public async Task <User> CreateUserAsync(RegisterDTO registerData) { var buildingTypes = db.BuildingTypes; var upgradeTypes = db.UpgradeTypes; var upgrades = new List <Upgrade>(); var buildings = new List <Building>(); foreach (var buildingType in buildingTypes) { buildings.Add(new Building { Type = buildingType, Count = 0 }); } foreach (var upgradeType in upgradeTypes) { upgrades.Add(new Upgrade { Type = upgradeType, State = UpgradeState.Unresearched }); } var buildingGroup = new BuildingGroup { Buildings = buildings }; var attackingArmy = new UnitGroup(); var defendingArmy = new UnitGroup(); var user = new User { UserName = registerData.UserName, GameId = 1 }; var country = new Country { Name = registerData.CountryName, BuildingGroup = buildingGroup, AttackingArmy = attackingArmy, DefendingArmy = defendingArmy, Upgrades = upgrades, User = user, Pearl = 100000, Coral = 100000, Stone = 5000 }; user.Country = country; await db.SaveChangesAsync(); return(user); }
static void Main(string[] args) { _miner = Data.MinerMk3; _overclocking = 1; _overclockBuildings = BuildingGroup.Miners; _nodePurity = NodePurity.Normal; var toProduce = new MaterialRate { Material = Data.HeatSink, RatePerMinute = 15 }; GetRates(toProduce); }
protected override void OnModelCreating(ModelBuilder modelBuilder) { base.OnModelCreating(modelBuilder); modelBuilder.Entity <FlowManager>(); modelBuilder.Entity <ReefCastle>(); modelBuilder.Entity <Alchemy>(); modelBuilder.Entity <StormSeal>(); foreach (var relationship in modelBuilder.Model.GetEntityTypes().SelectMany(e => e.GetForeignKeys())) { relationship.DeleteBehavior = DeleteBehavior.NoAction; } var laserShark = new LaserShark { Id = 1 }; var sharkLv1 = new UnitLevel() { Id = 1, Level = 1, AttackScore = 5, DefenseScore = 5, UnitTypeId = 1, BattlesNeeded = 0 }; var sharkLv2 = new UnitLevel() { Id = 2, Level = 2, AttackScore = 7, DefenseScore = 7, UnitTypeId = 1, BattlesNeeded = 3 }; var sharkLv3 = new UnitLevel() { Id = 3, Level = 3, AttackScore = 10, DefenseScore = 10, UnitTypeId = 1, BattlesNeeded = 8 }; var stormSeal = new StormSeal { Id = 2, }; var sealLv1 = new UnitLevel() { Id = 4, Level = 1, AttackScore = 6, DefenseScore = 2, UnitTypeId = 2, BattlesNeeded = 0 }; var sealLv2 = new UnitLevel() { Id = 5, Level = 2, AttackScore = 8, DefenseScore = 3, UnitTypeId = 2, BattlesNeeded = 3 }; var sealLv3 = new UnitLevel() { Id = 6, Level = 3, AttackScore = 10, DefenseScore = 5, UnitTypeId = 2, BattlesNeeded = 8 }; var combatSeaHorse = new CombatSeaHorse { Id = 3 }; var horseLv1 = new UnitLevel() { Id = 7, Level = 1, AttackScore = 2, DefenseScore = 6, UnitTypeId = 3, BattlesNeeded = 0 }; var horseLv2 = new UnitLevel() { Id = 8, Level = 2, AttackScore = 3, DefenseScore = 8, UnitTypeId = 3, BattlesNeeded = 3 }; var horseLv3 = new UnitLevel() { Id = 9, Level = 3, AttackScore = 5, DefenseScore = 10, UnitTypeId = 3, BattlesNeeded = 8 }; var reefCastle = new ReefCastle { Id = 1 }; var flowManager = new FlowManager { Id = 2 }; var stoneMine = new StoneMine { Id = 3 }; var alchemy = new Alchemy { Id = 1 }; var coralWall = new CoralWall { Id = 2 }; var mudHarvester = new MudHarvester { Id = 3 }; var mudTractor = new MudTractor { Id = 4 }; var sonarCannon = new SonarCannon { Id = 5 }; var underwaterMartialArts = new UnderwaterMartialArts { Id = 6 }; var upgrade1 = new Upgrade { Id = 1, CountryId = 1, State = UpgradeState.Unresearched, TypeId = 1 }; var upgrade2 = new Upgrade { Id = 2, CountryId = 1, State = UpgradeState.Unresearched, TypeId = 2 }; var upgrade3 = new Upgrade { Id = 3, CountryId = 1, State = UpgradeState.Researched, TypeId = 3 }; var upgrade4 = new Upgrade { Id = 4, CountryId = 1, State = UpgradeState.Unresearched, TypeId = 4 }; var upgrade5 = new Upgrade { Id = 5, CountryId = 1, State = UpgradeState.Unresearched, TypeId = 5 }; var upgrade6 = new Upgrade { Id = 6, CountryId = 1, State = UpgradeState.Researched, TypeId = 6 }; var upgrade7 = new Upgrade { Id = 7, CountryId = 2, State = UpgradeState.Unresearched, TypeId = 1 }; var upgrade8 = new Upgrade { Id = 8, CountryId = 2, State = UpgradeState.Unresearched, TypeId = 2 }; var upgrade9 = new Upgrade { Id = 9, CountryId = 2, State = UpgradeState.Unresearched, TypeId = 3 }; var upgrade10 = new Upgrade { Id = 10, CountryId = 2, State = UpgradeState.Unresearched, TypeId = 4 }; var upgrade11 = new Upgrade { Id = 11, CountryId = 2, State = UpgradeState.Unresearched, TypeId = 5 }; var upgrade12 = new Upgrade { Id = 12, CountryId = 2, State = UpgradeState.Unresearched, TypeId = 6 }; var buildingGroup1 = new BuildingGroup { Id = 1 }; var buildingGroup2 = new BuildingGroup { Id = 2 }; var building1 = new Building { Id = 1, BuildingGroupId = 1, Count = 4, TypeId = 1 }; var building2 = new Building { Id = 2, BuildingGroupId = 1, Count = 1, TypeId = 2 }; var building3 = new Building { Id = 3, BuildingGroupId = 2, Count = 1, TypeId = 1 }; var building4 = new Building { Id = 4, BuildingGroupId = 2, Count = 0, TypeId = 2 }; var building5 = new Building { Id = 5, BuildingGroupId = 1, Count = 0, TypeId = 3 }; var building6 = new Building { Id = 6, BuildingGroupId = 2, Count = 0, TypeId = 3 }; var unitGroup1 = new UnitGroup { Id = 1 }; var unitGroup2 = new UnitGroup { Id = 2 }; var unitGroup3 = new UnitGroup { Id = 3 }; var unitGroup4 = new UnitGroup { Id = 4 }; var country1 = new Country { Id = 1, AttackingArmyId = 1, DefendingArmyId = 2, BuildingTimeLeft = 0, Coral = 100000, Name = "First Country", Pearl = 100000, Stone = 5000, Score = 0, UpgradeTimeLeft = 0, UserId = 1, BuildingGroupId = 1, }; var country2 = new Country { Id = 2, AttackingArmyId = 3, DefendingArmyId = 4, BuildingTimeLeft = 0, Coral = 100000, Name = "Another Country", Pearl = 100000, Stone = 5000, Score = 0, UpgradeTimeLeft = 0, UserId = 2, BuildingGroupId = 2 }; var game = new Game { Id = 1, Round = 1 }; var passwordHasher = new PasswordHasher <User>(); var user1 = new User { Id = 1, GameId = 1, Place = 1, Score = 100, UserName = "******", NormalizedUserName = "******", SecurityStamp = Guid.NewGuid().ToString() }; user1.PasswordHash = passwordHasher.HashPassword(user1, "undersea"); var user2 = new User { Id = 2, GameId = 1, Place = 2, Score = 50, UserName = "******", NormalizedUserName = "******", SecurityStamp = Guid.NewGuid().ToString() }; user2.PasswordHash = passwordHasher.HashPassword(user2, "undersea"); modelBuilder.Entity <LaserShark>() .HasData(laserShark); modelBuilder.Entity <StormSeal>() .HasData(stormSeal); modelBuilder.Entity <CombatSeaHorse>() .HasData(combatSeaHorse); modelBuilder.Entity <ReefCastle>() .HasData(reefCastle); modelBuilder.Entity <FlowManager>() .HasData(flowManager); modelBuilder.Entity <StoneMine>() .HasData(stoneMine); modelBuilder.Entity <Alchemy>() .HasData(alchemy); modelBuilder.Entity <MudTractor>() .HasData(mudTractor); modelBuilder.Entity <MudHarvester>() .HasData(mudHarvester); modelBuilder.Entity <CoralWall>() .HasData(coralWall); modelBuilder.Entity <SonarCannon>() .HasData(sonarCannon); modelBuilder.Entity <UnderwaterMartialArts>() .HasData(underwaterMartialArts); modelBuilder.Entity <UnitGroup>() .HasData(new UnitGroup[] { unitGroup1, unitGroup2, unitGroup3, unitGroup4 }); modelBuilder.Entity <Game>().HasData(game); modelBuilder.Entity <User>() .HasData(new User[] { user1, user2 }); modelBuilder.Entity <Country>() .HasData(new Country[] { country1, country2 }); modelBuilder.Entity <Upgrade>() .HasData(new Upgrade[] { upgrade1, upgrade2, upgrade3, upgrade4, upgrade5, upgrade6, upgrade7, upgrade8, upgrade9, upgrade10, upgrade11, upgrade12 }); modelBuilder.Entity <BuildingGroup>() .HasData(new BuildingGroup[] { buildingGroup1, buildingGroup2 }); modelBuilder.Entity <Building>() .HasData(new Building[] { building1, building2, building3, building4, building5, building6 }); modelBuilder.Entity <UnitLevel>() .HasData(new UnitLevel[] { sharkLv1, sharkLv2, sharkLv3, horseLv1, horseLv2, horseLv3, sealLv1, sealLv2, sealLv3, }); }