public ActionResult DeleteConfirmed(int id) { buildings buildings = db.buildings.Find(id); db.buildings.Remove(buildings); db.SaveChanges(); return(RedirectToAction("Index")); }
public ActionResult Edit([Bind(Include = "ID,Name,Address")] buildings buildings) { if (ModelState.IsValid) { db.Entry(buildings).State = EntityState.Modified; db.SaveChanges(); return(RedirectToAction("Index")); } return(View(buildings)); }
public ActionResult Create([Bind(Include = "ID,Name,Address")] buildings buildings) { if (ModelState.IsValid) { db.buildings.Add(buildings); db.SaveChanges(); return(RedirectToAction("Index")); } return(View(buildings)); }
// GET: buildings/Delete/5 public ActionResult Delete(int?id) { if (id == null) { return(new HttpStatusCodeResult(HttpStatusCode.BadRequest)); } buildings buildings = db.buildings.Find(id); if (buildings == null) { return(HttpNotFound()); } return(View(buildings)); }
// spawns building of input type public void spawn(buildings building) { switch (building) { case buildings.fort: spawnFort(); break; case buildings.house: spawnHouse(); break; case buildings.watchTower: spawnWatchTower(); break; case buildings.farm: spawnFarm(); break; } }
public buildings ClosestBuilding() { int xDis = 0, yDis = 0; double distance = 1000; double temp = 1000; buildings target = null; foreach (buildings u in building) { if (u is FactoryBuildings) { FactoryBuildings b = (FactoryBuildings)u; if (factionType != b.Faction) { xDis = Mathf.Abs((PosX - b.PosX) * (PosX - b.PosX)); yDis = Mathf.Abs((PosY - b.PosY) * (PosY - b.PosY)); distance = Mathf.Round(Mathf.Sqrt(xDis + yDis)); } } else if (u is ResourceBuildings) { ResourceBuildings b = (ResourceBuildings)u; if (factionType != b.Faction) { xDis = Mathf.Abs((PosX - b.PosX) * (PosX - b.PosX)); yDis = Mathf.Abs((PosY - b.PosY) * (PosY - b.PosY)); distance = Mathf.Round(Mathf.Sqrt(xDis + yDis)); } } if (distance < temp) { temp = distance; target = u; } } return(target); }
private string GetGuerrillaDTO(string name) { //load guerrilla var guerrilla = (from guerrillaDB in _context.Guerrilla where guerrillaDB.Name.Equals(name) select new guerrilla() { guerrillaName = guerrillaDB.Name, name = guerrillaDB.Name, email = guerrillaDB.Email, faction = guerrillaDB.Faction, rank = guerrillaDB.Rank, timestamp = guerrillaDB.Timestamp }).Single(); //load resources resources resources = new resources(); List <GuerrillaResources> resourcesDB = _context.GuerrillaResources.Where(r => r.Guerrilla.Equals(name)).ToList(); foreach (GuerrillaResources guerrillaResources in resourcesDB) { if (guerrillaResources.Resource.Equals(_oil)) { resources.oil = guerrillaResources.Quantity; } if (guerrillaResources.Resource.Equals(_money)) { resources.money = guerrillaResources.Quantity; } if (guerrillaResources.Resource.Equals(_people)) { resources.people = guerrillaResources.Quantity; } } guerrilla.resources = resources; //load units buildings buildings = new buildings(); army army = new army(); List <GuerrillaUnits> unitsDB = _context.GuerrillaUnits.Where(u => u.Guerrilla.Equals(name)).ToList(); foreach (GuerrillaUnits guerrillaUnits in unitsDB) { if (guerrillaUnits.Unit.Equals(_bunker)) { buildings.bunker = guerrillaUnits.Quantity; } if (guerrillaUnits.Unit.Equals(_assault)) { army.assault = guerrillaUnits.Quantity; } if (guerrillaUnits.Unit.Equals(_engineer)) { army.engineer = guerrillaUnits.Quantity; } if (guerrillaUnits.Unit.Equals(_tank)) { army.tank = guerrillaUnits.Quantity; } } guerrilla.resources = resources; guerrilla.buildings = buildings; guerrilla.army = army; return(JsonConvert.SerializeObject(guerrilla)); }
public override void CheckAttackRange(List <Unit> uni, List <buildings> build) { units = uni; building = build; closestUnit = ClosestEnemy(); closestBuilding = ClosestBuilding(); int enemyType; int xDis = 0, yDis = 0; int uDistance = 10000, bDistance = 10000; int distance; if (closestUnit is MeleeUnit) { MeleeUnit M = (MeleeUnit)closestUnit; xDis = Mathf.Abs((PosX - M.PosX) * (PosX - M.PosX)); yDis = Mathf.Abs((PosY - M.PosY) * (PosY - M.PosY)); uDistance = (int)Mathf.Round(Mathf.Sqrt(xDis + yDis)); } else if (closestUnit is RangedUnits) { RangedUnits R = (RangedUnits)closestUnit; xDis = Mathf.Abs((PosX - R.PosX) * (PosX - R.PosX)); yDis = Mathf.Abs((PosY - R.PosY) * (PosY - R.PosY)); uDistance = (int)Mathf.Round(Mathf.Sqrt(xDis + yDis)); } else if (closestUnit is WizzardUnits) { WizzardUnits R = (WizzardUnits)closestUnit; xDis = Mathf.Abs((PosX - R.PosX) * (PosX - R.PosX)); yDis = Mathf.Abs((PosY - R.PosY) * (PosY - R.PosY)); uDistance = (int)Mathf.Round(Mathf.Sqrt(xDis + yDis)); } if (closestBuilding is FactoryBuildings) { FactoryBuildings FB = (FactoryBuildings)closestBuilding; xDis = Mathf.Abs((PosX - FB.PosX) * (PosX - FB.PosX)); yDis = Mathf.Abs((PosY - FB.PosY) * (PosY - FB.PosY)); bDistance = (int)Mathf.Round(Mathf.Sqrt(xDis + yDis)); } else if (closestBuilding is ResourceBuildings) { ResourceBuildings RB = (ResourceBuildings)closestBuilding; xDis = Mathf.Abs((PosX - RB.PosX) * (PosX - RB.PosX)); yDis = Mathf.Abs((PosY - RB.PosY) * (PosY - RB.PosY)); bDistance = (int)Mathf.Round(Mathf.Sqrt(xDis + yDis)); } if (units[0] != null) { if (uDistance < bDistance) { distance = uDistance; enemyType = 0; } else { distance = bDistance; enemyType = 1; } } else { distance = bDistance; enemyType = 1; } //Checks to see if they are below 25% health so they move rather than attacking if (Health > MaxHealth * 0.25) { if (distance <= AttackRange) { IsAttacking = true; Combat(enemyType); } else { IsAttacking = false; Move(enemyType); } } else { Move(enemyType); } }
// Use this for initialization void Start() { buildingType = buildings.none; isBuilding = false; spriteRenderer = GetComponent <SpriteRenderer>(); gameManager = GameObject.Find("GameManager"); gmScript = gameManager.GetComponent <scr_GameManager>(); levelGen = gameManager.GetComponent <scr_GameManager>().levelGen; levelScript = levelGen.GetComponent <scr_LevelGenerator>(); level = levelScript.level; //set sprite int _i; switch (tileType) { case tile.empty: _i = 0; if ((int)Random.Range(0, 10) == 0) { _i = (int)Random.Range(1, tileSea.Length); spriteRenderer.sprite = tileSea[_i]; } else { spriteRenderer.sprite = tileSea[0]; } break; case tile.floor: _i = 0; if ((int)Random.Range(0, 10) == 0) { _i = (int)Random.Range(0, tileDirt.Length); spriteRenderer.sprite = tileDirt[_i]; } else { spriteRenderer.sprite = tileDirt[0]; } break; case tile.forest: _i = (int)Random.Range(0, tileTree.Length); spriteRenderer.sprite = tileTree[_i]; break; case tile.stone: spriteRenderer.sprite = tileStone; break; case tile.gold: spriteRenderer.sprite = tileGold; break; default: spriteRenderer.sprite = tileNULL; break; } GameObject go; #region SeaEdge //check Sea Edge if (level[x, y] == 0) { if (x != levelScript.gridX - 1) { if (level[x + 1, y] != 0) { go = new GameObject("edge_Right"); go.AddComponent <SpriteRenderer>().sprite = tileEdge[0]; go.GetComponent <SpriteRenderer>().sortingOrder = 1; go.transform.position = transform.position; go.transform.parent = transform; } } if (x != 0) { if (level[x - 1, y] != 0) { go = new GameObject("edge_Left"); go.AddComponent <SpriteRenderer>().sprite = tileEdge[1]; go.GetComponent <SpriteRenderer>().sortingOrder = 1; go.transform.position = transform.position; go.transform.parent = transform; } } if (y != levelScript.gridY - 1) { if (level[x, y + 1] != 0) { go = new GameObject("edge_Top"); go.AddComponent <SpriteRenderer>().sprite = tileEdge[2]; go.GetComponent <SpriteRenderer>().sortingOrder = 1; go.transform.position = transform.position; go.transform.parent = transform; } } if (y != 0) { if (level[x, y - 1] != 0) { go = new GameObject("edge_Bottom"); go.AddComponent <SpriteRenderer>().sprite = tileEdge[3]; go.GetComponent <SpriteRenderer>().sortingOrder = 1; go.transform.position = transform.position; go.transform.parent = transform; } } } #endregion }
public void SetBuilding(buildings newBuilding) { if (tileType == tile.floor) { isBuilding = true; buildingType = newBuilding; spriteRenderer.sprite = gmScript.buildingSprites[(int)newBuilding]; #region comment /* * switch (newBuilding) * { * case buildings.lumbercamp: * * buildingType = newBuilding; * spriteRenderer.sprite = gmScript.buildingSprites[(int)newBuilding]; * * break; * case buildings.miningcamp1: * * buildingType = newBuilding; * spriteRenderer.sprite = gmScript.buildingSprites[(int)newBuilding]; * * break; * case buildings.miningcamp2: * * buildingType = newBuilding; * spriteRenderer.sprite = gmScript.buildingSprites[(int)newBuilding]; * * break; * case buildings.storehouse: * * buildingType = newBuilding; * spriteRenderer.sprite = gmScript.buildingSprites[(int)newBuilding]; * * break; * case buildings.dock: * * buildingType = newBuilding; * spriteRenderer.sprite = gmScript.buildingSprites[(int)newBuilding]; * * break; * case buildings.farm: * * buildingType = newBuilding; * spriteRenderer.sprite = gmScript.buildingSprites[(int)newBuilding]; * * break; * case buildings.temple: * * buildingType = newBuilding; * spriteRenderer.sprite = gmScript.buildingSprites[(int)newBuilding]; * * break; * case buildings.market: * * buildingType = newBuilding; * spriteRenderer.sprite = gmScript.buildingSprites[(int)newBuilding]; * * break; * case buildings.wonder: * * buildingType = newBuilding; * spriteRenderer.sprite = gmScript.buildingSprites[(int)newBuilding]; * * break; * case buildings.workshop: * * buildingType = newBuilding; * spriteRenderer.sprite = gmScript.buildingSprites[(int)newBuilding]; * * break; * case buildings.statue: * * buildingType = newBuilding; * spriteRenderer.sprite = gmScript.buildingSprites[(int)newBuilding]; * * break; * case buildings.academy: * * buildingType = newBuilding; * spriteRenderer.sprite = gmScript.buildingSprites[(int)newBuilding]; * * break; * default: * break; * } */ #endregion } }