public static void DeclineInvite(DungeonsAndDragonsContext _context, int gameUserId) { GameUser inviteRow = _context.gamesusers.SingleOrDefault(x => x.id == gameUserId); _context.gamesusers.Remove(inviteRow); _context.SaveChanges(); }
public static void UpdatePlayerHp(DungeonsAndDragonsContext _context, int characterId, int newHp) { var character = _context.playablecharacters.Find(characterId); character.currentHp = newHp; _context.SaveChanges(); }
public static void SendInvite(DungeonsAndDragonsContext _context, int gameId, User invitedUser) { _context.gamesusers.Add(new GameUser { gameid = gameId, userid = invitedUser.id }); _context.SaveChanges(); }
public static Game CreateGame(DungeonsAndDragonsContext _context, string gameName, int UserId) { var game = new Game { name = gameName, dm = UserId }; _context.games.Add(game); _context.SaveChanges(); return(game); }
public static User CreateNewUser(DungeonsAndDragonsContext _context, string username, string password) { _context.users.Add(new User { username = username, password = password }); _context.SaveChanges(); return(_context.users.SingleOrDefault(u => u.username == username)); }
public static NonPlayableCharacter CreateNonPlayableCharacter(DungeonsAndDragonsContext _context, int gameid, string chracterName, int speciesId, int maxHp, int attack, string imagePath, int currentHp) { var character = new NonPlayableCharacter() { gameid = gameid, name = chracterName, species_id = speciesId, maxHp = maxHp, attack = attack, imagePath = imagePath, currentHp = currentHp }; _context.nonplayablecharacters.Add(character); _context.SaveChanges(); return(character); }
public static GameUser AssignCharacterToGamePlayer(DungeonsAndDragonsContext _context, int gameUserId, int characterId) { var gamePlayer = GetGameUserByID(_context, gameUserId); if (gameUserId != 0) { gamePlayer.playablecharacterid = characterId; _context.SaveChanges(); } return(gamePlayer); }
public static PlayableCharacter CreateNewCharacter(DungeonsAndDragonsContext _context, int userId, string characterName, int speciesId, int baseHP, int baseAttack, string imagePath, int currentHp) { PlayableCharacter character = new PlayableCharacter() { userid = userId, name = characterName, species_id = speciesId, maxHp = baseHP, attack = baseAttack, imagePath = imagePath, currentHp = currentHp }; _context.playablecharacters.Add(character); _context.SaveChanges(); return(character); }
public static void UseHealingItem(DungeonsAndDragonsContext _context, int playerInventoryItemId, int playableCharacterId) { var playerInventory = Inventory.GetPlayersInventoryForDisplay(_context, playableCharacterId); Inventory.RemoveHealingItemFromInventory(_context, playableCharacterId, playerInventoryItemId, 1); var healingFactor = playerInventory.Find(i => i.id == playerInventoryItemId); var playableCharacter = GetPlayableCharacterById(_context, playableCharacterId); playableCharacter.currentHp += healingFactor.healingFactor; if (playableCharacter.currentHp > playableCharacter.maxHp) { playableCharacter.currentHp = playableCharacter.maxHp; } ; _context.SaveChanges(); }
public static Inventory RemoveHealingItemFromInventory(DungeonsAndDragonsContext _context, int chracterId, int itemId, int quantity) { List <Inventory> playersCurrentInventory = getPlayersInventory(_context, chracterId); Inventory itemToUpdate = playersCurrentInventory.FirstOrDefault(i => i.id == itemId); if (itemToUpdate != null) { if (itemToUpdate.quantity <= quantity) { itemToUpdate.quantity = 0; } else { itemToUpdate.quantity = itemToUpdate.quantity - quantity; } _context.SaveChanges(); } return(itemToUpdate); }
public static Inventory addItemToInventory(DungeonsAndDragonsContext _context, int chracterId, int itemId, int quantity) { List <Inventory> playersCurrentInventory = getPlayersInventory(_context, chracterId); Inventory itemToUpdate = playersCurrentInventory.FirstOrDefault(i => i.inventoryItemId == itemId); if (itemToUpdate == null) { itemToUpdate = new Inventory { chracterid = chracterId, inventoryItemId = itemId, quantity = quantity }; _context.inventory.Add(itemToUpdate); } else { itemToUpdate.quantity = itemToUpdate.quantity + quantity; } _context.SaveChanges(); return(itemToUpdate); }