public AccountRegister(Panel PrincipalPanel, IParkingRepository ParkingRepository, CountryHandler ActualCountry) { InitializeComponent(); Panel = PrincipalPanel; Repository = ParkingRepository; CountryHandler = ActualCountry; }
public void ValidateRepeatCountry() { CountryHandler Country = new CountryHandler("Brasil", 2); Repository.AddCountry(Country); Assert.AreEqual(true, Repository.IsRepeatedCountry("Brasil")); }
public void TestInit() { Uruguay = new CountryHandler("Uruguay", 1); Argentina = new CountryHandler("Argentina", 1); Uruguay.SetValidators(new ValidatorOfPhoneInUruguay(), new ValidatorOfMessageInUruguay()); Argentina.SetValidators(new ValidatorOfPhoneInArgentina(), new ValidatorOfMessageInArgentina()); }
public IActionResult Manage() { List <CountryModel> countrylist = new List <CountryModel>(); countrylist = new CountryHandler().GetCountries().ToCountryList(); return(View(countrylist)); }
public void ValidateRepeatCountryNotRepeated() { Repository.GetCountries().Clear(); CountryHandler Country = new CountryHandler("Brasil", 1); Repository.AddCountry(Country); Assert.AreEqual(false, Repository.IsRepeatedCountry("")); }
public void ValidateGrabAnCountryInTheList() { Repository.GetCountries().Clear(); CountryHandler brasil = new CountryHandler("Brasil", 5); Repository.AddCountry(brasil); Assert.AreEqual(brasil, Repository.GetACountry("Brasil")); }
//Reset the rewards of a territory public void ResetRewards() { CountryHandler handler = GameObject.Find(GameManager.instance.attackedTerritory) .GetComponent <CountryHandler>(); handler.country.expReward = 30; //Set base exp value handler.country.moneyReward = 100; //Set base money value }
public Settings(Panel PrincipalPanel, IParkingRepository Parking, CountryHandler ActualCountry) { InitializeComponent(); Panel = PrincipalPanel; ParkingRepository = Parking; Country = ActualCountry; AgregateItemsToComboBoxs(); SetActualData(); }
public async Task <ActionResult> Result(CountryQuery query) { // var result = await _mediator.Send<CountryViewModel>(query); // TODO Use Mediator and depedenacy injection var handler = new CountryHandler(new WorldBankDataService(new DeserializerService())); var result = await handler.Handle(query); return(View(result)); }
public ProcessPurchase(Panel PrincipalPanel, IParkingRepository ParkingRepository, CountryHandler ActualCountry) { InitializeComponent(); Panel = PrincipalPanel; Repository = ParkingRepository; ValidatorOfEnrollment = new ValidatorOfEnrollment(); ValidatorOfDate = new ValidatorOfDate(); CostForMinutes = ActualCountry.CostForMinutes; CountryHandler = ActualCountry; }
public Reports(Panel PrincipalPanel, IParkingRepository ParkingRepository, CountryHandler ActualCountry) { InitializeComponent(); Panel = PrincipalPanel; Repository = ParkingRepository; Country = ActualCountry; rbtnEnrollments.Checked = true; AgregateItemsToComboBoxs(); ValidatorOfEnrollment = new ValidatorOfEnrollment(); }
//Set the Slider info public void FortifyMoveBattalions() { CountryHandler from = GameObject.Find(GameManager.instance.fortifyFrom) .GetComponent <CountryHandler>(); fortifySliderParent.SetActive(true); fortifySlider.maxValue = from.country.battalions - 1; print("Slider max:" + fortifySlider.maxValue); fortifySlider.minValue = 0; print("Slider min:" + fortifySlider.minValue); }
public async Task TestListCountriesAsync(int top, string alfa2, string alfa3, string name, string phonePrefix, short countryCode) { // arrange using (var tscFactory = new TscContextFactory()) { using (TscContext tscContext = await tscFactory.CreateContextAsync()) { using (var tran = await tscContext.Database.BeginTransactionAsync()) { try { Country c1 = new Country { Alfa2 = alfa2, Alfa3 = alfa3, PhonePrefix = phonePrefix, IsoName = name, CommonName = name, CountryCode = countryCode }; await tscContext.Countries.AddAsync(c1); await tscContext.SaveChangesAsync(); // act var handler = new CountryHandler(tscContext); Tuple <CountryModel[], int> result = await handler.ListAsync(new GetCountryDetails { Top = top, Alfa2 = alfa2, Name = name }); // assert Assert.NotNull(result); Assert.Single(result.Item1.Where(x => x.Alfa2 == alfa2)); var country = result.Item1[0]; Assert.Equal(alfa2, country.Alfa2); Assert.Equal(alfa3, country.Alfa3); Assert.Equal(name, country.CommonName); Assert.Equal(name, country.IsoName); Assert.Equal(phonePrefix, country.PhonePrefix); Assert.Equal(countryCode, country.CountryCode); } catch { throw; } finally { tran.Rollback(); } } } } }
public PrincipalForm() { InitializeComponent(); this.SecundaryPanel.Visible = false; this.PrincipalPanel.Visible = true; lblAnswer.Visible = false; Repository = new ParkingRepository(); CountryHandler initialCountry = Repository.GetACountry("Uruguay"); Settings = new Settings(PrincipalPanel, Repository, initialCountry); }
public void ValidateGrabACountryInTheListOfManyCountries() { Repository.GetCountries().Clear(); Repository.AddCountry(new CountryHandler("Argentina", 2)); Repository.AddCountry(new CountryHandler("Chile", 3)); Repository.AddCountry(new CountryHandler("Brasil", 2)); CountryHandler venezuela = new CountryHandler("Venezuela", 3); Repository.AddCountry(venezuela); Assert.AreEqual(venezuela, Repository.GetACountry("Venezuela")); }
public void AddCountry() { Repository.GetCountries().Clear(); CountryHandler Country = new CountryHandler("Brasil", 1); Repository.AddCountry(Country); Assert.AreEqual(true, Repository.GetCountries().Contains(Country)); using (var MyContext = new MyContext()) { MyContext.Countries.Attach(Country); } }
//Move specified amount of battalions in attack phase public void MoveBattalions_a() { CountryHandler def = GameObject.Find(GameManager.instance.attackedTerritory) .GetComponent <CountryHandler>(); CountryHandler win = GameObject.Find(GameManager.instance.attackFrom) .GetComponent <CountryHandler>(); win.country.battalions -= attack_amount; def.country.battalions += attack_amount; attackSliderParent.SetActive(false); }
public void AddTwoEqualsCountry() { CountryHandler Country = new CountryHandler("Brasil", 1); CountryHandler secondCountry = new CountryHandler("Brasil", 2); Repository.AddCountry(Country); Repository.AddCountry(secondCountry); Assert.AreEqual(false, Repository.GetCountries().Contains(secondCountry)); using (var MyContext = new MyContext()) { MyContext.Countries.Attach(Country); } }
private void UpdateData() { if (!cboCountry.Text.Equals("")) { Country = ParkingRepository.GetACountry(cboCountry.Text); } if (Country.ValidateIsNumericByCountry(txtCostForMinutes.Text)) { int NewCostOfMinutes = int.Parse(txtCostForMinutes.Text); Country.CostForMinutes = NewCostOfMinutes; ParkingRepository.UpdateCostForMinutes(Country); } }
public ActionResult StateInfo(string CountryCode) { ConsolidatedCountryInfo _consolidatedData = new ConsolidatedCountryInfo(); var countryHandler = new CountryHandler(); var states = countryHandler.GetStatesListByCountry(CountryCode); states = states.Replace("\n", ""); Country countryInfo = countryHandler.GetCountryInfo(CountryCode); _consolidatedData.Country = countryInfo; _consolidatedData.StateList = states; return(View(_consolidatedData)); }
//Set the Slider info public void AttackMoveBattalions() { //CountryHandler def = GameObject.Find(GameManager.instance.attackedTerritory) //.GetComponent<CountryHandler>(); CountryHandler win = GameObject.Find(GameManager.instance.attackFrom) .GetComponent <CountryHandler>(); attackSliderParent.SetActive(true); attackSlider.maxValue = win.country.battalions - 1; print("Slider max:" + attackSlider.maxValue); attackSlider.minValue = 1; print("Slider min:" + attackSlider.minValue); }
//Move specified amount of battalions in fortify phase public void MoveBattalions_f() { CountryHandler to = GameObject.Find(GameManager.instance.fortifyTo) .GetComponent <CountryHandler>(); CountryHandler from = GameObject.Find(GameManager.instance.fortifyFrom) .GetComponent <CountryHandler>(); from.country.battalions -= fortify_amount; to.country.battalions += fortify_amount; fortifySliderParent.SetActive(false); DisableFortifyPhasePanel(); }
public void UpdateCostOfMinutes() { Repository.GetCountries().Clear(); CountryHandler Country = new CountryHandler("Uruguay", 1); Country.SetValidators(new ValidatorOfPhoneInUruguay(), new ValidatorOfMessageInUruguay()); Repository.AddCountry(Country); Country.CostForMinutes = 2; Repository.UpdateCostForMinutes(Country); Assert.AreEqual(2, Country.CostForMinutes); using (var MyContext = new MyContext()) { MyContext.Countries.Attach(Country); } }
//Check if the game has been won public void CheckIfGameWon() { print("Checking if Game has been Won"); //Loop through the list of territories for (int i = 0; i < territoryList.Count; i++) { CountryHandler handler = territoryList[i].GetComponent <CountryHandler>(); //Check if it belongs to the playing race if (handler.country.race == GameManager.instance.CURRENTRACE) { winCount++; } } //Game not won if (winCount < 42) { print("Game not Won"); GameManager.instance.gameActive = true; winCount = 0; } //Game won if (winCount >= 42) { GameOverPanel gameover = gameOverPanel.GetComponent <GameOverPanel>(); print("Game Won!!!"); //Show game over panel GameManager.instance.gameActive = true; draftPanel.SetActive(false); attackPhasePanel.SetActive(false); attackPanel.SetActive(false); fortifyPhasePanel.SetActive(false); Menu.SetActive(false); GUI.SetActive(false); battalionsPanel.SetActive(false); gameOverPanel.SetActive(true); gameover.Winner.text = "Congratulations " + GameManager.instance.CURRENTRACE + "! You've dominated the Galaxy"; GameManager.instance.gameActive = false; } }
public void Constructor_NullWorldBankDataService_ThrowsArgumentNullException() { // Arrange const string expectedExceptionParamName = "worldBankDataService"; // Act & assert try { var handler = new CountryHandler(null); Assert.Fail("Passing a null worldBankDataService into CountryHandler constructor should throw ArgumentNullException"); } catch (ArgumentNullException exp) { Assert.AreEqual(expectedExceptionParamName, exp.ParamName); } }
//Méthode permettant de récupérer et désactiver les territoires (pour les collisions avec le dé) public void Fight() { //Récupère la liste de touts les territoires et les désactives for (int i = 0; i < countryList.Count; i++) { CountryHandler countHandler = countryList[i].GetComponent <CountryHandler>(); countryList[i].SetActive(false); } //Indique si tous les territoires ont été désactivés if (!countryList[(countryList.Count) - 1].activeSelf) { active = true; } nbDe = this.valueDe; nbAt = this.valueDeAttacked; }
//Colour the territories public void TintTerritories() { print("Tinting Territories"); //For every territory in the territory list for (int i = 0; i < territoryList.Count; i++) { CountryHandler handler = territoryList[i].GetComponent <CountryHandler>(); //Purple if (handler.country.race == "AVIAN") { handler.TintColor(new Color32(255, 0, 255, 100)); } //Blue if (handler.country.race == "EVREI") { handler.TintColor(new Color32(0, 0, 255, 100)); } //Green if (handler.country.race == "HUMAN") { handler.TintColor(new Color32(0, 255, 0, 100)); } //Red if (handler.country.race == "KABAL") { handler.TintColor(new Color32(255, 0, 0, 100)); } //Yellow if (handler.country.race == "TENNO") { handler.TintColor(new Color32(255, 255, 0, 100)); } //Cyan if (handler.country.race == "VORTA") { handler.TintColor(new Color32(0, 255, 255, 100)); } } print("Territories Tinted!"); }
public async Task Handle_ValidInvoke_CallsLoadCountry() { // Arrange var query = new CountryQuery { Iso2Code = "br" }; var worldBankDataServiceMock = new Mock <IWorldBankDataService>(); worldBankDataServiceMock.Setup(x => x.LoadCountry(query.Iso2Code)).ReturnsAsync(new Models.WorldBank.Country()); var handler = new CountryHandler(worldBankDataServiceMock.Object); // Act await handler.Handle(query); // Asset worldBankDataServiceMock.Verify(x => x.LoadCountry(query.Iso2Code), Times.Exactly(1)); }
public async Task Handle_CountryLoaded_MapsToViewModel() { // Arrange var query = new CountryQuery { Iso2Code = "br" }; var country = new Models.WorldBank.Country { Iso2Code = "br", CapitalCity = "capital city", Name = "My city", Longitude = 34.4545d, Latitude = -3.5658787d, AdminRegion = "Admin region" }; var expectedCountryViewModel = new CountryViewModel { Iso2Code = country.Iso2Code, CapitalCity = country.CapitalCity, AdminRegion = country.AdminRegion, Longitude = country.Longitude, Latitude = country.Latitude, Name = country.Name }; var worldBankDataServiceMock = new Mock <IWorldBankDataService>(); worldBankDataServiceMock.Setup(x => x.LoadCountry(query.Iso2Code)).ReturnsAsync(country); var handler = new CountryHandler(worldBankDataServiceMock.Object); // Act var actualCountryViewModel = await handler.Handle(query); // Assert Assert.IsTrue(expectedCountryViewModel.IsDeepEqual(actualCountryViewModel)); }
/// <summary> /// Helper Method that executes the test /// </summary> /// <param name="country"></param> /// <param name="image"></param> private void Execute_GetImageForCountry_SeveralTests(string country, string image) { #region Arrange string expected = image; CountryHandler target = new CountryHandler(); #endregion #region Act string actual = target.GetImageForCountry(country); #endregion #region Assert Assert.AreEqual(expected, actual); #endregion }
//void OnMouseEnter() //{ // oldColor = sprite.color; // if (!ManageGame.instance.playerTurn || country.controllingPlayer.ToString() == ManageGame.instance.playerTribe) // { // hoverColor = oldColor; // } // else if (country.controllingPlayer.ToString() != ManageGame.instance.playerTribe) // { // hoverColor = new Color32(oldColor.r, oldColor.g, oldColor.b, 250); // } // sprite.color = hoverColor; //} //void OnMouseExit() //{ // sprite.color = oldColor; //} // Method that shows attack panel if country not owned by player private void OnMouseUpAsButton() { // Checks the player owns a neighbouring country to the country clicked on bool neighbourPlayer = false; foreach (var x in neighbourCountries[country.name]) { CountryHandler nc = GameObject.Find(x).GetComponent <CountryHandler>(); if (nc.country.controllingPlayer.ToString() == ManageGame.instance.playerTribe) { neighbourPlayer = true; } } if ((country.controllingPlayer.ToString() != ManageGame.instance.playerTribe) && ManageGame.instance.playerTurn && neighbourPlayer) { ShowGUI(); } else if (country.controllingPlayer.ToString() == ManageGame.instance.playerTribe && ManageGame.instance.playerTroopAllocate) { allocateTroops(); } }