public ActionResult New(CivilizationTraitForm form) { Debug.WriteLine(string.Format("POST: Civilization Trait Controller: New - gameID={0}", GameState.GameID)); var game = GameState.Game; DB_civilization_traits civilizationTrait = new DB_civilization_traits(); civilizationTrait.game_id = game.Info.id; civilizationTrait.name = form.Name; civilizationTrait.description = form.Description; civilizationTrait.influence_bonus = form.InfluenceBonus; civilizationTrait.trade_bonus = form.TradeBonus; civilizationTrait.apply_military = form.ApplyMilitary; civilizationTrait.apply_units = form.ApplyUnits; civilizationTrait.apply_ships = form.ApplyShips; civilizationTrait.apply_infrastructure = form.ApplyInfrastructure; civilizationTrait.science_bonus = form.ScienceBonus; civilizationTrait.colonial_development_bonus = form.ColonialDevelopmentBonus; civilizationTrait.ship_construction_bonus = form.ShipConstructionBonus; civilizationTrait.unit_training_bonus = form.UnitTrainingBonus; Database.Session.Save(civilizationTrait); Database.Session.Flush(); return(RedirectToRoute("Statistics")); }
private DB_civilization_traits RetrieveCivilizationTrait(string name) { var game = GameState.Game; var civilizationTrait = Database.Session.Query <DB_civilization_traits>() .Where(x => x.game_id == null || x.game_id == game.ID) .Where(x => x.name == name) .FirstOrDefault(); if (civilizationTrait == null) { civilizationTrait = new DB_civilization_traits(); civilizationTrait.game_id = game.ID; civilizationTrait.name = name; Database.Session.Save(civilizationTrait); } return(civilizationTrait); }