// GET: Regiments/Edit/5 public ActionResult Edit(int?id) { if (id == null) { return(RedirectToAction("Default", "Home")); } if (Session["ID"] != null) { var typeName = (string)Session["Type"]; var type = db.EmployeeTypes.Where(x => x.Type == typeName).FirstOrDefault(); if (type.SeeAccToCenter == true) { Regiment regiment = db.Regiments.Find(id); if (regiment == null) { return(HttpNotFound()); } ViewBag.Periodid = new SelectList(db.Periods, "id", "Name", regiment.Periodid); ViewBag.TitleSideBar = "Regiments"; return(View(regiment)); } return(RedirectToAction("Default", "Home")); } return(RedirectToAction("Index", "Home")); }
private int ApplyDamage(Regiment attacker, Regiment defender) { var unitsLost = CalculateUnitsLost(attacker, defender); defender.UnitCount -= unitsLost; return(unitsLost); }
/// <summary> /// /// </summary> /// <param name="g"></param> public static void CreateGame(AleaBelliGame g) { // create the local player g.AddPlayer(new Player() { PlayerId = 1, Name = "Player" }); // create the nations g.AddNation(new Nation() { NationId = NATION_USA, Name = "Union" }); g.AddNation(new Nation() { NationId = NATION_CSA, Name = "Conferderacy" }); // create an army Army armyOfThePotomac = g.AddArmy(new Army() { ArmyId = ARMY_USA_POTOMAC, Name = "Army Of The Potomac" }); Corps firstCorps = armyOfThePotomac.AddCorps(new Corps() { CorpId = 1, Name = "First Corps" }); ArmyDivision firstDivision = firstCorps.AddDivision(new ArmyDivision() { DivisionId = 1, Name = "1st Division" }); Brigade brigade1 = firstDivision.AddBrigade(new Brigade() { BrigadeId = 1, Name = "Iron Brigade", ShortName = "Iron", MapX = 400, MapY = 400, FacingInDegrees = 0 }); Regiment r1 = g.AddRegiment(brigade1, new Regiment() { RegimentId = 1, Name = "1st New York", ShortName = "1st NY", RegimentFormation = RegimentFormation.Line2, FacingInDegrees = 45, MapX = 100, MapY = 100 }); Regiment r2 = g.AddRegiment(brigade1, new Regiment() { RegimentId = 1, Name = "2nd New York", ShortName = "2nd NY", RegimentFormation = RegimentFormation.Line2, FacingInDegrees = 90, MapX = 200, MapY = 150 }); Regiment r3 = g.AddRegiment(brigade1, new Regiment() { RegimentId = 1, Name = "3rd New York", ShortName = "3rd NY", RegimentFormation = RegimentFormation.Line2, FacingInDegrees = 120, MapX = 300, MapY = 200 }); Regiment r4 = g.AddRegiment(brigade1, new Regiment() { RegimentId = 1, Name = "4th New York", ShortName = "4th NY", RegimentFormation = RegimentFormation.Line2, FacingInDegrees = 270, MapX = 400, MapY = 230 }); }
public IActionResult Edit(Regiment model) { _context.Regiments.Update(model); _context.SaveChanges(); return(RedirectToAction("Details", new { Id = model.Id })); }
/// <summary> /// Draws the entire scene in the given render target. /// </summary> /// <returns>A texture2D with the scene drawn in it.</returns> protected static void UpdateRegimentalTexture(Regiment r, RenderTarget2D renderTarget, GraphicsDevice GraphicsDevice, SpriteBatch spriteBatch, SpriteFont CounterFont) { // Set the render target GraphicsDevice.SetRenderTarget(renderTarget); GraphicsDevice.DepthStencilState = new DepthStencilState() { DepthBufferEnable = true }; // Draw the scene GraphicsDevice.Clear(Color.CornflowerBlue); //DrawModel(model, world, view, projection); spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone); GameRenderer.DrawRegimentToTexture(r, spriteBatch, CounterFont); spriteBatch.End(); // Drop the render target GraphicsDevice.SetRenderTarget(null); }
public ActionResult DeleteConfirmed(int id) { if (Session["ID"] != null) { var typeName = (string)Session["Type"]; var type = db.EmployeeTypes.Where(x => x.Type == typeName).FirstOrDefault(); if (type.SeeAccToCenter == true) { Regiment regiment = db.Regiments.Find(id); db.Regiments.Remove(regiment); try { db.SaveChanges(); } catch { ViewBag.TitleSideBar = "Regiments"; ViewBag.error = "يوجد مدخلات اخرى متعلقة بهذا الفوج يرجى تغييرها قبل الحذف"; return(View(regiment)); } return(RedirectToAction("Index")); } return(RedirectToAction("Default", "Home")); } return(RedirectToAction("Index", "Home")); }
public async Task <IActionResult> Edit(int id, [Bind("Id,Name,Type,Country,Image")] Regiment regiment) { if (id != regiment.Id) { return(NotFound()); } if (ModelState.IsValid) { try { _context.Update(regiment); await _context.SaveChangesAsync(); } catch (DbUpdateConcurrencyException) { if (!RegimentExists(regiment.Id)) { return(NotFound()); } else { throw; } } return(RedirectToAction(nameof(Index))); } return(View(regiment)); }
public Regiment CreateRegiment(Player owner, List <Unit> units) { Regiment regiment = Instantiate(regimentPrefab); regiment.owner = owner; regiment.SetUnits(units); regiment.gameObject.SetActive(true); return(regiment); }
public void OnClickRegiment(Regiment r) { if (r != null) { // something has been clicked Console.WriteLine(r.Name); } UpdateSelection(r); }
void Start() { target = transform.position; agent = GetComponent <NavMeshAgent>(); mainCamera = Camera.main; myTargetInst = Instantiate(targetInst, transform.position, Quaternion.identity) as TargetIndicator; myTargetInst.enabled = false; regiment = GetComponent <Regiment>(); }
public ActionResult Edit([Bind(Include = "id,Name,Day1,Day2,Day3,Day4,Day5,Day6,Day7,Desc,Periodid")] Regiment regiment) { if (ModelState.IsValid) { db.Entry(regiment).State = EntityState.Modified; db.SaveChanges(); return(RedirectToAction("Index")); } ViewBag.Periodid = new SelectList(db.Periods, "id", "Name", regiment.Periodid); return(View(regiment)); }
public async Task <IActionResult> Create([Bind("Id,Name,Type,Country,Image,PosX,PosY,BattleId,StageID")] Regiment regiment) { if (ModelState.IsValid) { _context.Add(regiment); await _context.SaveChangesAsync(); return(RedirectToAction(nameof(Create))); } return(View(regiment)); }
/* * public void DrawScreen(IAleaBelliGame client) * { * // Remove all Visuals * m_Visuals.ForEach(delegate (Visual v) { RemoveVisualChild(v); }); * m_Visuals.Clear(); * * //m_Visuals.Add(CreateDrawingVisualRectangle(client)); * * m_Visuals.ForEach(delegate (Visual v) { AddVisualChild(v); }); * }*/ public void UpdateGameVisualsWithChangeList(UIChanges changes) { if (changes != null) { // redraw any regimentd foreach (int rid in changes.RegimentalIds.ToList()) { Regiment r = game.GetRegiment(rid); RedrawRegiment(r, true); } } }
internal static void DrawRegimentFromTexture(Regiment r, SpriteBatch spriteBatch, RenderTarget2D renderTarget) { int width = r.CurrentWidth; int height = r.CurrentHeight + 20; spriteBatch.Draw(renderTarget, new Rectangle(r.MapX, r.MapY, width, height), new Rectangle(0, 0, width, height), Color.White, GameRenderer.ConvertDegreesToRadians(r.FacingInDegrees), Vector2.Zero, SpriteEffects.None, 0 ); }
// https://docs.microsoft.com/en-us/dotnet/csharp/programming-guide/generics/constraints-on-type-parameters static void Main(string[] args) { var popescu = new Colonel <Romanian>(); var napoleon = new General <French>(); var romanianRegiment = new Regiment <Infanterist, Romanian, Colonel <Romanian> >(popescu); romanianRegiment.RecruitSoldiers(10); romanianRegiment.Attack(); var frenchRegiment = new Regiment <Tankist, French, General <French> >(napoleon); frenchRegiment.RecruitSoldiers(5); frenchRegiment.Attack(); }
public ActionResult DeleteConfirmed(int id) { if (Session["ID"] != null) { var typeName = (string)Session["Type"]; var type = db.EmployeeTypes.Where(x => x.Type == typeName).FirstOrDefault(); if (type.Managment == true) { Regiment regiment = db.Regiments.Find(id); db.Regiments.Remove(regiment); db.SaveChanges(); return(RedirectToAction("Index")); } return(RedirectToAction("Default", "Home")); } return(RedirectToAction("Index", "Home")); }
private int CalculateDamage(Regiment attacking, Regiment defending) { if (defending.IsImmuneTo(attacking.Attack)) { return(0); } var damage = attacking.EffectivePower; if (defending.IsWeakTo(attacking.Attack)) { damage *= 2; } return(damage); }
public async Task <IActionResult> Create(CombatFormationViewModel combatForm) { Regiment regiment = new Regiment() { Name = combatForm.Name, Number = combatForm.Number, TotalStrenght = combatForm.TotalStrenght, AdditionalInformation = combatForm.AdditionalInformation, Commanders = combatForm.Commanders, WeekId = combatForm.WeekId, BrigadeId = combatForm.BrigadeId, DivisionId = combatForm.DivisionId, Image = combatForm.Image, Week = combatForm.Week, CoordinatesXY = combatForm.Coordinates, CoordX = combatForm.CoordX, CoordY = combatForm.CoordY, Adress = combatForm.Adress }; if (ModelState.IsValid) { if (combatForm.Coordinates != null) { string[] str = combatForm.Coordinates.Split(',', 2, StringSplitOptions.None); regiment.CoordX = str[0]; regiment.CoordY = str[1]; } if (combatForm.File != null) { byte[] imageData = null; // считываем переданный файл в массив байтов using (var binaryReader = new BinaryReader(combatForm.File.OpenReadStream())) { imageData = binaryReader.ReadBytes((int)combatForm.File.Length); } // установка массива байтов regiment.Image = imageData; } _context.Add(regiment); await _context.SaveChangesAsync(); return(RedirectToAction("Edit", new { id = regiment.RegimentId })); } return(View(regiment)); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here HeaderFont = Content.Load <SpriteFont>("Header"); // Use the name of your sprite font file here instead of 'Score'. CounterFont = Content.Load <SpriteFont>("Counter"); // Use the name of your sprite font file here instead of 'Score'. // load game data Regiment r1 = new Regiment() { RegimentId = 1, ShortName = "1st NY", MapX = 100, MapY = 100, FacingInDegrees = 45, RegimentType = RegimentType.LineInfantry, RegimentFormation = RegimentFormation.Line2, }; Regiment r2 = new Regiment() { RegimentId = 2, ShortName = "2nd NY", MapX = 300, MapY = 150, FacingInDegrees = 0, RegimentType = RegimentType.LineInfantry, RegimentFormation = RegimentFormation.Line2, }; Regiment r3 = new Regiment() { RegimentId = 3, ShortName = "1st Cav", MapX = 485, MapY = 270, FacingInDegrees = 300, RegimentType = RegimentType.LightCavalry, RegimentFormation = RegimentFormation.Line2, }; abgame.AddRegiment(r1); abgame.AddRegiment(r2); abgame.AddRegiment(r3); }
private DrawingVisual CreateRegimentalDrawingVisual(Regiment r) { DrawingVisual drawingVisual = new DrawingVisual(); using (DrawingContext dc = drawingVisual.RenderOpen()) { DrawRegiment(dc, r); //Rect rect = new Rect(new System.Windows.Point(50, 50), new System.Windows.Size(100, 100)); //dc.DrawRectangle(System.Windows.Media.Brushes.Blue, (System.Windows.Media.Pen)null, rect); //DrawRegiment(dc, 120, 120, 45, new Battalion() { ShortName = "1st NY" }); // DrawRegiment(dc, 220, 160, 55, new Battalion() { ShortName = "2nd NY" }); // DrawRegiment(dc, 320, 220, 65, new Battalion() { ShortName = "3rd NY" }); } return(drawingVisual); }
private void DrawRegiment(DrawingContext dc, Regiment r) { int width = r.GetWidthInPaces(); int halfwidth = width / 2; int height = r.GetDepthInPaces(); //int x = 100; //int y = 100; int x = r.MapX; int y = r.MapY; int angle = r.FacingInDegrees; r.ShortName = DateTime.Now.ToLongTimeString(); dc.PushTransform(new RotateTransform(angle, x + halfwidth, y)); // Create a rectangle and draw it in the DrawingContext. Rect rect = new Rect(new System.Windows.Point(x, y), new System.Windows.Size(width, height)); dc.DrawRectangle(System.Windows.Media.Brushes.Blue, (System.Windows.Media.Pen)null, rect); //Rect rect2 = new Rect(new System.Windows.Point(x, y + height), new System.Windows.Size(width, 10)); //dc.DrawRectangle(System.Windows.Media.Brushes.Black, (System.Windows.Media.Pen)null, rect2); /* * Rect rect3 = new Rect(new System.Windows.Point(x + (halfwidth - widgetsize) //150 * , y - widgetsize), new System.Windows.Size(20, 10)); * dc.DrawRectangle(System.Windows.Media.Brushes.Red, (System.Windows.Media.Pen)null, rect3); */ dc.DrawText( new FormattedText(r.ShortName, CultureInfo.GetCultureInfo("en-us"), FlowDirection.LeftToRight, new Typeface("Verdana"), 12, System.Windows.Media.Brushes.Black), new System.Windows.Point(x, y + height)); dc.Pop(); }
public static void DrawCavalryRegimentToTexture(Regiment r, SpriteBatch spriteBatch, SpriteFont counterFont) { int width = r.CurrentWidth; int height = r.CurrentHeight; Point topleft = new Point(0, 0); Point bottomleft = new Point(0, 0 + 60); Point size = new Point(width, height + 20); Primitives2D.FillRectangle(spriteBatch, new Rectangle(topleft, size), Color.White); size = new Point(width, height); Primitives2D.FillTriangle(spriteBatch, new Rectangle(topleft, size), Color.Red, 0); Vector2 textLoc = new Vector2(0, 100); spriteBatch.DrawString(counterFont, r.ShortName, textLoc, Color.Black); }
public override void Cast() { Use = true; var list = Person.curArmy.army; float heal = 0; Regiment sacrifice = null; for (int i = 0; i < list.Count; i++) { if (list[i].count > heal) { heal = list[i].count; sacrifice = list[i]; } } list.Remove(sacrifice); Person.curArmy.Heal(heal * Sacrifice.SacrificeEffect(Level)); SkillAction = new GameAction(CullDown, () => StopUse()); }
public ActionResult Create([Bind(Include = "Name,Day1,Day2,Day3,Day4,Day5,Day6,Day7,Desc,Periodid")] Regiment regiment) { try { regiment.id = db.Regiments.OrderByDescending(x => x.id).FirstOrDefault().id + 1; } catch (Exception) { regiment.id = 1; } if (ModelState.IsValid) { db.Regiments.Add(regiment); db.SaveChanges(); return(RedirectToAction("Index")); } ViewBag.Periodid = new SelectList(db.Periods, "id", "Name", regiment.Periodid); return(View(regiment)); }
public static void DrawRegimentToTexture(Regiment r, SpriteBatch spriteBatch, SpriteFont counterFont) { if (r == null) { return; } switch (r.RegimentType) { case RegimentType.LineInfantry: DrawLineRegimentToTexture(r, spriteBatch, counterFont); break; case RegimentType.HeavyCavalry: DrawCavalryRegimentToTexture(r, spriteBatch, counterFont); break; case RegimentType.LightCavalry: DrawCavalryRegimentToTexture(r, spriteBatch, counterFont); break; } }
// GET: Regiments/Details/5 public ActionResult Details(int?id) { if (id == null) { return(new HttpStatusCodeResult(HttpStatusCode.BadRequest)); } if (Session["ID"] != null) { var typeName = (string)Session["Type"]; var type = db.EmployeeTypes.Where(x => x.Type == typeName).FirstOrDefault(); if (type.Observing == true || type.Managment == true) { Regiment regiment = db.Regiments.Find(id); if (regiment == null) { return(HttpNotFound()); } return(View(regiment)); } return(RedirectToAction("Default", "Home")); } return(RedirectToAction("Index", "Home")); }
// GET: Regiments/Edit/5 public ActionResult Edit(int?id) { if (id == null) { return(new HttpStatusCodeResult(HttpStatusCode.BadRequest)); } if (Session["ID"] != null) { var typeName = (string)Session["Type"]; var type = db.EmployeeTypes.Where(x => x.Type == typeName).FirstOrDefault(); if (type.Managment == true) { Regiment regiment = db.Regiments.Find(id); if (regiment == null) { return(HttpNotFound()); } ViewBag.Periodid = new SelectList(db.Periods, "id", "Name", regiment.Periodid); return(View(regiment)); } return(RedirectToAction("Default", "Home")); } return(RedirectToAction("Index", "Home")); }
public override void Cast() { int count = SkeletonArmy.SkeletCount(Level); if (count <= KilledRegiment) { KilledRegiment -= count; } else { count = KilledRegiment; KilledRegiment = 0; } if (count == 0) { return; } Regiment[] skeleton = new Regiment[count]; for (int i = 0; i < count; i++) { skeleton[i] = SkeletonArmy.GetSkelet(Level); Person.curArmy.army.Add(skeleton[i]); } Person.curArmy.ArmyListChange(); Use = true; Army cur = Person.curArmy; new GameAction(ActionTime, () => { for (int i = 0; i < count; i++) { cur.army.Remove(skeleton[i]); } cur.ArmyListChange(); }); SkillAction = new GameAction(CullDown, () => StopUse()); }
// GET: Regiments/Details/5 public ActionResult Details(int?id) { if (id == null) { return(RedirectToAction("Default", "Home")); } if (Session["ID"] != null) { var typeName = (string)Session["Type"]; var type = db.EmployeeTypes.Where(x => x.Type == typeName).FirstOrDefault(); if (type.SeeAccToCenter == true || type.SeeAccToCity == true || type.SeeAll == true || type.SeeAllButFinance == true || type.SeeTeachers == true) { Regiment regiment = db.Regiments.Find(id); if (regiment == null) { return(HttpNotFound()); } ViewBag.TitleSideBar = "Regiments"; return(View(regiment)); } return(RedirectToAction("Default", "Home")); } return(RedirectToAction("Index", "Home")); }
public void RedrawRegiment(Regiment r, bool removeOldVisuals) { if (r != null) { if (removeOldVisuals) { // remove the old visual if it exists DrawingVisual oldVisual = null; regimentVisualsById.TryGetValue(r.RegimentId, out oldVisual); if (oldVisual != null) { RemoveVisualChild(oldVisual); m_Visuals.Remove(oldVisual); } } // render a new visual DrawingVisual dv = CreateRegimentalDrawingVisual(r); regimentVisuals[dv] = r; regimentVisualsById[r.RegimentId] = dv; m_Visuals.Add(dv); AddVisualChild(dv); } }