예제 #1
0
 public bool Delete(TypeBO type)
 {
     return(TypeDAL.Delete(type));
 }
예제 #2
0
 public bool Insert(TypeBO type)
 {
     return(TypeDAL.Insert(type));
 }
예제 #3
0
 public bool Edit(TypeBO type)
 {
     return(TypeDAL.Edit(type));
 }
        //Create a new method to Calculate the best and worst Type Match-up
        public TypeBO Calculate(List <TypeBO> TypesToCalculate)
        {
            //Create a new instance of the TypeBO Object
            TypeBO BWTypes = new TypeBO();

            //Set the default values for the damage multipliers for the types
            BWTypes.xNormal   = (decimal)1.00;
            BWTypes.xFire     = (decimal)1.00;
            BWTypes.xWater    = (decimal)1.00;
            BWTypes.xGrass    = (decimal)1.00;
            BWTypes.xElectric = (decimal)1.00;
            BWTypes.xIce      = (decimal)1.00;
            BWTypes.xFighting = (decimal)1.00;
            BWTypes.xPoision  = (decimal)1.00;
            BWTypes.xGround   = (decimal)1.00;
            BWTypes.xFlying   = (decimal)1.00;
            BWTypes.xPsychic  = (decimal)1.00;
            BWTypes.xBug      = (decimal)1.00;
            BWTypes.xRock     = (decimal)1.00;
            BWTypes.xGhost    = (decimal)1.00;
            BWTypes.xDragon   = (decimal)1.00;
            BWTypes.xDark     = (decimal)1.00;
            BWTypes.xSteel    = (decimal)1.00;
            BWTypes.xFairy    = (decimal)1.00;
            //Loop through the list of Types passed as a parameter and multiply the multiplier for each type to the current value in the BWTypes object
            foreach (TypeBO Types in TypesToCalculate)
            {
                //The != 0 are to check for null values as they would ruin the multiplication process
                if (Types.xNormal != 0)
                {
                    BWTypes.xNormal = Types.xNormal * BWTypes.xNormal;
                }
                if (Types.xFire != 0)
                {
                    BWTypes.xFire = Types.xFire * BWTypes.xFire;
                }
                if (Types.xWater != 0)
                {
                    BWTypes.xWater = Types.xWater * BWTypes.xWater;
                }
                if (Types.xGrass != 0)
                {
                    BWTypes.xGrass = Types.xGrass * BWTypes.xGrass;
                }
                if (Types.xElectric != 0)
                {
                    BWTypes.xElectric = Types.xElectric * BWTypes.xElectric;
                }
                if (Types.xIce != 0)
                {
                    BWTypes.xIce = Types.xIce * BWTypes.xIce;
                }
                if (Types.xFighting != 0)
                {
                    BWTypes.xFighting = Types.xFighting * BWTypes.xFighting;
                }
                if (Types.xPoision != 0)
                {
                    BWTypes.xPoision = Types.xPoision * BWTypes.xPoision;
                }
                if (Types.xGround != 0)
                {
                    BWTypes.xGround = Types.xGround * BWTypes.xGround;
                }
                if (Types.xFlying != 0)
                {
                    BWTypes.xFlying = Types.xFlying * BWTypes.xFlying;
                }
                if (Types.xPsychic != 0)
                {
                    BWTypes.xPsychic = Types.xPsychic * BWTypes.xPsychic;
                }
                if (Types.xBug != 0)
                {
                    BWTypes.xBug = Types.xBug * BWTypes.xBug;
                }
                if (Types.xRock != 0)
                {
                    BWTypes.xRock = Types.xRock * BWTypes.xRock;
                }
                if (Types.xGhost != 0)
                {
                    BWTypes.xGhost = Types.xGhost * BWTypes.xGhost;
                }
                if (Types.xDragon != 0)
                {
                    BWTypes.xDragon = Types.xDragon * BWTypes.xDragon;
                }
                if (Types.xDark != 0)
                {
                    BWTypes.xDark = Types.xDark * BWTypes.xDark;
                }
                if (Types.xSteel != 0)
                {
                    BWTypes.xSteel = Types.xSteel * BWTypes.xSteel;
                }
                if (Types.xFairy != 0)
                {
                    BWTypes.xFairy = Types.xFairy * BWTypes.xFairy;
                }
            }
            //Create a new Decimal List to Store the Newly calculated values
            List <Decimal> BestWorst = new List <Decimal>();
            //Create a new object for the decimal list and assign it value for each type in the type list, than add it to overall list
            decimal Normal = BWTypes.xNormal;

            BestWorst.Add(Normal);
            decimal Fire = BWTypes.xFire;

            BestWorst.Add(Fire);
            decimal Water = BWTypes.xWater;

            BestWorst.Add(Water);
            decimal Grass = BWTypes.xGrass;

            BestWorst.Add(Grass);
            decimal Electric = BWTypes.xElectric;

            BestWorst.Add(Electric);
            decimal Ice = BWTypes.xIce;

            BestWorst.Add(Ice);
            decimal Fighting = BWTypes.xFighting;

            BestWorst.Add(Fighting);
            decimal Poision = BWTypes.xPoision;

            BestWorst.Add(Poision);
            decimal Ground = BWTypes.xGround;

            BestWorst.Add(Ground);
            decimal Flying = BWTypes.xFlying;

            BestWorst.Add(Flying);
            decimal Psychic = BWTypes.xPsychic;

            BestWorst.Add(Psychic);
            decimal Bug = BWTypes.xBug;

            BestWorst.Add(Bug);
            decimal Rock = BWTypes.xRock;

            BestWorst.Add(Rock);
            decimal Ghost = BWTypes.xGhost;

            BestWorst.Add(Ghost);
            decimal Dragon = BWTypes.xDragon;

            BestWorst.Add(Dragon);
            decimal Dark = BWTypes.xDark;

            BestWorst.Add(Dark);
            decimal Steel = BWTypes.xSteel;

            BestWorst.Add(Steel);
            decimal Fairy = BWTypes.xFairy;

            BestWorst.Add(Fairy);
            //Create a new instance of the TypeBO Object
            TypeBO ChosenTypes = new TypeBO();

            //Check to see what the highest and lowest values are in the Decimal list, than assign the value of the highest and lowest value
            //If two values are the same, the second will be caught and will be added to the secondary value slot via the else if statements
            if (BestWorst.Max() == Normal)
            {
                ChosenTypes.Max     = 1;
                ChosenTypes.MaxName = "Normal";
            }
            if (BestWorst.Max() == Fire & ChosenTypes.MaxName == null)
            {
                ChosenTypes.Max     = 2;
                ChosenTypes.MaxName = "Fire";
            }
            else if (BestWorst.Max() == Fire)
            {
                ChosenTypes.Max2     = 2;
                ChosenTypes.Max2Name = "Fire";
            }
            if (BestWorst.Max() == Water & ChosenTypes.MaxName == null)
            {
                ChosenTypes.Max     = 3;
                ChosenTypes.MaxName = "Water";
            }
            else if (BestWorst.Max() == Water)
            {
                ChosenTypes.Max2     = 3;
                ChosenTypes.Max2Name = "Water";
            }
            if (BestWorst.Max() == Grass & ChosenTypes.MaxName == null)
            {
                ChosenTypes.Max     = 4;
                ChosenTypes.MaxName = "Grass";
            }
            else if (BestWorst.Max() == Grass)
            {
                ChosenTypes.Max2     = 4;
                ChosenTypes.Max2Name = "Grass";
            }
            if (BestWorst.Max() == Electric & ChosenTypes.MaxName == null)
            {
                ChosenTypes.Max     = 5;
                ChosenTypes.MaxName = "Electric";
            }
            else if (BestWorst.Max() == Electric)
            {
                ChosenTypes.Max2     = 5;
                ChosenTypes.Max2Name = "Electric";
            }
            if (BestWorst.Max() == Ice & ChosenTypes.MaxName == null)
            {
                ChosenTypes.Max     = 6;
                ChosenTypes.MaxName = "Ice";
            }
            else if (BestWorst.Max() == Ice)
            {
                ChosenTypes.Max2     = 6;
                ChosenTypes.Max2Name = "Ice";
            }
            if (BestWorst.Max() == Fighting & ChosenTypes.MaxName == null)
            {
                ChosenTypes.Max     = 7;
                ChosenTypes.MaxName = "Fighting";
            }
            else if (BestWorst.Max() == Fighting)
            {
                ChosenTypes.Max2     = 7;
                ChosenTypes.Max2Name = "Fighting";
            }
            if (BestWorst.Max() == Poision & ChosenTypes.MaxName == null)
            {
                ChosenTypes.Max     = 8;
                ChosenTypes.MaxName = "Poision";
            }
            else if (BestWorst.Max() == Poision)
            {
                ChosenTypes.Max2     = 8;
                ChosenTypes.Max2Name = "Poision";
            }
            if (BestWorst.Max() == Ground & ChosenTypes.MaxName == null)
            {
                ChosenTypes.Max     = 9;
                ChosenTypes.MaxName = "Ground";
            }
            else if (BestWorst.Max() == Ground)
            {
                ChosenTypes.Max2     = 9;
                ChosenTypes.Max2Name = "Ground";
            }
            if (BestWorst.Max() == Flying & ChosenTypes.MaxName == null)
            {
                ChosenTypes.Max     = 10;
                ChosenTypes.MaxName = "Flying";
            }
            else if (BestWorst.Max() == Flying)
            {
                ChosenTypes.Max2     = 10;
                ChosenTypes.Max2Name = "Flying";
            }
            if (BestWorst.Max() == Psychic & ChosenTypes.MaxName == null)
            {
                ChosenTypes.Max     = 11;
                ChosenTypes.MaxName = "Psychic";
            }
            else if (BestWorst.Max() == Psychic)
            {
                ChosenTypes.Max2     = 11;
                ChosenTypes.Max2Name = "Psychic";
            }
            if (BestWorst.Max() == Bug & ChosenTypes.MaxName == null)
            {
                ChosenTypes.Max     = 12;
                ChosenTypes.MaxName = "Bug";
            }
            else if (BestWorst.Max() == Bug)
            {
                ChosenTypes.Max2     = 12;
                ChosenTypes.Max2Name = "Bug";
            }
            if (BestWorst.Max() == Rock & ChosenTypes.MaxName == null)
            {
                ChosenTypes.Max     = 13;
                ChosenTypes.MaxName = "Rock";
            }
            else if (BestWorst.Max() == Rock)
            {
                ChosenTypes.Max2     = 13;
                ChosenTypes.Max2Name = "Rock";
            }
            if (BestWorst.Max() == Ghost & ChosenTypes.MaxName == null)
            {
                ChosenTypes.Max     = 14;
                ChosenTypes.MaxName = "Ghost";
            }
            else if (BestWorst.Max() == Ghost)
            {
                ChosenTypes.Max2     = 14;
                ChosenTypes.Max2Name = "Ghost";
            }
            if (BestWorst.Max() == Dragon & ChosenTypes.MaxName == null)
            {
                ChosenTypes.Max     = 15;
                ChosenTypes.MaxName = "Dragon";
            }
            else if (BestWorst.Max() == Dragon)
            {
                ChosenTypes.Max2     = 15;
                ChosenTypes.Max2Name = "Dragon";
            }
            if (BestWorst.Max() == Dark & ChosenTypes.MaxName == null)
            {
                ChosenTypes.Max     = 16;
                ChosenTypes.MaxName = "Dark";
            }
            else if (BestWorst.Max() == Dark)
            {
                ChosenTypes.Max2     = 16;
                ChosenTypes.Max2Name = "Dark";
            }
            if (BestWorst.Max() == Steel & ChosenTypes.MaxName == null)
            {
                ChosenTypes.Max     = 17;
                ChosenTypes.MaxName = "Steel";
            }
            else if (BestWorst.Max() == Steel)
            {
                ChosenTypes.Max2     = 17;
                ChosenTypes.Max2Name = "Steel";
            }
            if (BestWorst.Max() == Fairy & ChosenTypes.MaxName == null)
            {
                ChosenTypes.Max     = 18;
                ChosenTypes.MaxName = "Fairy";
            }
            else if (BestWorst.Max() == Fairy)
            {
                ChosenTypes.Max2     = 18;
                ChosenTypes.Max2Name = "Fairy";
            }
            if (BestWorst.Min() == Normal)
            {
                ChosenTypes.Min     = 1;
                ChosenTypes.MinName = "Normal";
            }
            if (BestWorst.Min() == Fire & ChosenTypes.MinName == null)
            {
                ChosenTypes.Min     = 2;
                ChosenTypes.MinName = "Fire";
            }
            else if (BestWorst.Min() == Fire)
            {
                ChosenTypes.Min2     = 2;
                ChosenTypes.Min2Name = "Fire";
            }
            if (BestWorst.Min() == Water & ChosenTypes.MinName == null)
            {
                ChosenTypes.Min     = 3;
                ChosenTypes.MinName = "Water";
            }
            else if (BestWorst.Min() == Water)
            {
                ChosenTypes.Min2     = 3;
                ChosenTypes.Min2Name = "Water";
            }
            if (BestWorst.Min() == Grass & ChosenTypes.MinName == null)
            {
                ChosenTypes.Min     = 4;
                ChosenTypes.MinName = "Grass";
            }
            else if (BestWorst.Min() == Grass)
            {
                ChosenTypes.Min2     = 4;
                ChosenTypes.Min2Name = "Grass";
            }
            if (BestWorst.Min() == Electric & ChosenTypes.MinName == null)
            {
                ChosenTypes.Min     = 5;
                ChosenTypes.MinName = "Electric";
            }
            else if (BestWorst.Min() == Electric)
            {
                ChosenTypes.Min2     = 5;
                ChosenTypes.Min2Name = "Electric";
            }
            if (BestWorst.Min() == Ice & ChosenTypes.MinName == null)
            {
                ChosenTypes.Min     = 6;
                ChosenTypes.MinName = "Ice";
            }
            else if (BestWorst.Min() == Ice)
            {
                ChosenTypes.Min2     = 6;
                ChosenTypes.Min2Name = "Ice";
            }
            if (BestWorst.Min() == Fighting & ChosenTypes.MinName == null)
            {
                ChosenTypes.Min     = 7;
                ChosenTypes.MinName = "Fighting";
            }
            else if (BestWorst.Min() == Fighting)
            {
                ChosenTypes.Min2     = 7;
                ChosenTypes.Min2Name = "Fighting";
            }
            if (BestWorst.Min() == Poision & ChosenTypes.MinName == null)
            {
                ChosenTypes.Min     = 8;
                ChosenTypes.MinName = "Poision";
            }
            else if (BestWorst.Min() == Poision)
            {
                ChosenTypes.Min2     = 8;
                ChosenTypes.Min2Name = "Poision";
            }
            if (BestWorst.Min() == Ground & ChosenTypes.MinName == null)
            {
                ChosenTypes.Min     = 9;
                ChosenTypes.MinName = "Ground";
            }
            else if (BestWorst.Min() == Ground)
            {
                ChosenTypes.Min2     = 9;
                ChosenTypes.Min2Name = "Ground";
            }
            if (BestWorst.Min() == Flying & ChosenTypes.MinName == null)
            {
                ChosenTypes.Min     = 10;
                ChosenTypes.MinName = "Flying";
            }
            else if (BestWorst.Min() == Flying)
            {
                ChosenTypes.Min2     = 10;
                ChosenTypes.Min2Name = "Flying";
            }
            if (BestWorst.Min() == Psychic & ChosenTypes.MinName == null)
            {
                ChosenTypes.Min     = 11;
                ChosenTypes.MinName = "Psychic";
            }
            else if (BestWorst.Min() == Psychic)
            {
                ChosenTypes.Min2     = 11;
                ChosenTypes.Min2Name = "Psychic";
            }
            if (BestWorst.Min() == Bug & ChosenTypes.MinName == null)
            {
                ChosenTypes.Min     = 12;
                ChosenTypes.MinName = "Bug";
            }
            else if (BestWorst.Min() == Bug)
            {
                ChosenTypes.Min2     = 12;
                ChosenTypes.Min2Name = "Bug";
            }
            if (BestWorst.Min() == Rock & ChosenTypes.MinName == null)
            {
                ChosenTypes.Min     = 13;
                ChosenTypes.MinName = "Rock";
            }
            else if (BestWorst.Min() == Rock)
            {
                ChosenTypes.Min2     = 13;
                ChosenTypes.Min2Name = "Rock";
            }
            if (BestWorst.Min() == Ghost & ChosenTypes.MinName == null)
            {
                ChosenTypes.Min     = 14;
                ChosenTypes.MinName = "Ghost";
            }
            else if (BestWorst.Min() == Ghost)
            {
                ChosenTypes.Min2     = 14;
                ChosenTypes.Min2Name = "Ghost";
            }
            if (BestWorst.Min() == Dragon & ChosenTypes.MinName == null)
            {
                ChosenTypes.Min     = 15;
                ChosenTypes.MinName = "Dragon";
            }
            else if (BestWorst.Min() == Dragon)
            {
                ChosenTypes.Min2     = 15;
                ChosenTypes.Min2Name = "Dragon";
            }
            if (BestWorst.Min() == Dark & ChosenTypes.MinName == null)
            {
                ChosenTypes.Min     = 16;
                ChosenTypes.MinName = "Dark";
            }
            else if (BestWorst.Min() == Dark)
            {
                ChosenTypes.Min2     = 16;
                ChosenTypes.Min2Name = "Dark";
            }
            if (BestWorst.Min() == Steel & ChosenTypes.MinName == null)
            {
                ChosenTypes.Min     = 17;
                ChosenTypes.MinName = "Steel";
            }
            else if (BestWorst.Min() == Steel)
            {
                ChosenTypes.Min2     = 17;
                ChosenTypes.Min2Name = "Steel";
            }
            if (BestWorst.Min() == Fairy & ChosenTypes.MinName == null)
            {
                ChosenTypes.Min     = 18;
                ChosenTypes.MinName = "Fairy";
            }
            else if (BestWorst.Min() == Fairy)
            {
                ChosenTypes.Min2     = 18;
                ChosenTypes.Min2Name = "Fairy";
            }
            //Assign the newly found values to the BWTypes object for all maxs and mins
            BWTypes.Max      = ChosenTypes.Max;
            BWTypes.Max2     = ChosenTypes.Max2;
            BWTypes.MaxName  = ChosenTypes.MaxName;
            BWTypes.Max2Name = ChosenTypes.Max2Name;
            BWTypes.Min      = ChosenTypes.Min;
            BWTypes.Min2     = ChosenTypes.Min2;
            BWTypes.MinName  = ChosenTypes.MinName;
            BWTypes.Min2Name = ChosenTypes.Min2Name;
            //Send back the newly calculated Valuess
            return(BWTypes);
        }