private async void YesButton_Click(object sender, RoutedEventArgs e) { DbStatus status = await doctorService.Delete(Mapping.Mapper.Map <Doctor>(doctorViewModel)); OperationStatus = StatusHandler.Handle(OperationType.Delete, status); Close(); }
private void Defend() { FortifyTarget(ref CharacterParty[ActiveCharacter].DefenceBuffList, Defence.OneTurn(CharacterParty[ActiveCharacter].CurrentDefence)); StatusHandler.Add(ref CharacterParty[ActiveCharacter].StatusList, new Status(StatusType.DefenceUp, 1)); AdvanceTurn(); }
private async void SaveButton_Click(object sender, RoutedEventArgs e) { if (!AreSamePasswords()) { FieldValidation.WriteMessage(ErrorLabel, language.PasswordsDontMatch); return; } if (IsValidForm()) { LocalAccount localAccount = new LocalAccount() { IdLocalAccount = localAccountViewModel.IdLocalAccount, FullName = FullNameBox.Text, Email = EmailBox.Text, PasswordHash = PasswordBox.Password, }; ObservableCollection <RoleViewModel> roles = RolesComboBox.SelectedItems as ObservableCollection <RoleViewModel>; localAccount.SetRoles(roles.Select(x => Mapping.Mapper.Map <Role>(x)).ToList()); DbStatus status = await localAccountService.Update(localAccount); OperationStatus = StatusHandler.Handle(OperationType.Edit, status); Close(); } else { FieldValidation.WriteMessage(ErrorLabel, language.SelectValues); } }
public void Initialize(Actor actor) { Actor = actor; HealthBar = transform.Find("HealthBar").GetComponent <HealthBar>(); if (HealthBar == null) { throw new UnityException("Please verify the structure of the ActorPortrait: HealthBar is missing."); } HealthBar.Initialize(actor); FoodBar = transform.Find("FoodBar").GetComponent <FoodBar>(); if (FoodBar == null) { throw new UnityException("Please verify the structure of the ActorPortrait: FoodBar is missing."); } FoodBar.Initialize(actor); StatusHandler = transform.Find("StatusesHandler").GetComponent <StatusHandler>(); if (StatusHandler == null) { throw new UnityException("Please verify the structure of the ActorPortrait: StatusesHandler is missing."); } StatusHandler.Initialize(actor.Guid); Selection = transform.Find("Selection").gameObject; if (Selection == null) { throw new UnityException("Please verify the structure of the ActorPortrait: Selection is missing."); } Selection.SetActive(false); actor.OnSelectionEvent += EnableSelection; }
private async void SaveButton_Click(object sender, RoutedEventArgs e) { if (FormIsValid()) { MedicalRecord medicalRecord = new MedicalRecord() { IdMedicalRecord = medicalRecordViewModel.IdMedicalRecord, Name = FirstNameBox.Text, LastName = LastNameBox.Text, BirthDate = BirthDatePicker.SelectedDate.Value, BirthPlace = BirthPlaceBox.Text, FathersFullName = FathersNameBox.Text, MothersFullName = MothersNameBox.Text, FathersProfession = FathersProfessionBox.Text, MothersProfession = MothersProfessionBox.Text, Gender = (sbyte)(MaleCheckBox.IsChecked.Value ? 0 : 1), MarriageStatus = (sbyte)(MarriedCheckBox.IsChecked.Value ? 0 : 1), Jmb = UNBBox.Text, InsuranceNumber = InsuranceNumberBox.Text, IdResidence = ((PlaceViewModel)ResidancePlaceComboBox.SelectedItem).IdPlace }; DbStatus status = await medicalRecordService.Update(medicalRecord); OperationStatus = StatusHandler.Handle(OperationType.Edit, status); Close(); } else { FieldValidation.WriteMessage(ErrorLabel, language.SelectValues); } }
public override void Cast(SkillCast skillCast) { int spiritCost = skillCast.GetSpCost(); int staminaCost = skillCast.GetStaCost(); if (Value.Stats[StatId.Spirit].Total < spiritCost || Value.Stats[StatId.Stamina].Total < staminaCost) { return; } SkillCast = skillCast; ConsumeSp(spiritCost); ConsumeStamina(staminaCost); Value.Session.SendNotice(skillCast.SkillId.ToString()); // TODO: Move this and all others combat cases like recover sp to its own class. // Since the cast is always sent by the skill, we have to check buffs even when not doing damage. if (skillCast.IsBuffToOwner() || skillCast.IsBuffToEntity() || skillCast.IsBuffShield() || skillCast.IsDebuffToOwner()) { Status status = new(skillCast, ObjectId, ObjectId, 1); StatusHandler.Handle(Value.Session, status); } Value.Session.FieldManager.BroadcastPacket(SkillUsePacket.SkillUse(skillCast)); Value.Session.Send(StatPacket.SetStats(this)); StartCombatStance(); }
static void Main(string[] args) { Timer timer = new Timer(); timer.Interval = 5000; timer.Elapsed += (sender, eventArgs) => { IServiceRepository serviceRepository = new ServiceRepository(); List <IObservableService> servicesFromDb = serviceRepository.GetServices(); //create statushandler for each elm in db foreach (var service in servicesFromDb) { IStatusHandler handler = new StatusHandler(service); //run getstatus as individual tasks Task.Factory.StartNew(async() => { //return status to console Console.WriteLine(DateTime.Now.ToLongTimeString() + " - Status from " + service.Url + ": " + await handler.GetStatus()); }); } }; timer.Start(); Console.ReadLine(); }
public void Initialize(Status status, StatusHandler statusHandler) { _status = status; switch (status.StatusEffectData.StatusEffectCategory) { case StatusEffectCategory.NEUTRAL: _background.color = Color.black; break; case StatusEffectCategory.HARMFUL: _background.color = Color.red; break; case StatusEffectCategory.BENEFICIAL: _background.color = Color.green; break; default: _background.color = Color.white; break; } UpdateStack(status.Stack); if (status.StatusEffectData.Temporary == true) { UpdateDuration(status.Duration); } _image.sprite = status.StatusEffectData.Sprite; _image.rectTransform.sizeDelta = statusHandler.GridLayoutGroup.cellSize; }
void Update() { if (DeadTeamCheck() == 0) { ShortenSelectDelay(); if (AttackingTeam) { if (!DeadCheck() && !StatusHandler.Check(ref CharacterParty[ActiveCharacter].StatusList, StatusType.Sleep)) { PartyTurn(); } } else { if (!DeadCheck() && !StatusHandler.Check(ref EnemyParty[ActiveEnemy].StatusList, StatusType.Sleep)) { EnemyTurn(); } } TextDisplays[0].UpdatePlayerDisplay(CharacterParty[ActiveCharacter]); TextDisplays[1].UpdateEnemyDisplay(EnemyParty[ActiveEnemy]); DetailDisplayUpdate(); } else if (DeadTeamCheck() == 1) //player team wins { BattleVictory(); } else //player team loses { BattleDefeat(); } }
private void HealFriend() { //casts can't revive party members, certain items can, however if (CharacterParty[FriendlyTarget].CurrentHealth == 0) { //attempting to cast on a dead party member does nothing. //this space here is in preparation for the ITEM menu } else { if (OptionID == 2) //cast { if (CharacterParty[ActiveCharacter].Commands[CastID].CastType == CastType.Heal) { CastCooldown(ref CharacterParty[ActiveCharacter].Commands[CastID]); HealTarget(ref CharacterParty[FriendlyTarget].CurrentHealth, CharacterMaxHealth(FriendlyTarget), CharacterParty[ActiveCharacter].Commands[CastID].CastValue); StatusHandler.Add(ref CharacterParty[FriendlyTarget].StatusList, CharacterParty[ActiveCharacter].Commands[CastID].Status); CharacterParty[FriendlyTarget].ValueUpdate(); CharacterParty[ActiveCharacter].HealthLimit(); ModeBarUpdate(); AdvanceTurn(); } else if (CharacterParty[ActiveCharacter].Commands[CastID].CastType == CastType.Fortify) { CastCooldown(ref CharacterParty[ActiveCharacter].Commands[CastID]); FortifyTarget(ref CharacterParty[FriendlyTarget].DefenceBuffList, new Defence(CharacterParty[ActiveCharacter].Commands[CastID].CastValue, CharacterParty[ActiveCharacter].Commands[CastID].Status.StatusDuration)); StatusHandler.Add(ref CharacterParty[FriendlyTarget].StatusList, CharacterParty[ActiveCharacter].Commands[CastID].Status); CharacterParty[FriendlyTarget].ValueUpdate(); AdvanceTurn(); } } } }
private async void SaveButton_Click(object sender, RoutedEventArgs e) { if (FormIsValid()) { Place place = new Place() { Name = NameBox.Text, CountryName = CountryNameBox.Text, PostalCode = PostalCodeBox.Text, FoodQuality = (int)FoodQualityComboBox.SelectedItem, AirQuality = (int)AirQualityComboBox.SelectedItem, DrinkingWaterQuality = (int)DrinkingWaterComboBox.SelectedItem, RecreationalWaterQuality = (int)RecreationalWaterComboBox.SelectedItem, TerrainQuality = (int)TerrainQualityComboBox.SelectedItem, InlandWaterQuality = (int)InlandWaterQualityComboBox.SelectedItem, MedicalVasteInformation = (int)MedicalVasteComboBox.SelectedItem, NoiseInformation = (int)NoiseInformationComboBox.SelectedItem, Radiation = (int)RadiationComboBox.SelectedItem }; DbStatus status = await placeService.Add(place); OperationStatus = StatusHandler.Handle(OperationType.Create, status); Close(); } else { FieldValidation.WriteMessage(ErrorLabel, language.SelectValues); } }
private async void YesButton_Click(object sender, RoutedEventArgs e) { DbStatus status = await medicalTitleService.Delete(Mapping.Mapper.Map <MedicalTitle>(medicalTitle)); OperationStatus = StatusHandler.Handle(OperationType.Delete, status); Close(); }
/// <summary> /// Find the next DriveCommand to be issued to ROCKS. /// </summary> /// <returns>DriveCommand - the next drive command for ROCKS to execute.</returns> public DriveCommand FindNextDriveCommand() { TennisBall ball = this.camera.GetBallCopy(); // If verified to be within required distance, send success to ROCKS and halt if (this.isWithinRequiredDistance) { // Send success back to base station until receive ACK StatusHandler.SendSimpleAIPacket(Status.AIS_FOUND_GATE); Console.WriteLine("Within required distance - halting "); return(DriveCommand.Straight(Speed.HALT)); } // Recently detected ball but now don't now. Stop driving to redetect since we may have dropped it due to bouncing. if (ball == null && DateTimeOffset.UtcNow.ToUnixTimeMilliseconds() < this.camera.BallTimestamp + DROP_BALL_DELAY) { StatusHandler.SendSimpleAIPacket(Status.AIS_DROP_BALL); Console.WriteLine("Dropped ball - halting "); this.verificationQueue.Clear(); return(DriveCommand.Straight(Speed.HALT)); } // Ball detected if (ball != null) { return(DriveBallDetected(ball)); } // No ball detected return(DriveNoBallDetected(ball)); }
private async void YesButton_Click(object sender, RoutedEventArgs e) { DbStatus status = await localAccountService.Delete(Mapping.Mapper.Map <LocalAccount>(localAccountViewModel)); OperationStatus = StatusHandler.Handle(OperationType.Delete, status); Close(); }
private static bool validateStatus(StatusHandler statusHandler, AutomatedBackupsForm automatedBackupsForm) { if (statusHandler == null) { automatedBackupsForm.AppendText("Done. All books have been processed"); return(false); } if (statusHandler.HasErrors) { automatedBackupsForm.AppendText("ERROR. All books have not been processed. Most recent valid book: processing failed"); foreach (var errorMessage in statusHandler.Errors) { automatedBackupsForm.AppendText(errorMessage); } return(false); } if (!automatedBackupsForm.KeepGoing) { if (automatedBackupsForm.KeepGoingVisible && !automatedBackupsForm.KeepGoingChecked) { automatedBackupsForm.AppendText("'Keep going' is unchecked"); } return(false); } return(true); }
public void ValueUpdate() { float AttackMultiplier = 1; if (StatusHandler.Check(ref StatusList, StatusType.AttackUp)) { AttackMultiplier += GameController_.AttackModifier; } else if (StatusHandler.Check(ref StatusList, StatusType.AttackDown)) { AttackMultiplier -= GameController_.AttackModifier; } CurrentAttack = (int)(BaseAttack * AttackMultiplier); CurrentDefence = BaseDefence; for (int i = 0; i < DefenceBuffList.Count; i++) { CurrentDefence += DefenceBuffList[i].DefenceValue; } for (int i = 0; i < Commands.Length; i++) { Commands[i].CastValue = Commands[i].CastBaseValue; } }
public override void Execute(GameCommandTrigger trigger) { int id = trigger.Get <int>("id"); if (SkillMetadataStorage.GetSkill(id) == null) { trigger.Session.SendNotice($"No skill found with id: {id}"); return; } short level = trigger.Get <short>("level") <= 10 && trigger.Get <short>("level") != 0 ? trigger.Get <short>("level") : (short)1; // The Status packet needs this in miliseconds, we are converting them here for the user to just input the actual seconds. int duration = trigger.Get <int>("duration") <= 3600 && trigger.Get <int>("duration") != 0 ? trigger.Get <int>("duration") * 1000 : 10000; int stacks = trigger.Get <int>("stacks") == 0 ? 1 : trigger.Get <int>("stacks"); SkillCast skillCast = new SkillCast(id, level); if (skillCast.IsBuffToOwner() || skillCast.IsBuffToEntity() || skillCast.IsBuffShield() || skillCast.IsGM() || skillCast.IsGlobal() || skillCast.IsHealFromBuff()) { Status status = new Status(skillCast, trigger.Session.FieldPlayer.ObjectId, trigger.Session.FieldPlayer.ObjectId, stacks); StatusHandler.Handle(trigger.Session, status); return; } trigger.Session.SendNotice($"Skill with id: {id} is not a buff to the owner."); }
/// <summary> /// Edits the shelf from the database /// </summary> public void Edit(string description, int maxUnitStorageSize) { base.Update($@" UPDATE shelves SET description = '{description}', maxUnitStorageSize = {maxUnitStorageSize} WHERE id = {this.Id}"); StatusHandler.Write($"Edited shelf {this.Identifier}", StatusHandler.Codes.SUCCESS); LoadShelves(); }
/// <summary> /// Edits the product from the database /// </summary> public void Edit(string name, ProductCategory category, int unitSize, int unitPrice, Shelf shelf) { base.Update($@"UPDATE products SET name = '{name}', category_id = {category.Id}, unitSize = {unitSize}, unitPrice = {unitPrice}, shelf_id = {shelf.Id} WHERE id = {this.Id}"); // Write a status StatusHandler.Write($"Edited product {this.Name}", StatusHandler.Codes.SUCCESS); }
public void StartTurn() { ActionPointHandler.ResetActionPoints(); StatusHandler.PerTurnStatuses(); AbilityHandler.TickCooldowns(); active = true; UpdateAvailability(); }
public BaseActorState(Node2D node) { this.node = node; tickHandler = new TickHandler(); statusHandler = new StatusHandler(node as ISufferStatusEffects); elevationHandler = new ElevationHandler(node as IElevatable, (node as IHaveRuntime).runtime); (node as BaseActorNode).state = this; }
public Engine() { this.screenHandler = new ScreenHandler(); this.playerController = new PlayerController(); this.enemyController = new EnemyController(); this.statusHandler = new StatusHandler(); this.messageHandler = new MessageHandler(); this.eindex = new List <int>(); }
/// <summary> /// Removes the product from the database /// </summary> public void Remove() { // Call the base Delete which also will handle the Saved variable base.Delete($@" DELETE FROM products WHERE id = {this.Id}"); // Write a status StatusHandler.Write($"Deleted product {this.Name}", StatusHandler.Codes.SUCCESS); }
/// <summary> /// Save the product to the database /// </summary> /// <param name="shelfId">The id of the shelf the product is going to be added to</param> public void Save(int shelfId) { // Call the base insert which also will handle the Saved variable base.Insert($@" INSERT INTO products (name, category_id, unitSize, unitPrice, shelf_id) VALUES ('{this.Name}',{this.Category.Id},{this.UnitSize}, {this.UnitPrice}, {shelfId})"); // Write a status StatusHandler.Write($"Saved product {this.Name}", StatusHandler.Codes.SUCCESS); }
/// <summary> /// Saves the shelf from the database /// </summary> public void Save() { base.Insert($@" INSERT INTO shelves (identifier, description, maxUnitStorageSize) VALUES ('{this.Identifier}','{this.Description}',{this.MaxUnitStorageSize})"); StatusHandler.Write($"Saved shelf {this.Identifier}", StatusHandler.Codes.SUCCESS); LoadShelves(); }
private void BattleVictory() { for (int i = 0; i < CharacterPartySize; i++) { StatusHandler.Reset(ref CharacterParty[i].StatusList); } //disable battle screen }
private static void ExitFromInvalidArgrument(String errorMessage) { // Invalid command line argument - write to error output, debug output, and base station Console.Error.Write(errorMessage + "\n"); System.Diagnostics.Debug.Write(errorMessage + "\n"); StatusHandler.SendDebugAIPacket(Status.AIS_FATAL_ERROR, "Error: " + errorMessage); // Exit with Windows ERROR_BAD_ARGUMENTS system error code Environment.Exit(160); }
/// <summary> /// Get the next StateType. This is used to check if the state must be switched by Autonomous Service. /// </summary> /// <returns>StateType - the next StateType</returns> public StateType GetNextStateType() { if (this.switchToGPS) { StatusHandler.SendDebugAIPacket(Status.AIS_SWITCH_TO_GPS, "Drive state switch: Vision to GPS."); return(StateType.GPSState); } return(StateType.VisionState); }
public ICommand Act() { // TODO: need to decouple status effects from actor turns StatusHandler.Process(); if (IsDead) { TriggerDeath(); } return(GetAction()); }
private void PostActionInfliction(ref List <Status> StatusList, ref int Health) { if (StatusHandler.Check(ref StatusList, StatusType.Dying)) { Health -= Mathf.Max(1, (int)(Health * GameController_.HealthModifier)); } else if (StatusHandler.Check(ref StatusList, StatusType.Regenerate)) { Health += Mathf.Max(1, (int)(Health * GameController_.HealthModifier)); } }