public bool Delete(TypeBO type) { return(TypeDAL.Delete(type)); }
public bool Insert(TypeBO type) { return(TypeDAL.Insert(type)); }
public bool Edit(TypeBO type) { return(TypeDAL.Edit(type)); }
//Create a new method to Calculate the best and worst Type Match-up public TypeBO Calculate(List <TypeBO> TypesToCalculate) { //Create a new instance of the TypeBO Object TypeBO BWTypes = new TypeBO(); //Set the default values for the damage multipliers for the types BWTypes.xNormal = (decimal)1.00; BWTypes.xFire = (decimal)1.00; BWTypes.xWater = (decimal)1.00; BWTypes.xGrass = (decimal)1.00; BWTypes.xElectric = (decimal)1.00; BWTypes.xIce = (decimal)1.00; BWTypes.xFighting = (decimal)1.00; BWTypes.xPoision = (decimal)1.00; BWTypes.xGround = (decimal)1.00; BWTypes.xFlying = (decimal)1.00; BWTypes.xPsychic = (decimal)1.00; BWTypes.xBug = (decimal)1.00; BWTypes.xRock = (decimal)1.00; BWTypes.xGhost = (decimal)1.00; BWTypes.xDragon = (decimal)1.00; BWTypes.xDark = (decimal)1.00; BWTypes.xSteel = (decimal)1.00; BWTypes.xFairy = (decimal)1.00; //Loop through the list of Types passed as a parameter and multiply the multiplier for each type to the current value in the BWTypes object foreach (TypeBO Types in TypesToCalculate) { //The != 0 are to check for null values as they would ruin the multiplication process if (Types.xNormal != 0) { BWTypes.xNormal = Types.xNormal * BWTypes.xNormal; } if (Types.xFire != 0) { BWTypes.xFire = Types.xFire * BWTypes.xFire; } if (Types.xWater != 0) { BWTypes.xWater = Types.xWater * BWTypes.xWater; } if (Types.xGrass != 0) { BWTypes.xGrass = Types.xGrass * BWTypes.xGrass; } if (Types.xElectric != 0) { BWTypes.xElectric = Types.xElectric * BWTypes.xElectric; } if (Types.xIce != 0) { BWTypes.xIce = Types.xIce * BWTypes.xIce; } if (Types.xFighting != 0) { BWTypes.xFighting = Types.xFighting * BWTypes.xFighting; } if (Types.xPoision != 0) { BWTypes.xPoision = Types.xPoision * BWTypes.xPoision; } if (Types.xGround != 0) { BWTypes.xGround = Types.xGround * BWTypes.xGround; } if (Types.xFlying != 0) { BWTypes.xFlying = Types.xFlying * BWTypes.xFlying; } if (Types.xPsychic != 0) { BWTypes.xPsychic = Types.xPsychic * BWTypes.xPsychic; } if (Types.xBug != 0) { BWTypes.xBug = Types.xBug * BWTypes.xBug; } if (Types.xRock != 0) { BWTypes.xRock = Types.xRock * BWTypes.xRock; } if (Types.xGhost != 0) { BWTypes.xGhost = Types.xGhost * BWTypes.xGhost; } if (Types.xDragon != 0) { BWTypes.xDragon = Types.xDragon * BWTypes.xDragon; } if (Types.xDark != 0) { BWTypes.xDark = Types.xDark * BWTypes.xDark; } if (Types.xSteel != 0) { BWTypes.xSteel = Types.xSteel * BWTypes.xSteel; } if (Types.xFairy != 0) { BWTypes.xFairy = Types.xFairy * BWTypes.xFairy; } } //Create a new Decimal List to Store the Newly calculated values List <Decimal> BestWorst = new List <Decimal>(); //Create a new object for the decimal list and assign it value for each type in the type list, than add it to overall list decimal Normal = BWTypes.xNormal; BestWorst.Add(Normal); decimal Fire = BWTypes.xFire; BestWorst.Add(Fire); decimal Water = BWTypes.xWater; BestWorst.Add(Water); decimal Grass = BWTypes.xGrass; BestWorst.Add(Grass); decimal Electric = BWTypes.xElectric; BestWorst.Add(Electric); decimal Ice = BWTypes.xIce; BestWorst.Add(Ice); decimal Fighting = BWTypes.xFighting; BestWorst.Add(Fighting); decimal Poision = BWTypes.xPoision; BestWorst.Add(Poision); decimal Ground = BWTypes.xGround; BestWorst.Add(Ground); decimal Flying = BWTypes.xFlying; BestWorst.Add(Flying); decimal Psychic = BWTypes.xPsychic; BestWorst.Add(Psychic); decimal Bug = BWTypes.xBug; BestWorst.Add(Bug); decimal Rock = BWTypes.xRock; BestWorst.Add(Rock); decimal Ghost = BWTypes.xGhost; BestWorst.Add(Ghost); decimal Dragon = BWTypes.xDragon; BestWorst.Add(Dragon); decimal Dark = BWTypes.xDark; BestWorst.Add(Dark); decimal Steel = BWTypes.xSteel; BestWorst.Add(Steel); decimal Fairy = BWTypes.xFairy; BestWorst.Add(Fairy); //Create a new instance of the TypeBO Object TypeBO ChosenTypes = new TypeBO(); //Check to see what the highest and lowest values are in the Decimal list, than assign the value of the highest and lowest value //If two values are the same, the second will be caught and will be added to the secondary value slot via the else if statements if (BestWorst.Max() == Normal) { ChosenTypes.Max = 1; ChosenTypes.MaxName = "Normal"; } if (BestWorst.Max() == Fire & ChosenTypes.MaxName == null) { ChosenTypes.Max = 2; ChosenTypes.MaxName = "Fire"; } else if (BestWorst.Max() == Fire) { ChosenTypes.Max2 = 2; ChosenTypes.Max2Name = "Fire"; } if (BestWorst.Max() == Water & ChosenTypes.MaxName == null) { ChosenTypes.Max = 3; ChosenTypes.MaxName = "Water"; } else if (BestWorst.Max() == Water) { ChosenTypes.Max2 = 3; ChosenTypes.Max2Name = "Water"; } if (BestWorst.Max() == Grass & ChosenTypes.MaxName == null) { ChosenTypes.Max = 4; ChosenTypes.MaxName = "Grass"; } else if (BestWorst.Max() == Grass) { ChosenTypes.Max2 = 4; ChosenTypes.Max2Name = "Grass"; } if (BestWorst.Max() == Electric & ChosenTypes.MaxName == null) { ChosenTypes.Max = 5; ChosenTypes.MaxName = "Electric"; } else if (BestWorst.Max() == Electric) { ChosenTypes.Max2 = 5; ChosenTypes.Max2Name = "Electric"; } if (BestWorst.Max() == Ice & ChosenTypes.MaxName == null) { ChosenTypes.Max = 6; ChosenTypes.MaxName = "Ice"; } else if (BestWorst.Max() == Ice) { ChosenTypes.Max2 = 6; ChosenTypes.Max2Name = "Ice"; } if (BestWorst.Max() == Fighting & ChosenTypes.MaxName == null) { ChosenTypes.Max = 7; ChosenTypes.MaxName = "Fighting"; } else if (BestWorst.Max() == Fighting) { ChosenTypes.Max2 = 7; ChosenTypes.Max2Name = "Fighting"; } if (BestWorst.Max() == Poision & ChosenTypes.MaxName == null) { ChosenTypes.Max = 8; ChosenTypes.MaxName = "Poision"; } else if (BestWorst.Max() == Poision) { ChosenTypes.Max2 = 8; ChosenTypes.Max2Name = "Poision"; } if (BestWorst.Max() == Ground & ChosenTypes.MaxName == null) { ChosenTypes.Max = 9; ChosenTypes.MaxName = "Ground"; } else if (BestWorst.Max() == Ground) { ChosenTypes.Max2 = 9; ChosenTypes.Max2Name = "Ground"; } if (BestWorst.Max() == Flying & ChosenTypes.MaxName == null) { ChosenTypes.Max = 10; ChosenTypes.MaxName = "Flying"; } else if (BestWorst.Max() == Flying) { ChosenTypes.Max2 = 10; ChosenTypes.Max2Name = "Flying"; } if (BestWorst.Max() == Psychic & ChosenTypes.MaxName == null) { ChosenTypes.Max = 11; ChosenTypes.MaxName = "Psychic"; } else if (BestWorst.Max() == Psychic) { ChosenTypes.Max2 = 11; ChosenTypes.Max2Name = "Psychic"; } if (BestWorst.Max() == Bug & ChosenTypes.MaxName == null) { ChosenTypes.Max = 12; ChosenTypes.MaxName = "Bug"; } else if (BestWorst.Max() == Bug) { ChosenTypes.Max2 = 12; ChosenTypes.Max2Name = "Bug"; } if (BestWorst.Max() == Rock & ChosenTypes.MaxName == null) { ChosenTypes.Max = 13; ChosenTypes.MaxName = "Rock"; } else if (BestWorst.Max() == Rock) { ChosenTypes.Max2 = 13; ChosenTypes.Max2Name = "Rock"; } if (BestWorst.Max() == Ghost & ChosenTypes.MaxName == null) { ChosenTypes.Max = 14; ChosenTypes.MaxName = "Ghost"; } else if (BestWorst.Max() == Ghost) { ChosenTypes.Max2 = 14; ChosenTypes.Max2Name = "Ghost"; } if (BestWorst.Max() == Dragon & ChosenTypes.MaxName == null) { ChosenTypes.Max = 15; ChosenTypes.MaxName = "Dragon"; } else if (BestWorst.Max() == Dragon) { ChosenTypes.Max2 = 15; ChosenTypes.Max2Name = "Dragon"; } if (BestWorst.Max() == Dark & ChosenTypes.MaxName == null) { ChosenTypes.Max = 16; ChosenTypes.MaxName = "Dark"; } else if (BestWorst.Max() == Dark) { ChosenTypes.Max2 = 16; ChosenTypes.Max2Name = "Dark"; } if (BestWorst.Max() == Steel & ChosenTypes.MaxName == null) { ChosenTypes.Max = 17; ChosenTypes.MaxName = "Steel"; } else if (BestWorst.Max() == Steel) { ChosenTypes.Max2 = 17; ChosenTypes.Max2Name = "Steel"; } if (BestWorst.Max() == Fairy & ChosenTypes.MaxName == null) { ChosenTypes.Max = 18; ChosenTypes.MaxName = "Fairy"; } else if (BestWorst.Max() == Fairy) { ChosenTypes.Max2 = 18; ChosenTypes.Max2Name = "Fairy"; } if (BestWorst.Min() == Normal) { ChosenTypes.Min = 1; ChosenTypes.MinName = "Normal"; } if (BestWorst.Min() == Fire & ChosenTypes.MinName == null) { ChosenTypes.Min = 2; ChosenTypes.MinName = "Fire"; } else if (BestWorst.Min() == Fire) { ChosenTypes.Min2 = 2; ChosenTypes.Min2Name = "Fire"; } if (BestWorst.Min() == Water & ChosenTypes.MinName == null) { ChosenTypes.Min = 3; ChosenTypes.MinName = "Water"; } else if (BestWorst.Min() == Water) { ChosenTypes.Min2 = 3; ChosenTypes.Min2Name = "Water"; } if (BestWorst.Min() == Grass & ChosenTypes.MinName == null) { ChosenTypes.Min = 4; ChosenTypes.MinName = "Grass"; } else if (BestWorst.Min() == Grass) { ChosenTypes.Min2 = 4; ChosenTypes.Min2Name = "Grass"; } if (BestWorst.Min() == Electric & ChosenTypes.MinName == null) { ChosenTypes.Min = 5; ChosenTypes.MinName = "Electric"; } else if (BestWorst.Min() == Electric) { ChosenTypes.Min2 = 5; ChosenTypes.Min2Name = "Electric"; } if (BestWorst.Min() == Ice & ChosenTypes.MinName == null) { ChosenTypes.Min = 6; ChosenTypes.MinName = "Ice"; } else if (BestWorst.Min() == Ice) { ChosenTypes.Min2 = 6; ChosenTypes.Min2Name = "Ice"; } if (BestWorst.Min() == Fighting & ChosenTypes.MinName == null) { ChosenTypes.Min = 7; ChosenTypes.MinName = "Fighting"; } else if (BestWorst.Min() == Fighting) { ChosenTypes.Min2 = 7; ChosenTypes.Min2Name = "Fighting"; } if (BestWorst.Min() == Poision & ChosenTypes.MinName == null) { ChosenTypes.Min = 8; ChosenTypes.MinName = "Poision"; } else if (BestWorst.Min() == Poision) { ChosenTypes.Min2 = 8; ChosenTypes.Min2Name = "Poision"; } if (BestWorst.Min() == Ground & ChosenTypes.MinName == null) { ChosenTypes.Min = 9; ChosenTypes.MinName = "Ground"; } else if (BestWorst.Min() == Ground) { ChosenTypes.Min2 = 9; ChosenTypes.Min2Name = "Ground"; } if (BestWorst.Min() == Flying & ChosenTypes.MinName == null) { ChosenTypes.Min = 10; ChosenTypes.MinName = "Flying"; } else if (BestWorst.Min() == Flying) { ChosenTypes.Min2 = 10; ChosenTypes.Min2Name = "Flying"; } if (BestWorst.Min() == Psychic & ChosenTypes.MinName == null) { ChosenTypes.Min = 11; ChosenTypes.MinName = "Psychic"; } else if (BestWorst.Min() == Psychic) { ChosenTypes.Min2 = 11; ChosenTypes.Min2Name = "Psychic"; } if (BestWorst.Min() == Bug & ChosenTypes.MinName == null) { ChosenTypes.Min = 12; ChosenTypes.MinName = "Bug"; } else if (BestWorst.Min() == Bug) { ChosenTypes.Min2 = 12; ChosenTypes.Min2Name = "Bug"; } if (BestWorst.Min() == Rock & ChosenTypes.MinName == null) { ChosenTypes.Min = 13; ChosenTypes.MinName = "Rock"; } else if (BestWorst.Min() == Rock) { ChosenTypes.Min2 = 13; ChosenTypes.Min2Name = "Rock"; } if (BestWorst.Min() == Ghost & ChosenTypes.MinName == null) { ChosenTypes.Min = 14; ChosenTypes.MinName = "Ghost"; } else if (BestWorst.Min() == Ghost) { ChosenTypes.Min2 = 14; ChosenTypes.Min2Name = "Ghost"; } if (BestWorst.Min() == Dragon & ChosenTypes.MinName == null) { ChosenTypes.Min = 15; ChosenTypes.MinName = "Dragon"; } else if (BestWorst.Min() == Dragon) { ChosenTypes.Min2 = 15; ChosenTypes.Min2Name = "Dragon"; } if (BestWorst.Min() == Dark & ChosenTypes.MinName == null) { ChosenTypes.Min = 16; ChosenTypes.MinName = "Dark"; } else if (BestWorst.Min() == Dark) { ChosenTypes.Min2 = 16; ChosenTypes.Min2Name = "Dark"; } if (BestWorst.Min() == Steel & ChosenTypes.MinName == null) { ChosenTypes.Min = 17; ChosenTypes.MinName = "Steel"; } else if (BestWorst.Min() == Steel) { ChosenTypes.Min2 = 17; ChosenTypes.Min2Name = "Steel"; } if (BestWorst.Min() == Fairy & ChosenTypes.MinName == null) { ChosenTypes.Min = 18; ChosenTypes.MinName = "Fairy"; } else if (BestWorst.Min() == Fairy) { ChosenTypes.Min2 = 18; ChosenTypes.Min2Name = "Fairy"; } //Assign the newly found values to the BWTypes object for all maxs and mins BWTypes.Max = ChosenTypes.Max; BWTypes.Max2 = ChosenTypes.Max2; BWTypes.MaxName = ChosenTypes.MaxName; BWTypes.Max2Name = ChosenTypes.Max2Name; BWTypes.Min = ChosenTypes.Min; BWTypes.Min2 = ChosenTypes.Min2; BWTypes.MinName = ChosenTypes.MinName; BWTypes.Min2Name = ChosenTypes.Min2Name; //Send back the newly calculated Valuess return(BWTypes); }