public async Task UpdateExpenseAsync(Guid settlementId, Expense expense) { var settlement = await Settlements.AsQueryable().FirstOrDefaultAsync(x => x.Id == settlementId); settlement.UpdateExpense(expense); await Settlements.ReplaceOneAsync(x => x.Id == settlement.Id, settlement); }
public async Task <IActionResult> PutSettlements([FromRoute] int id, [FromBody] Settlements settlements) { if (!ModelState.IsValid) { return(BadRequest(ModelState)); } if (id != settlements.Id) { return(BadRequest()); } _context.Entry(settlements).State = EntityState.Modified; try { await _context.SaveChangesAsync(); } catch (DbUpdateConcurrencyException) { if (!SettlementsExists(id)) { return(NotFound()); } else { throw; } } return(NoContent()); }
public async Task <Settlements> GetSettlementsWithTotals(Dictionary <string, object> _filterParams) { Answer answer = new Answer(); Settlements settlements = new Settlements(); Dictionary <string, object> _tmpFilter = new Dictionary <string, object>(); try { if (_filterParams != null) { _tmpFilter = _filterParams.ToDictionary(entry => entry.Key, entry => entry.Value); if (_tmpFilter.TryGetValue("filters[date_from]", out object dt) && dt is DateTime) { _tmpFilter["filters[date_from]"] = string.Format("{0:yyyy-MM-dd}", dt); } if (_tmpFilter.TryGetValue("filters[date_to]", out object dt_to) && dt_to is DateTime) { _tmpFilter["filters[date_to]"] = string.Format("{0:yyyy-MM-dd}", dt_to); } } answer = await networkservice.NetworkRequest(NetworkService.TaskType.Settlements, authmanager.GetAuthData(), _tmpFilter); if (answer != null && answer.ResData is JObject jData) { settlements = JsonConvert.DeserializeObject <Settlements>(jData.ToString()); } } catch (Exception e) { System.Diagnostics.Debug.WriteLine(e); } return(settlements); }
public int AddSettlement(Settlement settlement) { Settlements.Add(settlement); settlement.Claim(Settlements.Count); return(Settlements.Count); }
public async Task <IActionResult> PutSettlements([FromRoute] int id, [FromBody] Settlements settlements) { if (!ModelState.IsValid) { return(BadRequest(ModelState)); } if (id != settlements.Id) { return(BadRequest()); } _settlementsRepository.UpdateSettlement(settlements); try { await _settlementsRepository.Save(); } catch (DbUpdateConcurrencyException) { if (!SettlementsExists(id)) { return(NotFound()); } else { throw; } } return(NoContent()); }
static void Main(string[] args) { Player player = new Player(); Adapter adapter = new Adapter(); player.Move(adapter); Board board = new ClasicBoard(); board = new BlueandWhite(board); board = new BeautySymbols(board); Console.WriteLine("Name: {0}", board.Name); Console.WriteLine("Price: {0}", board.GetCost()); IComponent map1 = new Map("Global Map"); IComponent map2 = new Map("Belarus Map"); IComponent settl1 = new Settlements("Mogilev"); IComponent settl2 = new Settlements("Minsk"); IComponent settl3 = new Settlements("Molodechno"); ((Map)map1).Add(map2); ((Map)map1).Add(settl1); ((Map)map2).Add(settl2); ((Map)map2).Add(settl3); Console.WriteLine("Trace of Found:"); Console.WriteLine(map1.Find("Minsk")); Console.WriteLine("Trace of Found:"); Console.WriteLine(map1.Find("Mogilev")); Console.Read(); }
public async Task <IActionResult> Edit(int id, [Bind("Id,ClinicId,DoctorId,Amount,PayedAt")] Settlements settlements) { if (id != settlements.Id) { return(NotFound()); } if (ModelState.IsValid) { try { _context.Update(settlements); await _context.SaveChangesAsync(); } catch (DbUpdateConcurrencyException) { if (!SettlementsExists(settlements.Id)) { return(NotFound()); } else { throw; } } return(RedirectToAction(nameof(Index))); } ViewData["ClinicId"] = new SelectList(_context.Clinics, "Id", "Address", settlements.ClinicId); ViewData["DoctorId"] = new SelectList(_context.Doctors, "Id", "Phone", settlements.DoctorId); return(View(settlements)); }
public async Task <IActionResult> Edit(int id, [Bind("SettlementId,Iddistrict,Name,Type,Population")] Settlements settlements) { if (id != settlements.SettlementId) { return(NotFound()); } if (ModelState.IsValid) { try { _context.Update(settlements); await _context.SaveChangesAsync(); } catch (DbUpdateConcurrencyException) { if (!SettlementsExists(settlements.SettlementId)) { return(NotFound()); } else { throw; } } return(RedirectToAction("Index", "Settlements", new { i = settlements.Iddistrict })); } ViewData["IdSelectedDistrict"] = settlements.Iddistrict; return(View(settlements)); }
public async Task <IActionResult> Edit(int id, [Bind("ID,RequestDate,LastName,DownPayment,Installments,Interest,IsAccepted,SettlementTypeId")] Settlements settlements) { if (id != settlements.ID) { return(NotFound()); } if (ModelState.IsValid) { try { _context.Update(settlements); await _context.SaveChangesAsync(); } catch (DbUpdateConcurrencyException) { if (!SettlementsExists(settlements.ID)) { return(NotFound()); } else { throw; } } return(RedirectToAction(nameof(Index))); } ViewData["SettlementTypeId"] = new SelectList(_context.Set <SettlementTypes>(), "ID", "ID", settlements.SettlementTypeId); return(View(settlements)); }
public OverlandSettlementViews(WorldView worldView, Settlements settlements, InputHandler input) { WorldView = worldView; Settlements = settlements; OverlandSettlementView = new OverlandSettlementView(WorldView, input); SetupViewport(0, 0, WorldView.Camera.GetViewport.Width, WorldView.Camera.GetViewport.Height); Input = input; }
public async Task <IActionResult> Create([Bind("ID,RequestDate,LastName,DownPayment,Installments,Interest,IsAccepted,SettlementTypeId")] Settlements settlements) { if (ModelState.IsValid) { _context.Add(settlements); await _context.SaveChangesAsync(); return(RedirectToAction(nameof(Index))); } ViewData["SettlementTypeId"] = new SelectList(_context.Set <SettlementTypes>(), "ID", "ID", settlements.SettlementTypeId); return(View(settlements)); }
public async Task <IActionResult> Create([Bind("SettlementId,Iddistrict,Name,Type,Population")] Settlements settlements) { if (ModelState.IsValid) { _context.Add(settlements); await _context.SaveChangesAsync(); return(RedirectToAction("Index", "Settlements", new { i = settlements.Iddistrict })); } ViewData["IdSelectedDistrict"] = settlements.Iddistrict; return(View(settlements)); }
public void AddSettlement(Settlement s) { var idx = Settlements.AddSettlement(s); var t = terrain[s.Location.X, s.Location.Y]; t.City = (byte)idx; terrain[s.Location.X, s.Location.Y] = t; Fog.MarkRangeExplored(s.Location.X, s.Location.Y, 2); Fog.MarkRangeVisible(s.Location.X, s.Location.Y, 2); }
public async Task <IActionResult> PostSettlements([FromBody] Settlements settlements) { if (!ModelState.IsValid) { return(BadRequest(ModelState)); } _settlementsRepository.CreateSettlement(settlements); await _settlementsRepository.Save(); return(CreatedAtAction("GetSettlements", new { id = settlements.Id }, settlements)); }
public async Task <IActionResult> PostSettlements([FromBody] Settlements settlements) { if (!ModelState.IsValid) { return(BadRequest(ModelState)); } _context.Settlements.Add(settlements); await _context.SaveChangesAsync(); return(CreatedAtAction("GetSettlements", new { id = settlements.Id }, settlements)); }
public async Task <IActionResult> Create([Bind("Id,ClinicId,DoctorId,Amount,PayedAt")] Settlements settlements) { if (ModelState.IsValid) { _context.Add(settlements); await _context.SaveChangesAsync(); return(RedirectToAction(nameof(Index))); } ViewData["ClinicId"] = new SelectList(_context.Clinics, "Id", "Address", settlements.ClinicId); ViewData["DoctorId"] = new SelectList(_context.Doctors, "Id", "Phone", settlements.DoctorId); return(View(settlements)); }
public async Task <IActionResult> Submit(SubmitSelected model) { //checked if data have changed SettlementTypes CurSettl = _context.SettlementTypes .Where(c => c.ID.Equals(model.SettlementType)) .SingleOrDefault(); if (CurSettl == null) { return(NotFound(HttpStatusCode.NoContent + "\nΣφάλμα\nΔεν έχετε επιλέξει υπαρκτό τύπο διακανονισμού!")); } if (model.MaxNoOfInstallments == 0 || model.MaxNoOfInstallments > CurSettl.MaxNoInstallments) { return(NotFound(HttpStatusCode.NoContent + "\nΣφάλμα!\nΟ αριθμός δόσεων δεν συνάδει με αυτόν που προβλέπει ο διακανονισμός !")); } Settlements NewSettlement = new Settlements(); NewSettlement.RequestDate = DateTime.Now; NewSettlement.AnswerDate = DateTime.ParseExact("19000101", "yyyyMMdd", CultureInfo.InvariantCulture); NewSettlement.DownPayment = CurSettl.DownPaymentPercentage; NewSettlement.Installments = model.MaxNoOfInstallments; NewSettlement.Interest = CurSettl.Interest; NewSettlement.IsAccepted = 0; NewSettlement.SettlementTypeId = model.SettlementType; _context.Settlements.Add(NewSettlement); await _context.SaveChangesAsync(); int NewSettlementId = NewSettlement.ID; string[] BillIds; BillIds = model.BillsStr.Split(','); for (var i = 0; i < BillIds.Length - 1; i++) { var cols = _context.Bills .Where(w => w.ID == Int32.Parse(BillIds[i])); foreach (var b in cols) { b.Status = 2; b.SettlementId = NewSettlementId; } await _context.SaveChangesAsync(); } return(DDAjaxBack(model)); }
public bool BuyBuilding(int settlementId, IBuilding building, int count = 1) { var cost = building.GetCost().ToDictionary(p => p.Key, p => p.Value * count); if (settlementId < Settlements.Count && HasEnoughResources(cost)) { Settlement settlement = Settlements.Find(s => s.Id == settlementId); settlement.AddBuilding(building, count); Resources.Subtract(cost); return(true); } return(false); }
public async Task <IActionResult> OnPostAsync(int?id) { if (id == null) { return(NotFound()); } Settlements = await _context.Settlements.FindAsync(id); if (Settlements != null) { _context.Settlements.Remove(Settlements); await _context.SaveChangesAsync(); } return(RedirectToPage("./Index")); }
public async Task <IActionResult> OnGetAsync(int?id) { if (id == null) { return(NotFound()); } Settlements = await _context.Settlements .Include(s => s.Clinic) .Include(s => s.Doctor).FirstOrDefaultAsync(m => m.Id == id); if (Settlements == null) { return(NotFound()); } return(Page()); }
public void Reset() { _islands = new Dictionary <Island, int>(); Score = 0; KnightsPlayed = 0; LongestRoad = 0; TimesTargeted = 0; NoResourceCount = 0; RollsWithResource = 0; MaxNoResourceRolls = 0; GoodRoll = false; CardsLost = 0; CardsLostToBaron = 0; CardsLostToSeven = 0; CardsLostToMonopoly = 0; ResourcesAcquired = 0; LargestArmy = false; HasLongestRoad = false; RoadsPlayed = 0; ShipsPlayed = 0; CitiesPlayed = 0; SettlementsPlayed = 0; IslandsPlayed = 0; TotalTime = TimeSpan.FromSeconds(0); MovedBaronAfterRollingSeven = null; PlayedKnightThisTurn = false; Roads.Clear(); Settlements.Clear(); Cities.Clear(); Ships.Clear(); IsCurrentPlayer = false; MaxShips = 0; MaxRoads = 0; MaxSettlements = 0; MaxCities = 0; PlayerTurnResourceCount.OnPlayerResourceUpdate -= OnGameModelResourceUpdate; PlayerTurnResourceCount.GameReset(); Pips = 0; _GoldRolls = new List <List <int> >(); for (int i = 0; i < _RoadTie.Count(); i++) { _RoadTie[i] = false; } }
public async Task <IActionResult> OnGetAsync(int?id) { if (id == null) { return(NotFound()); } Settlements = await _context.Settlements .Include(s => s.Clinic) .Include(s => s.Doctor).FirstOrDefaultAsync(m => m.Id == id); if (Settlements == null) { return(NotFound()); } ViewData["ClinicId"] = new SelectList(_context.Clinics, "Id", "Address"); ViewData["DoctorId"] = new SelectList(_context.Doctors, "Id", "Phone"); return(Page()); }
// Use this for initialization void Start() { oldPlayerPosition = Vector3.zero; //Player starts here all the timed when the game is run float newTileIndex = Time.realtimeSinceStartup; //Gives each piece of terrain its own unique identifier townRandomPlacementX = Random.Range((-player.transform.position.x - 150f), (player.transform.position.x + 150f)); townRandomPlacementZ = Random.Range((-player.transform.position.z - 150f), (player.transform.position.z + 150f)); //Random placement of the settlements for (int i = 0; i < 5; i++) { Vector3 pos = new Vector3(i + Random.Range(-100, 100), 2, i + Random.Range(-100, 100)); GameObject poi = Instantiate(settlements, pos, Quaternion.identity); string newName = "Settlement " + ((int)(pos.x)).ToString() + " , " + ((int)(pos.z)).ToString(); poi.name = newName; Settlements s = new Settlements(poi, newTileIndex, transform); newSettle.Add(newName, s); } towns.transform.position = new Vector3(townRandomPlacementX, 2, townRandomPlacementZ); // Draw the starting terrain for (int i = -mapLength; i < mapLength; i++) { for (int j = -mapLength; j < mapLength; j++) { Vector3 newPosition = new Vector3((i * planeSize + nextPlane.x), 0, (j * planeSize + nextPlane.z)); GameObject newPlane = Instantiate(prefabTerrain, newPosition, Quaternion.identity); string terrainTileIndex = "Index at (" + ((int)(newPosition.x)).ToString() + " , " + ((int)(newPosition.z)).ToString() + ")"; newPlane.name = terrainTileIndex; TerrainTile tilePlane = new TerrainTile(newPlane, newTileIndex, transform); terrain.Add(terrainTileIndex, tilePlane); //add each piece to the hastable } } }
public void AddSettlement(string?paymentFrom, decimal paidAmount, DateTime paymentDate, string?txReference = null, string?description = null) { if (string.IsNullOrEmpty(paymentFrom)) { throw new PayerDetailRequiredException(OrderNumber); } if (paidAmount <= 0) { throw new AmountLessThanOrEqualToZeroException("paidAmount", OrderNumber); } Settlements.Add(new Settlement() { PaymentFrom = paymentFrom, PaidAmount = paidAmount, PaymentDate = paymentDate, TxReference = txReference, Description = description, Created = DateTime.UtcNow, OrderId = OrderId }); var totalPaidAmount = Settlements.Sum(x => x.PaidAmount); OrderStatus = (totalPaidAmount > OrderAmount) ? OrderStatus.Overpaid : (totalPaidAmount < OrderAmount) ? OrderStatus.PartiallyPaid : OrderStatus.Paid; if (OrderStatus == OrderStatus.Overpaid || OrderStatus == OrderStatus.Paid) { Receipt = new Receipt() { ReceiptDate = DateTime.UtcNow, Signature = Guid.NewGuid().ToString(), Created = DateTime.UtcNow, OrderId = OrderId }; } }
public void UpdateSettlement(Settlements Settlement) { context.Entry(Settlement); }
internal void RemoveSettlement(SettlementCtrl settlement) { Settlements.Remove(settlement); }
internal void AddSettlement(SettlementCtrl settlement) { Settlements.Add(settlement); }
public async Task <bool> SettleUpAsync(TransactionResponse transaction) { Transaction transactions = new Transaction(); if (transaction.groupId != 0) { transactions.groupId = transaction.groupId; } transactions.paid_amount = transaction.paid_amount; transactions.payeeId = transaction.payeeId; transactions.payerId = transaction.payerId; transactions.paid_on = transaction.paid_on; _Context.transactions.Add(transactions); //await _Context.SaveChangesAsync(); var settle = await _Context.settlements.FirstOrDefaultAsync(c => c.payeeId == transactions.payeeId && c.payerId == transactions.payerId && c.groupId == transactions.groupId); if (settle != null) { settle.amount = settle.amount - transactions.paid_amount; _Context.settlements.Attach(settle); } else { if (transaction.groupId != 0) { Settlements settlements = new Settlements(); settlements.payerId = transactions.payeeId; settlements.payeeId = transactions.payerId; settlements.amount = transactions.paid_amount; settlements.groupId = transactions.groupId; var settle1 = await _Context.settlements.FirstOrDefaultAsync(c => c.payeeId == settlements.payeeId && c.payerId == settlements.payerId); if (settle1 != null) { settle1.amount = settle1.amount + transactions.paid_amount; _Context.settlements.Attach(settle1); } else { _Context.settlements.Add(settlements); } } else { Settlements settlements = new Settlements(); settlements.payerId = transactions.payeeId; settlements.payeeId = transactions.payerId; settlements.amount = transactions.paid_amount; var settle1 = await _Context.settlements.FirstOrDefaultAsync(c => c.payeeId == settlements.payeeId && c.payerId == settlements.payerId); if (settle1 != null) { settle1.amount = settle1.amount + transactions.paid_amount; _Context.settlements.Attach(settle1); } else { _Context.settlements.Add(settlements); } } } try { return(await _Context.SaveChangesAsync() > 0 ? true : false); } catch (Exception exp) { _Logger.LogError($"Error in {nameof(SettleUpAsync)}: " + exp.Message); } return(false); }
public void CreateSettlement(Settlements Settlement) { dataRepository.Add(Settlement); }
private void Update() { // calculate how far the player is in relation to his last position when the terrain generated int generateX = (int)(player.transform.position.x - oldPlayerPosition.x); int generateY = (int)(player.transform.position.z - oldPlayerPosition.z); //if the moves moves a certain distance away... if (Mathf.Abs(generateX) > maxTilesSeen || Mathf.Abs(generateY) > maxTilesSeen) { float newTileIndex = Time.realtimeSinceStartup; // ... then spawn random settlements for (int i = 0; i < 5; i++) { int generateDistanceX = (int)(player.position.x - settlements.transform.position.x); int generateDistanceZ = (int)(player.position.z - settlements.transform.position.z); Vector3 pos = new Vector3(i + Random.Range(-100, 100) + player.transform.position.x, 2, i + Random.Range(-100, 100) + player.transform.position.z); string newName = "Settlement " + ((int)(pos.x)).ToString() + " , " + ((int)(pos.z)).ToString(); // if a settlement does not exists in the hashatble then add it if (!newSettle.ContainsKey(newName)) { GameObject poi = Instantiate(settlements, pos, Quaternion.identity); poi.name = newName; Settlements s = new Settlements(poi, newTileIndex, transform); newSettle.Add(newName, s); } else { // if a settlement already exists in the hashatble then update its index (newSettle[newName] as Settlements).index = newTileIndex; } } // round down the x and z positions to the nearest integer int planeX = (int)Mathf.Floor(player.transform.position.x / planeSize) * planeSize; int planeZ = (int)Mathf.Floor(player.transform.position.z / planeSize) * planeSize; for (int x = -mapLength; x < mapLength; x++) { for (int y = -mapLength; y < mapLength; y++) { // move the piece one plane size in a given direction Vector3 newPosition = new Vector3((x * planeSize + planeX), 0, (y * planeSize + planeZ)); string terrainTileIndex = "Index at (" + ((int)(newPosition.x)).ToString() + " , " + ((int)(newPosition.z)).ToString() + ")"; // if the piece does not exist then spawn it and add it to the hashtable // if it does then keep it where it is and update its index if (!terrain.ContainsKey(terrainTileIndex)) { GameObject newPlane = Instantiate(prefabTerrain, newPosition, Quaternion.identity); newPlane.name = terrainTileIndex; TerrainTile infiniteTileMember = new TerrainTile(newPlane, newTileIndex, transform); terrain.Add(terrainTileIndex, infiniteTileMember); } else { (terrain[terrainTileIndex] as TerrainTile).tileIndex = newTileIndex; } } } // if a piece is too far away the destroy it, if not then add it to the temp hashtable Hashtable infiniteTerrain = new Hashtable(); foreach (TerrainTile tt in terrain.Values) { if (tt.tileIndex != newTileIndex) { Destroy(tt.newTile); } else { infiniteTerrain.Add(tt.newTile.name, tt); } } Hashtable infiniteSettlements = new Hashtable(); foreach (Settlements ss in newSettle.Values) { if (ss.index != newTileIndex) { Destroy(ss.settlements); } else { infiniteSettlements.Add(ss.settlements.name, ss); } } // combine the temp hashtable to the original one newSettle = infiniteSettlements; terrain = infiniteTerrain; oldPlayerPosition = player.transform.position; } }