Esempio n. 1
0
        public ICollection <UpgradeModel> BuildingPage(Towns Town)
        {
            VindorelDbContext          _context = new VindorelDbContext();
            ICollection <UpgradeModel> Upgrades = new List <UpgradeModel>();

            Buildings     = _context.Buildings.LastOrDefault(x => x.TownID == Town.TownId);
            Settings      = _context.UserGameSettings.LastOrDefault(x => x.UserId == Town.UserId);
            Populations   = _context.Population.LastOrDefault(x => x.TownId == Town.TownId);
            this.Upgrades = Upgrades;
            this.Upgrades.Add(UpgradeTownCenter(Buildings.TownCenter));
            this.Upgrades.Add(UpgradeCityWall(Buildings.CityWall));
            this.Upgrades.Add(UpgradeTechnologyCamp(Buildings.TechnologyCamp));
            this.Upgrades.Add(UpgradeTradeHouse(Buildings.TradeHouse));
            this.Upgrades.Add(UpgradeWareHouse(Buildings.Warehouse));
            this.Upgrades.Add(UpgradeTemple(Buildings.Temple));
            this.Upgrades.Add(UpgradeBarracks(Buildings.Barracks));
            this.Upgrades.Add(UpgradeFarm(Buildings.Farm));
            this.Upgrades.Add(UpgradeMeatCamp(Buildings.MeatCamp));
            this.Upgrades.Add(UpgradeMine(Buildings.Mine));
            this.Upgrades.Add(UpgradeWoodCutterHut(Buildings.WoodCutterHut));
            this.Upgrades.Add(UpgradeTaxHouse(Buildings.TaxHouse));

            return(Upgrades);
        }
Esempio n. 2
0
        public async void SelectedUpgrade(UpgradeModel SelectedBuilding)
        {
            Town        = _context.Towns.LastOrDefault(x => x.UserId == Player.Id);
            Settings    = _context.UserGameSettings.LastOrDefault(x => x.UserId == Player.Id);
            Populations = _context.Population.LastOrDefault(x => x.TownId == Town.TownId);
            #region SelectBuild
            switch (SelectedBuilding.index)
            {
            case 0:
                Buildings.TownCenter++;
                break;

            case 1:
                Buildings.CityWall++;
                break;

            case 2:
                Buildings.TechnologyCamp++;
                break;

            case 3:
                Buildings.TradeHouse++;
                break;

            case 4:
                Buildings.Warehouse++;
                break;

            case 5:
                Buildings.Temple++;
                break;

            case 6:
                Buildings.Barracks++;
                break;

            case 7:
                Buildings.Farm++;
                break;

            case 8:
                Buildings.MeatCamp++;
                break;

            case 9:
                Buildings.Mine++;
                break;

            case 10:
                Buildings.WoodCutterHut++;
                break;

            case 11:
                Buildings.TaxHouse++;
                break;
            }
            #endregion
            #region Upgraded
            Settings.Point_Culture    += SelectedBuilding.Gain_Culture;
            Settings.Point_Economy    += SelectedBuilding.Gain_Economy;
            Settings.Point_Military   += SelectedBuilding.Gain_Military;
            Settings.Point_Exp        += SelectedBuilding.Gain_Exp;
            Settings.Point_Karma      += SelectedBuilding.Gain_Karma;
            Settings.NaturalAttack    += SelectedBuilding.Gain_NaturalAttack;
            Settings.NaturalDef       += SelectedBuilding.Gain_NaturalDef;
            Town.TownWOOD_perHour      = SelectedBuilding.Gain_TownWOOD_perHour;
            Town.TownGOLD_perHour      = SelectedBuilding.Gain_TownGOLD_perHour;
            Town.TownIRON_perHour      = SelectedBuilding.Gain_TownIRON_perHour;
            Town.TownMeat_perHour      = SelectedBuilding.Gain_TownMeat_perHour;
            Town.TownWHEAT_perHour    += SelectedBuilding.Gain_TownWHEAT_perHour;
            Populations.TraderPop     += SelectedBuilding.Gain_TraderPop;
            Populations.AggressivePop += SelectedBuilding.Gain_AgressivePop;
            Populations.CulturalPop   += SelectedBuilding.Gain_CulturalPop;
            #endregion
            await _context.SaveChangesAsync();
        }