SES-120 Added scripts to populate armors and weapons
This commit is contained in:
parent
809362175d
commit
de3b7e3315
@ -1,7 +1,9 @@
|
||||
using Microsoft.EntityFrameworkCore;
|
||||
using Newtonsoft.Json.Linq;
|
||||
using SessionCompanion.Database.Tables;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
@ -33,6 +35,53 @@ namespace SessionCompanion.Database
|
||||
|
||||
public ApplicationDbContext(DbContextOptions<ApplicationDbContext> options) : base(options) { }
|
||||
|
||||
protected IEnumerable<Weapon> SeedWeapon()
|
||||
{
|
||||
const string file = "../SessionCompanion.Database/JsonData/weapons.json";
|
||||
List<Weapon> weapons = new List<Weapon>();
|
||||
using (StreamReader reader = new StreamReader(file))
|
||||
{
|
||||
var json = reader.ReadToEnd();
|
||||
dynamic jweapons = JArray.Parse(json);
|
||||
foreach (dynamic item in jweapons)
|
||||
weapons.Add(SeedFromJsons.SingleWeaponSeeder(item));
|
||||
}
|
||||
return weapons;
|
||||
}
|
||||
protected IEnumerable<Armor> SeedArmor()
|
||||
{
|
||||
const string file = "../SessionCompanion.Database/JsonData/armors.json";
|
||||
List<Armor> armors = new List<Armor>();
|
||||
using (StreamReader reader = new StreamReader(file))
|
||||
{
|
||||
var json = reader.ReadToEnd();
|
||||
dynamic jactions = JArray.Parse(json);
|
||||
int id = 1;
|
||||
foreach (dynamic item in jactions)
|
||||
{
|
||||
armors.Add(SeedFromJsons.SingleArmorSeeder(item, id));
|
||||
id++;
|
||||
}
|
||||
}
|
||||
return armors;
|
||||
}
|
||||
protected IEnumerable<OtherEquipment> SeedOtherEquipment()
|
||||
{
|
||||
const string file = "../SessionCompanion.Database/JsonData/otherEquipments.json";
|
||||
List<OtherEquipment> otherEquipment = new List<OtherEquipment>();
|
||||
using (StreamReader reader = new StreamReader(file))
|
||||
{
|
||||
var json = reader.ReadToEnd();
|
||||
dynamic jactions = JArray.Parse(json);
|
||||
int id = 1;
|
||||
foreach (dynamic item in jactions)
|
||||
{
|
||||
otherEquipment.Add(SeedFromJsons.SingleOtherEquipmentSeeder(item, id));
|
||||
id++;
|
||||
}
|
||||
}
|
||||
return otherEquipment;
|
||||
}
|
||||
protected override void OnModelCreating(ModelBuilder builder)
|
||||
{
|
||||
base.OnModelCreating(builder);
|
||||
@ -44,6 +93,12 @@ namespace SessionCompanion.Database
|
||||
builder.Entity<Background>().HasData(SeedData.SeedBackground());
|
||||
builder.Entity<Biography>().HasData(SeedData.SeedBiography());
|
||||
builder.Entity<Statistics>().HasData(SeedData.SeedStatistics());
|
||||
builder.Entity<Weapon>().HasData(SeedWeapon());
|
||||
builder.Entity<Armor>().HasData(SeedArmor());
|
||||
builder.Entity<OtherEquipment>().HasData(SeedOtherEquipment());
|
||||
builder.Entity<CharacterWeapon>().HasData(SeedData.SeedCharacterWeapon());
|
||||
builder.Entity<CharacterArmor>().HasData(SeedData.SeedCharacterArmor());
|
||||
builder.Entity<CharacterOtherEquipment>().HasData(SeedData.SeedCharacterOtherEquipment());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -232,5 +232,161 @@ namespace SessionCompanion.Database
|
||||
};
|
||||
return characters;
|
||||
}
|
||||
|
||||
static public List<CharacterWeapon> SeedCharacterWeapon()
|
||||
{
|
||||
List<CharacterWeapon> characterWeapons = new List<CharacterWeapon>
|
||||
{
|
||||
new CharacterWeapon
|
||||
{
|
||||
Id = 1,
|
||||
CharacterId = 1,
|
||||
WeaponId = 1,
|
||||
InUse = false,
|
||||
HoldInLeftHand = false,
|
||||
HoldInRightHand = false
|
||||
},
|
||||
new CharacterWeapon
|
||||
{
|
||||
Id = 2,
|
||||
CharacterId = 1,
|
||||
WeaponId = 4,
|
||||
InUse = true,
|
||||
HoldInLeftHand = true,
|
||||
HoldInRightHand = false
|
||||
},
|
||||
new CharacterWeapon
|
||||
{
|
||||
Id = 3,
|
||||
CharacterId = 2,
|
||||
WeaponId = 2,
|
||||
InUse = true,
|
||||
HoldInLeftHand = false,
|
||||
HoldInRightHand = true
|
||||
},
|
||||
new CharacterWeapon
|
||||
{
|
||||
Id = 4,
|
||||
CharacterId = 2,
|
||||
WeaponId = 8,
|
||||
InUse = false,
|
||||
HoldInLeftHand = false,
|
||||
HoldInRightHand = false
|
||||
},
|
||||
new CharacterWeapon
|
||||
{
|
||||
Id = 5,
|
||||
CharacterId = 3,
|
||||
WeaponId = 9,
|
||||
InUse = false,
|
||||
HoldInLeftHand = false,
|
||||
HoldInRightHand = false
|
||||
},
|
||||
new CharacterWeapon
|
||||
{
|
||||
Id = 7,
|
||||
CharacterId = 3,
|
||||
WeaponId = 7,
|
||||
InUse = true,
|
||||
HoldInLeftHand = false,
|
||||
HoldInRightHand = true
|
||||
}
|
||||
};
|
||||
return characterWeapons;
|
||||
}
|
||||
|
||||
static public List<CharacterArmor> SeedCharacterArmor()
|
||||
{
|
||||
List<CharacterArmor> characterArmors = new List<CharacterArmor>
|
||||
{
|
||||
new CharacterArmor
|
||||
{
|
||||
Id = 1,
|
||||
CharacterId = 1,
|
||||
ArmorId = 1,
|
||||
InUse = true,
|
||||
},
|
||||
new CharacterArmor
|
||||
{
|
||||
Id = 2,
|
||||
CharacterId = 1,
|
||||
ArmorId = 3,
|
||||
InUse = false,
|
||||
},
|
||||
new CharacterArmor
|
||||
{
|
||||
Id = 3,
|
||||
CharacterId = 2,
|
||||
ArmorId = 2,
|
||||
InUse = true,
|
||||
},
|
||||
new CharacterArmor
|
||||
{
|
||||
Id = 4,
|
||||
CharacterId = 2,
|
||||
ArmorId = 5,
|
||||
InUse = false,
|
||||
},
|
||||
new CharacterArmor
|
||||
{
|
||||
Id = 5,
|
||||
CharacterId = 3,
|
||||
ArmorId = 6,
|
||||
InUse = true,
|
||||
},
|
||||
new CharacterArmor
|
||||
{
|
||||
Id = 6,
|
||||
CharacterId = 3,
|
||||
ArmorId = 2,
|
||||
InUse = false,
|
||||
}
|
||||
};
|
||||
return characterArmors;
|
||||
}
|
||||
|
||||
static public List<CharacterOtherEquipment> SeedCharacterOtherEquipment()
|
||||
{
|
||||
List<CharacterOtherEquipment> characterOtherEquipment = new List<CharacterOtherEquipment>
|
||||
{
|
||||
new CharacterOtherEquipment
|
||||
{
|
||||
Id = 1,
|
||||
CharacterId = 1,
|
||||
OtherEquipmentId = 1
|
||||
},
|
||||
new CharacterOtherEquipment
|
||||
{
|
||||
Id = 2,
|
||||
CharacterId = 1,
|
||||
OtherEquipmentId = 3
|
||||
},
|
||||
new CharacterOtherEquipment
|
||||
{
|
||||
Id = 3,
|
||||
CharacterId = 2,
|
||||
OtherEquipmentId = 2
|
||||
},
|
||||
new CharacterOtherEquipment
|
||||
{
|
||||
Id = 4,
|
||||
CharacterId = 2,
|
||||
OtherEquipmentId = 5
|
||||
},
|
||||
new CharacterOtherEquipment
|
||||
{
|
||||
Id = 5,
|
||||
CharacterId = 3,
|
||||
OtherEquipmentId = 6
|
||||
},
|
||||
new CharacterOtherEquipment
|
||||
{
|
||||
Id = 6,
|
||||
CharacterId = 3,
|
||||
OtherEquipmentId = 2
|
||||
}
|
||||
};
|
||||
return characterOtherEquipment;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
124
SessionCompanion/SessionCompanion.Database/SeedFromJsons.cs
Normal file
124
SessionCompanion/SessionCompanion.Database/SeedFromJsons.cs
Normal file
@ -0,0 +1,124 @@
|
||||
using SessionCompanion.Database.Tables;
|
||||
using SessionCompanion.ViewModels.Enums;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace SessionCompanion.Database
|
||||
{
|
||||
public static class SeedFromJsons
|
||||
{
|
||||
static public Weapon SingleWeaponSeeder(dynamic item)
|
||||
{
|
||||
Weapon weapon = new Weapon();
|
||||
|
||||
// Id
|
||||
weapon.Id = item.index;
|
||||
|
||||
// Name
|
||||
weapon.Name = item.name;
|
||||
|
||||
// Weapon type
|
||||
weapon.WeaponType = item.category_range;
|
||||
|
||||
// Cost
|
||||
weapon.Cost = item.cost.quantity;
|
||||
|
||||
// CurrnecyType
|
||||
switch ((string)item.cost.unit)
|
||||
{
|
||||
case "sp":
|
||||
weapon.CurrencyType = CurrencyType.sp;
|
||||
break;
|
||||
case "gp":
|
||||
weapon.CurrencyType = CurrencyType.gp;
|
||||
break;
|
||||
}
|
||||
|
||||
// DiceCount
|
||||
weapon.DiceCount = item.damage.dice_count;
|
||||
|
||||
// DiceValue
|
||||
weapon.DiceValue = item.damage.dice_value;
|
||||
|
||||
// RangeMeele
|
||||
weapon.RangeMeele = item.range.normal;
|
||||
|
||||
// RangeLong
|
||||
weapon.RangeLong = item.range._long;
|
||||
|
||||
// RangeThrow
|
||||
if (item.throw_range != null)
|
||||
{
|
||||
weapon.RangeThrowNormal = item.throw_range.normal;
|
||||
weapon.RangeThrowLong = item.throw_range._long;
|
||||
}
|
||||
|
||||
// Weight
|
||||
weapon.Weight = item.weight;
|
||||
|
||||
|
||||
// Twohand
|
||||
if (item.two_hand_damage != null)
|
||||
{
|
||||
weapon.TwoHandDiceCount = item.two_hand_damage.dice_count;
|
||||
weapon.TwoHandDiceValue = item.two_hand_damage.dice_value;
|
||||
}
|
||||
if (item.special != null)
|
||||
weapon.Description = item.special[0];
|
||||
return weapon;
|
||||
}
|
||||
static public Armor SingleArmorSeeder(dynamic item, int id)
|
||||
{
|
||||
Armor armor = new Armor();
|
||||
|
||||
armor.Id = id;
|
||||
armor.Name = item.name;
|
||||
armor.Category = item.armor_category;
|
||||
armor.ArmorClassBase = item.armor_class["base"];
|
||||
armor.HaveDexterityBonus = item.armor_class["dex_bonus"];
|
||||
armor.MinimumStrength = item.str_minimum;
|
||||
armor.HaveStealthDisadvantage = item.stealth_disadvantage;
|
||||
armor.Weight = item.weight;
|
||||
armor.Cost = item.cost.quantity;
|
||||
switch ((string)item.cost.unit)
|
||||
{
|
||||
case "sp":
|
||||
armor.CurrencyType = CurrencyType.sp;
|
||||
break;
|
||||
case "gp":
|
||||
armor.CurrencyType = CurrencyType.gp;
|
||||
break;
|
||||
}
|
||||
|
||||
return armor;
|
||||
}
|
||||
static public OtherEquipment SingleOtherEquipmentSeeder(dynamic item, int id)
|
||||
{
|
||||
OtherEquipment otherEq = new OtherEquipment();
|
||||
|
||||
otherEq.Id = id;
|
||||
otherEq.Name = item.name;
|
||||
if (item.desc != null)
|
||||
foreach (dynamic description in item.desc)
|
||||
otherEq.Description += " " + description;
|
||||
else
|
||||
otherEq.Description = string.Empty;
|
||||
|
||||
otherEq.Cost = item.cost.quantity;
|
||||
switch ((string)item.cost.unit)
|
||||
{
|
||||
case "sp":
|
||||
otherEq.CurrencyType = CurrencyType.sp;
|
||||
break;
|
||||
case "gp":
|
||||
otherEq.CurrencyType = CurrencyType.gp;
|
||||
break;
|
||||
}
|
||||
|
||||
return otherEq;
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user