Example #1
0
 public AccountController(
     UserManager <Account> userManager,
     SignInManager <Account> signInManager,
     IEmailSender emailSender,
     ISmsSender smsSender,
     ILoggerFactory loggerFactory,
     VindorelDbContext Context)
 {
     _userManager   = userManager;
     _signInManager = signInManager;
     _emailSender   = emailSender;
     _smsSender     = smsSender;
     _logger        = loggerFactory.CreateLogger <AccountController>();
     _Context       = Context;
 }
Example #2
0
        public Towns UpdateResource(Towns Town)
        {
            VindorelDbContext _context = new VindorelDbContext();

            if (DateTime.Now.Ticks - Town.LastUpdated.Ticks > 1000)
            {
                Town.TownGOLD   += Town.TownGOLD_perHour;
                Town.TownIRON   += Town.TownIRON_perHour;
                Town.TownWHEAT  += Town.TownWHEAT_perHour;
                Town.TownWOOD   += Town.TownWOOD_perHour;
                Town.TownMEAT   += Town.TownMeat_perHour;
                Town.LastUpdated = DateTime.Now;
            }

            _context.SaveChanges();
            return(Town);
        }
        public ICollection <UpgradeModel> BuildingPage(Towns Town)
        {
            VindorelDbContext          _context = new VindorelDbContext();
            ICollection <UpgradeModel> Upgrades = new List <UpgradeModel>();

            Buildings     = _context.Buildings.LastOrDefault(x => x.TownID == Town.TownId);
            Settings      = _context.UserGameSettings.LastOrDefault(x => x.UserId == Town.UserId);
            Populations   = _context.Population.LastOrDefault(x => x.TownId == Town.TownId);
            this.Upgrades = Upgrades;
            this.Upgrades.Add(UpgradeTownCenter(Buildings.TownCenter));
            this.Upgrades.Add(UpgradeCityWall(Buildings.CityWall));
            this.Upgrades.Add(UpgradeTechnologyCamp(Buildings.TechnologyCamp));
            this.Upgrades.Add(UpgradeTradeHouse(Buildings.TradeHouse));
            this.Upgrades.Add(UpgradeWareHouse(Buildings.Warehouse));
            this.Upgrades.Add(UpgradeTemple(Buildings.Temple));
            this.Upgrades.Add(UpgradeBarracks(Buildings.Barracks));
            this.Upgrades.Add(UpgradeFarm(Buildings.Farm));
            this.Upgrades.Add(UpgradeMeatCamp(Buildings.MeatCamp));
            this.Upgrades.Add(UpgradeMine(Buildings.Mine));
            this.Upgrades.Add(UpgradeWoodCutterHut(Buildings.WoodCutterHut));
            this.Upgrades.Add(UpgradeTaxHouse(Buildings.TaxHouse));

            return(Upgrades);
        }
 public GameController(VindorelDbContext context, UserManager <Account> userManager)
 {
     _userManager = userManager;
     _context     = context;
 }
 public AdminController(VindorelDbContext context, UserManager <Account> um)
 {
     _context     = context;
     _userManager = um;
 }
 public UpgradeSystem(VindorelDbContext context, Account player)
 {
     _context = context;
     Upgrades = new List <UpgradeModel>();
     Player   = player;
 }
Example #7
0
        public void UpdateBuildings(Towns Town)
        {
            ICollection <UpgradeModel> Render   = new List <UpgradeModel>();
            VindorelDbContext          _context = new VindorelDbContext();
            var BuildQUEUE = _context.upgradeQueue.LastOrDefault(x => x.TownID == Town.TownId);

            if (BuildQUEUE == null)
            {
            }
            else
            {
                var engine = new UpgradeSystem();
                if (BuildQUEUE.ProductionTime.Ticks < DateTime.Now.Ticks)
                {
                    var indexer       = engine.BuildingPage(Town);
                    var Building      = indexer.LastOrDefault(x => x.index == BuildQUEUE.BuildingINDEX);
                    var TownBuildings = _context.Buildings.LastOrDefault(x => x.TownID == Town.TownId);
                    var Settings      = _context.UserGameSettings.LastOrDefault(x => x.UserId == Town.UserId);
                    var Populations   = _context.Population.LastOrDefault(x => x.TownId == Town.TownId);

                    #region SelectBuild
                    switch (Building.index)
                    {
                    case 0:
                        TownBuildings.TownCenter++;
                        break;

                    case 1:
                        TownBuildings.CityWall++;
                        break;

                    case 2:
                        TownBuildings.TechnologyCamp++;
                        break;

                    case 3:
                        TownBuildings.TradeHouse++;
                        break;

                    case 4:
                        TownBuildings.Warehouse++;
                        break;

                    case 5:
                        TownBuildings.Temple++;
                        break;

                    case 6:
                        TownBuildings.Barracks++;
                        break;

                    case 7:
                        TownBuildings.Farm++;
                        break;

                    case 8:
                        TownBuildings.MeatCamp++;
                        break;

                    case 9:
                        TownBuildings.Mine++;
                        break;

                    case 10:
                        TownBuildings.WoodCutterHut++;
                        break;

                    case 11:
                        TownBuildings.TaxHouse++;
                        break;
                    }
                    #endregion
                    #region Upgraded
                    Settings.Point_Culture    += Building.Gain_Culture;
                    Settings.Point_Economy    += Building.Gain_Economy;
                    Settings.Point_Military   += Building.Gain_Military;
                    Settings.Point_Exp        += Building.Gain_Exp;
                    Settings.Point_Karma      += Building.Gain_Karma;
                    Settings.NaturalAttack    += Building.Gain_NaturalAttack;
                    Settings.NaturalDef       += Building.Gain_NaturalDef;
                    Town.TownWOOD_perHour      = Building.Gain_TownWOOD_perHour;
                    Town.TownGOLD_perHour      = Building.Gain_TownGOLD_perHour;
                    Town.TownIRON_perHour      = Building.Gain_TownIRON_perHour;
                    Town.TownMeat_perHour      = Building.Gain_TownMeat_perHour;
                    Town.TownWHEAT_perHour     = Building.Gain_TownWHEAT_perHour;
                    Populations.TraderPop     += Building.Gain_TraderPop;
                    Populations.AggressivePop += Building.Gain_AgressivePop;
                    Populations.CulturalPop   += Building.Gain_CulturalPop;
                    _context.upgradeQueue.Remove(BuildQUEUE);
                    _context.SaveChanges();
                    #endregion
                }
            }
        }