GetOriginal(territory), this.DbContext);
            }

            // Add new entities
            foreach (Territory territory in this.ChangeSet.GetAssociatedChanges(region, p => p.Territories, ChangeOperation.Insert))
            {
                DbEntityEntry <Territory> entityEntry = this.DbContext.Entry(territory);
                if (entityEntry.State != EntityState.Detached)
                {
                    // need to change the object state if the entity was already eagerly added
                    entityEntry.State = EntityState.Added;
                }
                else
                {
                    this.DbContext.Territories.Add(territory);
                }
            }

            // Finally, process any deleted entites and relationships
            foreach (Territory territory in this.ChangeSet.GetAssociatedChanges(region, p => p.Territories, ChangeOperation.Delete))
            {
                Territory origTerrigory = this.ChangeSet.GetOriginal(territory);
                if (origTerrigory != null)
                {
                    this.DbContext.Territories.AttachAsModified(territory, origTerrigory, this.DbContext);
                }
                else
                {
                    this.DbContext.Territories.Attach(territory);
                }

                // need to remove any employee territory rows
                DbEntityEntry     tEntityEntry        = this.DbContext.Entry(territory);
                DbCollectionEntry employeesCollection = tEntityEntry.Collection("Employees");
                employeesCollection.Load();
                territory.Employees.Clear();

                this.DbContext.Territories.Remove(territory);
            }
        }
        public void performButtonFunction(SeaTerritory passedTerritory, TextBlock passedText)
        {
            switch (turnPhase)
            {
                case TurnPhase.PlaceTokens:
                   // takeTurn.updateDisableButtons();
                    currentTerritory = passedTerritory;
                    ChooseOrderTokenPopup.IsOpen = false;
                    ChooseOrderTokenPopup.IsOpen = true;
                    
                    //passedTerritory.setOrderToken(new MarchOrder(false, true, false));
                    //passedText.Text = takeTurn.territoryPrintOut(passedTerritory);

                    break;
                case TurnPhase.Westeros:

                    break;
                case TurnPhase.Raid:

                    break;
                case TurnPhase.March:

                    resolveMarch.doMarchOrder(passedTerritory, passedText);

                    break;
                case TurnPhase.ConsolidatePower:


                    turnNum++;
                    break;
            }


        }