public ActionResult AddEquipment(Equipment equipment) { var list = new EquipmentDataAccess().FindAll <Equipment>(); equipment.Id = list.Count == 0 ? 1 : list.Last().Id + 1; equipment.Name = Request.Form["Name"]; equipment.Description = Request.Form["Description"]; equipment.Cost = double.Parse(Request.Form["Cost"]); equipment.Weight = double.Parse(Request.Form["Weight"]); equipment.Formula = Request.Form["Formula"]; equipment.SkillUsed = Request.Form["SkillUsed"]; equipment.Type = Request.Form["Type"]; equipment.NT = int.Parse(Request.Form["NT"]); new EquipmentDataAccess().InsertOne(equipment); return(RedirectToAction("Main", "Admin")); }
public int NextId(string type) { int id = 1; if (type == "consumable" || type == "other") { var items = new ItemDataAccess().FindAll <Item>(); if (items.Count != 0) { id = items.OrderBy(x => x.Id).Last().Id + 1; } } else { var equipments = new EquipmentDataAccess().FindAll <Equipment>(); if (equipments.Count != 0) { id = equipments.OrderBy(x => x.Id).Last().Id + 1; } } return(id); }
public bool Update([FromBody] JObject content) { try { dynamic data = JsonConvert.DeserializeObject <dynamic>(content.ToString()); int id = (int)data.id; var character = new CharacterDataAccess().FindOne <Character>(id); character.Resources = data.resources; character.Status["MaxLifePoints"] = (int)data.max_life_points; character.Status["CurrentLifePoints"] = (int)data.current_life_points; character.Status["MaxFatiguePoints"] = (int)data.max_fatigue_points; character.Status["CurrentFatiguePoints"] = (int)data.current_fatigue_points; character.Status["MaxCarryWeight"] = (int)data.max_carry_weight; character.Status["CurrentCarryWeight"] = (int)data.current_carry_weight; character.Inventory = new Inventory(); foreach (var equipment in data.inventory.one_hand_weapons) { Equipment equipmentDatabase = new EquipmentDataAccess().FindOne <Equipment>((int)equipment.id); equipmentDatabase.Equipped = equipment.equipped; equipmentDatabase.Bought = (bool)equipment.bought; character.Inventory.OneHandWeapons.Add(equipmentDatabase); } foreach (var equipment in data.inventory.two_hand_weapons) { Equipment equipmentDatabase = new EquipmentDataAccess().FindOne <Equipment>((int)equipment.id); equipmentDatabase.Equipped = equipment.equipped; equipmentDatabase.Bought = (bool)equipment.bought; character.Inventory.TwoHandWeapons.Add(equipmentDatabase); } foreach (var equipment in data.inventory.shields) { Equipment equipmentDatabase = new EquipmentDataAccess().FindOne <Equipment>((int)equipment.id); equipmentDatabase.Equipped = equipment.equipped; equipmentDatabase.Bought = (bool)equipment.bought; character.Inventory.Shields.Add(equipmentDatabase); } foreach (var equipment in data.inventory.armors) { Equipment equipmentDatabase = new EquipmentDataAccess().FindOne <Equipment>((int)equipment.id); equipmentDatabase.Equipped = equipment.equipped; equipmentDatabase.Bought = (bool)equipment.bought; character.Inventory.Armors.Add(equipmentDatabase); } foreach (var item in data.inventory.consumables) { Item itemDatabase = new ItemDataAccess().FindOne <Item>((int)item.id); itemDatabase.Bought = (bool)item.bought; itemDatabase.Quantity = item.quantity; character.Inventory.Consumables.Add(itemDatabase); } foreach (var item in data.inventory.others) { Item itemDatabase = new ItemDataAccess().FindOne <Item>((int)item.id); itemDatabase.Bought = (bool)item.bought; itemDatabase.Quantity = item.quantity; character.Inventory.Others.Add(itemDatabase); } new CharacterDataAccess().Update <Character>(character.Id, character); } catch { return(false); } return(true); }