//[ValidateAntiForgeryToken]
        public async Task <IActionResult> Edit(int id, [Bind("MedicalEmergencyId,MedicalEmergencyDescription")] MedicalEmergency medicalEmergency)
        {
            if (id != medicalEmergency.MedicalEmergencyId)
            {
                return(NotFound());
            }

            if (ModelState.IsValid)
            {
                try
                {
                    _context.Update(medicalEmergency);
                    await _context.SaveChangesAsync();
                }
                catch (DbUpdateConcurrencyException)
                {
                    if (!MedicalEmergencyExists(medicalEmergency.MedicalEmergencyId))
                    {
                        return(NotFound());
                    }
                    else
                    {
                        throw;
                    }
                }
                return(RedirectToAction(nameof(Index)));
            }
            return(View(medicalEmergency));
        }
Example #2
0
        // GET: Doctor/Delete/5
        public ActionResult Delete(MedicalEmergency IdToDel)
        {
            var d = obj.MedicalEmergencies.Where(x => x.id == IdToDel.id).FirstOrDefault();

            obj.MedicalEmergencies.Remove(d);
            obj.SaveChanges();
            return(RedirectToAction("DoctorList"));
        }
Example #3
0
 public override int GetHashCode()
 {
     unchecked
     {
         int hash = 23;
         hash = hash * 37 + (MedicalEmergency != null ? MedicalEmergency.GetHashCode() : 0);
         hash = hash * 37 + (SuspectedCovid != null ? SuspectedCovid.GetHashCode() : 0);
         return(hash);
     }
 }
Example #4
0
 public ActionResult Create([Bind(Exclude = "Id")] MedicalEmergency data)
 {
     if (!ModelState.IsValid)
     {
         return(View());
     }
     obj.MedicalEmergencies.Add(data);
     obj.SaveChanges();
     //Response.Redirect("StudentAdmission",true);
     return(RedirectToAction("DoctorList"));
 }
        //[ValidateAntiForgeryToken]
        public async Task <IActionResult> Create([Bind("MedicalEmergencyId,MedicalEmergencyDescription")] MedicalEmergency medicalEmergency)
        {
            if (ModelState.IsValid)
            {
                _context.Add(medicalEmergency);
                await _context.SaveChangesAsync();

                return(RedirectToAction(nameof(Index)));
            }
            return(View(medicalEmergency));
        }
Example #6
0
        public ActionResult Edit(MedicalEmergency IdToEdit)
        {
            var orignalRecord = (from m in obj.MedicalEmergencies where m.id == IdToEdit.id select m).First();

            if (!ModelState.IsValid)
            {
                return(View(orignalRecord));
            }
            obj.Entry(orignalRecord).CurrentValues.SetValues(IdToEdit);

            obj.SaveChanges();
            return(RedirectToAction("DoctorList"));
        }
Example #7
0
 public void EmergencyReOpen(MedicalEmergency em)
 {
     //EmergenciesBeingTreated.Remove(em);
     EmergencyCall(em);
 }
Example #8
0
 public void ReOpenEmergency(MedicalEmergency em)
 {
     MyERC.EmergencyReOpen(em);
 }
Example #9
0
    void CreateEmergency()
    {
        float type_probability = Random.Range(0f, 1f);

        Emergency.E_Severity Eserv;
        int    people_involved = -1;
        E_Type Etype;

        if (type_probability <= 0.6f)
        {
            float x = (float)Random.Range((int)1, (int)21) / 20;        //max(21) is exclusive
            x = Mathf.Pow(-x + 1, 3);                                   //chance distribution. less people is more probable

            people_involved = (int)Mathf.Max(x * 20, 1);

            Etype = E_Type.Medical;
        }
        else if (type_probability <= 0.8f)
        {
            Etype = E_Type.Disaster;
        }
        else
        {
            float x = (float)Random.Range((int)1, (int)21) / 20;        //max(21) is exclusive
            x = Mathf.Pow(-x + 1, 3);                                   //chance distribution. less people is more probable

            people_involved = (int)Mathf.Max(x * 20, 1);

            Etype = E_Type.Both;
        }

        float creation_probability = Random.Range(0.0f, 1.0f);

        if (creation_probability <= 0.6f)
        {
            Eserv = Emergency.E_Severity.Light;
        }
        else if (creation_probability <= 0.9f)
        {
            Eserv = Emergency.E_Severity.Medium;
        }
        else
        {
            Eserv = Emergency.E_Severity.Severe;
        }

        Vector3 pos = new Vector3(Random.Range(-range, range), 1f, Random.Range(-range, range)) + transform.position;

        while (this.MyEmergencies.ContainsKey(pos) || TooCloseToCentral(pos))
        {
            pos = new Vector3(Random.Range(-range, range), 1f, Random.Range(-range, range)) + transform.position;
        }


        if (Etype == E_Type.Medical)
        {
            GameObject       em = Instantiate(MedicalEmergencyObject, pos, Quaternion.Euler(new Vector3(0f, 0f, 0f)));
            MedicalEmergency e  = em.GetComponent <MedicalEmergency>();
            e.InitEmergency(Eserv, people_involved, this);
            MyERC.EmergencyCall(e);
            //Notify Area that emergency exists
            MyEmergencies.Add(em.gameObject.transform.position, em);
        }

        else if (Etype == E_Type.Disaster)
        {
            GameObject        em = Instantiate(DisasterEmergencyObject, pos, Quaternion.Euler(new Vector3(0f, 0f, 0f)));
            DisasterEmergency e  = em.GetComponent <DisasterEmergency>();
            e.InitEmergency(Eserv, people_involved, this);
            MyERC.EmergencyCall(e);
            //Notify Area that emergency exists
            MyEmergencies.Add(em.gameObject.transform.position, em);
        }

        else if (Etype == E_Type.Both)
        {
            GameObject    em = Instantiate(BothEmergencyObject, pos, Quaternion.Euler(new Vector3(0f, 0f, 0f)));
            BothEmergency e  = em.GetComponent <BothEmergency>();
            e.InitEmergency(Eserv, people_involved, this);
            MyERC.EmergencyCall(e);
            //Notify Area that emergency exists
            MyEmergencies.Add(em.gameObject.transform.position, em);
        }


        //Notify ERC that an emergency occured -> simulating the "calls"
    }