public void Handle(FarmBuiltEvent domainEvent)
        {
            foreach (var buildMaterial in domainEvent.Farm.BuildMaterials)
            {
                domainEvent.Player.Inventory.RemoveItems(buildMaterial.Quantity, buildMaterial.ItemType);
            }

            _playerRepository.Update(domainEvent.Player);
            _townBuildingRepository.Update(domainEvent.Farm);
        }
Exemple #2
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        public void Execute()
        {
            var random = new Random();
            IEnumerable <Forest> forests = _townBuildingRepository.GetByBuildingType <Forest>(typeof(Forest));

            foreach (var forest in forests)
            {
                var roll = random.Next(1, 100);

                // 20% chance of new growth in the forest
                if (roll <= 20)
                {
                    forest.IncreaseTreeCount(1);
                    _townBuildingRepository.Update(forest);
                }
            }
        }
        public void Handle(BuildingPurchasedEvent domainEvent)
        {
            // The building has now owner, so it is being sold by the town
            if (String.IsNullOrEmpty(domainEvent.Building.OwnerId))
            {
                var town = _townRepository.Get(domainEvent.Building.TownId);
                town.IncreaseAccountBalance((int)domainEvent.Building.Price);
                _townRepository.Update(town);
            }
            // The building has an owner who should be paid for the sale
            else
            {
                var previousOwner = _playerRepository.Get(domainEvent.Building.OwnerId);
                previousOwner.EarnMoney((int)domainEvent.Building.Price);
                _playerRepository.UpdateStats(previousOwner);
            }

            domainEvent.PurchasingPlayer.SpendMoney((int)domainEvent.Building.Price);
            domainEvent.Building.ChangeOwnership(domainEvent.PurchasingPlayer.Id);

            _playerRepository.UpdateStats(domainEvent.PurchasingPlayer);
            _townBuildingRepository.Update(domainEvent.Building);
        }
 public void Handle(ForestWorkedEvent domainEvent)
 {
     _townBuildingRepository.Update(domainEvent.Forest);
 }