Пример #1
0
        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);
        }
Пример #2
0
        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
                }
            }
        }