public Unit(House owner, UnitType type, bool alive, string name) { Owner = owner; Type = type; Alive = alive; Name = name; }
public void A_house_gets_one_dishwasher_one_fridge_and_one_cabinet() { House house = new House(); Assert.IsNotNull(house.Dishwasher); Assert.IsNotNull(house.KitchenCabinet); Assert.IsNotNull(house.Refrigerator); }
public void Ensure_that_moving_items_requires_you_to_pick_them_up_first() { Avatar avatar = new Avatar(); BarOfSoap barOfSoap = new BarOfSoap(); House house = new House(); avatar.Put(barOfSoap).In(house); }
/// <summary> /// Deletes state and info for specified module. /// </summary> /// <param name="house">House code.</param> /// <param name="unit">Unit code.</param> /// <exception cref="ProtocolViolationException"></exception> /// <exception cref="WebException"></exception> /// <returns>True if delete was successful</returns> public bool DeleteModule(House house, Unit unit) { HttpWebRequest request = GetRequest(house, unit, "DELETE"); HttpWebResponse response = GetHttpResponse(request); StandardMessage module = (StandardMessage)GetX10Message(response); return module.ModuleType == ModuleType.Unknown && String.IsNullOrEmpty(module.Name) && !module.On.HasValue; }
public void VisitNextHouse(char direction) { House nextHouse = null; switch (direction) { case '^': nextHouse = new House(CurrentHouse.X, CurrentHouse.Y + 1); break; case 'v': nextHouse = new House(CurrentHouse.X, CurrentHouse.Y - 1); break; case '<': nextHouse = new House(CurrentHouse.X - 1, CurrentHouse.Y); break; case '>': nextHouse = new House(CurrentHouse.X + 1, CurrentHouse.Y); break; } if (!Houses.Any(h => h.X == nextHouse.X && h.Y == nextHouse.Y)) Houses.Add(nextHouse); CurrentHouse = nextHouse; }
public int CurrentSupplyForHouse(House h1) { foreach (House h in Position0) { if (h.HouseCharacter == h1.HouseCharacter) { Position0.Remove(h); return 0; } } foreach (House h in Position1) { if (h.HouseCharacter == h1.HouseCharacter) { Position1.Remove(h); return 1; } } foreach (House h in Position2) { if (h.HouseCharacter == h1.HouseCharacter) { Position2.Remove(h); return 2; } } foreach (House h in Position3) { if (h.HouseCharacter == h1.HouseCharacter) { Position3.Remove(h); return 3; } } foreach (House h in Position4) { if (h.HouseCharacter == h1.HouseCharacter) { Position4.Remove(h); return 4; } } foreach (House h in Position5) { if (h.HouseCharacter == h1.HouseCharacter) { Position5.Remove(h); return 5; } } foreach (House h in Position6) { if (h.HouseCharacter == h1.HouseCharacter) { Position6.Remove(h); return 6; } } return 0; }
public InvoiceControl( Invoice invoice, House house, GUI gui ) { this.invoice = invoice; this.gui = gui; this.house = house; InitializeComponent(); }
public void GoHome(House[] allHouses) { float nearestHouseDistance = 0; for(int i = 0; i < allHouses.Length; i++) { if (allHouses[i].gameObject.activeInHierarchy && allHouses[i].currentCapacity < allHouses[i].capacity) { nearestHousePosition = allHouses[i].transform.position; nearestHouseDistance = Vector2.Distance(nearestHousePosition, transform.position); break; } } for (int i = 0; i < allHouses.Length; i++) { if (allHouses[i].currentCapacity < allHouses[i].capacity) { if (allHouses[i].isActiveAndEnabled && Vector2.Distance(allHouses[i].transform.position, transform.position) < nearestHouseDistance) { nearestHousePosition = allHouses[i].transform.position; nearestHouseDistance = Vector2.Distance(nearestHousePosition, transform.position); } } } comingHome = true; }
/// <summary> /// Creates new X10 extended message. /// </summary> /// <param name="house">Valid range is A-P.</param> /// <param name="unit">Valid units are 01-16.</param> /// <param name="command">Only commands ExtendedCode and ExtendedData are valid for extended messages.</param> /// <param name="extendedCommand">Byte 0-255. Make sure that either extended command or data is above 0.</param> /// <param name="extendedData">Byte 0-255. Make sure that either extended command or data is above 0.</param> public ExtendedMessage(House house, Unit unit, Command command, byte extendedCommand, byte extendedData) : base(house, unit, command) { Validate(extendedCommand, extendedData); ExtendedCommand = extendedCommand; ExtendedData = extendedData; }
public Game() { House = new House(); fOpponent = new Opponent(House.LivingRoom); NumMoves = 0; GameStatus = GameStatusEnum.InitialStatus; }
public void SendCommand(House house, int moduleNumber, ModuleState state) { byte[] a1on = GetBytesForModule(house, moduleNumber, state); SendHeader(); SendByte(a1on[0]); SendByte(a1on[1]); SendFooter(); }
public void Save(House obj) { if (obj.Id == 0) context.Entry(obj).State = System.Data.Entity.EntityState.Added; else context.Entry(obj).State = System.Data.Entity.EntityState.Modified; context.SaveChanges(); }
public static void Build(House prefab, Base team, float position) { House h = Instantiate(prefab); h.center = GameObject.FindGameObjectWithTag("Center").transform; h.Position = position; h.teamBase = team; h.DirectionIsToLeft = !(team.isLight) == (position < 270 && position > 90); }
public void CanClone() { var house = new House("my house", 1, 3); var other = house.Clone(); Assert.AreEqual(house.DoorCount, other.DoorCount); Assert.AreEqual(house.WindowCount, other.WindowCount); Assert.AreEqual(house.Name, other.Name); }
static void tstInheritance1() { Stock stock = new Stock { Name = "MSFT", SharesOwned = 1500 }; House house = new House { Name = "SAS", Mortgage = 2300 }; stock.Display(); house.Display(); //Upcasting Stock stock2 = new Stock(); Asset asset = stock2; Console.WriteLine((asset == stock2 ? "asset == stock2!" : "asset != stock2!")); //asset.SharesOwned; - yet Stock fields aren't accessible!!! //To access Stock fields DOWNCASTING is needed!! Stock stock3 = (Stock) asset; Console.WriteLine(stock3.SharesOwned); // <No error> Console.WriteLine(stock3 == asset); // True Console.WriteLine(stock3 == stock2); // True //AS operator Asset a = new Asset(); Stock s = a as Stock; // s is null; no exception thrown try { long shares1 = ((Stock)a).SharesOwned; // Approach #1 } catch (InvalidCastException ice) { Console.WriteLine(ice.ToString()); } if (s != null) { Console.WriteLine(s.SharesOwned); long shares2 = (a as Stock).SharesOwned; // Approach #2 } /* * Another way of looking at it is that with the cast operator (Approach #1), you’re saying to the compiler: “I’m certain of a value’s type; if I’m wrong, there’s a bug in my code, so throw an exception!” Whereas with the as operator (Approach #2), you’re uncertain of its type and want to branch according to the outcome at runtime. * */ //IS operator if (a is Stock) Console.WriteLine(((Stock)a).SharesOwned); /* * The is operator tests whether a reference conversion would succeed; in other words, whether an object derives from a specified class (or implements an interface). It is often used to test before downcasting. * */ }
public int CountSupplyForHouseTerritory(House h) { int supply = 0; foreach (Territory T in h.OwnedTerritories) { supply = supply + T.Barrels; } return supply; }
public SeaTerritory(string name, int numShips, House houseOccupied, bool isOccupied, OrderToken orderToken, List<string> landConnections, List<string> seaConnections) { this.name = name; this.numShips = numShips; this.houseOccupied = houseOccupied; this.orderToken = orderToken; this.landConnections = landConnections; this.seaConnections = seaConnections; this.isOccupied = isOccupied; }
public void MultivariateScaled(decimal size, int bedroomCount, decimal priceFrom, decimal priceTo) { //var algorithm = new LinearRegression(_houses, _housePrices, new Settings { InputSplitRatio = InputSplitRatio.No, MaxIterations = 400}); //the above works - looks like IsConverging isn't working properly var algorithm = new LinearRegression(_houses, _housePrices, new Settings { InputSplitRatio = InputSplitRatio.No}); var house = new House { Size = size, BedroomCount = bedroomCount }; var price = algorithm.GetPrediction(house); Assert.That(price, Is.InRange(priceFrom, priceTo), "Incorrect price prediction for [" + house + "]"); }
// Here we serialize our UserData object of myData public string SerializeObject(House pObject) { string XmlizedString = null; MemoryStream memoryStream = new MemoryStream(); XmlSerializer xs = new XmlSerializer(typeof(House)); XmlTextWriter xmlTextWriter = new XmlTextWriter(memoryStream, Encoding.UTF8); xs.Serialize(xmlTextWriter, pObject); memoryStream = (MemoryStream)xmlTextWriter.BaseStream; XmlizedString = UTF8ByteArrayToString(memoryStream.ToArray()); return XmlizedString; }
public override void Execute(params string[] commandParams) { string houseName = commandParams[0]; decimal initialTreasuryAmount = decimal.Parse(commandParams[1]); IHouse house = new House(houseName, initialTreasuryAmount); this.Engine.Continent.AddHouse(house); this.Engine.Render("Successfully created House {0}", house.Name); }
public void Ensure_that_moving_items_properly_transfers_them() { Avatar avatar = new Avatar(); BarOfSoap barOfSoap = new BarOfSoap(); avatar.PickUp(barOfSoap); House house = new House(); avatar.Put(barOfSoap).In(house); Assert.AreSame(house, barOfSoap.ParentContainerObject); Assert.IsFalse(avatar.Contents.Any(x => x.ObjectId == barOfSoap.ObjectId)); Assert.IsTrue(house.Contents.Any(x => x.ObjectId == barOfSoap.ObjectId)); }
public GameObject GetObject() { for (int i = 0; i < houses.Count; i++) { if(!houses[i].HouseModel.activeInHierarchy) return houses[i].HouseModel; } House obj = new House(); obj.HouseModel = Instantiate(house); obj.HouseModel.SetActive(false); houses.Add(obj); return obj.HouseModel; }
public override void OnPush(IBot bot, IPlayer player, House house, int dx, int dy) { int blockId = bot.Room.getBlock(0, X + 2 * dx, Y + 2 * dy).Id; if (blockId == 414 || blockId == 4) { int xx = X + 2 * dx + 1; int yy = Y + 2 * dy + 1; string text = "/teleport " + player.Name + " " + xx + " " + yy; if (player.Name == house.builder) bot.ChatSayer.Say(text); } }
private HouseBuilder() { this.house = new House(WidthInMeters, LengthInMeters) { Roof = new Roof { Color = Color.Red, Size = DefaultRoofSizeInSquareMeters }, FacadeColor = Color.Gray, FrontDoor = new FrontDoor { Color = Color.Gray, Width = DefaultDoorWidthInMeters, Height = DefaultDoorHeightInMeters } }; }
public void environment_1(Environment e, UsefulMethods odd, Player player) { House h1 = new House(); Console.WriteLine(" You wake up in a wooded area, you are unsure of what happened or how you got there."); Console.WriteLine(" You look around and can see a small cabin off in the distance. how do you procced? "); Console.Write("1: Go to the cabin \n2: Walk in the opposite direction"); int ans = Convert.ToInt32(Console.ReadLine()); if (ans == 1) h1.cabin(odd, player); else if (ans == 2) throw new NotImplementedException(); else Console.WriteLine("Please choose from an option above"); }
/// <summary> /// Creates new X10 standard message. /// </summary> /// <param name="house">Valid range is A-P.</param> /// <param name="unit">Valid units are 01-16 and X for no unit.</param> /// <param name="command">All commands are valid, use X for no command.</param> public StandardMessage(House house, Unit unit, Command command) { Source = MessageSource.Unknown; if (house == House.X) { throw new ArgumentException( "House is outside valid range A-P. " + "X (all house codes) only allowed when requesting module state or parsing response from module state wipe."); } House = house; Unit = unit; Url = "/" + House + "/" + ((byte)Unit + 1) + "/"; Command = command; ModuleType = ModuleType.Unknown; }
void Start() { player = new Player (); houses = new List<House> (); float x = 0.73f; for (int i = 0; i < 5; i++) { House obj = new House(); obj.HouseModel = Instantiate(house); obj.Position = new Vector3(x, 0, 0); houses.Add(obj); x -= 0.73f; } }
public JsonResult Create(House house = null) { house = new House() { CreateTime = DateTime.Now, HouseFloor = "11", HouseName = "House-1", BuildNo = "3519", HouseNo = "123456" }; service.Add(house); return Json(house, JsonRequestBehavior.AllowGet); }
public LandTerritory(string name, int numSupply, int numCrowns, int numInfantry, int numKnight, int numSiegeEngine, bool hasCastle, bool hasStronghold, bool isOccupied, House houseOccupied, OrderToken orderToken, Button button, List<string> connections) { this.name = name; this.numSupply = numSupply; this.numCrowns = numCrowns; this.hasCastle = hasCastle; this.hasStronghold = hasStronghold; this.numInfantry = numInfantry; this.numKnight = numKnight; this.isOccupied = isOccupied; this.numSiegeEngine = numSiegeEngine; this.houseOccupied = houseOccupied; this.orderToken = orderToken; this.connections = connections; this.button = button; }
/// <summary> /// Returns the first house found for the given coordinates, or a default value. /// </summary> /// <param name="X">X coordinate of house.</param> /// <param name="Y">Y coordinate of house.</param> /// <returns>The house found, or a House instance with default values.</returns> public House GetForPosition(int X, int Y) { House Ho = Context.Context.Houses.FirstOrDefault(x => x.X == X && x.Y == Y); if (Ho != null) return Ho; else { Ho = new House(); Ho.X = X; Ho.Y = Y; Ho.Description = "You can purchase this lot, it is not owned by anyone."; Ho.Name = "TestLot"; return Ho; } }
public async Task <House> Create(House house) { return(await repository.AddHouseAsync(house)); }
public SCLoginCharInfoHouse(uint id, House house) : base(SCOffsets.SCLoginCharInfoHousePacket, 5) { _id = id; _house = house; }
public void ParkCommand(Client player) { if (player.VehicleSeat != (int)VehicleSeat.Driver) { player.SendChatMessage(Constants.COLOR_ERROR + ErrRes.not_vehicle_driving); } else if (player.Vehicle.GetData(EntityData.VEHICLE_FACTION) != Constants.FACTION_NONE) { player.SendChatMessage(Constants.COLOR_ERROR + ErrRes.vehicle_faction_park); } else if (player.Vehicle.TraileredBy != null && player.Vehicle.TraileredBy.Exists) { player.SendChatMessage(Constants.COLOR_ERROR + ErrRes.vehicle_is_trailered); } else { if (!Vehicles.HasPlayerVehicleKeys(player, player.Vehicle, true) && !Faction.IsPoliceMember(player)) { player.SendChatMessage(Constants.COLOR_ERROR + ErrRes.not_car_keys); } else { // Get the closest parking ParkingModel parking = parkingList.Where(p => player.Position.DistanceTo(p.position) < 3.5f).FirstOrDefault(); if (parking == null) { // Player's not in any parking player.SendChatMessage(Constants.COLOR_ERROR + ErrRes.not_parking_near); return; } switch (parking.type) { case Constants.PARKING_TYPE_PUBLIC: if (Vehicles.HasPlayerVehicleKeys(player, player.Vehicle, true)) { string message = string.Format(InfoRes.parking_cost, Constants.PRICE_PARKING_PUBLIC); player.SendChatMessage(Constants.COLOR_INFO + message); PlayerParkVehicle(player, parking); } else { // The player doesn't have the keys player.SendChatMessage(Constants.COLOR_ERROR + ErrRes.not_car_keys); } break; case Constants.PARKING_TYPE_GARAGE: HouseModel house = House.GetHouseById(parking.houseId); if (house == null || House.HasPlayerHouseKeys(player, house) == false) { player.SendChatMessage(Constants.COLOR_ERROR + ErrRes.player_not_garage_access); } else if (GetParkedCarAmount(parking) == parking.capacity) { player.SendChatMessage(Constants.COLOR_ERROR + ErrRes.parking_full); } else if (!Vehicles.HasPlayerVehicleKeys(player, player.Vehicle, true)) { player.SendChatMessage(Constants.COLOR_ERROR + ErrRes.not_car_keys); } else { player.SendChatMessage(Constants.COLOR_INFO + InfoRes.vehicle_garage_parked); PlayerParkVehicle(player, parking); } break; case Constants.PARKING_TYPE_DEPOSIT: if (!Faction.IsPoliceMember(player)) { player.SendChatMessage(Constants.COLOR_ERROR + ErrRes.player_not_police_faction); } else { player.SendChatMessage(Constants.COLOR_INFO + InfoRes.vehicle_deposit_parked); PlayerParkVehicle(player, parking); } break; default: player.SendChatMessage(Constants.COLOR_ERROR + ErrRes.not_parking_allowed); break; } } } }
public void Add(House house) { this._houseDao.Add(house); }
public async Task <IActionResult> Put([FromBody] House house) { await hauseService.UpdateHouse(house); return(Ok(house)); }
private void Awake() { currentHouse = null; }
private void Awake() { doorView = GetComponentInChildren <DoorView>(); m_Collider = GetComponent <BoxCollider>(); m_House = GetComponentInParent <House>(); }
/// <summary> /// Adds character inside a house with a certain ID /// </summary> /// <param name="id">House id</param> /// <param name="character">Character</param> public void AddCharacterToHouseWithId(int id, Character character) { House house = GetHouseForId(id); house.AddOccupant(character); }
/// <summary> /// Removes a character from a house with certain ID /// </summary> /// <param name="id">House id</param> /// <param name="character">Character</param> public void RemoveCharacterFromHouseWithId(int id, Character character) { House house = GetHouseForId(id); house.RemoveOccupant(character); }
public async Task <HttpResponseMessage> Import() { if (!Request.Content.IsMimeMultipartContent()) { throw new HttpResponseException(HttpStatusCode.UnsupportedMediaType); } MultipartMemoryStreamProvider provider = await Request.Content.ReadAsMultipartAsync(); HttpContent content = provider.Contents.First(); Stream stream = await content.ReadAsStreamAsync(); string fileName = content.Headers.ContentDisposition.FileName.Trim('"'); DataTable dt = Excel.ExcelToDataTable(fileName, stream); dt.Columns.Add("导入状态"); dt.Columns.Add("导入备注"); foreach (DataRow dr in dt.Rows) { string EstateName = dr[0].ToString(); if (!string.IsNullOrEmpty(EstateName)) { Estate estate = db.Estates.FirstOrDefault(w => w.EstateName == EstateName); if (estate != null) { string HouseNo = dr[1].ToString(); House house = db.Houses.FirstOrDefault(w => w.EstateId == estate.EstateId && w.HouseNo == HouseNo); if (house != null) { Owner owner = db.Owners.FirstOrDefault(w => w.HouseId == house.HouseId); if (owner != null) { string CarNumber = dr[2].ToString(); OwnerCar car = db.OwnerCars.FirstOrDefault(w => w.OwnerId == owner.OwnerId && w.CarNumber == CarNumber); if (car == null) { car = new OwnerCar(); car.OwnerId = owner.OwnerId; car.CarNumber = CarNumber; db.OwnerCars.Add(car); db.SaveChanges(); } try { Parking parking = new Parking(); parking.CarId = car.CarId; parking.PayerName = owner.CheckInName; parking.UnitPrice = decimal.Parse(dr[3].ToString()); CostConfig config = db.CostConfigs.FirstOrDefault(w => w.EstateId == estate.EstateId && w.ConfigType == "parking" && w.UnitPrice == parking.UnitPrice); if (config != null) { parking.ConfigId = config.ConfigId; } parking.MonthCount = double.Parse(dr[4].ToString()); parking.Amount = decimal.Parse(dr[5].ToString()); parking.CreateTime = DateTime.Now; DateTime PayTime = DateTime.MinValue; if (DateTime.TryParse(dr[6].ToString(), out PayTime)) { parking.PayTime = PayTime; } DateTime StartDate = DateTime.MinValue; if (DateTime.TryParse(dr[7].ToString(), out StartDate)) { parking.StartDate = StartDate; } DateTime EndDate = DateTime.MinValue; if (DateTime.TryParse(dr[8].ToString(), out EndDate)) { parking.EndDate = EndDate; } parking.ReceiptNo = dr[9].ToString(); parking.VoucherNo = dr[10].ToString(); parking.OprationName = dr[11].ToString(); parking.PayWay = dr[12].ToString(); parking.Remark = dr[13].ToString(); if (parking.PayTime != null) { parking.Status = 1; } if (db.Parkings.Count(w => w.CarId == car.CarId && w.Amount == parking.Amount && w.MonthCount == parking.MonthCount && w.StartDate == parking.StartDate && w.EndDate == parking.EndDate) == 0) { db.Parkings.Add(parking); db.SaveChanges(); dr[14] = "成功"; dr[15] = "新增"; } else { Parking newParking = db.Parkings.First(w => w.CarId == car.CarId && w.Amount == parking.Amount && w.MonthCount == parking.MonthCount && w.StartDate == parking.StartDate && w.EndDate == parking.EndDate); Ricky.ObjectCopy.Copy <Parking>(parking, newParking, new string[] { "ParkingId", "PayerName", "UserId" }); db.SaveChanges(); dr[14] = "成功"; dr[15] = "修改"; } } catch (Exception e) { dr[14] = "失败"; dr[15] = e.Message; } } else { dr[14] = "失败"; dr[15] = "没有找到业主"; } } else { dr[14] = "失败"; dr[15] = "沒有找到此房产"; } } else { dr[14] = "失败"; dr[15] = "沒有找到此小区"; } } else { dr[14] = "失败"; dr[15] = "缺少所属小区名称"; } } db.Database.ExecuteSqlCommand("update OwnerCar set ParkingExpireDate=t.EndDate from (select CarId,MAX(EndDate) EndDate from Parking group by CarId)t where OwnerCar.CarId=t.CarId"); string fileSaveLocation = HttpContext.Current.Server.MapPath("~/upload/parking"); if (!Directory.Exists(fileSaveLocation)) { Directory.CreateDirectory(fileSaveLocation); } string Name = fileName.Substring(0, fileName.LastIndexOf('.')); Excel excel = new Excel(dt); string saveFileName = string.Format("{1}{2}.xlsx", fileSaveLocation, Name, DateTime.Now.ToString("yyyyMMddHHmmssfff")); excel.Save(fileSaveLocation + "\\" + saveFileName); return(Request.CreateResponse(HttpStatusCode.OK, new { Status = 1, filename = saveFileName })); }
public static int GetHouseNumberByPlayer(GamePlayer p) { House house = GetHouseByPlayer(p); return(house != null ? house.HouseNumber : 0); }
public static bool Start(GameClient client = null) { // load hookpoint offsets House.LoadHookpointOffsets(); // initialize the house template manager HouseTemplateMgr.Initialize(); _houseList = new Dictionary <ushort, Dictionary <int, House> >(); _idList = new Dictionary <ushort, int>(); int regions = 0; foreach (RegionEntry entry in WorldMgr.GetRegionList()) { Region reg = WorldMgr.GetRegion(entry.id); if (reg != null && reg.UseHousingManager) { if (!_houseList.ContainsKey(reg.ID)) { _houseList.Add(reg.ID, new Dictionary <int, House>()); } if (!_idList.ContainsKey(reg.ID)) { _idList.Add(reg.ID, 0); } regions++; } } int houses = 0; int lotmarkers = 0; foreach (DBHouse house in GameServer.Database.SelectAllObjects <DBHouse>()) { Dictionary <int, House> housesForRegion; _houseList.TryGetValue(house.RegionID, out housesForRegion); // if we don't have the given region loaded as a housing zone, skip this house if (housesForRegion == null) { continue; } // if we already loaded this house, that's no bueno, but just skip if (housesForRegion.ContainsKey(house.HouseNumber)) { continue; } if (SpawnLot(house, housesForRegion) == eLotSpawnType.House) { houses++; } else { lotmarkers++; } } if (log.IsInfoEnabled) { log.Info("[Housing] Loaded " + houses + " houses and " + lotmarkers + " lotmarkers in " + regions + " regions!"); } if (client != null) { client.Out.SendMessage("Loaded " + houses + " houses and " + lotmarkers + " lotmarkers in " + regions + " regions!", eChatType.CT_System, eChatLoc.CL_SystemWindow); } if (CheckRentTimer != null) { CheckRentTimer.Change(Properties.RENT_CHECK_INTERVAL * 60 * 1000, Properties.RENT_CHECK_INTERVAL * 60 * 1000); } else { CheckRentTimer = new Timer(CheckRents, null, Properties.RENT_CHECK_INTERVAL * 60 * 1000, Properties.RENT_CHECK_INTERVAL * 60 * 1000); } return(true); }
public async Task <bool> UpdateHouseInCompanyAsync(long companyId, long houseId, House newHouse) { var efHouse = await _context.Houses.FirstOrDefaultAsync(h => h.EfCompanyId == companyId && h.Id == houseId); if (efHouse == null) { throw new KeyNotFoundException("Дом не найден"); } efHouse.Address = newHouse.Address; efHouse.MetroStation = newHouse.MetroStation; efHouse.Year = newHouse.Year; if (newHouse.WallMaterial == null) // материал стен не известен { efHouse.WallMaterialId = null; } else if (newHouse.WallMaterial.Id != 0) // материал стен уже добавленный { efHouse.WallMaterialId = newHouse.WallMaterial.Id; } else if (newHouse.WallMaterial.Id == 0) // материал стен новый { var efWallMaterial = Mapper.Map <EfWallMaterial>(newHouse.WallMaterial); efHouse.WallMaterial = efWallMaterial; } var res = _context.Houses.Update(efHouse); return(res.State == EntityState.Modified); }
public TransactionResult PayForHouseBuy(Money money, Citizen owner, Citizen buyer, House house) { var sourceEntity = buyer.Entity; var destinationEntity = owner.Entity; var transaction = new Transaction() { Arg1 = "House Buy From Citizen", Arg2 = string.Format("{0}({1}) bought for house from {2}({3})", sourceEntity.Name, sourceEntity.EntityID, destinationEntity.Name, destinationEntity.EntityID), SourceEntityID = buyer.ID, DestinationEntityID = owner.ID, Money = money, TransactionType = TransactionTypeEnum.HouseBuy }; return(transactionsService.MakeTransaction(transaction)); }
public XWing(Value value, IEnumerable <Position> positions, IEnumerable <Position> positionsToRemove, House house) { Value = value; Positions = positions; PositionsToRemove = positionsToRemove; House = house; }
public async Task <IActionResult> Post([FromBody] House house) { await hauseService.CreateNewHouse(house); return(Ok(house)); }
public BaseResultEntity Post(ImportHouseInfoRequestEntity ImportHouse) { Logger.LogDebug("ImportHouseInfo Request:" + JsonHelper.SerializeObject(ImportHouse), "ImportHouseInfoController", "Post"); var ret = new BaseResultEntity(); try { if (ImportHouse != null && ImportHouse.HouseList != null) { if (_projectBLL.GetModels(x => x.ID == ImportHouse.ProjectID) != null) { #region 创建楼盘 var _houseEstate = _houseEstateBLL.GetModels(x => x.Name == ImportHouse.HouseEstate && x.ProjectID == ImportHouse.ProjectID); if (_houseEstate == null || _houseEstate.Count() == 0) { _houseEstateBLL.Add(new HouseEstate() { ProjectID = ImportHouse.ProjectID, Name = ImportHouse.HouseEstate, CreateTime = DateTime.Now, LastUpdate = DateTime.Now }); } #endregion #region 创建房源分组 var groupList = ImportHouse.HouseList.GroupBy(x => x.Group).ToList(); var _existGroup = _houseGroupBLL.GetModels(x => x.ProjectID == ImportHouse.ProjectID); List <string> addGroupList = new List <string>(); foreach (var group in groupList) { if (!_existGroup.Any(x => x.Name == group.Key)) { if (!addGroupList.Any(x => x == group.Key)) { addGroupList.Add(group.Key); } } } var _hsList = new List <HouseGroup>(); foreach (string a in addGroupList) { HouseGroup _hs = new HouseGroup() { ProjectID = ImportHouse.ProjectID, Name = a, CreateTime = DateTime.Now, LastUpdate = DateTime.Now }; _hsList.Add(_hs); } _houseGroupBLL.AddRange(_hsList); #endregion #region 创建户型 var roomTypeGroupList = ImportHouse.HouseList.GroupBy(x => x.RoomType).ToList(); var _existRoomType = _roomTypeBLL.GetModels(x => 1 == 1).ToList(); List <string> addRoomTypeList = new List <string>(); foreach (var group in roomTypeGroupList) { if (!_existRoomType.Any(x => x.Name == group.Key)) { if (!addRoomTypeList.Any(x => x == group.Key)) { addRoomTypeList.Add(group.Key); } } } var _rtList = new List <RoomType>(); foreach (string a in addRoomTypeList) { RoomType _rt = new RoomType() { Name = a, CreateTime = DateTime.Now, LastUpdate = DateTime.Now }; _rtList.Add(_rt); } _roomTypeBLL.AddRange(_rtList); #endregion #region 创建房源 var _houseGroup = _houseGroupBLL.GetModels(x => x.ProjectID == ImportHouse.ProjectID); var _roomTypeGroup = _roomTypeBLL.GetModels(x => 1 == 1); var _existhouse = _houseBLL.GetModels(x => x.ProjectID == ImportHouse.ProjectID); int _houseEstateID = _houseEstateBLL.GetModels(x => x.ProjectID == ImportHouse.ProjectID).FirstOrDefault().ID; List <House> addHouseList = new List <House>(); foreach (var house in ImportHouse.HouseList) { if (_existhouse.Any(x => x.SerialNumber == house.SerialNumber)) //去重 { continue; } else { int _groupID = _houseGroup.FirstOrDefault(x => x.Name == house.Group).ID; int _roomTypeID = _roomTypeGroup.FirstOrDefault(x => x.Name == house.RoomType).ID; House _house = new House() { ProjectID = ImportHouse.ProjectID, SerialNumber = house.SerialNumber, GroupID = _groupID, Block = house.Block == null ? "" : house.Block, Building = house.Building, Unit = house.Unit, RoomNumber = house.RoomNumber == null ? "" : house.RoomNumber, RoomTypeID = _roomTypeID, Toward = house.Toward == null ? "" : house.Toward, RoomTypeCode = house.RoomType, EstimateBuiltUpArea = house.EstimateBuiltUpArea, EstimateLivingArea = house.EstimateLivingArea, AreaUnitPrice = house.AreaUnitPrice, TotalPrice = house.TotalPrice, CreateTime = DateTime.Now, LastUpdate = DateTime.Now, HouseEstateID = _houseEstateID }; addHouseList.Add(_house); } } _houseBLL.AddRange(addHouseList); #endregion } else { ret.Code = 302; ret.ErrMsg = "导入的房源信息所属项目不存在!"; } } else { ret.Code = 301; ret.ErrMsg = "导入的房源信息不允许为空!"; } } catch (Exception ex) { Logger.LogException("导入房源信息时发生异常!", "ImportHouseInfoController", "Post", ex); ret.Code = 999; ret.ErrMsg = ex.Message; } return(ret); }
public bool IsLandlord(Mobile m) { return(House != null && House.IsOwner(m)); }
public HousePage(House house) { InitializeComponent(); BindingContext = new HouseViewModel(house); }
public async Task <bool> Update(House house) { return(await repository.UpdateHouseAsync(house)); }
public void SpawnNewHouse(House housePrefab) { currentHouse = Instantiate <House>(housePrefab, spawnTarget.transform.position, Quaternion.identity, null); }
public void EIT_StringId_Property_Id_Default() { var entity = new House(); Assert.IsTrue(entity.Id == string.Empty); }
/// <summary> /// Resets this instance. Ie, always work with a new Instance /// This is used as a 'defensive' strategy to always have a new Instance. /// </summary> public void Reset() { House = new House(); }
public HouseUpdateResponseViewModel(House house) { this.FamilyName = house.FamilyName; this.Address = house.Address; this.HasChimney = house.HasChimney; }
public Team() { worker = new Worker(); teamLeader = new TeamLeader(); house = new House(); }
static void Proxy() { var A = new House(100, 25, 4); var B = new House(102, 16, 1); var C = new House(104, 34, 5); var D = new House(106, 20, 3); var E = new House(108, 9, 2); var F = new House(109, 25, 4); var G = new Square("G", 16, 2, 5); var H = new Square("H", 16, 2, 5); var I = new Square("I", 16, 2, 5); var J = new Square("J", 36, 5, 4); var street = new Street(110, 64, 25); A.Street = street; B.Street = street; C.Street = street; D.Street = street; E.Street = street; F.Street = street; G.Street = street; H.Street = street; I.Street = street; J.Street = street; G.Builder = new mixedBuilder(); H.Builder = new FavorableBuilder(); I.Builder = new UnfavorableBuilder(); // WHATSAPP WhatsAppMessage whatsAppList = null; whatsAppList = new WhatsAppMessage(new FireReport(G), whatsAppList); whatsAppList = new WhatsAppMessage(new FireReport(H), whatsAppList); whatsAppList = new WhatsAppMessage(new FireReport(I), whatsAppList); // HEART ATTACK - 2 var passerbyReport = new HearthAttackReport(); passerbyReport.Pedestrian = new Passerby(); whatsAppList = new WhatsAppMessage(passerbyReport, whatsAppList); var foreignPasserbyReport = new HearthAttackReport(); var passerbyAddapter = new ForeignPasserbyAdapter(new ForeignPasserby(pc: 0.20, pb: 0.30, phr: 0.50)); foreignPasserbyReport.Pedestrian = passerbyAddapter; whatsAppList = new WhatsAppMessage(foreignPasserbyReport, whatsAppList); // ROBBERY - 3 var robbertyReport1 = new RobberyReport(); robbertyReport1.Place = A; whatsAppList = new WhatsAppMessage(robbertyReport1, whatsAppList); var robbertyReport2 = new RobberyReport(); robbertyReport2.Place = B; whatsAppList = new WhatsAppMessage(robbertyReport2, whatsAppList); var robbertyReport3 = new RobberyReport(); robbertyReport3.Place = J; whatsAppList = new WhatsAppMessage(robbertyReport3, whatsAppList); // BURNT LAMPS - 5 var burntReport1 = new BurntLampReport(); burntReport1.Place = street; whatsAppList = new WhatsAppMessage(burntReport1, whatsAppList); var burntReport2 = new BurntLampReport(); burntReport2.Place = street; whatsAppList = new WhatsAppMessage(burntReport2, whatsAppList); var burntReport3 = new BurntLampReport(); burntReport3.Place = street; whatsAppList = new WhatsAppMessage(burntReport3, whatsAppList); var burntReport4 = new BurntLampReport(); burntReport4.Place = street; whatsAppList = new WhatsAppMessage(burntReport4, whatsAppList); var burntReport5 = new BurntLampReport(); burntReport5.Place = street; whatsAppList = new WhatsAppMessage(burntReport5, whatsAppList); var complaintsByWhatsapp = new ComplaintByWhatsapp(whatsAppList); // TEST CompliantHandler handler = new CopProxy().CreateHeroe(); handler = new FiremanProxy().CreateHeroe(handler); handler = new ElectricianProxy().CreateHeroe(handler); handler = new MedicProxy().CreateHeroe(handler); var operator911 = new Operator911(handler); operator911.AttendReport(complaintsByWhatsapp); }
static void Iterator() { var A = new House(100, 25, 4); var B = new House(102, 16, 1); var C = new House(104, 34, 5); var D = new House(106, 20, 3); var E = new House(108, 9, 2); var F = new House(109, 25, 4); var G = new Square("G", 16, 2, 5); var H = new Square("H", 16, 2, 5); var I = new Square("I", 16, 2, 5); var J = new Square("J", 36, 5, 4); var street = new Street(110, 64, 25); A.Street = street; B.Street = street; C.Street = street; D.Street = street; E.Street = street; F.Street = street; G.Street = street; H.Street = street; I.Street = street; J.Street = street; G.Builder = new mixedBuilder(); H.Builder = new FavorableBuilder(); I.Builder = new UnfavorableBuilder(); // BOARD var complaintsByBoard = new ComplaintByBoard(); A.AddObserver(complaintsByBoard); B.AddObserver(complaintsByBoard); C.AddObserver(complaintsByBoard); D.AddObserver(complaintsByBoard); E.AddObserver(complaintsByBoard); F.AddObserver(complaintsByBoard); // WHATSAPP WhatsAppMessage whatsAppList = null; whatsAppList = new WhatsAppMessage(new FireReport(G), whatsAppList); whatsAppList = new WhatsAppMessage(new FireReport(H), whatsAppList); whatsAppList = new WhatsAppMessage(new FireReport(I), whatsAppList); var complaintsByWhatsapp = new ComplaintByWhatsapp(whatsAppList); // DESK var complaintsByDesk = new ComplaintByDesk(J); B.Spark(); F.Spark(); // TEST var fireman = new Firefighter(); fireman.Vehicle = new FireTruck(); fireman.Tool = new WaterHose(); var secretary = new FirefighterSecretary(fireman); secretary.AttendCompliant(complaintsByBoard); secretary.AttendCompliant(complaintsByDesk); Console.Clear(); secretary.AttendCompliant(complaintsByWhatsapp); }
public House Add(House house) { _dbContext.Home.Add(house); _dbContext.SaveChanges(); return(house); }
public static bool UpgradeHouse(House house, InventoryItem deed) { int newModel = 0; switch (deed.Id_nb) { case "housing_alb_cottage_deed": newModel = 1; break; case "housing_alb_house_deed": newModel = 2; break; case "housing_alb_villa_deed": newModel = 3; break; case "housing_alb_mansion_deed": newModel = 4; break; case "housing_mid_cottage_deed": newModel = 5; break; case "housing_mid_house_deed": newModel = 6; break; case "housing_mid_villa_deed": newModel = 7; break; case "housing_mid_mansion_deed": newModel = 8; break; case "housing_hib_cottage_deed": newModel = 9; break; case "housing_hib_house_deed": newModel = 10; break; case "housing_hib_villa_deed": newModel = 11; break; case "housing_hib_mansion_deed": newModel = 12; break; } if (newModel == 0) { return(false); } // remove all players from the home before we upgrade it foreach (GamePlayer player in house.GetAllPlayersInHouse()) { player.LeaveHouse(); } // if there is a consignment merchant, we have to re-initialize since we changed the house var merchant = DOLDB <HouseConsignmentMerchant> .SelectObject(DB.Column("HouseNumber").IsEqualTo(house.HouseNumber)); long oldMerchantMoney = 0; if (merchant != null) { oldMerchantMoney = merchant.Money; } RemoveHouseItems(house); // change the model of the house house.Model = newModel; // re-add the merchant if there was one if (merchant != null) { house.AddConsignment(oldMerchantMoney); } // save the house, and broadcast an update house.SaveIntoDatabase(); house.SendUpdate(); return(true); }
protected Teleport GetTeleportLocation(GamePlayer player, string text, eRealm realm) { // Battlegrounds are specials, as the teleport location depends on // the level of the player, so let's deal with that first. if (text.ToLower() == "battlegrounds") { if (!ServerProperties.Properties.BG_ZONES_OPENED && player.Client.Account.PrivLevel == (uint)ePrivLevel.Player) { SayTo(player, ServerProperties.Properties.BG_ZONES_CLOSED_MESSAGE); } else { AbstractGameKeep portalKeep = GameServer.KeepManager.GetBGPK(player); if (portalKeep != null) { Teleport teleport = new Teleport(); teleport.TeleportID = "battlegrounds"; teleport.Realm = (byte)portalKeep.Realm; teleport.RegionID = portalKeep.Region; teleport.X = portalKeep.X; teleport.Y = portalKeep.Y; teleport.Z = portalKeep.Z; teleport.Heading = 0; return(teleport); } else { if (player.Client.Account.PrivLevel > (uint)ePrivLevel.Player) { player.Out.SendMessage("No portal keep found.", eChatType.CT_Skill, eChatLoc.CL_SystemWindow); } return(null); } } } // Another special case is personal house, as there is no location // that will work for every player. if (text.ToLower() == "personal") { House house = HouseMgr.GetHouseByPlayer(player); if (house == null) { text = "entrance"; // Fall through, port to housing entrance. } else { IGameLocation location = house.OutdoorJumpPoint; Teleport teleport = new Teleport(); teleport.TeleportID = "personal"; teleport.Realm = (int)player.Realm; teleport.RegionID = location.RegionID; teleport.X = location.X; teleport.Y = location.Y; teleport.Z = location.Z; teleport.Heading = location.Heading; return(teleport); } } // Yet another special case the port to the 'hearth' what means // that the player will be ported to the defined house bindstone if (text.ToLower() == "hearth") { // Check if player has set a house bind if (!(player.BindHouseRegion > 0)) { SayTo(player, "Sorry, you haven't set any house bind point yet."); return(null); } // Check if the house at the player's house bind location still exists ArrayList houses = (ArrayList)HouseMgr.GetHousesCloseToSpot((ushort)player. BindHouseRegion, player.BindHouseXpos, player. BindHouseYpos, 700); if (houses.Count == 0) { SayTo(player, "I'm afraid I can't teleport you to your hearth since the house at your " + "house bind location has been torn down."); return(null); } // Check if the house at the player's house bind location contains a bind stone House targetHouse = (House)houses[0]; IDictionary <uint, DBHouseHookpointItem> hookpointItems = targetHouse.HousepointItems; Boolean hasBindstone = false; foreach (KeyValuePair <uint, DBHouseHookpointItem> targetHouseItem in hookpointItems) { if (((GameObject)targetHouseItem.Value.GameObject).GetName(0, false).ToLower().EndsWith("bindstone")) { hasBindstone = true; break; } } if (!hasBindstone) { SayTo(player, "I'm sorry to tell that the bindstone of your current house bind location " + "has been removed, so I'm not able to teleport you there."); return(null); } // Check if the player has the permission to bind at the house bind stone if (!targetHouse.CanBindInHouse(player)) { SayTo(player, "You're no longer allowed to bind at the house bindstone you've previously " + "chosen, hence I'm not allowed to teleport you there."); return(null); } Teleport teleport = new Teleport(); teleport.TeleportID = "hearth"; teleport.Realm = (int)player.Realm; teleport.RegionID = player.BindHouseRegion; teleport.X = player.BindHouseXpos; teleport.Y = player.BindHouseYpos; teleport.Z = player.BindHouseZpos; teleport.Heading = player.BindHouseHeading; return(teleport); } if (text.ToLower() == "guild") { House house = HouseMgr.GetGuildHouseByPlayer(player); if (house == null) { return(null); // no teleport when guild house not found } else { IGameLocation location = house.OutdoorJumpPoint; Teleport teleport = new Teleport(); teleport.TeleportID = "guild house"; teleport.Realm = (int)player.Realm; teleport.RegionID = location.RegionID; teleport.X = location.X; teleport.Y = location.Y; teleport.Z = location.Z; teleport.Heading = location.Heading; return(teleport); } } // Find the teleport location in the database. return(WorldMgr.GetTeleportLocation(realm, String.Format(":{0}", text))); }