public Clothes produceArmor() { Leather product = new Leather(); product.Def = 5; return(product); }
public Clothes productClothes() { Clothes product = new Leather(); product.setDef(5); return(product); }
public async Task <IActionResult> AddAnimals([FromBody] Animals obj) { Location location = db.Locations.FirstOrDefault(x => x.Id_location == obj.Location.Id_location); Leather leather = db.Leathers.FirstOrDefault(x => x.Id_leather == obj.Leather.Id_leather); obj.Location = location; obj.Leather = leather; return(await base.Add(obj)); }
// Start is called before the first frame update void Start() { gameManager = GameObject.FindObjectOfType <GameManager>(); plate = new Plate(); leather = new Leather(); gameManager.getSkills(); gameManager.getStat(); gameManager.showCharacterStats(); armorArray = new Object[2] { plate, leather }; greatSword = new GreatSword(); longSword = new LongSword(); // GameManager.setWeapon(longSword); GameManager.setWeapon(greatSword); //GameManager.weaponInventory.Add(longSword); //GameManager.weaponInventory.Add(greatSword); GameManager.setArmor(plate); animator = GetComponent <Animator>(); damage = 0; isValid = true; counter = 0; enemyDamage = new Dictionary <string, double>(); enemyObject = new Dictionary <string, GameObject>(); enemyArmor = new Dictionary <string, EnemyArmor>(); enemyWeapon = new Dictionary <string, EnemyWeapon>(); for (int i = 0; i < 3; i++) { skeletonArray[i] = new Skeleton("Skeleton" + i, 20); //= new Skeleton(i); gameObjectArray[i] = (GameObject)Instantiate(skeletonObject, new Vector3(i * 2, 2, 0), transform.rotation); gameObjectArray[i].name = "Skeleton" + i; enemyDamage.Add(skeletonArray[i].Name, skeletonArray[i].Health); enemyObject.Add(skeletonArray[i].Name, gameObjectArray[i]); enemyArmor.Add(skeletonArray[i].Name, skeletonArray[i].setArmor(leather)); enemyWeapon.Add(skeletonArray[i].Name, skeletonArray[i].setWeapon(longSword)); } gameManager.getStat(); //for (int i = 0; i < GameManager.Stats.Length; i++) //{ // Debug.Log("Stat " + i + ": " + GameManager.Stats[i]); //} }
public void Setup() { Mock <IRandom> random = new Mock <IRandom>(); random.Setup(e => e.Next(6, 9)).Returns(1); random.Setup(e => e.Next(9, 12)).Returns(2); random.Setup(e => e.Next(12, 15)).Returns(3); GlobalReference.GlobalValues.Random = random.Object; material = new Leather(); }
public Armours[] InitArmours() { Armours[] armArr = new Armours[4]; armArr[0] = new Wool(); armArr[1] = new Leather(); armArr[2] = new Steel(); armArr[3] = new Chainmail(); return(armArr); }
public Dictionary <string, string> GetInfoPerso() { Dictionary <string, string> infoPerso = new Dictionary <string, string>(); infoPerso.Add("Class", this.GetType().ToString().Substring(18)); infoPerso.Add("Level", _Level.ToString()); infoPerso.Add("Strength", Strengh.ToString()); infoPerso.Add("Stamina", Stamina.ToString()); infoPerso.Add("Gold", Gold.ToString()); infoPerso.Add("Leather", Leather.ToString()); infoPerso.Add("State", ((Alive) ? "ALIVE" : "DEAD")); return(infoPerso); }
public static bool wantsToCraft(Player p, int itemUsed, int usedWith) { int itemOne = itemUsed; int itemTwo = usedWith; for (int i = 0; i < 2; i++) { if (i == 1) { itemOne = usedWith; itemTwo = itemUsed; } if (itemOne == MOLTEN_GLASS && itemTwo == GLASSBLOWING_PIPE) { resetCrafting(p); Glass.displayGlassOption(p); return(true); } for (int j = 0; j < TANNED_HIDE.Length; j++) { if (itemOne == TANNED_HIDE[j] && itemTwo == NEEDLE) { resetCrafting(p); Leather.openLeatherInterface(p, j); return(true); } } for (int j = 0; j < GEMS.Length; j++) { if (itemOne == CHISEL && itemTwo == (int)GEMS[j][0]) { resetCrafting(p); Jewellery.showCutGemOption(p, j); return(true); } } for (int j = 0; j < AMULETS.Length; j++) { if (itemOne == BALL_OF_WOOL && itemTwo == (int)AMULETS[j][0]) { resetCrafting(p); Jewellery.showStringAmulet(p, j); return(true); } } } return(false); }
static public void testSettingWeapons() { LongSword longSword = new LongSword(); GreatSword greatSword = new GreatSword(); Dagger dagger = new Dagger(); Plate plate = new Plate(); Leather leather = new Leather(); //setWeapon(longSword, "LongSword"); //setWeapon(greatSword, "GreatSword"); //setWeapon(dagger, "Dagger"); armorCollection.Add("Plate", plate); armorCollection.Add("Leather", leather); }
public static void LocateLeather(Leather l, out bool found) { var _backpack = World.Player.FindItemByLayer(Layer.Backpack); var leather = World.Player.FindItemByGraphic((ushort)l); found = false; if (_backpack == null) { found = false; } if (leather != null) { GameActions.DoubleClickQueued(leather); found = true; } }
public async Task <IActionResult> UpdateAnimals([FromBody] Animals obj) { if (obj == null) { BadRequest(); } if (!entity.Any(x => x.Id_animal == obj.Id_animal)) { return(NotFound()); } Leather leather = db.Leathers.FirstOrDefault(x => x.Id_leather == obj.Leather.Id_leather); Location location = db.Locations.FirstOrDefault(x => x.Id_location == obj.Location.Id_location); obj.Location = location; obj.Leather = leather; return(await base.Update(obj)); }
public Character() { name = "Nameless"; title = ""; race = ""; hp = 0; Str = 0; Dex = 0; Con = 0; Int = 0; Wis = 0; Cha = 0; weapon = new Dagger(); armor = new Leather(); AC = Helper.Helper.AC(this); Attack = new Attack(); Block = new Block(); Evade = new Evade(); }
public void new_jacket_product(int _jacket_category) { _jacket_category = 0; _jacket_category = rnd.Next(1, 5); if (_jacket_category == 1) { Casual casual = new Casual(); } else if (_jacket_category == 2) { DressJackets dressJackets = new DressJackets(); } else if (_jacket_category == 3) { Leather leather = new Leather(); } else if (_jacket_category == 4) { Winter winter = new Winter(); } }
public static GameObject BuildGameObject(XmlElement element) { string type = element.GetAttribute("type"); switch (type) { case "money": return(Money.Build(element)); case "wood": return(Wood.Build(element)); case "weapon": return(Weapon.Build(element)); case "coal": return(Coal.Build(element)); case "copper": return(Copper.Build(element)); case "gold": return(Gold.Build(element)); case "iron": return(Iron.Build(element)); case "silver": return(Silver.Build(element)); case "leather": return(Leather.Build(element)); case "meat": return(Meat.Build(element)); case "sand": return(Sand.Build(element)); case "stone": return(Stone.Build(element)); case "water": return(Water.Build(element)); case "wheat": return(Wheat.Build(element)); default: return(null); } }
static void PlayerChooseLoadout() { Render code = new Render(); Program code1 = new Program(); code.RenderPlayerChoosing(1); string info2 = Console.ReadLine(); int playerInput; try { playerInput = Int32.Parse(info2); } catch { Console.WriteLine("Creation Error... Shutting...Down...."); PlayerChooseLoadout(); return; } switch (playerInput) { case 1: player1.classType = "Warrior"; Console.WriteLine("Warrior it is..."); break; case 2: player1.classType = "Mage"; Console.WriteLine("Mage it is..."); break; case 3: player1.classType = "Rogue"; Console.WriteLine("Rogue it is..."); break; default: Console.WriteLine("Creation Error... Shutting...Down...."); PlayerChooseLoadout(); return; } code.RenderPlayerChoosing(2); string info = Console.ReadLine(); try { playerInput = Int32.Parse(info); } catch { Console.WriteLine("Creation Error... Shutting...Down...."); PlayerChooseLoadout(); return; } int weaponLevel = GetRandom(1, 5); ItemFactory code3 = new ItemFactory(); switch (playerInput) { case 1: Broadsword PlayerWeapon = new Broadsword("", weaponLevel); player1.EntityWeapon = PlayerWeapon; Console.WriteLine("Broadsword it is..."); break; case 2: Mace PlayerWeapon2 = new Mace("", weaponLevel); player1.EntityWeapon = PlayerWeapon2; Console.WriteLine("Mace it is..."); break; case 3: Daggers PlayerWeapon3 = new Daggers("", weaponLevel); player1.EntityWeapon = PlayerWeapon3; Console.WriteLine("Twin Daggers it is..."); break; case 4: Axe PlayerWeapon4 = new Axe("", weaponLevel); player1.EntityWeapon = PlayerWeapon4; Console.WriteLine("War Axe it is..."); break; case 5: Weapon PlayerWeapon5 = code3.CreateRandomWeapon(weaponLevel); player1.EntityWeapon = PlayerWeapon5; Console.WriteLine(player1.EntityWeapon.name + " it is..."); break; default: Console.WriteLine("Creation Error... Shutting...Down...."); PlayerChooseLoadout(); return; } code.RenderPlayerChoosing(3); string info1 = Console.ReadLine(); try { playerInput = Int32.Parse(info1); } catch { Console.WriteLine("Creation Error... Restarting..."); PlayerChooseLoadout(); return; } int armorLevel = GetRandom(1, 5); switch (playerInput) { case 1: Chainmail PlayerArmor = new Chainmail("", armorLevel); player1.EntityArmor = PlayerArmor; Console.WriteLine("Chainmail it is..."); break; case 2: Leather PlayerArmor2 = new Leather("", armorLevel); player1.EntityArmor = PlayerArmor2; Console.WriteLine("Thick Leather it is..."); break; case 3: Cloth PlayerArmor3 = new Cloth("", armorLevel); player1.EntityArmor = PlayerArmor3; Console.WriteLine("Sleek Silken Thinking Cloth... is that even armor?"); break; case 4: Plate PlayerArmor4 = new Plate("", armorLevel); player1.EntityArmor = PlayerArmor4; Console.WriteLine("Plate it is..."); break; case 5: Armor PlayerArmor5 = code3.CreateRandomArmor(armorLevel); player1.EntityArmor = PlayerArmor5; Console.WriteLine(player1.EntityArmor.name + " it is..."); break; default: Console.WriteLine("Creation Error... Restarting..."); PlayerChooseLoadout(); return; } code.RenderPlayerChoosing(4); string info3 = Console.ReadLine(); try { playerInput = Int32.Parse(info3); } catch { Console.WriteLine("Creation Error... Restarting..."); PlayerChooseLoadout(); return; } int potionLevel = GetRandom(1, 5); switch (playerInput) { case 1: Health_Potion playerPotion = new Health_Potion("Health_Potion", potionLevel); player1.entityPotions.Add(playerPotion); Console.WriteLine("Health Potion it is..."); break; case 2: Fire_Potion playerPotion1 = new Fire_Potion("Fire_Potion", potionLevel); player1.entityPotions.Add(playerPotion1); Console.WriteLine("Fire Potion it is..."); break; default: Console.WriteLine("Creation Error... Restarting..."); PlayerChooseLoadout(); return; } while (player1.entityPotions.Count < 4) { Potion empty = new Potion("Empty_Potion", player1.entityPotions.Count + 1); player1.entityPotions.Add(empty); } ColorWriter(ConsoleColor.Gray, "ready yourself, Gladiator...\n"); Thread.Sleep(1000); int howManyMonsters = GetRandom(1, 5); MonsterIntro(player1, howManyMonsters); }
private void handleEnterAmount(Player player, Packet packet) { if (player.getTemporaryAttribute("interfaceVariable") == null) { player.getPackets().sendMessage("An error occured, please try again."); return; } EnterVariable var = (EnterVariable)player.getTemporaryAttribute("interfaceVariable"); int craftType = (int)(player.getTemporaryAttribute("craftType") == null ? -1 : (int)player.getTemporaryAttribute("craftType")); // 'Category' of item to craft int amount = packet.readInt(); switch (var.getInterfaceId()) { case 675: // Jewellery crafting Jewellery.makeJewellery(player, var.getSlot(), amount, true); break; case 304: // Dragonhide crafting. int leatherType = (int)(player.getTemporaryAttribute("leatherCraft") == null ? -1 : (int)player.getTemporaryAttribute("leatherCraft")); // Type of leather to craft. switch (var.getSlot()) { case 0: if (leatherType != -1) { Leather.craftDragonHide(player, 1, 0, leatherType, true); // Body break; } else if (craftType == 6) // Ball of wool { Spinning.craftSpinning(player, amount, 0, true); break; } break; case 1: if (craftType == 6) // Bowstring { Spinning.craftSpinning(player, amount, 1, true); break; } break; case 2: if (craftType == 6) // Crossbow string { Spinning.craftSpinning(player, amount, 2, true); break; } break; case 4: Leather.craftDragonHide(player, 1, 4, leatherType, true); // Vambraces break; case 8: Leather.craftDragonHide(player, 1, 8, leatherType, true); // Chaps break; } break; case 303: switch (var.getSlot()) { case 120: // Unholy symbol Silver.newSilverItem(player, amount, var.getSlot(), true); break; case 121: // Tiara Silver.newSilverItem(player, amount, var.getSlot(), true); break; } break; case 154: // Craft normal leather. if (var.getSlot() >= 28 && var.getSlot() <= 34) { Leather.craftNormalLeather(player, var.getSlot(), amount, true); break; } break; case 542: // Glassblowing. switch (var.getSlot()) { case 40: // Make X beer glass. Glass.craftGlass(player, amount, 0, true); break; case 41: // Make X candle lantern. Glass.craftGlass(player, amount, 1, true); break; case 42: // Make X oil lamp. Glass.craftGlass(player, amount, 2, true); break; case 38: // Make X vial. Glass.craftGlass(player, amount, 3, true); break; case 44: // Make X Fishbowl Glass.craftGlass(player, amount, 4, true); break; case 39: // Make X orb. Glass.craftGlass(player, amount, 5, true); break; case 43: // Make X lantern lens Glass.craftGlass(player, amount, 6, true); break; case 45: // Make X dorgeshuun light orb. Glass.craftGlass(player, amount, 7, true); break; } break; case 763: // Bank inventory - X. player.getBank().setLastXAmount(amount); player.getBank().deposit(var.getSlot(), amount); player.getBank().refreshBank(); break; case 762: // Bank - X. player.getBank().setLastXAmount(amount); player.getBank().withdraw(var.getSlot(), amount); player.getBank().refreshBank(); break; case 336: // Trade/stake inventory - trade X. if (player.getTrade() != null) { player.getTrade().tradeItem(var.getSlot(), amount); break; } if (player.getDuel() != null) { player.getDuel().stakeItem(var.getSlot(), amount); break; } break; case 631: if (player.getDuel() != null) { player.getDuel().removeItem(var.getSlot(), amount); break; } break; case 335: // Trade/stake interface - remove X. player.getTrade().removeItem(var.getSlot(), amount); break; case 620: // Shop - buy X. player.getShopSession().buyItem(var.getSlot(), amount); break; case 105: //Grand Exchange custom quantity and price inputs. switch (var.getSlot()) { case 0: //custom enter quantity player.getGESession().setCustomAmount(amount); break; case 1: //custom enter per price player.getGESession().setCustomPrice(amount); break; } break; case 305: // What would you like to make? - 4 options if (player.getTemporaryAttribute("fletchType") == null) { return; } int logType = (int)player.getTemporaryAttribute("fletchType"); switch (var.getSlot()) { case 0: MakeBows.cutLog(player, amount, logType, 0, (player.getTemporaryAttribute("stringingBow") == null ? false : (bool)player.getTemporaryAttribute("stringingBow")), true); break; case 1: MakeBows.cutLog(player, amount, logType, 1, (player.getTemporaryAttribute("stringingBow") == null ? false : (bool)player.getTemporaryAttribute("stringingBow")), true); break; case 2: MakeBows.cutLog(player, amount, 0, 2, false, true); break; case 3: MakeBows.cutLog(player, amount, 0, 3, false, true); break; } break; case 306: // What would you like to make? - 5 options switch (var.getSlot()) { case 0: Clay.craftClay(player, amount, craftType, var.getSlot(), true); break; case 1: Clay.craftClay(player, amount, craftType, var.getSlot(), true); break; case 2: Clay.craftClay(player, amount, craftType, var.getSlot(), true); break; case 3: Clay.craftClay(player, amount, craftType, var.getSlot(), true); break; case 4: Clay.craftClay(player, amount, craftType, var.getSlot(), true); break; } break; case 309: // What would you like to make - 1 option if (var.getSlot() >= 50 && var.getSlot() <= 60) // Cut gem { Jewellery.cutGem(player, craftType, amount, true); break; } else if (var.getSlot() >= 100 && var.getSlot() <= 110) // String amulet { Jewellery.stringAmulet(player, craftType, amount, true); break; } switch (var.getSlot()) { case 0: MakeXbow.createXbow(player, amount, (int)(player.getTemporaryAttribute("bowType2") == null ? -1 : (int)player.getTemporaryAttribute("bowType2")), (bool)(player.getTemporaryAttribute("stringingBow") == null ? false :(bool)player.getTemporaryAttribute("stringingBow")), true); break; case 1: MakeBows.cutLog(player, amount, (int)(player.getTemporaryAttribute("fletchType") == null ? -1 : (int)player.getTemporaryAttribute("fletchType")), (int)(player.getTemporaryAttribute("bowType") == null ? -1 : (int)player.getTemporaryAttribute("bowType")), true, true); break; case 2: Herblore.grindIngredient(player, amount, true); break; case 3: Herblore.makeUnfinishedPotion(player, amount, true); break; case 4: Herblore.completePotion(player, amount, true); break; case 5: Cooking.cookItem(player, amount, true, player.getTemporaryAttribute("cookingFireLocation") != null); break; case 6: MakeAmmo.makeBoltTip(player, (int)(player.getTemporaryAttribute("boltTips") == null ? -1 : (int)player.getTemporaryAttribute("boltTips")), amount, true); break; } break; case 311: // Smelting interface switch (var.getSlot()) { case 13: // Bronze Smelting.smeltOre(player, var.getSlot(), true, amount); break; case 17: // Blurite Smelting.smeltOre(player, var.getSlot(), true, amount); break; case 21: // Iron Smelting.smeltOre(player, var.getSlot(), true, amount); break; case 25: // Silver Smelting.smeltOre(player, var.getSlot(), true, amount); break; case 29: // Steel Smelting.smeltOre(player, var.getSlot(), true, amount); break; case 33: // Gold Smelting.smeltOre(player, var.getSlot(), true, amount); break; case 37: // Mithril Smelting.smeltOre(player, var.getSlot(), true, amount); break; case 41: // Adamant Smelting.smeltOre(player, var.getSlot(), true, amount); break; case 45: // Rune Smelting.smeltOre(player, var.getSlot(), true, amount); break; } break; case 300: // Smithing interface. if (player.getTemporaryAttribute("smithingItem") == null) { return; } SmithBar item = (SmithBar)player.getTemporaryAttribute("smithingItem"); if (item != null) { item.setAmount(amount); } Smithing.smithItem(player, var.getSlot(), amount, false); break; } player.removeTemporaryAttribute("interfaceVariable"); }
private void handleClickThree(Player player, Packet packet) { int interfaceId = packet.readUShort(); int child = packet.readUShort(); int slot = packet.readUShort(); Console.WriteLine("InterfaceOption 3: interfaceId: " + interfaceId); switch (interfaceId) { case 154: // Craft normal leather. Leather.craftNormalLeather(player, child, player.getInventory().getItemAmount(1741), true); break; case 542: // Glassblowing. int totalGlass = player.getInventory().getItemAmount(1775); switch (child) { case 40: // Make all beer glass. Glass.craftGlass(player, totalGlass, 0, true); break; case 41: // Make all candle lantern. Glass.craftGlass(player, totalGlass, 1, true); break; case 42: // Make all oil lamp. Glass.craftGlass(player, totalGlass, 2, true); break; case 38: // Make all vial. Glass.craftGlass(player, totalGlass, 3, true); break; case 44: // Make all Fishbowl Glass.craftGlass(player, totalGlass, 4, true); break; case 39: // Make all orb. Glass.craftGlass(player, totalGlass, 5, true); break; case 43: // Make all lantern lens Glass.craftGlass(player, totalGlass, 6, true); break; case 45: // Make all dorgeshuun light orb. Glass.craftGlass(player, totalGlass, 7, true); break; } break; case 763: // Bank inventory - 10. player.getBank().deposit(slot, 10); player.getBank().refreshBank(); break; case 762: // Bank - 10. player.getBank().withdraw(slot, 10); player.getBank().refreshBank(); break; case 336: // Trade/stake inventory - trade 10. if (player.getTrade() != null) { player.getTrade().tradeItem(slot, 10); break; } if (player.getDuel() != null) { player.getDuel().stakeItem(slot, 10); break; } break; case 335: // Trade interface - remove 10. player.getTrade().removeItem(slot, 10); break; case 631: // Duel interface - remove 10. if (player.getDuel() != null) { player.getDuel().removeItem(slot, 5); break; } break; case 620: // Shop - buy 5. player.getShopSession().buyItem(slot, 5); break; case 621: // Shop - sell 5. player.getShopSession().sellItem(slot, 5); break; case 590: // Clan chat setup Clan clan = Server.getClanManager().getClanByOwner(player.getLoginDetails().getUsername()); if (clan == null) { player.getPackets().sendMessage("Please create your clan chat before changing settings."); break; } switch (child) { case 23: // "Who can enter chat" - recruit. clan.setEnterRights(Clan.ClanRank.RECRUIT); player.getPackets().modifyText(clan.getRankString(clan.getEnterRights()), 590, 23); break; case 24: // "Who can talk in chat" - recruit. clan.setTalkRights(Clan.ClanRank.RECRUIT); player.getPackets().modifyText(clan.getRankString(clan.getTalkRights()), 590, 24); break; case 26: // "Who can share loot" - recruit. clan.setLootRights(Clan.ClanRank.RECRUIT); player.getPackets().modifyText(clan.getRankString(clan.getLootRights()), 590, 26); break; } break; } }
private void handleClickTwo(Player player, Packet packet) { int interfaceId = packet.readUShort(); int child = packet.readUShort(); int slot = packet.readUShort(); Console.WriteLine("InterfaceOption 2: interfaceId: " + interfaceId); switch (interfaceId) { case 105: // GE Interface switch (child) { case 209: // "Collect" and "Collect-items" option player.getGESession().collectSlot1(false); break; case 211: // Left box "Collect" option (coins) player.getGESession().collectSlot2(); break; } break; case 154: // Craft normal leather. Leather.craftNormalLeather(player, child, 5, true); break; case 542: // Glassblowing. switch (child) { case 40: // Make 5 beer glass. Glass.craftGlass(player, 5, 0, true); break; case 41: // Make 5 candle lantern. Glass.craftGlass(player, 5, 1, true); break; case 42: // Make 5 oil lamp. Glass.craftGlass(player, 5, 2, true); break; case 38: // Make 5 vial. Glass.craftGlass(player, 5, 3, true); break; case 44: // Make 5 Fishbowl Glass.craftGlass(player, 5, 4, true); break; case 39: // Make 5 orb. Glass.craftGlass(player, 5, 5, true); break; case 43: // Make 5 lantern lens Glass.craftGlass(player, 5, 6, true); break; case 45: // Make 5 dorgeshuun light orb. Glass.craftGlass(player, 5, 7, true); break; } break; case 763: // Bank inventory - 5. player.getBank().deposit(slot, 5); player.getBank().refreshBank(); break; case 762: // Bank - 5. player.getBank().withdraw(slot, 5); player.getBank().refreshBank(); break; case 336: // Trade/stake inventory - trade 5. if (player.getTrade() != null) { player.getTrade().tradeItem(slot, 5); break; } if (player.getDuel() != null) { player.getDuel().stakeItem(slot, 5); break; } break; case 631: // Duel interface - remove 5 if (player.getDuel() != null) { player.getDuel().removeItem(slot, 5); break; } break; case 335: // Trade interface - remove 5. player.getTrade().removeItem(slot, 5); break; case 620: // Shop - buy 1. player.getShopSession().buyItem(slot, 1); break; case 621: // Shop - sell 1. player.getShopSession().sellItem(slot, 1); break; case 590: // Clan chat setup Clan clan = Server.getClanManager().getClanByOwner(player.getLoginDetails().getUsername()); if (clan == null) { player.getPackets().sendMessage("Please create your clan chat before changing settings."); break; } switch (child) { case 23: // "Who can enter chat" - any friends. clan.setEnterRights(Clan.ClanRank.FRIEND); player.getPackets().modifyText(clan.getRankString(clan.getEnterRights()), 590, 23); break; case 24: // "Who can talk in chat" - any friends. clan.setTalkRights(Clan.ClanRank.FRIEND); player.getPackets().modifyText(clan.getRankString(clan.getTalkRights()), 590, 24); break; case 26: // "Who can share loot" - any friends. clan.setLootRights(Clan.ClanRank.FRIEND); player.getPackets().modifyText(clan.getRankString(clan.getLootRights()), 590, 26); break; } break; } }
//static public void setWeapon<W>(W iWeapon, string wName) where W : IWeapon //{ // weaponsCollection.Add(wName, iWeapon); //} void setWeapons() { // Stores names for searching in dictionary // Classes objects used in dictionary Plate plate = new Plate(); Leather leather = new Leather(); LongSword longSword = new LongSword(); GreatSword greatSword = new GreatSword(); Dagger dagger = new Dagger(); LockPick lockPick = new LockPick(); Book book = new Book(); weaponsSelection = new string[3] { "LongSword", "GreatSword", "Dagger" }; armorSelection = new string[2] { "Plate", "Leather" }; itemSelection = new string[2] { "LockPick", "Book" }; genericSelection = new string[3] { "LongSword", "Plate", "LockPick" }; // genericCollection.Add("LongSword", longSword); // genericCollection.Add("Plate", plate); genericCollection.Add("LockPick", lockPick); // Add objects to each respective dictionary weaponsCollection.Add("LongSword", longSword); weaponsCollection.Add("GreatSword", greatSword); weaponsCollection.Add("Dagger", dagger); armorCollection.Add("Plate", plate); armorCollection.Add("Leather", leather); itemCollection.Add("LockPick", lockPick); itemCollection.Add("Book", book); // Add items into chest array based on dictionary keys found in the selection arrays for (int i = 0; i < weaponsCollection.Count; i++) { weaponsArray[i] = weaponsCollection[weaponsSelection[System.Convert.ToInt32(Random.Range(0, weaponsCollection.Count))]]; } for (int i = 0; i < armorCollection.Count; i++) { armorArray[i] = armorCollection[armorSelection[System.Convert.ToInt32(Random.Range(0, armorCollection.Count))]]; } for (int i = 0; i < itemCollection.Count; i++) { itemArray[i] = itemCollection[itemSelection[System.Convert.ToInt32(Random.Range(0, itemCollection.Count))]]; } for (int i = 0; i < itemCollection.Count; i++) { genericArray[i] = genericCollection[genericSelection[System.Convert.ToInt32(Random.Range(0, genericCollection.Count))]]; } }
public void FindResources(Mobile from) { if (from == null) { return; } int minAmount = 0; int maxAmount = 0; Item item = null; string itemName = ""; switch (Utility.RandomMinMax(1, 5)) { //Gold case 1: minAmount = ((int)m_Rarity + 1) * 150; maxAmount = ((int)m_Rarity + 1) * 250; item = new Gold(Utility.RandomMinMax(minAmount, maxAmount)); itemName = "some gold"; break; //Iron Ingots case 2: minAmount = ((int)m_Rarity + 1) * 25; maxAmount = ((int)m_Rarity + 1) * 50; item = new IronIngot(Utility.RandomMinMax(minAmount, maxAmount)); itemName = "some iron ingots"; break; //Boards case 3: minAmount = ((int)m_Rarity + 1) * 25; maxAmount = ((int)m_Rarity + 1) * 50; item = new Board(Utility.RandomMinMax(minAmount, maxAmount)); itemName = "some boards"; break; //Cloth case 4: minAmount = ((int)m_Rarity + 1) * 25; maxAmount = ((int)m_Rarity + 1) * 50; item = new Cloth(Utility.RandomMinMax(minAmount, maxAmount)); itemName = "some cloth"; break; //Cut Leather case 5: minAmount = ((int)m_Rarity + 1) * 25; maxAmount = ((int)m_Rarity + 1) * 50; item = new Leather(Utility.RandomMinMax(minAmount, maxAmount)); itemName = "some leather"; break; } if (item != null) { if (from.AddToBackpack(item)) { from.SendMessage("You retrieve " + itemName + " from the shipwreck and place it in your backpack."); } else { from.SendMessage("You retrieve " + itemName + " from the shipwreck, and place it at your feet."); item.MoveToWorld(from.Location, from.Map); } } }
private void Start() { LongSword longSword = new LongSword(); GreatSword greatSword = new GreatSword(); Dagger dagger = new Dagger(); Plate plate = new Plate(); Leather leather = new Leather(); LockPick lockPick = new LockPick(); Book book = new Book(); weaponsArray1.Add(new LongSword()); weaponsArray1.Add(new GreatSword()); weaponsArray1.Add(new LongSword()); weaponsArray1.Add(new GreatSword()); weaponsArray1.Add(new Dagger()); playerWeaponsArray.Add(new LongSword()); playerWeaponsArray.Add(new GreatSword()); //itemCollection.Add("LongSword", longSword); //itemCollection.Add("GreatSword", greatSword); //itemCollection.Add("Dagger", dagger); //itemCollection.Add("Plate", plate); //itemCollection.Add("Plate", leather); // Sets up weapons to be stored inside weaponsCollection dictionary weaponsSelection = new string[3] { "LongSword", "GreatSword", "Dagger" }; armorSelection = new string[2] { "Plate", "Leather" }; itemSelection = new string[2] { "LockPick", "Book" }; weaponsCollection.Add("LongSword", longSword); weaponsCollection.Add("GreatSword", greatSword); weaponsCollection.Add("Dagger", dagger); armorCollection.Add("Plate", plate); armorCollection.Add("Leather", leather); itemCollection.Add("LockPick", lockPick); itemCollection.Add("Book", book); //setWeapon(longSword,"LongSword"); //setWeapon(greatSword, "GreatSword"); //setWeapon(dagger, "Dagger"); //armorCollection[0] = plate; //armorCollection[1] = leather; //weaponsArray[0] = weaponsCollection["LongSword"]; //weaponsArray[1] = weaponsCollection["GreatSword"]; //weaponsArray[2] = weaponsCollection["Dagger"]; //Debug.Log("Weapon in gameManager: " + weaponsArray[0].Cost); //Debug.Log("Weapon in gameManager: " + weaponsArray[1].Cost); //Debug.Log("Weapon in gameManager: " + weaponsArray[2].Cost); }
static void Main(string[] args) { Console.WriteLine("Hello World!"); PersonOne personOne = new PersonOne() { Name = "小黑" }; personOne.Show(); Console.WriteLine(); SuitPersonOne suitPersonOne = new SuitPersonOne() { Name = "小黑" }; suitPersonOne.Show(); Console.WriteLine(); TShirtPersonOne shirtPersonOne = new TShirtPersonOne() { Name = "小黑" }; shirtPersonOne.Show(); Console.WriteLine(); Console.WriteLine(); Console.WriteLine("=============================="); // 首先要有打扮的人 AbstractPerson xiaoXin = new Person() { Name = "小新" }; // 然后准备要穿的衣服 Finery personWithSuit = new Suit(); // 西装 Finery personWithTie = new Tie(); // 领带 Finery personWithTrousers = new Trousers(); // 长裤 Finery personWithLeather = new Leather(); // 皮鞋 // 最后按顺序把衣服穿上 // 先穿裤子 personWithTrousers.SetPerson(xiaoXin); // 再让穿裤子的小新穿西装 personWithSuit.SetPerson(personWithTrousers); // 最后把鞋子领带都穿上 personWithTie.SetPerson(personWithSuit); personWithLeather.SetPerson(personWithTie); // 照下镜子 personWithLeather.Show(); Console.WriteLine(); Console.WriteLine("=============================="); AbstractPerson xiaoHei = new Person() { Name = "小黑" }; Finery personWithTShirt = new TShirt(); // 大t恤 Finery personWithSneaker = new Sneaker(); // 网鞋 personWithTShirt.SetPerson(xiaoHei); personWithSneaker.SetPerson(personWithTShirt); personWithSneaker.Show(); Console.ReadKey(); }
public JsonResult Save(LeatherViewModel model) { Response response; try { string oldFileName = ""; int status = 200; string message = string.Empty; using (var db = new KiaGalleryContext()) { if (string.IsNullOrEmpty(model.name)) { status = 500; message = "وارد کردن نام چرم اجباری است."; } else { if (model.id != null && model.id > 0) { var entity = db.Leather.Single(x => x.Id == model.id); entity.Name = model.name.Trim(); entity.LeatherType = model.leatherType; entity.Order = model.order; entity.FileName = model.fileName?.Trim(); entity.Active = model.active; entity.ModifyUserId = GetAuthenticatedUserId(); entity.ModifyDate = DateTime.Now; entity.Ip = Request.UserHostAddress; if (!string.IsNullOrEmpty(entity.FileName) && entity.FileName != model.fileName) { oldFileName = entity.FileName; } message = "چرم با موفقیت ویرایش شد."; } else { var entity = new Leather() { Name = model.name.Trim(), LeatherType = model.leatherType, Order = model.order, FileName = model.fileName?.Trim(), Active = model.active, CreateUserId = GetAuthenticatedUserId(), ModifyUserId = GetAuthenticatedUserId(), CreateDate = DateTime.Now, ModifyDate = DateTime.Now, Ip = Request.UserHostAddress }; db.Leather.Add(entity); message = "چرم با موفقیت ایجاد شد."; } db.SaveChanges(); if (!string.IsNullOrEmpty(oldFileName) && System.IO.File.Exists(Server.MapPath("~/Upload/Leather/" + oldFileName))) { System.IO.File.Delete(Server.MapPath("~/Upload/Leather/" + oldFileName)); } } } response = new Response() { status = status, message = message }; } catch (Exception ex) { response = Core.GetExceptionResponse(ex); } return(Json(response, JsonRequestBehavior.AllowGet)); }
public static void Armor() { int _slot = random.Next(0, 8); string[] gearSlot = new string[8]; gearSlot[0] = "Head"; //helmet gearSlot[1] = "Shoulders"; gearSlot[2] = "Chest"; gearSlot[3] = "Waist"; // belt gearSlot[4] = "Arms"; // bracer gearSlot[5] = "Hands"; // gloves gearSlot[6] = "Legs"; // pants gearSlot[7] = "Feet"; // boots string prefixName; int prefixValue; string prefixStat; (prefixName, prefixStat, prefixValue) = Prefix.Generate("Armor"); string suffixName; string suffixStat; int suffixValue; (suffixName, suffixStat, suffixValue) = Suffix.Generate("Armor"); int _armorType = random.Next(1, 11); switch (_armorType) { case 1: Rags rags = new Rags(gearSlot[_slot], prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); rags.ArmorAddToInventory(); break; case 2: Quilted cloak = new Quilted(gearSlot[_slot], prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); cloak.ArmorAddToInventory(); break; case 3: Leather leather = new Leather(gearSlot[_slot], prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); leather.ArmorAddToInventory(); break; case 4: HardLeather hardLeather = new HardLeather(gearSlot[_slot], prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); hardLeather.ArmorAddToInventory(); break; case 5: StuddedLeather studdedLeather = new StuddedLeather(gearSlot[_slot], prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); studdedLeather.ArmorAddToInventory(); break; case 6: RingMail ringMail = new RingMail(gearSlot[_slot], prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); ringMail.ArmorAddToInventory(); break; case 7: ChainMail chainMail = new ChainMail(gearSlot[_slot], prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); chainMail.ArmorAddToInventory(); break; case 8: ScaleMail scaleMail = new ScaleMail(gearSlot[_slot], prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); scaleMail.ArmorAddToInventory(); break; case 9: FieldPlate fieldPlate = new FieldPlate(gearSlot[_slot], prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); fieldPlate.ArmorAddToInventory(); break; case 10: GothicPlate gothicPlate = new GothicPlate(gearSlot[_slot], prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); gothicPlate.ArmorAddToInventory(); break; } }