Esempio n. 1
0
        /// <summary>
        /// Gather the information on a particular username and save it to the database.
        /// This is a temporary funtion
        /// TODO: Replace this with a simple web api lookup and return
        /// </summary>
        /// <param name="username">The username</param>
        /// <returns>A list of Skills</returns>
        public static List <SkillData> GetSkills(string username)
        {
            RunescapeDataContext db       = new RunescapeDataContext();
            Player           playerToFind = db.Players.Where(a => a.RS_Username == username).FirstOrDefault(); // TODO: Find player based on login info  with GetSkills(void)
            List <SkillData> toReturn     = new List <SkillData>();                                            // Create empty list

            UpdateSkills(username);

            // If the player exists in the database
            if (playerToFind != null)
            {
                // Gather the info for each skill
                foreach (Skill skill in db.Skills)
                {
                    string      skillName = skill.Name;
                    PlayerSkill ps        = db.PlayerSkills.Where(a => a.PlayerID == playerToFind.PlayerID && a.SkillID == skill.SkillID).FirstOrDefault();
                    SkillData   sD        = new SkillData();
                    sD.level      = (int)ps.Level;
                    sD.experience = (int)ps.Exp;
                    sD.rank       = (int)ps.Rank;
                    sD.questreq   = (int)skill.MinimumQuestRequirement;
                    sD.diaryreq   = (int)skill.MinimumDiaryRequirement;
                    sD.name       = skill.Name;
                    sD.skill      = skill;

                    //Quest progress
                    sD.questprogress = sD.level / sD.questreq;
                    sD.diaryprogress = sD.level / sD.diaryreq;
                    sD.levelprogress = 100; // Default value is 100% for Overall

                    if (sD.name != "Overall" && sD.level < 99)
                    {
                        Level nl = db.Levels.Where(a => a.Value == sD.level + 1).FirstOrDefault();
                        Level ll = db.Levels.Where(a => a.Value == sD.level).FirstOrDefault();
                        sD.levelprogress = Math.Round(((decimal)sD.experience - ll.Experience) / ((decimal)nl.Experience - ll.Experience) * 100, 2);
                        if (sD.levelprogress > 100)
                        {
                            sD.levelprogress = 100;
                        }
                    }

                    toReturn.Add(sD); // Add the skill to the output list
                }
                return(toReturn);
            }

            // Player does not exist, will need to create it
            else
            {
                PlayerData.CreatePlayer(username);
                return(GetSkills(username)); // Recursive call on the newly created data
            }
        }
Esempio n. 2
0
        public static bool UpdateSkills(string username)
        {
            RunescapeDataContext db = new RunescapeDataContext();

            // The order that the skills will be recieved by Runscape API. THIS ORDER MATTERS
            string[] order = { "Overall", "Attack", "Defense", "Strength", "Hitpoints", "Ranged", "Prayer", "Magic", "Cooking", "Woodcutting", "Fletching", "Fishing", "Firemaking", "Crafting", "Smithing", "Mining", "Herblore", "Agility", "Thieving", "Slayer", "Farming", "Runecraft", "Hunter", "Construction" };

            Player playerToUpdate = db.Players.Where(a => a.RS_Username == username).FirstOrDefault();

            if (playerToUpdate != null)
            {
                // Get skill data from Runescape
                WebClient client     = new WebClient();
                string[]  jsonResult = client.DownloadString("http://services.runescape.com/m=hiscore_oldschool/index_lite.ws?player=" + username.ToLower()).Replace('\n', ';').Split(';');

                // Update Skills for the user
                int skillIndex = 0;
                foreach (string skillName in order)
                {
                    string[] stats      = jsonResult[skillIndex].Split(',');
                    string   skillRank  = stats[0],
                             skillLevel = stats[1],
                             skillExp   = stats[2];

                    Skill       sk = db.Skills.Where(a => a.Name == skillName).FirstOrDefault();
                    PlayerSkill ps = db.PlayerSkills.Where(a => a.PlayerID == playerToUpdate.PlayerID && a.SkillID == sk.SkillID).FirstOrDefault();
                    if (ps == null)
                    {
                        ps.PlayerID = playerToUpdate.PlayerID;
                        ps.SkillID  = sk.SkillID;
                    }
                    ps.Rank  = Convert.ToInt32(stats[0]);
                    ps.Exp   = Convert.ToInt32(stats[2]);
                    ps.Level = Convert.ToInt32(stats[1]);
                    db.SubmitChanges();
                    skillIndex++;
                }

                return(true);
            }

            // Player does not exist, so create him/her
            else
            {
                return(PlayerData.CreatePlayer(username));
            }
        }
Esempio n. 3
0
        /// <summary>
        /// Create a Player entry in the Runescape database containing the username, skills, and blank quest progress
        /// Skills are retrieved dynamically via the Runescape.com api
        /// </summary>
        /// <param name="username">The Runescape username to create</param>
        /// <returns>Whether the Player was successfully created</returns>
        public static bool CreatePlayer(string username)
        {
            RunescapeDataContext db = new RunescapeDataContext();

            // The order that the skills will be recieved by Runscape API. THIS ORDER MATTERS
            string[] order = { "Overall", "Attack", "Defense", "Strength", "Hitpoints", "Ranged", "Prayer", "Magic", "Cooking", "Woodcutting", "Fletching", "Fishing", "Firemaking", "Crafting", "Smithing", "Mining", "Herblore", "Agility", "Thieving", "Slayer", "Farming", "Runecraft", "Hunter", "Construction" };

            // Check if the player exists already
            // TODO: Alter so that it instead looks up the current user's player and replaces them with the new one
            Player playerToCreate = db.Players.Where(a => a.RS_Username == "username").FirstOrDefault();

            // The player does not exist, proceed with the creation
            if (playerToCreate == null)
            {
                //Create the new user
                playerToCreate             = new Player();
                playerToCreate.RS_Username = username;
                playerToCreate.Admin       = false;
                db.Players.InsertOnSubmit(playerToCreate);
                db.SubmitChanges();

                // Create quests for the user
                foreach (Quest quest in db.Quests.ToList())
                {
                    PlayerQuest pq = new PlayerQuest();
                    pq.Status   = false;
                    pq.PlayerID = playerToCreate.PlayerID;
                    pq.QuestID  = quest.QuestID;
                    db.PlayerQuests.InsertOnSubmit(pq);
                }

                // Get skill data from Runescape
                WebClient client     = new WebClient();
                string[]  jsonResult = client.DownloadString("http://services.runescape.com/m=hiscore_oldschool/index_lite.ws?player=" + username.ToLower()).Replace('\n', ';').Split(';');

                // Create skills for the user
                int skillIndex = 0;
                foreach (string skillName in order)
                {
                    string[] stats      = jsonResult[skillIndex].Split(',');
                    string   skillRank  = stats[0],
                             skillLevel = stats[1],
                             skillExp   = stats[2];

                    PlayerSkill ps = new PlayerSkill();
                    ps.SkillID  = db.Skills.Where(a => a.Name == skillName).FirstOrDefault().SkillID;
                    ps.Rank     = Convert.ToInt32(stats[0]);
                    ps.Exp      = Convert.ToInt32(stats[2]);
                    ps.Level    = Convert.ToInt32(stats[1]);
                    ps.PlayerID = playerToCreate.PlayerID;

                    db.PlayerSkills.InsertOnSubmit(ps);
                    skillIndex++;
                }



                db.SubmitChanges();
                return(true);
            }

            // If the player exists, it doesn't need to be created, make sure they have stats
            else
            {
                // Check the skills
                foreach (Skill skill in db.Skills.ToList())
                {
                    PlayerSkill ps = db.PlayerSkills.Where(a => a.PlayerID == playerToCreate.PlayerID && a.SkillID == skill.SkillID).FirstOrDefault();

                    // The skill does not exist for the player; create it
                    if (ps == null)
                    {
                        ps.PlayerID = playerToCreate.PlayerID;
                        ps.SkillID  = skill.SkillID;
                        ps.Rank     = 0;
                        ps.Level    = 1;
                        ps.Exp      = 1; // Set these stats to 1 until the next update
                        db.PlayerSkills.InsertOnSubmit(ps);
                    }
                }

                // Check the quests
                foreach (Quest quest in db.Quests.ToList())
                {
                    PlayerQuest pq = db.PlayerQuests.Where(a => a.PlayerID == playerToCreate.PlayerID && a.QuestID == quest.QuestID).FirstOrDefault();

                    // The quest does not exist for the player; create it
                    if (pq == null)
                    {
                        pq.PlayerID = playerToCreate.PlayerID;
                        pq.QuestID  = quest.QuestID;
                        pq.Status   = false;
                        db.PlayerQuests.InsertOnSubmit(pq);
                    }
                }

                db.SubmitChanges();
                return(true);
            }
        }