public MeaningfulCiv(CivilizationBLL civ)
 {
     CivID    = civ.CivID;
     CivName  = civ.CivName;
     CivStart = civ.CivStart;
     CivEnd   = civ.CivEnd;
 }
        public CivilizationBLL CivilizationFindByName(string CivName)
        {
            CivilizationBLL proposedReturnValue = null;
            CivilizationDAL item = _context.CivilizationFindByName(CivName);

            if (item != null)
            {
                proposedReturnValue = new CivilizationBLL(item);
            }
            return(proposedReturnValue);
        }
        public CivilizationBLL CivilizationFindByID(int CivID)
        {
            CivilizationBLL proposedReturnValue = null;
            CivilizationDAL item = _context.CivilizationFindByID(CivID);

            if (item != null)
            {
                proposedReturnValue = new CivilizationBLL(item);
            }
            return(proposedReturnValue);
        }
        public List <CivilizationBLL> CivilizationsGetAll(int Skip, int Take)
        {
            List <CivilizationBLL> proposedReturnValue = new List <CivilizationBLL>();
            List <CivilizationDAL> items = _context.CivilizationsGetAll(Skip, Take);

            foreach (CivilizationDAL item in items)
            {
                CivilizationBLL correctedItem = new CivilizationBLL(item);
                proposedReturnValue.Add(correctedItem);
            }
            return(proposedReturnValue);
        }
        public int CivilizationCreate(CivilizationBLL civ)
        {
            int proposedReturnValue = CivilizationCreate(civ.CivID, civ.CivName, civ.CivStart, civ.CivEnd);

            return(proposedReturnValue);
        }
 public void CivilizationsUpdateJust(CivilizationBLL civ)
 {
     _context.CivilizationsUpdateJust(civ.CivID, civ.CivName, civ.CivStart, civ.CivEnd);
 }