internal string Delete(int id) { Knights data = GetById(id); _repo.Delete(id); return("Knight Retired"); }
internal Knights Edit(Knights updated) { Knights data = GetById(updated.Id); //null check properties you are editing in repo data.Name = updated.Name != null ? updated.Name : data.Name; data.Age = updated.Age != null ? updated.Age : data.Age; return(_repo.Edit(data)); }
internal Knights GetById(int id) { Knights data = _repo.GetById(id); if (data == null) { throw new Exception("Invalid Id"); } return(data); }
public ActionResult <Knights> Create([FromBody] Knights newKnight) { try { return(Ok(_service.Create(newKnight))); } catch (Exception e) { return(BadRequest(e.Message)); } }
public Knight(List <Vector3Int> potrolPoints, Colony owner) { if (!Knights.ContainsKey(owner)) { Knights.Add(owner, new List <Knight>()); } Knights[owner].Add(this); PatrolPoints = potrolPoints; KeyLocation = PatrolPoints[0]; Owner = owner; }
public ActionResult <Knights> Edit([FromBody] Knights updated, int id) { try { updated.Id = id; return(Ok(_service.Edit(updated))); } catch (Exception e) { return(BadRequest(e.Message)); } }
public Knight(List <Vector3Int> potrolPoints, Players.Player owner) { if (!Knights.ContainsKey(owner)) { Knights.Add(owner, new List <Knight>()); } Knights[owner].Add(this); PatrolPoints = potrolPoints; _position = PatrolPoints[0]; _owner = owner; }
internal Knights Edit(Knights updatedKnight) { string sql = @" UPDATE knight SET name = @Name, age = @Age, WHERE id = @Id; SELECT * FROM knight WHERE id = @Id;"; Knights returnKnight = _db.QueryFirstOrDefault <Knights>(sql, updatedKnight); return(returnKnight); }
internal Knights Create(Knights newKnight) { string sql = @" INSERT INTO knight (name, age, castleId) VALUES (@Name, @Age, @CastleId); SELECT LAST_INSERT_ID();"; int id = _db.ExecuteScalar <int>(sql, newKnight); newKnight.Id = id; return(newKnight); }
public void RecruitKnights() { var faction = new Knights(); var counter = 0; for (var i = 0; i < 5; i++) { var soldier = new Jedi(); soldier.Weapon = faction.StandardIssueWeapon; faction.Soldiers.Add(soldier); } Legion.Factions.Add(faction); }
internal static void CityProduction(City city) { if (city == null || city.Size == 0 || city.Tile == null) { return; } Player player = Game.GetPlayer(city.Owner); IProduction production = null; // Create 2 defensive units per city if (player.HasAdvance <LaborUnion>()) { if (city.Tile.Units.Count(x => x is MechInf) < 2) { production = new MechInf(); } } else if (player.HasAdvance <Conscription>()) { if (city.Tile.Units.Count(x => x is Riflemen) < 2) { production = new Riflemen(); } } else if (player.HasAdvance <Gunpowder>()) { if (city.Tile.Units.Count(x => x is Musketeers) < 2) { production = new Musketeers(); } } else if (player.HasAdvance <BronzeWorking>()) { if (city.Tile.Units.Count(x => x is Phalanx) < 2) { production = new Phalanx(); } } else { if (city.Tile.Units.Count(x => x is Militia) < 2) { production = new Militia(); } } // Create city improvements if (production == null) { if (!city.HasBuilding <Barracks>()) { production = new Barracks(); } else if (player.HasAdvance <Pottery>() && !city.HasBuilding <Granary>()) { production = new Granary(); } else if (player.HasAdvance <CeremonialBurial>() && !city.HasBuilding <Temple>()) { production = new Temple(); } else if (player.HasAdvance <Masonry>() && !city.HasBuilding <CityWalls>()) { production = new CityWalls(); } } // Create Settlers if (production == null) { if (city.Size > 3 && !city.Units.Any(x => x is Settlers) && player.Cities.Length < 10) { production = new Settlers(); } } // Create some other unit if (production == null) { if (city.Units.Length < 4) { if (player.Government is Republic || player.Government is Democratic) { if (player.HasAdvance <Writing>()) { production = new Diplomat(); } } else { if (player.HasAdvance <Automobile>()) { production = new Armor(); } else if (player.HasAdvance <Metallurgy>()) { production = new Cannon(); } else if (player.HasAdvance <Chivalry>()) { production = new Knights(); } else if (player.HasAdvance <TheWheel>()) { production = new Chariot(); } else if (player.HasAdvance <HorsebackRiding>()) { production = new Cavalry(); } else if (player.HasAdvance <IronWorking>()) { production = new Legion(); } } } else { if (player.HasAdvance <Trade>()) { production = new Caravan(); } } } // Set random production if (production == null) { IProduction[] items = city.AvailableProduction.ToArray(); production = items[Common.Random.Next(items.Length)]; } city.SetProduction(production); }
private static IUnit CreateUnit(UnitType type, int x, int y) { IUnit unit; switch (type) { case UnitType.Settlers: unit = new Settlers(); break; case UnitType.Militia: unit = new Militia(); break; case UnitType.Phalanx: unit = new Phalanx(); break; case UnitType.Legion: unit = new Legion(); break; case UnitType.Musketeers: unit = new Musketeers(); break; case UnitType.Riflemen: unit = new Riflemen(); break; case UnitType.Cavalry: unit = new Cavalry(); break; case UnitType.Knights: unit = new Knights(); break; case UnitType.Catapult: unit = new Catapult(); break; case UnitType.Cannon: unit = new Cannon(); break; case UnitType.Chariot: unit = new Chariot(); break; case UnitType.Armor: unit = new Armor(); break; case UnitType.MechInf: unit = new MechInf(); break; case UnitType.Artillery: unit = new Artillery(); break; case UnitType.Fighter: unit = new Fighter(); break; case UnitType.Bomber: unit = new Bomber(); break; case UnitType.Trireme: unit = new Trireme(); break; case UnitType.Sail: unit = new Sail(); break; case UnitType.Frigate: unit = new Frigate(); break; case UnitType.Ironclad: unit = new Ironclad(); break; case UnitType.Cruiser: unit = new Cruiser(); break; case UnitType.Battleship: unit = new Battleship(); break; case UnitType.Submarine: unit = new Submarine(); break; case UnitType.Carrier: unit = new Carrier(); break; case UnitType.Transport: unit = new Transport(); break; case UnitType.Nuclear: unit = new Nuclear(); break; case UnitType.Diplomat: unit = new Diplomat(); break; case UnitType.Caravan: unit = new Caravan(); break; default: return(null); } unit.X = x; unit.Y = y; unit.MovesLeft = unit.Move; return(unit); }
internal Knights Create(Knights newKnight) { return(_repo.Create(newKnight)); }