コード例 #1
0
        public int CreateCharacter(CharacterBLL character)
        {
            int proposedReturnValue = -1;

            proposedReturnValue = _context.CreateCharacter(character.UserID, character.CharacterName, character.ClassID, character.RaceID, character.StrengthScore, character.DexterityScore, character.ConstitutionScore, character.IntelligenceScore, character.WisdomScore, character.CharismaScore);
            return(proposedReturnValue);
        }
コード例 #2
0
        // orignal code below updated in order to roll 4 dice and drop the low
        //{
        //    int diceRoll1 = diceRoll.Next(1, 7);
        //    int diceRoll2 = diceRoll.Next(1, 7);
        //    int diceRoll3 = diceRoll.Next(1, 7);
        //    int diceRoll4 = diceRoll.Next(1, 7);
        //    int totalRoll = (diceRoll1 + diceRoll2 + diceRoll3 + diceRoll4);
        //    return totalRoll;
        //}

        public void CharacterModification(CharacterBLL u, List <Modifier> Modifiers)
        {
            foreach (Modifier m in Modifiers)
            {
                // this switch statement is taking the base stats of a character and adding in the race and class modifiers (if any) to each stat and returning the total value
                switch ((m.StatID))
                {
                // due to the offset of the stats the cases start at 6 and end at 11
                case (6):
                    u.StrengthScore = u.StrengthScore + m.ModifierAmount;
                    break;

                case (7):
                    u.DexterityScore = u.DexterityScore + m.ModifierAmount;
                    break;

                case (8):
                    u.ConstitutionScore = u.ConstitutionScore + m.ModifierAmount;
                    break;

                case (9):
                    u.IntelligenceScore = u.IntelligenceScore + m.ModifierAmount;
                    break;

                case (10):
                    u.WisdomScore = u.WisdomScore + m.ModifierAmount;
                    break;

                case (11):
                    u.CharismaScore = u.CharismaScore + m.ModifierAmount;
                    break;
                }
            }
        }
コード例 #3
0
 public CharacterBLL FindByCharacterID(int CharacterID)
 {
     CharacterBLL proposedReturnValue = null;
     CharacterDAL DataLayerObject = _context.FindByCharacterID(CharacterID);
     if (null != DataLayerObject)
     {
         proposedReturnValue = new CharacterBLL(DataLayerObject);
     }
     return proposedReturnValue;
 }
コード例 #4
0
 public List<CharacterBLL> GetCharactersRelatedToUserID(int UserID, int skip, int take)
 {
     List<CharacterBLL> ProposedReturnValue = new List<CharacterBLL>();
     List<CharacterDAL> ListOfDataLayerObjects = _context.GetCharactersRelatedToUserID(UserID, skip, take);
     foreach (CharacterDAL Character in ListOfDataLayerObjects)
     {
         CharacterBLL BusinessObject = new CharacterBLL(Character);
         ProposedReturnValue.Add(BusinessObject);
     }
     return ProposedReturnValue;
 }
コード例 #5
0
 public void CharacterModification(CharacterBLL u, List<Modifier> Modifiers)
 {
     MeaningfulCalc calc = new MeaningfulCalc();
     calc.CharacterModification(u, Modifiers);
 }                          
コード例 #6
0
 public void DeleteCharacter(CharacterBLL character)
 {
     _context.DeleteCharacter(character.CharacterID);
 }
コード例 #7
0
 public void JustUpdateCharacter(CharacterBLL character)
 {
     _context.JustUpdateCharacter(character.CharacterID, character.UserID, character.CharacterName, character.ClassID, character.RaceID, character.StrengthScore, character.DexterityScore, character.ConstitutionScore, character.IntelligenceScore, character.WisdomScore, character.CharismaScore, character.UserName, character.ClassName, character.RaceName);
 }