public EntitiesLayer.Character GetCharacter(int id) { DataAccessLayer.ThronesTournamentEntities bdd = new ThronesTournamentEntities(); var result = bdd.Characters.SingleOrDefault(c => c.Id == id); return(ConvertToCharacter(result)); }
public EntitiesLayer.TerritoryType GetTerritoryType(int id) { DataAccessLayer.ThronesTournamentEntities bdd = new ThronesTournamentEntities(); var result = bdd.TerritoriesTypes.SingleOrDefault(t => t.Id == id); return(ConvertToTerritoryType(result)); }
private EntitiesLayer.TerritoryType GetTerritoryTypeByTerritory(int type_id) { DataAccessLayer.ThronesTournamentEntities bdd = new ThronesTournamentEntities(); var result = bdd.TerritoriesTypes.SingleOrDefault(t => t.Id == type_id); return(new EntitiesLayer.TerritoryType(result.Id, result.type)); }
private EntitiesLayer.House GetHouseByWar(int id) { DataAccessLayer.ThronesTournamentEntities bdd = new ThronesTournamentEntities(); var result = bdd.Houses.SingleOrDefault(h => h.Id == id); return(ConvertToHouse(result)); }
public EntitiesLayer.Fight GetFight(int id) { DataAccessLayer.ThronesTournamentEntities bdd = new ThronesTournamentEntities(); var result = bdd.Fights.SingleOrDefault(f => f.Id == id); return(ConvertToFight(result)); }
public void DeleteTerritoryType(int id) { DataAccessLayer.ThronesTournamentEntities bdd = new ThronesTournamentEntities(); Territory_Type objEntity = bdd.TerritoriesTypes.FirstOrDefault(t => t.Id == id); bdd.TerritoriesTypes.Remove(objEntity); bdd.SaveChanges(); }
public void DeleteCharacter(int id) { DataAccessLayer.ThronesTournamentEntities bdd = new ThronesTournamentEntities(); Character objEntity = bdd.Characters.FirstOrDefault(c => c.Id == id); bdd.Characters.Remove(objEntity); bdd.SaveChanges(); }
public void UpdateTerritoryType(EntitiesLayer.TerritoryType territoryType) { DataAccessLayer.ThronesTournamentEntities bdd = new ThronesTournamentEntities(); Territory_Type objEntity = bdd.TerritoriesTypes.FirstOrDefault(t => t.Id == territoryType.ID); objEntity.type = territoryType.Type; bdd.SaveChanges(); }
public void DeleteHouse(int id) { DataAccessLayer.ThronesTournamentEntities bdd = new ThronesTournamentEntities(); House objEntity = bdd.Houses.FirstOrDefault(h => h.Id == id); bdd.Houses.Remove(objEntity); bdd.SaveChanges(); }
public void DeleteFight(int id) { DataAccessLayer.ThronesTournamentEntities bdd = new ThronesTournamentEntities(); Fight objEntity = bdd.Fights.FirstOrDefault(f => f.Id == id); bdd.Fights.Remove(objEntity); bdd.SaveChanges(); }
public void DeleteWar(int id) { DataAccessLayer.ThronesTournamentEntities bdd = new ThronesTournamentEntities(); War objEntity = bdd.Wars.FirstOrDefault(w => w.Id == id); bdd.Wars.Remove(objEntity); bdd.SaveChanges(); }
public void UpdateTerritory(EntitiesLayer.Territory territory) { DataAccessLayer.ThronesTournamentEntities bdd = new ThronesTournamentEntities(); Territory objEntity = bdd.Territories.FirstOrDefault(t => t.Id == territory.ID); objEntity.owner = territory.ID_House; objEntity.type = territory.ID_Type; bdd.SaveChanges(); }
public void UpdateHouse(EntitiesLayer.House house) { DataAccessLayer.ThronesTournamentEntities bdd = new ThronesTournamentEntities(); House objEntity = bdd.Houses.FirstOrDefault(h => h.Id == house.ID); objEntity.name = house.Name; objEntity.numberOfUnities = house.NumberOfUnities; bdd.SaveChanges(); }
public void UpdateWar(EntitiesLayer.War war) { DataAccessLayer.ThronesTournamentEntities bdd = new ThronesTournamentEntities(); War objEntity = bdd.Wars.FirstOrDefault(w => w.Id == war.ID); objEntity.house1 = war.FirstHouse.ID; objEntity.house2 = war.SecondHouse.ID; objEntity.winner = war.ID_WinnerHouse;; bdd.SaveChanges(); }
/* * GESTION DES PERSONNAGES */ public List <EntitiesLayer.Character> GetAllCharacters() { List <EntitiesLayer.Character> list = new List <EntitiesLayer.Character>(); DataAccessLayer.ThronesTournamentEntities bdd = new ThronesTournamentEntities(); foreach (Character element in bdd.Characters) { list.Add(ConvertToCharacter(element)); } return(list); }
/* * GESTION DES TYPES DE TERRITOIRES */ public List <EntitiesLayer.TerritoryType> GetAllTerritoriesTypes() { List <EntitiesLayer.TerritoryType> list = new List <EntitiesLayer.TerritoryType>(); DataAccessLayer.ThronesTournamentEntities bdd = new ThronesTournamentEntities(); foreach (Territory_Type element in bdd.TerritoriesTypes) { list.Add(ConvertToTerritoryType(element)); } return(list); }
public void AddTerritoryType(EntitiesLayer.TerritoryType territoryType) { DataAccessLayer.ThronesTournamentEntities bdd = new ThronesTournamentEntities(); var newTerritoryType = new Territory_Type(); newTerritoryType.type = territoryType.Type; bdd.TerritoriesTypes.Add(newTerritoryType); bdd.SaveChanges(); }
/* * GESTION DES COMBATS */ public List <EntitiesLayer.Fight> GetAllFights() { List <EntitiesLayer.Fight> list = new List <EntitiesLayer.Fight>(); DataAccessLayer.ThronesTournamentEntities bdd = new ThronesTournamentEntities(); foreach (Fight element in bdd.Fights) { list.Add(ConvertToFight(element)); } return(list); }
/* * GESTION DES GUERRES */ public List <EntitiesLayer.War> GetAllWars() { List <EntitiesLayer.War> list = new List <EntitiesLayer.War>(); DataAccessLayer.ThronesTournamentEntities bdd = new ThronesTournamentEntities(); /* Pareil que pour les maisons, la liste des Fight est remplie uniquement pour le détail d'une War */ foreach (War element in bdd.Wars) { list.Add(ConvertToWar(element)); } return(list); }
public void UpdateFight(EntitiesLayer.Fight fight) { DataAccessLayer.ThronesTournamentEntities bdd = new ThronesTournamentEntities(); Fight objEntity = bdd.Fights.FirstOrDefault(f => f.Id == fight.ID); objEntity.character1 = fight.FirstCharacter.ID; objEntity.character2 = fight.SecondCharacter.ID; objEntity.winner = fight.ID_Winner; objEntity.id_war = fight.ID_War; objEntity.teritory_fight = fight.ID_Territory; bdd.SaveChanges(); }
public void AddHouse(EntitiesLayer.House house) { DataAccessLayer.ThronesTournamentEntities bdd = new ThronesTournamentEntities(); var newHouse = new House(); newHouse.name = house.Name; newHouse.numberOfUnities = house.NumberOfUnities; bdd.Houses.Add(newHouse); bdd.SaveChanges(); }
public void AddTerritory(EntitiesLayer.Territory territory) { DataAccessLayer.ThronesTournamentEntities bdd = new ThronesTournamentEntities(); var newTerritory = new Territory(); newTerritory.owner = territory.ID_House; newTerritory.type = territory.ID_Type; bdd.Territories.Add(newTerritory); bdd.SaveChanges(); }
/* * GESTION DES MAISONS */ public List <EntitiesLayer.House> GetAllHouses() { List <EntitiesLayer.House> list = new List <EntitiesLayer.House>(); DataAccessLayer.ThronesTournamentEntities bdd = new ThronesTournamentEntities(); /* Aucune utilité de récupérer les Housers ici */ foreach (House element in bdd.Houses) { list.Add(ConvertToHouse(element)); } return(list); }
public void UpdateCharacter(EntitiesLayer.Character ch) { DataAccessLayer.ThronesTournamentEntities bdd = new ThronesTournamentEntities(); Character objEntity = bdd.Characters.FirstOrDefault(c => c.Id == ch.ID); objEntity.lastName = ch.LastName; objEntity.firstName = ch.FirstName; objEntity.pv = ch.PV; objEntity.bravoury = ch.Bravoury; objEntity.crazyness = ch.Crazyness; bdd.SaveChanges(); }
private IEnumerable <EntitiesLayer.Character> GetCharactersByHouse(int id) { DataAccessLayer.ThronesTournamentEntities bdd = new ThronesTournamentEntities(); List <EntitiesLayer.Character> list = new List <EntitiesLayer.Character>(); var result = bdd.Characters.Where(ch => ch.house_char == id); foreach (Character ch in result) { list.Add(ConvertToCharacter(ch)); } return(list); }
private IEnumerable <EntitiesLayer.Fight> GetFightsByWar(int id) { DataAccessLayer.ThronesTournamentEntities bdd = new ThronesTournamentEntities(); List <EntitiesLayer.Fight> list = new List <EntitiesLayer.Fight>(); var result = bdd.Fights.Where(f => f.id_war == id); foreach (Fight fight in result) { list.Add(ConvertToFight(fight)); } return(list); }
public void AddWar(EntitiesLayer.War war) { DataAccessLayer.ThronesTournamentEntities bdd = new ThronesTournamentEntities(); var newWar = new War(); newWar.house1 = war.FirstHouse.ID; newWar.house2 = war.SecondHouse.ID; newWar.winner = war.ID_WinnerHouse; bdd.Wars.Add(newWar); bdd.SaveChanges(); }
public void AddFight(EntitiesLayer.Fight fight) { DataAccessLayer.ThronesTournamentEntities bdd = new ThronesTournamentEntities(); var newFight = new Fight(); newFight.character1 = fight.FirstCharacter.ID; newFight.character2 = fight.SecondCharacter.ID; newFight.winner = fight.ID_Winner; newFight.id_war = fight.ID_War; newFight.teritory_fight = fight.ID_Territory; bdd.Fights.Add(newFight); bdd.SaveChanges(); }
public void AddCharacter(EntitiesLayer.Character character) { DataAccessLayer.ThronesTournamentEntities bdd = new ThronesTournamentEntities(); var newChar = new Character(); newChar.lastName = character.LastName; newChar.firstName = character.FirstName; newChar.bravoury = character.Bravoury; newChar.crazyness = character.Crazyness; newChar.house_char = character.ID_House; newChar.pv = character.PV; bdd.Characters.Add(newChar); bdd.SaveChanges(); }
public EntitiesLayer.War GetWar(int id) { DataAccessLayer.ThronesTournamentEntities bdd = new ThronesTournamentEntities(); var result = bdd.Wars.SingleOrDefault(w => w.Id == id); var convertedWar = ConvertToWar(result); if (convertedWar != null) { /* Récupération des Housers car cette méthode est appelée pour le détail d'une House et dans le détail on a les Housers */ foreach (EntitiesLayer.Fight fight in GetFightsByWar(convertedWar.ID)) { convertedWar.Fights.Add(fight); } } return(convertedWar); }