Esempio n. 1
0
        /// <summary>
        /// Have a ship bring all loot abord by "banking" it for the player.
        /// </summary>
        /// <param name="ship"></param>
        /// <returns></returns>
        public bool TractorAllLoot(Ship ship)
        {
            int itemsLooted = 0;
            var result      = _wrapper.SpaceLootRepository.GetAll <SpaceLoot>(f => f.X == ship.X && f.Y == ship.Y && f.Z == ship.Z).ToList();

            foreach (var item in result)
            {
                foreach (var module in item.ShipModules)
                {
                    BankedShipModule lootedModule = new BankedShipModule();
                    lootedModule.PlayerId   = ship.PlayerId;
                    lootedModule.ShipId     = ship.Id;
                    lootedModule.ShipModule = module;
                    _wrapper.SpaceLootRepository.AddOneAsync <BankedShipModule>(lootedModule);
                    itemsLooted++;
                }
            }
            if (itemsLooted > 0)
            {
                _wrapper.SpaceLootRepository.DeleteMany <SpaceLoot>(result);
                return(true);
            }
            else
            {
                return(false);
            }
        }
Esempio n. 2
0
        public bool TractorSpecificLoot(Ship ship, string itemType, Guid itemId)
        {
            int itemsLooted = 0;
            var result      = _wrapper.SpaceLootRepository.GetAll <SpaceLoot>(f => f.X == ship.X && f.Y == ship.Y && f.Z == ship.Z);

            _wrapper.SpaceLootRepository.DeleteMany <SpaceLoot>(result);
            List <SpaceLoot> spaceLootsToWrite = new List <SpaceLoot>();

            foreach (var item in result)
            {
                SpaceLoot spaceLoot = new SpaceLoot();
                spaceLoot.X           = item.X;
                spaceLoot.Y           = item.Y;
                spaceLoot.Z           = item.Z;
                spaceLoot.ShipModules = new List <ShipModule>();
                foreach (var module in item.ShipModules)
                {
                    if (module.Id == itemId)
                    {
                        BankedShipModule lootedModule = new BankedShipModule();
                        lootedModule.PlayerId   = ship.PlayerId;
                        lootedModule.ShipId     = ship.Id;
                        lootedModule.ShipModule = module;
                        _wrapper.SpaceLootRepository.AddOneAsync <BankedShipModule>(lootedModule);
                        itemsLooted++;
                    }
                    else
                    {
                        spaceLoot.ShipModules.Add(module);
                    }
                }
                spaceLootsToWrite.Add(spaceLoot);
            }
            _wrapper.SpaceLootRepository.AddMany <SpaceLoot>(spaceLootsToWrite);
            if (itemsLooted > 0)
            {
                return(true);
            }
            else
            {
                return(false);
            }
        }