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 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 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 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 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 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 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(); }
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(); }
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 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(); }
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 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(); }
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(); }