Example #1
0
        //Create a method to view all types
        public List <TypeDAO> GetAllTypes()
        {
            //Create a list variable for typelist
            List <TypeDAO> typelist = new List <TypeDAO>();

            try
            {
                //Establish the connection for the database
                using (SqlConnection connection = new SqlConnection(connectionstring))
                {
                    //This specifies the command object for the database
                    using (SqlCommand command = new SqlCommand("sp_ViewTypes", connection))
                    {
                        //this specifies that it is a stored procedure
                        command.CommandType = System.Data.CommandType.StoredProcedure;
                        //This opens the connection
                        connection.Open();
                        //open the sql data reader
                        using (SqlDataReader reader = command.ExecuteReader())
                        {
                            //Loop through all the data in the set and write it to the typetolist list
                            while (reader.Read())
                            {
                                TypeDAO typeToList = new TypeDAO();
                                typeToList.TypeID    = reader.GetInt32(0);
                                typeToList.TypeName  = reader.GetString(1);
                                typeToList.xNormal   = reader.GetDecimal(2);
                                typeToList.xFire     = reader.GetDecimal(3);
                                typeToList.xWater    = reader.GetDecimal(4);
                                typeToList.xGrass    = reader.GetDecimal(5);
                                typeToList.xElectric = reader.GetDecimal(6);
                                typeToList.xIce      = reader.GetDecimal(7);
                                typeToList.xFighting = reader.GetDecimal(8);
                                typeToList.xPoision  = reader.GetDecimal(9);
                                typeToList.xGround   = reader.GetDecimal(10);
                                typeToList.xFlying   = reader.GetDecimal(11);
                                typeToList.xPsychic  = reader.GetDecimal(12);
                                typeToList.xBug      = reader.GetDecimal(13);
                                typeToList.xRock     = reader.GetDecimal(14);
                                typeToList.xGhost    = reader.GetDecimal(15);
                                typeToList.xDragon   = reader.GetDecimal(16);
                                typeToList.xDark     = reader.GetDecimal(17);
                                typeToList.xSteel    = reader.GetDecimal(18);
                                typeToList.xFairy    = reader.GetDecimal(19);
                                typelist.Add(typeToList);
                            }
                        }
                    }
                }
            }
            catch (Exception errorCaught)
            {
                ErrorLogger errorToLog = new ErrorLogger();
                errorToLog.errorlogger(errorCaught);
            }
            return(typelist);
        }
        //Create a method to calculate the best and worst type for a team to face against
        public TypeDAO CalculateTypes(List <int> TypesToCalculate)
        {
            //Instantiate a new instance of the TypeCalculator object
            TypeCalculator Calculator = new TypeCalculator();
            //Get all types in the types table and assign them to a TypeDAO List
            List <TypeDAO> AllDAOTypes = typeData.GetAllTypes();
            //Create a new Instance of the TypeBO List
            List <TypeBO> AllBOTypes = new List <TypeBO>();

            //Loop thorugh TypeDAO List and map each type and values into a TypeBO Value and send it to the TypeBO List
            foreach (TypeDAO Types in AllDAOTypes)
            {
                //Create a new instance of the TypeBO Object
                TypeBO BOTypes = new TypeBO();
                BOTypes.TypeID    = Types.TypeID;
                BOTypes.TypeName  = Types.TypeName;
                BOTypes.xNormal   = Types.xNormal;
                BOTypes.xFire     = Types.xFire;
                BOTypes.xWater    = Types.xWater;
                BOTypes.xGrass    = Types.xGrass;
                BOTypes.xElectric = Types.xElectric;
                BOTypes.xIce      = Types.xIce;
                BOTypes.xFighting = Types.xFighting;
                BOTypes.xPoision  = Types.xPoision;
                BOTypes.xGround   = Types.xGround;
                BOTypes.xFlying   = Types.xFlying;
                BOTypes.xPsychic  = Types.xPsychic;
                BOTypes.xBug      = Types.xBug;
                BOTypes.xRock     = Types.xRock;
                BOTypes.xGhost    = Types.xGhost;
                BOTypes.xDragon   = Types.xDragon;
                BOTypes.xDark     = Types.xDark;
                BOTypes.xSteel    = Types.xSteel;
                BOTypes.xFairy    = Types.xFairy;
                AllBOTypes.Add(BOTypes);
            }
            //Create a new TypeBO Object
            List <TypeBO> TypesToEvaluate = new List <TypeBO>();

            //Loop through the list of interagers passed as a parameter
            foreach (int chosenType in TypesToCalculate)
            {
                //Check to make sure the type is not null
                if (chosenType != 19)
                {
                    //Loop thorugh all types in the TypeBO List
                    foreach (TypeBO BOType in AllBOTypes)
                    {
                        //Search through the typeBO List until the typeID matches the given interager and add the values of that type to the TypesToEvaluate List
                        //Repeat this until all types have been sifted through
                        if (chosenType == BOType.TypeID)
                        {
                            TypeBO Types = new TypeBO();
                            Types.TypeID    = BOType.TypeID;
                            Types.TypeName  = BOType.TypeName;
                            Types.xNormal   = BOType.xNormal;
                            Types.xFire     = BOType.xFire;
                            Types.xWater    = BOType.xWater;
                            Types.xGrass    = BOType.xGrass;
                            Types.xElectric = BOType.xElectric;
                            Types.xIce      = BOType.xIce;
                            Types.xFighting = BOType.xFighting;
                            Types.xPoision  = BOType.xPoision;
                            Types.xGround   = BOType.xGround;
                            Types.xFlying   = BOType.xFlying;
                            Types.xPsychic  = BOType.xPsychic;
                            Types.xBug      = BOType.xBug;
                            Types.xRock     = BOType.xRock;
                            Types.xGhost    = BOType.xGhost;
                            Types.xDragon   = BOType.xDragon;
                            Types.xDark     = BOType.xDark;
                            Types.xSteel    = BOType.xSteel;
                            Types.xFairy    = BOType.xFairy;
                            TypesToEvaluate.Add(Types);
                        }
                    }
                }
            }
            //Send the final list of Types to the Buissness logic layer to be evaluated
            TypeBO FinalTypeValues = Calculator.Calculate(TypesToEvaluate);
            //Create a new instance of the TypeDAO Object
            TypeDAO FinalValues = new TypeDAO();

            //Map the new calculated values from TypeBO To TypeDAO
            FinalValues.xNormal   = FinalTypeValues.xNormal;
            FinalValues.xFire     = FinalTypeValues.xFire;
            FinalValues.xWater    = FinalTypeValues.xWater;
            FinalValues.xGrass    = FinalTypeValues.xGrass;
            FinalValues.xElectric = FinalTypeValues.xElectric;
            FinalValues.xIce      = FinalTypeValues.xIce;
            FinalValues.xFighting = FinalTypeValues.xFighting;
            FinalValues.xPoision  = FinalTypeValues.xPoision;
            FinalValues.xGround   = FinalTypeValues.xGround;
            FinalValues.xFlying   = FinalTypeValues.xFlying;
            FinalValues.xPsychic  = FinalTypeValues.xPsychic;
            FinalValues.xBug      = FinalTypeValues.xBug;
            FinalValues.xRock     = FinalTypeValues.xRock;
            FinalValues.xGhost    = FinalTypeValues.xGhost;
            FinalValues.xDragon   = FinalTypeValues.xDragon;
            FinalValues.xDark     = FinalTypeValues.xDark;
            FinalValues.xSteel    = FinalTypeValues.xSteel;
            FinalValues.xFairy    = FinalTypeValues.xFairy;
            FinalValues.Max       = FinalTypeValues.Max;
            FinalValues.Max2      = FinalTypeValues.Max2;
            FinalValues.MaxName   = FinalTypeValues.MaxName;
            FinalValues.Max2Name  = FinalTypeValues.Max2Name;
            FinalValues.Min       = FinalTypeValues.Min;
            FinalValues.Min2      = FinalTypeValues.Min2;
            FinalValues.MinName   = FinalTypeValues.MinName;
            FinalValues.Min2Name  = FinalTypeValues.Min2Name;
            //Return the final values to the Presentation Layer
            return(FinalValues);
        }