public AccountController( UserManager <Account> userManager, SignInManager <Account> signInManager, IEmailSender emailSender, ISmsSender smsSender, ILoggerFactory loggerFactory, VindorelDbContext Context) { _userManager = userManager; _signInManager = signInManager; _emailSender = emailSender; _smsSender = smsSender; _logger = loggerFactory.CreateLogger <AccountController>(); _Context = Context; }
public Towns UpdateResource(Towns Town) { VindorelDbContext _context = new VindorelDbContext(); if (DateTime.Now.Ticks - Town.LastUpdated.Ticks > 1000) { Town.TownGOLD += Town.TownGOLD_perHour; Town.TownIRON += Town.TownIRON_perHour; Town.TownWHEAT += Town.TownWHEAT_perHour; Town.TownWOOD += Town.TownWOOD_perHour; Town.TownMEAT += Town.TownMeat_perHour; Town.LastUpdated = DateTime.Now; } _context.SaveChanges(); return(Town); }
public ICollection <UpgradeModel> BuildingPage(Towns Town) { VindorelDbContext _context = new VindorelDbContext(); ICollection <UpgradeModel> Upgrades = new List <UpgradeModel>(); Buildings = _context.Buildings.LastOrDefault(x => x.TownID == Town.TownId); Settings = _context.UserGameSettings.LastOrDefault(x => x.UserId == Town.UserId); Populations = _context.Population.LastOrDefault(x => x.TownId == Town.TownId); this.Upgrades = Upgrades; this.Upgrades.Add(UpgradeTownCenter(Buildings.TownCenter)); this.Upgrades.Add(UpgradeCityWall(Buildings.CityWall)); this.Upgrades.Add(UpgradeTechnologyCamp(Buildings.TechnologyCamp)); this.Upgrades.Add(UpgradeTradeHouse(Buildings.TradeHouse)); this.Upgrades.Add(UpgradeWareHouse(Buildings.Warehouse)); this.Upgrades.Add(UpgradeTemple(Buildings.Temple)); this.Upgrades.Add(UpgradeBarracks(Buildings.Barracks)); this.Upgrades.Add(UpgradeFarm(Buildings.Farm)); this.Upgrades.Add(UpgradeMeatCamp(Buildings.MeatCamp)); this.Upgrades.Add(UpgradeMine(Buildings.Mine)); this.Upgrades.Add(UpgradeWoodCutterHut(Buildings.WoodCutterHut)); this.Upgrades.Add(UpgradeTaxHouse(Buildings.TaxHouse)); return(Upgrades); }
public GameController(VindorelDbContext context, UserManager <Account> userManager) { _userManager = userManager; _context = context; }
public AdminController(VindorelDbContext context, UserManager <Account> um) { _context = context; _userManager = um; }
public UpgradeSystem(VindorelDbContext context, Account player) { _context = context; Upgrades = new List <UpgradeModel>(); Player = player; }
public void UpdateBuildings(Towns Town) { ICollection <UpgradeModel> Render = new List <UpgradeModel>(); VindorelDbContext _context = new VindorelDbContext(); var BuildQUEUE = _context.upgradeQueue.LastOrDefault(x => x.TownID == Town.TownId); if (BuildQUEUE == null) { } else { var engine = new UpgradeSystem(); if (BuildQUEUE.ProductionTime.Ticks < DateTime.Now.Ticks) { var indexer = engine.BuildingPage(Town); var Building = indexer.LastOrDefault(x => x.index == BuildQUEUE.BuildingINDEX); var TownBuildings = _context.Buildings.LastOrDefault(x => x.TownID == Town.TownId); var Settings = _context.UserGameSettings.LastOrDefault(x => x.UserId == Town.UserId); var Populations = _context.Population.LastOrDefault(x => x.TownId == Town.TownId); #region SelectBuild switch (Building.index) { case 0: TownBuildings.TownCenter++; break; case 1: TownBuildings.CityWall++; break; case 2: TownBuildings.TechnologyCamp++; break; case 3: TownBuildings.TradeHouse++; break; case 4: TownBuildings.Warehouse++; break; case 5: TownBuildings.Temple++; break; case 6: TownBuildings.Barracks++; break; case 7: TownBuildings.Farm++; break; case 8: TownBuildings.MeatCamp++; break; case 9: TownBuildings.Mine++; break; case 10: TownBuildings.WoodCutterHut++; break; case 11: TownBuildings.TaxHouse++; break; } #endregion #region Upgraded Settings.Point_Culture += Building.Gain_Culture; Settings.Point_Economy += Building.Gain_Economy; Settings.Point_Military += Building.Gain_Military; Settings.Point_Exp += Building.Gain_Exp; Settings.Point_Karma += Building.Gain_Karma; Settings.NaturalAttack += Building.Gain_NaturalAttack; Settings.NaturalDef += Building.Gain_NaturalDef; Town.TownWOOD_perHour = Building.Gain_TownWOOD_perHour; Town.TownGOLD_perHour = Building.Gain_TownGOLD_perHour; Town.TownIRON_perHour = Building.Gain_TownIRON_perHour; Town.TownMeat_perHour = Building.Gain_TownMeat_perHour; Town.TownWHEAT_perHour = Building.Gain_TownWHEAT_perHour; Populations.TraderPop += Building.Gain_TraderPop; Populations.AggressivePop += Building.Gain_AgressivePop; Populations.CulturalPop += Building.Gain_CulturalPop; _context.upgradeQueue.Remove(BuildQUEUE); _context.SaveChanges(); #endregion } } }