public async Task <IActionResult> Edit(string id, [Bind("Abbrev,Nation,Tier,ShipName,Survivability,Artillery,Torpedoes,AaDefense,Maneuverability,Concealment")] Destroyers destroyers) { if (id != destroyers.Abbrev) { return(NotFound()); } if (ModelState.IsValid) { try { _context.Update(destroyers); await _context.SaveChangesAsync(); } catch (DbUpdateConcurrencyException) { if (!DestroyersExists(destroyers.Abbrev)) { return(NotFound()); } else { throw; } } return(RedirectToAction(nameof(Index))); } ViewData["Abbrev"] = new SelectList(_context.ShipClasses, "Abbreviation", "Abbreviation", destroyers.Abbrev); ViewData["Nation"] = new SelectList(_context.ShipNations, "NationAbbrev", "NationAbbrev", destroyers.Nation); return(View(destroyers)); }
public async Task <IActionResult> Create([Bind("Abbrev,Nation,Tier,ShipName,Survivability,Artillery,Torpedoes,AaDefense,Maneuverability,Concealment")] Destroyers destroyers) { if (ModelState.IsValid) { _context.Add(destroyers); await _context.SaveChangesAsync(); return(RedirectToAction(nameof(Index))); } ViewData["Abbrev"] = new SelectList(_context.ShipClasses, "Abbreviation", "Abbreviation", destroyers.Abbrev); ViewData["Nation"] = new SelectList(_context.ShipNations, "NationAbbrev", "NationAbbrev", destroyers.Nation); return(View(destroyers)); }
private void UpdatePhase() { if (!InProcess) { Destroyers = Destroyers.Where(x => !x.IsDestroyed).ToList(); switch (_gamePhase) { case GamePhase.Interaction: _lastAnimatedCells.Clear(); break; case GamePhase.Swap: if (GetXCombos2().Count == 0 && GetYCombos2().Count == 0) { Swap(swapCell2, swapCell1); _gamePhase = GamePhase.SwapBack; } else { _gamePhase = GamePhase.Animation; } Destroy(); break; case GamePhase.SwapBack: _lastAnimatedCells.Clear(); _gamePhase = GamePhase.Interaction; break; case GamePhase.Animation: if (GetXCombos2().Count > 0 || GetYCombos2().Count > 0 || _awaitBonusList.Count > 0) { Destroy(); } else if (HaveDestroyed()) { Fall(); } else { _lastAnimatedCells.Clear(); _gamePhase = GamePhase.Interaction; } break; } } }
private void ActivateBonuses() { while (_awaitBonusList.Count > 0) { Cell bonusCell = _awaitBonusList.Dequeue(); switch (bonusCell.BonusType) { case BonusType.Bomb: ActivateBomb(bonusCell); break; case BonusType.HorDestroyer: _gamePhase = GamePhase.Animation; Destroyer horDestroyer = new Destroyer( bonusCell.Position, new Vector2(0 - _cellSizeInPx - _betweenCellsInPx, bonusCell.Position.Y), new Vector2((_cellCols + 2) * (_cellSizeInPx + _betweenCellsInPx), bonusCell.Position.Y), bonusCell.BonusType, _cellSizeInPx + _betweenCellsInPx); horDestroyer.StepCompleted += Destroyer_Moved; horDestroyer.ActionCompleted += Destroyer_ActionCompleted; Destroyers.Add(horDestroyer); bonusCell.Destroy(); break; case BonusType.VerDestroyer: _gamePhase = GamePhase.Animation; Destroyer verDestroyer = new Destroyer( bonusCell.Position, new Vector2(bonusCell.Position.X, 0 - _cellSizeInPx - _betweenCellsInPx), new Vector2(bonusCell.Position.X, (_cellCols + 2) * (_cellSizeInPx + _betweenCellsInPx)), bonusCell.BonusType, _cellSizeInPx + _betweenCellsInPx); verDestroyer.StepCompleted += Destroyer_Moved; verDestroyer.ActionCompleted += Destroyer_ActionCompleted; Destroyers.Add(verDestroyer); bonusCell.Destroy(); break; } } UpdatePhase(); }
internal static void AddSh(object Item, string SType) { using (var db = new DatabaseContext()) { switch (SType) { case "AircraftCarriers": AircraftCarriers tempAC = new AircraftCarriers(); foreach (PropertyInfo x in Item.GetType().GetProperties()) { x.SetValue(tempAC, x.GetValue(Item)); } db.Ships.Add(tempAC); break; case "AmphibiousWarfare": AmphibiousWarfare tempAW = new AmphibiousWarfare(); foreach (PropertyInfo x in Item.GetType().GetProperties()) { x.SetValue(tempAW, x.GetValue(Item)); } db.Ships.Add(tempAW); break; case "Cruisers": Cruisers tempC = new Cruisers(); foreach (PropertyInfo x in Item.GetType().GetProperties()) { x.SetValue(tempC, x.GetValue(Item)); } db.Ships.Add(tempC); break; case "Destroyers": Destroyers tempD = new Destroyers(); foreach (PropertyInfo x in Item.GetType().GetProperties()) { x.SetValue(tempD, x.GetValue(Item)); } db.Ships.Add(tempD); break; case "Frigates": Frigates tempF = new Frigates(); foreach (PropertyInfo x in Item.GetType().GetProperties()) { x.SetValue(tempF, x.GetValue(Item)); } db.Ships.Add(tempF); break; case "Submarines": Submarines tempS = new Submarines(); foreach (PropertyInfo x in Item.GetType().GetProperties()) { x.SetValue(tempS, x.GetValue(Item)); } db.Ships.Add(tempS); break; } db.SaveChanges(); } }
void CreateTechs() { Tech d = new Destroyers(null, this); }
public void GetATData() { Debug.Log("GetATData"); foreach (ATData cd in S_ATdata) { if (cd.AT_Type == AssaultTeam.AT_Types.Guard) { AssaultTeam guard = new Guard(cd.Faction.ToString()); guard.AT_ID = cd.AT_ID; guard.Owner_ID = cd.Owner_ID; guard.AT_Level = cd.AT_Level; guard.AT_Name = cd.AT_Name; guard.AT_Type = cd.AT_Type; guard.Faction = cd.Faction; guard.CommandPoints = cd.CommandPoints; guard.Vehicles = cd.Vehicles; guard.Manpower = cd.Manpower; guard.IsActive = cd.IsActive; guard.IsDeployed = cd.IsDeployed; guard.ViewerID = cd.ViewerID; guard.readyForDeploy = cd.readyForDeploy; guard.setForDeploy = cd.setForDeploy; FactionManager.control.Factions [cd.Faction.ToString()].AssaultTeams.Add(guard); FactionManager.control.Factions [cd.Faction.ToString()].TotalGuards += 1; } else if (cd.AT_Type == AssaultTeam.AT_Types.Motorized_Guard) { AssaultTeam Mguard = new MotorGuard(cd.Faction.ToString()); Mguard.AT_ID = cd.AT_ID; Mguard.Owner_ID = cd.Owner_ID; Mguard.AT_Level = cd.AT_Level; Mguard.AT_Name = cd.AT_Name; Mguard.AT_Type = cd.AT_Type; Mguard.Faction = cd.Faction; Mguard.CommandPoints = cd.CommandPoints; Mguard.Vehicles = cd.Vehicles; Mguard.Manpower = cd.Manpower; Mguard.IsActive = cd.IsActive; Mguard.IsDeployed = cd.IsDeployed; Mguard.ViewerID = cd.ViewerID; Mguard.readyForDeploy = cd.readyForDeploy; Mguard.setForDeploy = cd.setForDeploy; FactionManager.control.Factions [cd.Faction.ToString()].AssaultTeams.Add(Mguard); FactionManager.control.Factions [cd.Faction.ToString()].TotalMguards += 1; } else if (cd.AT_Type == AssaultTeam.AT_Types.Infantry) { AssaultTeam inf = new ATInfantry(cd.Faction.ToString()); inf.AT_ID = cd.AT_ID; inf.Owner_ID = cd.Owner_ID; inf.AT_Level = cd.AT_Level; inf.AT_Name = cd.AT_Name; inf.AT_Type = cd.AT_Type; inf.Faction = cd.Faction; inf.CommandPoints = cd.CommandPoints; inf.Vehicles = cd.Vehicles; inf.Manpower = cd.Manpower; inf.IsActive = cd.IsActive; inf.IsDeployed = cd.IsDeployed; inf.ViewerID = cd.ViewerID; inf.readyForDeploy = cd.readyForDeploy; inf.setForDeploy = cd.setForDeploy; FactionManager.control.Factions [cd.Faction.ToString()].AssaultTeams.Add(inf); FactionManager.control.Factions [cd.Faction.ToString()].TotalInfantry += 1; } else if (cd.AT_Type == AssaultTeam.AT_Types.Motorized_Infantry) { AssaultTeam Minf = new MotorizedInf(cd.Faction.ToString()); Minf.AT_ID = cd.AT_ID; Minf.Owner_ID = cd.Owner_ID; Minf.AT_Level = cd.AT_Level; Minf.AT_Name = cd.AT_Name; Minf.AT_Type = cd.AT_Type; Minf.Faction = cd.Faction; Minf.CommandPoints = cd.CommandPoints; Minf.Vehicles = cd.Vehicles; Minf.Manpower = cd.Manpower; Minf.IsActive = cd.IsActive; Minf.IsDeployed = cd.IsDeployed; Minf.ViewerID = cd.ViewerID; Minf.readyForDeploy = cd.readyForDeploy; Minf.setForDeploy = cd.setForDeploy; FactionManager.control.Factions [cd.Faction.ToString()].AssaultTeams.Add(Minf); FactionManager.control.Factions [cd.Faction.ToString()].TotalMinfantry += 1; } else if (cd.AT_Type == AssaultTeam.AT_Types.Mechanized_Infantry) { AssaultTeam Mechinf = new MechInfantry(cd.Faction.ToString()); Mechinf.AT_ID = cd.AT_ID; Mechinf.Owner_ID = cd.Owner_ID; Mechinf.AT_Level = cd.AT_Level; Mechinf.AT_Name = cd.AT_Name; Mechinf.AT_Type = cd.AT_Type; Mechinf.Faction = cd.Faction; Mechinf.CommandPoints = cd.CommandPoints; Mechinf.Vehicles = cd.Vehicles; Mechinf.Manpower = cd.Manpower; Mechinf.IsActive = cd.IsActive; Mechinf.IsDeployed = cd.IsDeployed; Mechinf.ViewerID = cd.ViewerID; Mechinf.readyForDeploy = cd.readyForDeploy; Mechinf.setForDeploy = cd.setForDeploy; FactionManager.control.Factions [cd.Faction.ToString()].AssaultTeams.Add(Mechinf); FactionManager.control.Factions [cd.Faction.ToString()].TotalMechInfantry += 1; } else if (cd.AT_Type == AssaultTeam.AT_Types.Recon) { AssaultTeam Rec = new ATRecon(cd.Faction.ToString()); Rec.AT_ID = cd.AT_ID; Rec.Owner_ID = cd.Owner_ID; Rec.AT_Level = cd.AT_Level; Rec.AT_Name = cd.AT_Name; Rec.AT_Type = cd.AT_Type; Rec.Faction = cd.Faction; Rec.CommandPoints = cd.CommandPoints; Rec.Vehicles = cd.Vehicles; Rec.Manpower = cd.Manpower; Rec.IsActive = cd.IsActive; Rec.IsDeployed = cd.IsDeployed; Rec.ViewerID = cd.ViewerID; Rec.readyForDeploy = cd.readyForDeploy; Rec.setForDeploy = cd.setForDeploy; FactionManager.control.Factions [cd.Faction.ToString()].AssaultTeams.Add(Rec); FactionManager.control.Factions [cd.Faction.ToString()].TotalRecon += 1; } else if (cd.AT_Type == AssaultTeam.AT_Types.Motorized_Recon) { AssaultTeam MRec = new MotorRecon(cd.Faction.ToString()); MRec.AT_ID = cd.AT_ID; MRec.Owner_ID = cd.Owner_ID; MRec.AT_Level = cd.AT_Level; MRec.AT_Name = cd.AT_Name; MRec.AT_Type = cd.AT_Type; MRec.Faction = cd.Faction; MRec.CommandPoints = cd.CommandPoints; MRec.Vehicles = cd.Vehicles; MRec.Manpower = cd.Manpower; MRec.IsActive = cd.IsActive; MRec.IsDeployed = cd.IsDeployed; MRec.ViewerID = cd.ViewerID; MRec.readyForDeploy = cd.readyForDeploy; MRec.setForDeploy = cd.setForDeploy; FactionManager.control.Factions [cd.Faction.ToString()].AssaultTeams.Add(MRec); FactionManager.control.Factions [cd.Faction.ToString()].TotalMrecon += 1; } else if (cd.AT_Type == AssaultTeam.AT_Types.Mechanized_Recon) { AssaultTeam MechRec = new MechRecon(cd.Faction.ToString()); MechRec.AT_ID = cd.AT_ID; MechRec.Owner_ID = cd.Owner_ID; MechRec.AT_Level = cd.AT_Level; MechRec.AT_Name = cd.AT_Name; MechRec.AT_Type = cd.AT_Type; MechRec.Faction = cd.Faction; MechRec.CommandPoints = cd.CommandPoints; MechRec.Vehicles = cd.Vehicles; MechRec.Manpower = cd.Manpower; MechRec.IsActive = cd.IsActive; MechRec.IsDeployed = cd.IsDeployed; MechRec.ViewerID = cd.ViewerID; MechRec.readyForDeploy = cd.readyForDeploy; MechRec.setForDeploy = cd.setForDeploy; FactionManager.control.Factions [cd.Faction.ToString()].AssaultTeams.Add(MechRec); FactionManager.control.Factions [cd.Faction.ToString()].TotalMechRecon += 1; } else if (cd.AT_Type == AssaultTeam.AT_Types.Pathfinders) { AssaultTeam fin = new ATPathfinder(cd.Faction.ToString()); fin.AT_ID = cd.AT_ID; fin.Owner_ID = cd.Owner_ID; fin.AT_Level = cd.AT_Level; fin.AT_Name = cd.AT_Name; fin.AT_Type = cd.AT_Type; fin.Faction = cd.Faction; fin.CommandPoints = cd.CommandPoints; fin.Vehicles = cd.Vehicles; fin.Manpower = cd.Manpower; fin.IsActive = cd.IsActive; fin.IsDeployed = cd.IsDeployed; fin.ViewerID = cd.ViewerID; fin.readyForDeploy = cd.readyForDeploy; fin.setForDeploy = cd.setForDeploy; FactionManager.control.Factions [cd.Faction.ToString()].AssaultTeams.Add(fin); FactionManager.control.Factions [cd.Faction.ToString()].TotalPathfinders += 1; } else if (cd.AT_Type == AssaultTeam.AT_Types.Paratroopers) { AssaultTeam tro = new ParaTrooper(cd.Faction.ToString()); tro.AT_ID = cd.AT_ID; tro.Owner_ID = cd.Owner_ID; tro.AT_Level = cd.AT_Level; tro.AT_Name = cd.AT_Name; tro.AT_Type = cd.AT_Type; tro.Faction = cd.Faction; tro.CommandPoints = cd.CommandPoints; tro.Vehicles = cd.Vehicles; tro.Manpower = cd.Manpower; tro.IsActive = cd.IsActive; tro.IsDeployed = cd.IsDeployed; tro.ViewerID = cd.ViewerID; tro.readyForDeploy = cd.readyForDeploy; tro.setForDeploy = cd.setForDeploy; FactionManager.control.Factions [cd.Faction.ToString()].AssaultTeams.Add(tro); FactionManager.control.Factions [cd.Faction.ToString()].TotalParatroopers += 1; } else if (cd.AT_Type == AssaultTeam.AT_Types.Light_Armor) { AssaultTeam Larm = new LightArmor(cd.Faction.ToString()); Larm.AT_ID = cd.AT_ID; Larm.Owner_ID = cd.Owner_ID; Larm.AT_Level = cd.AT_Level; Larm.AT_Name = cd.AT_Name; Larm.AT_Type = cd.AT_Type; Larm.Faction = cd.Faction; Larm.CommandPoints = cd.CommandPoints; Larm.Vehicles = cd.Vehicles; Larm.Manpower = cd.Manpower; Larm.IsActive = cd.IsActive; Larm.IsDeployed = cd.IsDeployed; Larm.ViewerID = cd.ViewerID; Larm.readyForDeploy = cd.readyForDeploy; Larm.setForDeploy = cd.setForDeploy; FactionManager.control.Factions [cd.Faction.ToString()].AssaultTeams.Add(Larm); FactionManager.control.Factions [cd.Faction.ToString()].TotalLightArmor += 1; } else if (cd.AT_Type == AssaultTeam.AT_Types.Medium_Armor) { AssaultTeam Marm = new MediumArmor(cd.Faction.ToString()); Marm.AT_ID = cd.AT_ID; Marm.Owner_ID = cd.Owner_ID; Marm.AT_Level = cd.AT_Level; Marm.AT_Name = cd.AT_Name; Marm.AT_Type = cd.AT_Type; Marm.Faction = cd.Faction; Marm.CommandPoints = cd.CommandPoints; Marm.Vehicles = cd.Vehicles; Marm.Manpower = cd.Manpower; Marm.IsActive = cd.IsActive; Marm.IsDeployed = cd.IsDeployed; Marm.ViewerID = cd.ViewerID; Marm.readyForDeploy = cd.readyForDeploy; Marm.setForDeploy = cd.setForDeploy; FactionManager.control.Factions [cd.Faction.ToString()].AssaultTeams.Add(Marm); FactionManager.control.Factions [cd.Faction.ToString()].TotalMediumArmor += 1; } else if (cd.AT_Type == AssaultTeam.AT_Types.MediumTankDestroyer) { AssaultTeam td = new Destroyers(cd.Faction.ToString()); td.AT_ID = cd.AT_ID; td.Owner_ID = cd.Owner_ID; td.AT_Level = cd.AT_Level; td.AT_Name = cd.AT_Name; td.AT_Type = cd.AT_Type; td.Faction = cd.Faction; td.CommandPoints = cd.CommandPoints; td.Vehicles = cd.Vehicles; td.Manpower = cd.Manpower; td.IsActive = cd.IsActive; td.IsDeployed = cd.IsDeployed; td.ViewerID = cd.ViewerID; td.readyForDeploy = cd.readyForDeploy; td.setForDeploy = cd.setForDeploy; FactionManager.control.Factions [cd.Faction.ToString()].AssaultTeams.Add(td); FactionManager.control.Factions [cd.Faction.ToString()].TotalDestroyers += 1; } else if (cd.AT_Type == AssaultTeam.AT_Types.Heavy_Armor) { AssaultTeam Harm = new HeavyArmor(cd.Faction.ToString()); Harm.AT_ID = cd.AT_ID; Harm.Owner_ID = cd.Owner_ID; Harm.AT_Level = cd.AT_Level; Harm.AT_Name = cd.AT_Name; Harm.AT_Type = cd.AT_Type; Harm.Faction = cd.Faction; Harm.CommandPoints = cd.CommandPoints; Harm.Vehicles = cd.Vehicles; Harm.Manpower = cd.Manpower; Harm.IsActive = cd.IsActive; Harm.IsDeployed = cd.IsDeployed; Harm.ViewerID = cd.ViewerID; Harm.readyForDeploy = cd.readyForDeploy; Harm.setForDeploy = cd.setForDeploy; FactionManager.control.Factions [cd.Faction.ToString()].AssaultTeams.Add(Harm); FactionManager.control.Factions [cd.Faction.ToString()].TotalHeavyArmor += 1; } else if (cd.AT_Type == AssaultTeam.AT_Types.Fighter_Recon) { AssaultTeam onF = new ReconFighter(cd.Faction.ToString()); onF.AT_ID = cd.AT_ID; onF.Owner_ID = cd.Owner_ID; onF.AT_Level = cd.AT_Level; onF.AT_Name = cd.AT_Name; onF.AT_Type = cd.AT_Type; onF.Faction = cd.Faction; onF.CommandPoints = cd.CommandPoints; onF.Vehicles = cd.Vehicles; onF.Manpower = cd.Manpower; onF.IsActive = cd.IsActive; onF.IsDeployed = cd.IsDeployed; onF.ViewerID = cd.ViewerID; onF.readyForDeploy = cd.readyForDeploy; onF.setForDeploy = cd.setForDeploy; FactionManager.control.Factions [cd.Faction.ToString()].AssaultTeams.Add(onF); FactionManager.control.Factions [cd.Faction.ToString()].TotalReconFighters += 1; } else if (cd.AT_Type == AssaultTeam.AT_Types.Fighter_Squadron) { AssaultTeam Squ = new FighterSquadron(cd.Faction.ToString()); Squ.AT_ID = cd.AT_ID; Squ.Owner_ID = cd.Owner_ID; Squ.AT_Level = cd.AT_Level; Squ.AT_Name = cd.AT_Name; Squ.AT_Type = cd.AT_Type; Squ.Faction = cd.Faction; Squ.CommandPoints = cd.CommandPoints; Squ.Vehicles = cd.Vehicles; Squ.Manpower = cd.Manpower; Squ.IsActive = cd.IsActive; Squ.IsDeployed = cd.IsDeployed; Squ.ViewerID = cd.ViewerID; Squ.readyForDeploy = cd.readyForDeploy; Squ.setForDeploy = cd.setForDeploy; FactionManager.control.Factions [cd.Faction.ToString()].AssaultTeams.Add(Squ); FactionManager.control.Factions [cd.Faction.ToString()].TotalFighterSquadrons += 1; } else if (cd.AT_Type == AssaultTeam.AT_Types.Heavy_Fighter) { AssaultTeam ron = new HeavyFighterSquadron(cd.Faction.ToString()); ron.AT_ID = cd.AT_ID; ron.Owner_ID = cd.Owner_ID; ron.AT_Level = cd.AT_Level; ron.AT_Name = cd.AT_Name; ron.AT_Type = cd.AT_Type; ron.Faction = cd.Faction; ron.CommandPoints = cd.CommandPoints; ron.Vehicles = cd.Vehicles; ron.Manpower = cd.Manpower; ron.IsActive = cd.IsActive; ron.IsDeployed = cd.IsDeployed; ron.ViewerID = cd.ViewerID; ron.readyForDeploy = cd.readyForDeploy; ron.setForDeploy = cd.setForDeploy; FactionManager.control.Factions [cd.Faction.ToString()].AssaultTeams.Add(ron); FactionManager.control.Factions [cd.Faction.ToString()].TotalHeavyFighterSquadrons += 1; } } }