public ActionResult Edit(int id, Lookout lookout, int s, List <PreferredCompany> pc) { Lookout look = db.Lookouts.Find(id); lookout.LastActive = System.DateTime.Now; db.Entry(look).CurrentValues.SetValues(lookout); db.SaveChanges(); // WorkShift ws = new WorkShift(); // Shift sf = new Shift(); // sf = db.Shifts.Find(s); // ws.Lookout_Id = look.Id; // ws.Shift_Id = sf.id; WorkShift ws = db.WorkShifts.FirstOrDefault(a => a.Lookout_Id == id); WorkShift wst = new WorkShift(); Shift sf = new Shift(); sf = db.Shifts.Find(s); ws.Shift_Id = sf.id; db.Entry(ws).State = EntityState.Modified; db.SaveChanges(); return(Json("", JsonRequestBehavior.AllowGet)); }
public ActionResult Delete(int id, int s) { Lookout lookout = db.Lookouts.Find(id); List <WorkShift> ws = db.WorkShifts.Where(a => a.Lookout_Id == lookout.Id).ToList(); foreach (var lws in ws) { db.WorkShifts.Remove(lws); db.SaveChanges(); } List <PreferredCompany> pc = db.PreferredCompanies.Where(b => b.Lookout_id == lookout.Id).ToList(); foreach (var list in pc) { db.PreferredCompanies.Remove(list); db.SaveChanges(); } List <PreferredLocation> prl = db.PreferredLocations.Where(ax => ax.Lookout_id == lookout.Id).ToList(); foreach (var a in prl) { db.PreferredLocations.Remove(a); db.SaveChanges(); } db.Lookouts.Remove(lookout); db.SaveChanges(); return(Json("", JsonRequestBehavior.AllowGet)); }
private void onWatchtowerInteract(On.Celeste.Lookout.orig_Interact orig, Lookout self, Player player) { orig(self, player); // Pandora's Box seems to throw the player in the Dummy state 1 frame too early, so we got to flip the flag earlier as well. :a: UsingWatchtower = true; }
private static void Lookout_Interact(On.Celeste.Lookout.orig_Interact orig, Lookout self, Player player) { orig(self, player); foreach (Player player2 in self.SceneAs <Level>().Tracker.GetEntities <Player>()) { player2.StateMachine.State = Player.StDummy; } }
private static void Lookout_Interact(On.Celeste.Lookout.orig_Interact orig, Lookout self, Player player) { orig(self, player); List <Entity> players = self.Scene.Tracker.GetEntities <Player>(); closestLookoutPlayer = EntityHelper.GetClosestEntity(self, players) as Player; setPlayerState(players, closestLookoutPlayer, Player.StDummy); }
public ActionResult Edit(int id, Lookout lookout, int s, List <PreferredCompany> pc, string locids) { string[] nameslist = locids.Split(','); lookout.LastActive = System.DateTime.Now; db.Entry(lookout).State = EntityState.Modified; db.SaveChanges(); WorkShift ws = db.WorkShifts.FirstOrDefault(a => a.Lookout_Id == id); Shift sf = new Shift(); sf = db.Shifts.Find(s); ws.Shift_Id = sf.id; db.Entry(ws).State = System.Data.Entity.EntityState.Modified; //EntityState.Modified; db.SaveChanges(); foreach (var list in pc) { PreferredCompany pcs = db.PreferredCompanies.FirstOrDefault(a => a.Lookout_id == list.Lookout_id); db.Entry(pcs).CurrentValues.SetValues(pc); db.SaveChanges(); } PreferredLocation pr = new PreferredLocation(); List <PreferredLocation> prl = db.PreferredLocations.Where(ax => ax.Lookout_id == lookout.Id).ToList(); foreach (var a in nameslist) { int c = Convert.ToInt16(a); Location loc = db.Locations.FirstOrDefault(ax => ax.City_id == c); //List<PreferredLocation> prl = db.PreferredLocations.Where(ax => ax.Lookout_id==lookout.Id).ToList(); foreach (var lis in prl) { db.PreferredLocations.Remove(lis); db.SaveChanges(); } var l = Convert.ToInt16(loc.id); pr.Location_id = l; pr.Lookout_id = lookout.Id; db.PreferredLocations.Add(pr); db.SaveChanges(); // var l = Convert.ToInt16(loc.id); // if (prl.Lookout_id == lookout.Id) // { // prl.Location_id=l; // db.Entry(prl).CurrentValues.SetValues(nameslist); // db.SaveChanges(); // } } return(Json("", JsonRequestBehavior.AllowGet)); }
// GET: Lookouts/Details/5 public ActionResult Details(int?id) { if (id == null) { return(new HttpStatusCodeResult(HttpStatusCode.BadRequest)); } Lookout lookout = db.Lookouts.Find(id); if (lookout == null) { return(HttpNotFound()); } return(View(lookout)); }
public ActionResult Delete(int id, int s) { Lookout lookout = db.Lookouts.Find(id); WorkShift ws = new WorkShift(); if (ws.Lookout_Id == lookout.Id) { db.WorkShifts.Remove(ws); db.SaveChanges(); } db.Lookouts.Remove(lookout); db.SaveChanges(); return(Json("", JsonRequestBehavior.AllowGet)); }
// GET: Lookouts/Edit/5 public ActionResult Edit(int id) { JobPortalViewModel vm = new JobPortalViewModel(); var userlist = new SelectList(db.UserDetails, "ID", "UserName"); ViewData["userlist"] = userlist; var shiftlist = new SelectList(db.Shifts, "id", "ShiftName"); ViewData["shiflist"] = shiftlist; Lookout lookout = db.Lookouts.Find(id); lookout.LastActive = System.DateTime.Now; vm.lookout = lookout; return(View(vm)); }
public ActionResult Create(Lookout lookout, int s, List <PreferredCompany> pc, string lkid) { string[] nameslist = lkid.Split(','); lookout.LastActive = System.DateTime.Now; db.Lookouts.Add(lookout); db.SaveChanges(); foreach (var list in pc) { list.Lookout_id = lookout.Id; db.PreferredCompanies.Add(list); db.SaveChanges(); } PreferredLocation prl = new PreferredLocation(); foreach (var a in nameslist) { int c = Convert.ToInt16(a); Location loc = db.Locations.FirstOrDefault(ax => ax.City_id == c); var l = Convert.ToInt16(loc.id); prl.Location_id = l; prl.Lookout_id = lookout.Id; db.PreferredLocations.Add(prl); db.SaveChanges(); } WorkShift ws = new WorkShift(); Shift shift = db.Shifts.Find(s); ws.Shift_Id = shift.id; ws.Lookout_Id = lookout.Id; db.WorkShifts.Add(ws); db.SaveChanges(); return(Json("", JsonRequestBehavior.AllowGet)); }
private IEnumerator onWatchtowerUse(On.Celeste.Lookout.orig_LookRoutine orig, Lookout self, Player player) { UsingWatchtower = true; float timeStartedUsing = Engine.Scene.TimeActive; yield return(new SwapImmediately(orig(self, player))); UsingWatchtower = false; if (Settings.BadelineChasersEverywhere) { // adjust chaser state timestamps so that they behave as if the player didn't stand by that watchtower. float timeDiff = Engine.Scene.TimeActive - timeStartedUsing; for (int i = 0; i < player.ChaserStates.Count; i++) { // structs are nice. I have to copy it, modify it, then place it back. Player.ChaserState state = player.ChaserStates[i]; state.TimeStamp += timeDiff; player.ChaserStates[i] = state; } } }
private static void Lookout_StopInteracting(On.Celeste.Lookout.orig_StopInteracting orig, Lookout self) { orig(self); foreach (Player player2 in self.SceneAs <Level>().Tracker.GetEntities <Player>()) { player2.StateMachine.State = Player.StNormal; } }
private static IEnumerator Lookout_LookRoutine(On.Celeste.Lookout.orig_LookRoutine orig, Lookout self, Player player) { List <Entity> players = self.SceneAs <Level>().Tracker.GetEntities <Player>(); Entity closest = EntityHelper.GetClosestEntity(self, players); setPlayerState(players, closest, Player.StDummy); yield return(orig(self, closest as Player)); setPlayerState(players, closest, Player.StNormal); }
private static IEnumerator LookRoutine(On.Celeste.Lookout.orig_LookRoutine orig, Lookout self, Player player) { SteamWall steamWall = self.Scene.Tracker.GetEntity <SteamWall>(); if (steamWall != null) { steamWall.Halted = true; } yield return(orig(self, player)); if (steamWall != null) { steamWall.Halted = false; } }
// GET: Lookouts/Delete/5 public ActionResult Delete(int id) { Lookout lookout = db.Lookouts.Find(id); return(View()); }
// Methods private static string GetResult(Role role) { switch (role) { case Investigator _: return($"{role.Owner.Data.PlayerName} gathers information about people. They must be an {Investigator.GetName()}."); case Lookout _: return($"{role.Owner.Data.PlayerName} watches who visits people at night. They must be a {Lookout.GetName()}."); case Psychic _: return($"{role.Owner.Data.PlayerName} has the sight. They must be a {Psychic.GetName()}."); case Sheriff _: return($"{role.Owner.Data.PlayerName} is a protector of the {Faction.Crew.Name}. They must be a {Sheriff.GetName()}."); case Spy _: return($"{role.Owner.Data.PlayerName} secretly watches who someone visits. They must be a {Spy.GetName()}."); case Tracker _: return($"{role.Owner.Data.PlayerName} is a skilled in the art of tracking. They must be a {Tracker.GetName()}."); case Jailor _: return($"{role.Owner.Data.PlayerName} detains people at night. They must be a {Jailor.GetName()}."); case VampireHunter _: return($"{role.Owner.Data.PlayerName} tracks Vampires. They must be a {VampireHunter.GetName()}!"); case Veteran _: return($"{role.Owner.Data.PlayerName} is a paranoid war hero. They must be a {Veteran.GetName()}."); case Vigilante _: return($"{role.Owner.Data.PlayerName} will bend the law to enact justice. They must be a {Vigilante.GetName()}."); case Bodyguard _: return($"{role.Owner.Data.PlayerName} is a trained protector. They must be a {Bodyguard.GetName()}."); case Doctor _: return($"{role.Owner.Data.PlayerName} is a professional surgeon. They must be a {Doctor.GetName()}."); case Crusader _: return($"{role.Owner.Data.PlayerName} is a divine protector. They must be a {Crusader.GetName()}."); case Trapper _: return($"{role.Owner.Data.PlayerName} is waiting for a big catch. They must be a {Trapper.GetName()}."); case Escort _: return($"{role.Owner.Data.PlayerName} is a beautiful person working for the {Faction.Crew.Name}. They must be an {Escort.GetName()}."); case Mayor _: return($"{role.Owner.Data.PlayerName} is the leader of the {Faction.Crew.Name}. They must be the {Mayor.GetName()}."); case Medium _: return($"{role.Owner.Data.PlayerName} speaks with the dead. They must be a {Medium.GetName()}."); case Retributionist _: return($"{role.Owner.Data.PlayerName} wields mystical powers. They must be a {Retributionist.GetName()}."); case Transporter _: return($"{role.Owner.Data.PlayerName} specializes in transportation. They must be a {Transporter.GetName()}."); case Disguiser _: return($"{role.Owner.Data.PlayerName} makes other people appear to be someone they're not. They must be a {Disguiser.GetName()}"); case Forger _: return($"{role.Owner.Data.PlayerName} is good at forging documents. They must be a {Forger.GetName()}."); case Framer _: return($"{role.Owner.Data.PlayerName} has a desire to deceive. They must be a {Framer.GetName()}!"); case Hypnotist _: return($"{role.Owner.Data.PlayerName} is skilled at disrupting others. They must be a {Hypnotist.GetName()}."); case Janitor _: return($"{role.Owner.Data.PlayerName} cleans up dead bodies. They must be a {Janitor.GetName()}."); case Ambusher _: return($"{role.Owner.Data.PlayerName} lies in wait. They must be an {Ambusher.GetName()}."); case Godfather _: return($"{role.Owner.Data.PlayerName} is the leader of the {Faction.Mafia.Name}. They must be the {Godfather.GetName()}."); case Mafioso _: return($"{role.Owner.Data.PlayerName} does the {Godfather.GetName()}'s dirty work. They must be a {Mafioso.GetName()}."); case Blackmailer _: return($"{role.Owner.Data.PlayerName} uses information to silence people. They must be a {Blackmailer.GetName()}."); case Consigliere _: return($"{role.Owner.Data.PlayerName} gathers information for the {Faction.Mafia.Name}. They must be a {Consigliere.GetName()}."); case Consort _: return($"{role.Owner.Data.PlayerName} is a beautiful person working for the {Faction.Mafia.Name}. They must be a {Consort.GetName()}."); case Amnesiac _: return($"{role.Owner.Data.PlayerName} does not remember their role. They must be an {Amnesiac.GetName()}."); case GuardianAngel _: return($"{role.Owner.Data.PlayerName} is watching over someone. They must be a {GuardianAngel.GetName()}."); case Survivor _: return($"{role.Owner.Data.PlayerName} simply wants to live. They must be a {Survivor.GetName()}."); case Vampire _: return($"{role.Owner.Data.PlayerName} drinks blood. They must be a {Vampire.GetName()}!"); case Executioner _: return($"{role.Owner.Data.PlayerName} wants someone to be lynched at any cost. They must be an {Executioner.GetName()}."); case Jester _: return($"{role.Owner.Data.PlayerName} wants to be lynched. They must be a {Jester.GetName()}."); case Witch _: return($"{role.Owner.Data.PlayerName} casts spells on people. They must be a {Witch.GetName()}."); case Arsonist _: return($"{role.Owner.Data.PlayerName} likes to watch things burn. They must be an {Arsonist.GetName()}."); case SerialKiller _: return($"{role.Owner.Data.PlayerName} wants to kill everyone. They must be a {SerialKiller.GetName()}"); case Werewolf _: return($"{role.Owner.Data.PlayerName} howls at the moon. They must be a {Werewolf.GetName()}."); default: return("No special role found."); } }
private static IEnumerator Lookout_LookRoutine(On.Celeste.Lookout.orig_LookRoutine orig, Lookout self, Player player) { List <Entity> players = self.SceneAs <Level>().Tracker.GetEntities <Player>(); setPlayerState(players, closestLookoutPlayer, Player.StDummy); IEnumerator origEnumerator = orig(self, closestLookoutPlayer); while (origEnumerator.MoveNext()) { yield return(origEnumerator.Current); } setPlayerState(players, closestLookoutPlayer, Player.StNormal); }
// Methods private static IEnumerable <string> GetResults(Role role) { switch (role) { case Vigilante _: case Veteran _: case Mafioso _: // case Pirate _: case Ambusher _: return(new[] { Vigilante.GetName(), Veteran.GetName(), Mafioso.GetName(), Ambusher.GetName() }); case Medium _: case Janitor _: case Retributionist _: // case Necromancer _: case Trapper _: return(new[] { Medium.GetName(), Janitor.GetName(), Retributionist.GetName(), Trapper.GetName() }); case Survivor _: case VampireHunter _: case Amnesiac _: // case Medusa _: case Psychic _: return(new[] { Survivor.GetName(), VampireHunter.GetName(), Amnesiac.GetName(), Psychic.GetName() }); case Spy _: case Blackmailer _: case Jailor _: case GuardianAngel _: return(new[] { Spy.GetName(), Blackmailer.GetName(), Jailor.GetName(), GuardianAngel.GetName() }); case Sheriff _: case Executioner _: case Werewolf _: // case Poisoner _: return(new[] { Sheriff.GetName(), Executioner.GetName(), Werewolf.GetName() }); case Framer _: case Vampire _: case Jester _: // case HexMaster _: return(new[] { Framer.GetName(), Vampire.GetName(), Jester.GetName() }); case Lookout _: case Forger _: // case Juggernaut _: // case CovenLeader _: return(new[] { Lookout.GetName(), Forger.GetName() }); case Escort _: case Transporter _: case Consort _: case Hypnotist _: return(new[] { Escort.GetName(), Transporter.GetName(), Consort.GetName(), Hypnotist.GetName() }); case Doctor _: case Disguiser _: case SerialKiller _: // case PotionMaster _: return(new[] { Doctor.GetName(), Disguiser.GetName(), SerialKiller.GetName() }); case Investigator _: case Consigliere _: case Mayor _: case Tracker _: // case Plaguebearer _: return(new[] { Investigator.GetName(), Consigliere.GetName(), Mayor.GetName(), Tracker.GetName() }); case Bodyguard _: case Godfather _: case Arsonist _: case Crusader _: return(new[] { Bodyguard.GetName(), Godfather.GetName(), Arsonist.GetName(), Crusader.GetName() }); } return(new string[] { }); }