SES-118 Endpoint dla staystyk #50
@ -115,6 +115,12 @@ namespace SessionCompanion.Database
|
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builder.Entity<CharacterWeapon>().HasData(SeedData.SeedCharacterWeapon());
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builder.Entity<CharacterArmor>().HasData(SeedData.SeedCharacterArmor());
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builder.Entity<CharacterOtherEquipment>().HasData(SeedData.SeedCharacterOtherEquipment());
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builder.Entity<Charisma>().HasData(SeedData.SeedCharisma());
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builder.Entity<Constitution>().HasData(SeedData.SeedConstitution());
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builder.Entity<Dexterity>().HasData(SeedData.SeedDexterity());
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builder.Entity<Intelligence>().HasData(SeedData.SeedIntelligence());
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builder.Entity<Strength>().HasData(SeedData.SeedStrength());
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builder.Entity<Wisdom>().HasData(SeedData.SeedWisdom());
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builder.Entity<Spell>().HasData(SeedSpell());
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builder.Entity<CharacterSpell>().HasData(SeedData.SeedCharacterSpell());
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builder.Entity<CharacterSpellSlots>().HasData(SeedData.SeedCharacterSpellSlot());
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|
8813
SessionCompanion/SessionCompanion.Database/Migrations/20210104000353_SeedStatistics.Designer.cs
generated
Normal file
8813
SessionCompanion/SessionCompanion.Database/Migrations/20210104000353_SeedStatistics.Designer.cs
generated
Normal file
File diff suppressed because it is too large
Load Diff
@ -0,0 +1,163 @@
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using Microsoft.EntityFrameworkCore.Migrations;
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namespace SessionCompanion.Database.Migrations
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{
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public partial class SeedStatistics : Migration
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{
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protected override void Up(MigrationBuilder migrationBuilder)
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{
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migrationBuilder.InsertData(
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table: "Charismas",
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columns: new[] { "Id", "CanDeception", "CanIntimidation", "CanPerformance", "CanPersuasion", "CanSaveThrows", "CharacterId", "Deception", "Intimidation", "Modification", "Performance", "Persuasion", "SavingThrows", "Value" },
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values: new object[,]
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{
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{ 1, false, true, true, false, false, 1, 0, 1, 3, 2, 0, 0, 10 },
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{ 2, true, true, true, false, true, 2, 1, 1, 5, 2, 0, 3, 11 },
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{ 3, false, false, true, true, false, 3, 0, 4, -2, 2, 1, 0, 5 }
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});
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migrationBuilder.InsertData(
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table: "Constitutions",
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columns: new[] { "Id", "CanSaveThrows", "CharacterId", "Modification", "SavingThrows", "Value" },
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values: new object[,]
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{
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{ 1, true, 1, 4, 2, 11 },
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{ 2, true, 2, 4, 1, 9 },
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{ 3, true, 3, 1, 2, 12 }
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});
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migrationBuilder.InsertData(
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table: "Dexterities",
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columns: new[] { "Id", "Acrobatics", "CanAcrobatics", "CanSaveThrows", "CanSleightOfHand", "CanStealth", "CharacterId", "Modification", "SavingThrows", "SleightOfHand", "Stealth", "Value" },
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values: new object[,]
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{
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{ 2, 1, true, true, true, true, 2, 2, 2, 2, 2, 11 },
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{ 3, 0, false, true, true, true, 3, 0, 2, 1, 2, 5 },
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{ 1, 3, true, true, true, true, 1, 1, 4, 1, 2, 10 }
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});
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migrationBuilder.InsertData(
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table: "Intelligences",
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columns: new[] { "Id", "Arcana", "CanArcana", "CanHistory", "CanInvestigation", "CanNature", "CanReligion", "CanSaveThrows", "CharacterId", "History", "Investigation", "Modification", "Nature", "Religion", "SavingThrows", "Value" },
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values: new object[,]
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||||
{
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{ 1, 1, true, true, false, true, true, true, 1, 4, 0, -2, 1, 3, 1, 6 },
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{ 2, 1, true, true, false, false, true, true, 2, 1, 0, 0, 0, 3, 1, 10 },
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{ 3, 2, true, false, false, true, true, true, 3, 0, 0, 2, 2, 2, 1, 10 }
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});
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migrationBuilder.InsertData(
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table: "Strengths",
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columns: new[] { "Id", "Athletics", "CanAthletics", "CanSaveThrows", "CharacterId", "Modification", "SavingThrows", "Value" },
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values: new object[,]
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{
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{ 1, 2, true, false, 1, 1, 0, 10 },
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{ 2, 2, true, true, 2, 3, 2, 11 },
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{ 3, 1, true, true, 3, 0, 2, 5 }
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});
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migrationBuilder.InsertData(
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table: "Wisdoms",
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columns: new[] { "Id", "AnimalHandling", "CanAnimalHandling", "CanInsight", "CanMedicine", "CanPerception", "CanSaveThrows", "CanSurvival", "CharacterId", "Insight", "Medicine", "Modification", "Perception", "SavingThrows", "Survival", "Value" },
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values: new object[,]
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{
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{ 2, 2, true, true, false, true, true, true, 2, 2, 0, 2, 2, 1, 6, 9 },
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{ 1, 2, true, true, false, true, true, true, 1, 1, 0, 3, 5, 1, 2, 11 },
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{ 3, 0, false, true, true, true, true, true, 3, 1, 2, -3, 5, 1, 2, 6 }
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});
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}
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protected override void Down(MigrationBuilder migrationBuilder)
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{
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migrationBuilder.DeleteData(
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table: "Charismas",
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keyColumn: "Id",
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keyValue: 1);
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migrationBuilder.DeleteData(
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table: "Charismas",
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keyColumn: "Id",
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keyValue: 2);
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migrationBuilder.DeleteData(
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table: "Charismas",
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keyColumn: "Id",
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keyValue: 3);
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migrationBuilder.DeleteData(
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table: "Constitutions",
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keyColumn: "Id",
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keyValue: 1);
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migrationBuilder.DeleteData(
|
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table: "Constitutions",
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keyColumn: "Id",
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keyValue: 2);
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migrationBuilder.DeleteData(
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table: "Constitutions",
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keyColumn: "Id",
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keyValue: 3);
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migrationBuilder.DeleteData(
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table: "Dexterities",
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keyColumn: "Id",
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keyValue: 1);
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migrationBuilder.DeleteData(
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table: "Dexterities",
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keyColumn: "Id",
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keyValue: 2);
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migrationBuilder.DeleteData(
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table: "Dexterities",
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keyColumn: "Id",
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keyValue: 3);
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migrationBuilder.DeleteData(
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table: "Intelligences",
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keyColumn: "Id",
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keyValue: 1);
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migrationBuilder.DeleteData(
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table: "Intelligences",
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keyColumn: "Id",
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keyValue: 2);
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migrationBuilder.DeleteData(
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table: "Intelligences",
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keyColumn: "Id",
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keyValue: 3);
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migrationBuilder.DeleteData(
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table: "Strengths",
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keyColumn: "Id",
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keyValue: 1);
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migrationBuilder.DeleteData(
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table: "Strengths",
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keyColumn: "Id",
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keyValue: 2);
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migrationBuilder.DeleteData(
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table: "Strengths",
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keyColumn: "Id",
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keyValue: 3);
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migrationBuilder.DeleteData(
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table: "Wisdoms",
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keyColumn: "Id",
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keyValue: 1);
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migrationBuilder.DeleteData(
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table: "Wisdoms",
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keyColumn: "Id",
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keyValue: 2);
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migrationBuilder.DeleteData(
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table: "Wisdoms",
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keyColumn: "Id",
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keyValue: 3);
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}
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}
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}
|
@ -888,6 +888,59 @@ namespace SessionCompanion.Database.Migrations
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.IsUnique();
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b.ToTable("Charismas");
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b.HasData(
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new
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{
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Id = 1,
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||||
CanDeception = false,
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CanIntimidation = true,
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||||
CanPerformance = true,
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CanPersuasion = false,
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CanSaveThrows = false,
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CharacterId = 1,
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Deception = 0,
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Intimidation = 1,
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Modification = 3,
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Performance = 2,
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Persuasion = 0,
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SavingThrows = 0,
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Value = 10
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},
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new
|
||||
{
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Id = 2,
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CanDeception = true,
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CanIntimidation = true,
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CanPerformance = true,
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||||
CanPersuasion = false,
|
||||
CanSaveThrows = true,
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CharacterId = 2,
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||||
Deception = 1,
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Intimidation = 1,
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Modification = 5,
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Performance = 2,
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Persuasion = 0,
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SavingThrows = 3,
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Value = 11
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},
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new
|
||||
{
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||||
Id = 3,
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CanDeception = false,
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CanIntimidation = false,
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||||
CanPerformance = true,
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CanPersuasion = true,
|
||||
CanSaveThrows = false,
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||||
CharacterId = 3,
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Deception = 0,
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Intimidation = 4,
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Modification = -2,
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Performance = 2,
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Persuasion = 1,
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SavingThrows = 0,
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Value = 5
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});
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});
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modelBuilder.Entity("SessionCompanion.Database.Tables.Class", b =>
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@ -950,6 +1003,35 @@ namespace SessionCompanion.Database.Migrations
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.IsUnique();
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b.ToTable("Constitutions");
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||||
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b.HasData(
|
||||
new
|
||||
{
|
||||
Id = 1,
|
||||
CanSaveThrows = true,
|
||||
CharacterId = 1,
|
||||
Modification = 4,
|
||||
SavingThrows = 2,
|
||||
Value = 11
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||||
},
|
||||
new
|
||||
{
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||||
Id = 2,
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||||
CanSaveThrows = true,
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||||
CharacterId = 2,
|
||||
Modification = 4,
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||||
SavingThrows = 1,
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||||
Value = 9
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||||
},
|
||||
new
|
||||
{
|
||||
Id = 3,
|
||||
CanSaveThrows = true,
|
||||
CharacterId = 3,
|
||||
Modification = 1,
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||||
SavingThrows = 2,
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||||
Value = 12
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});
|
||||
});
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||||
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modelBuilder.Entity("SessionCompanion.Database.Tables.Dexterity", b =>
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@ -998,6 +1080,53 @@ namespace SessionCompanion.Database.Migrations
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||||
.IsUnique();
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||||
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b.ToTable("Dexterities");
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||||
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b.HasData(
|
||||
new
|
||||
{
|
||||
Id = 1,
|
||||
Acrobatics = 3,
|
||||
CanAcrobatics = true,
|
||||
CanSaveThrows = true,
|
||||
CanSleightOfHand = true,
|
||||
CanStealth = true,
|
||||
CharacterId = 1,
|
||||
Modification = 1,
|
||||
SavingThrows = 4,
|
||||
SleightOfHand = 1,
|
||||
Stealth = 2,
|
||||
Value = 10
|
||||
},
|
||||
new
|
||||
{
|
||||
Id = 2,
|
||||
Acrobatics = 1,
|
||||
CanAcrobatics = true,
|
||||
CanSaveThrows = true,
|
||||
CanSleightOfHand = true,
|
||||
CanStealth = true,
|
||||
CharacterId = 2,
|
||||
Modification = 2,
|
||||
SavingThrows = 2,
|
||||
SleightOfHand = 2,
|
||||
Stealth = 2,
|
||||
Value = 11
|
||||
},
|
||||
new
|
||||
{
|
||||
Id = 3,
|
||||
Acrobatics = 0,
|
||||
CanAcrobatics = false,
|
||||
CanSaveThrows = true,
|
||||
CanSleightOfHand = true,
|
||||
CanStealth = true,
|
||||
CharacterId = 3,
|
||||
Modification = 0,
|
||||
SavingThrows = 2,
|
||||
SleightOfHand = 1,
|
||||
Stealth = 2,
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||||
Value = 5
|
||||
});
|
||||
});
|
||||
|
||||
modelBuilder.Entity("SessionCompanion.Database.Tables.Intelligence", b =>
|
||||
@ -1058,6 +1187,65 @@ namespace SessionCompanion.Database.Migrations
|
||||
.IsUnique();
|
||||
|
||||
b.ToTable("Intelligences");
|
||||
|
||||
b.HasData(
|
||||
new
|
||||
{
|
||||
Id = 1,
|
||||
Arcana = 1,
|
||||
CanArcana = true,
|
||||
CanHistory = true,
|
||||
CanInvestigation = false,
|
||||
CanNature = true,
|
||||
CanReligion = true,
|
||||
CanSaveThrows = true,
|
||||
CharacterId = 1,
|
||||
History = 4,
|
||||
Investigation = 0,
|
||||
Modification = -2,
|
||||
Nature = 1,
|
||||
Religion = 3,
|
||||
SavingThrows = 1,
|
||||
Value = 6
|
||||
},
|
||||
new
|
||||
{
|
||||
Id = 2,
|
||||
Arcana = 1,
|
||||
CanArcana = true,
|
||||
CanHistory = true,
|
||||
CanInvestigation = false,
|
||||
CanNature = false,
|
||||
CanReligion = true,
|
||||
CanSaveThrows = true,
|
||||
CharacterId = 2,
|
||||
History = 1,
|
||||
Investigation = 0,
|
||||
Modification = 0,
|
||||
Nature = 0,
|
||||
Religion = 3,
|
||||
SavingThrows = 1,
|
||||
Value = 10
|
||||
},
|
||||
new
|
||||
{
|
||||
Id = 3,
|
||||
Arcana = 2,
|
||||
CanArcana = true,
|
||||
CanHistory = false,
|
||||
CanInvestigation = false,
|
||||
CanNature = true,
|
||||
CanReligion = true,
|
||||
CanSaveThrows = true,
|
||||
CharacterId = 3,
|
||||
History = 0,
|
||||
Investigation = 0,
|
||||
Modification = 2,
|
||||
Nature = 2,
|
||||
Religion = 2,
|
||||
SavingThrows = 1,
|
||||
Value = 10
|
||||
});
|
||||
});
|
||||
|
||||
modelBuilder.Entity("SessionCompanion.Database.Tables.OtherEquipment", b =>
|
||||
@ -7611,6 +7799,41 @@ namespace SessionCompanion.Database.Migrations
|
||||
.IsUnique();
|
||||
|
||||
b.ToTable("Strengths");
|
||||
|
||||
b.HasData(
|
||||
new
|
||||
{
|
||||
Id = 1,
|
||||
Athletics = 2,
|
||||
CanAthletics = true,
|
||||
CanSaveThrows = false,
|
||||
CharacterId = 1,
|
||||
Modification = 1,
|
||||
SavingThrows = 0,
|
||||
Value = 10
|
||||
},
|
||||
new
|
||||
{
|
||||
Id = 2,
|
||||
Athletics = 2,
|
||||
CanAthletics = true,
|
||||
CanSaveThrows = true,
|
||||
CharacterId = 2,
|
||||
Modification = 3,
|
||||
SavingThrows = 2,
|
||||
Value = 11
|
||||
},
|
||||
new
|
||||
{
|
||||
Id = 3,
|
||||
Athletics = 1,
|
||||
CanAthletics = true,
|
||||
CanSaveThrows = true,
|
||||
CharacterId = 3,
|
||||
Modification = 0,
|
||||
SavingThrows = 2,
|
||||
Value = 5
|
||||
});
|
||||
});
|
||||
|
||||
modelBuilder.Entity("SessionCompanion.Database.Tables.User", b =>
|
||||
@ -8240,6 +8463,65 @@ namespace SessionCompanion.Database.Migrations
|
||||
.IsUnique();
|
||||
|
||||
b.ToTable("Wisdoms");
|
||||
|
||||
b.HasData(
|
||||
new
|
||||
{
|
||||
Id = 1,
|
||||
AnimalHandling = 2,
|
||||
CanAnimalHandling = true,
|
||||
CanInsight = true,
|
||||
CanMedicine = false,
|
||||
CanPerception = true,
|
||||
CanSaveThrows = true,
|
||||
CanSurvival = true,
|
||||
CharacterId = 1,
|
||||
Insight = 1,
|
||||
Medicine = 0,
|
||||
Modification = 3,
|
||||
Perception = 5,
|
||||
SavingThrows = 1,
|
||||
Survival = 2,
|
||||
Value = 11
|
||||
},
|
||||
new
|
||||
{
|
||||
Id = 2,
|
||||
AnimalHandling = 2,
|
||||
CanAnimalHandling = true,
|
||||
CanInsight = true,
|
||||
CanMedicine = false,
|
||||
CanPerception = true,
|
||||
CanSaveThrows = true,
|
||||
CanSurvival = true,
|
||||
CharacterId = 2,
|
||||
Insight = 2,
|
||||
Medicine = 0,
|
||||
Modification = 2,
|
||||
Perception = 2,
|
||||
SavingThrows = 1,
|
||||
Survival = 6,
|
||||
Value = 9
|
||||
},
|
||||
new
|
||||
{
|
||||
Id = 3,
|
||||
AnimalHandling = 0,
|
||||
CanAnimalHandling = false,
|
||||
CanInsight = true,
|
||||
CanMedicine = true,
|
||||
CanPerception = true,
|
||||
CanSaveThrows = true,
|
||||
CanSurvival = true,
|
||||
CharacterId = 3,
|
||||
Insight = 1,
|
||||
Medicine = 2,
|
||||
Modification = -3,
|
||||
Perception = 5,
|
||||
SavingThrows = 1,
|
||||
Survival = 2,
|
||||
Value = 6
|
||||
});
|
||||
});
|
||||
|
||||
modelBuilder.Entity("SessionCompanion.Database.Tables.Biography", b =>
|
||||
|
@ -388,6 +388,318 @@ namespace SessionCompanion.Database
|
||||
};
|
||||
return characterOtherEquipment;
|
||||
}
|
||||
static public List<Strength> SeedStrength()
|
||||
{
|
||||
List<Strength> strengths = new List<Strength>
|
||||
{
|
||||
new Strength
|
||||
{
|
||||
Id = 1,
|
||||
CharacterId = 1,
|
||||
Value = 10,
|
||||
Modification = 1,
|
||||
SavingThrows = 0,
|
||||
CanSaveThrows = false,
|
||||
Athletics = 2,
|
||||
CanAthletics = true
|
||||
},
|
||||
new Strength
|
||||
{
|
||||
Id = 2,
|
||||
CharacterId = 2,
|
||||
Value = 11,
|
||||
Modification = 3,
|
||||
SavingThrows = 2,
|
||||
CanSaveThrows = true,
|
||||
Athletics = 2,
|
||||
CanAthletics = true
|
||||
},
|
||||
new Strength
|
||||
{
|
||||
Id = 3,
|
||||
CharacterId = 3,
|
||||
Value = 5,
|
||||
Modification = 0,
|
||||
SavingThrows = 2,
|
||||
CanSaveThrows = true,
|
||||
Athletics = 1,
|
||||
CanAthletics = true
|
||||
}
|
||||
};
|
||||
return strengths;
|
||||
}
|
||||
static public List<Charisma> SeedCharisma()
|
||||
{
|
||||
List<Charisma> charismas = new List<Charisma>
|
||||
{
|
||||
new Charisma
|
||||
{
|
||||
Id = 1,
|
||||
CharacterId = 1,
|
||||
Value = 10,
|
||||
Modification = 3,
|
||||
SavingThrows = 0,
|
||||
CanSaveThrows = false,
|
||||
Deception = 0,
|
||||
CanDeception = false,
|
||||
Intimidation = 1,
|
||||
CanIntimidation = true,
|
||||
Performance = 2,
|
||||
CanPerformance = true,
|
||||
Persuasion = 0,
|
||||
CanPersuasion = false
|
||||
},
|
||||
new Charisma
|
||||
{
|
||||
Id = 2,
|
||||
CharacterId = 2,
|
||||
Value = 11,
|
||||
Modification = 5,
|
||||
SavingThrows = 3,
|
||||
CanSaveThrows = true,
|
||||
Deception = 1,
|
||||
CanDeception = true,
|
||||
Intimidation = 1,
|
||||
CanIntimidation = true,
|
||||
Performance = 2,
|
||||
CanPerformance = true,
|
||||
Persuasion = 0,
|
||||
CanPersuasion = false
|
||||
},
|
||||
new Charisma
|
||||
{
|
||||
Id = 3,
|
||||
CharacterId = 3,
|
||||
Value = 5,
|
||||
Modification = -2,
|
||||
SavingThrows = 0,
|
||||
CanSaveThrows = false,
|
||||
Deception = 0,
|
||||
CanDeception = false,
|
||||
Intimidation = 4,
|
||||
CanIntimidation = false,
|
||||
Performance = 2,
|
||||
CanPerformance = true,
|
||||
Persuasion = 1,
|
||||
CanPersuasion = true
|
||||
}
|
||||
};
|
||||
return charismas;
|
||||
}
|
||||
static public List<Constitution> SeedConstitution()
|
||||
{
|
||||
List<Constitution> constitutions = new List<Constitution>
|
||||
{
|
||||
new Constitution
|
||||
{
|
||||
Id = 1,
|
||||
CharacterId = 1,
|
||||
Value = 11,
|
||||
Modification = 4,
|
||||
SavingThrows = 2,
|
||||
CanSaveThrows = true
|
||||
},
|
||||
new Constitution
|
||||
{
|
||||
Id = 2,
|
||||
CharacterId = 2,
|
||||
Value = 9,
|
||||
Modification = 4,
|
||||
SavingThrows = 1,
|
||||
CanSaveThrows = true
|
||||
},
|
||||
new Constitution
|
||||
{
|
||||
Id = 3,
|
||||
CharacterId = 3,
|
||||
Value = 12,
|
||||
Modification = 1,
|
||||
SavingThrows = 2,
|
||||
CanSaveThrows = true
|
||||
}
|
||||
};
|
||||
return constitutions;
|
||||
}
|
||||
static public List<Dexterity> SeedDexterity()
|
||||
{
|
||||
List<Dexterity> dexterities = new List<Dexterity>
|
||||
{
|
||||
new Dexterity
|
||||
{
|
||||
Id = 1,
|
||||
CharacterId = 1,
|
||||
Value = 10,
|
||||
Modification = 1,
|
||||
SavingThrows = 4,
|
||||
CanSaveThrows = true,
|
||||
Acrobatics = 3,
|
||||
CanAcrobatics = true,
|
||||
SleightOfHand = 1,
|
||||
CanSleightOfHand = true,
|
||||
Stealth = 2,
|
||||
CanStealth = true
|
||||
},
|
||||
new Dexterity
|
||||
{
|
||||
Id = 2,
|
||||
CharacterId = 2,
|
||||
Value = 11,
|
||||
Modification = 2,
|
||||
SavingThrows = 2,
|
||||
CanSaveThrows = true,
|
||||
Acrobatics = 1,
|
||||
CanAcrobatics = true,
|
||||
SleightOfHand = 2,
|
||||
CanSleightOfHand = true,
|
||||
Stealth = 2,
|
||||
CanStealth = true
|
||||
},
|
||||
new Dexterity
|
||||
{
|
||||
Id = 3,
|
||||
CharacterId = 3,
|
||||
Value = 5,
|
||||
Modification = 0,
|
||||
SavingThrows = 2,
|
||||
CanSaveThrows = true,
|
||||
Acrobatics = 0,
|
||||
CanAcrobatics = false,
|
||||
SleightOfHand = 1,
|
||||
CanSleightOfHand = true,
|
||||
Stealth = 2,
|
||||
CanStealth = true
|
||||
}
|
||||
};
|
||||
return dexterities;
|
||||
}
|
||||
static public List<Intelligence> SeedIntelligence()
|
||||
{
|
||||
List<Intelligence> intelligences = new List<Intelligence>
|
||||
{
|
||||
new Intelligence
|
||||
{
|
||||
Id = 1,
|
||||
CharacterId = 1,
|
||||
Value = 6,
|
||||
Modification = -2,
|
||||
SavingThrows = 1,
|
||||
CanSaveThrows = true,
|
||||
Arcana = 1,
|
||||
CanArcana = true,
|
||||
History = 4,
|
||||
CanHistory = true,
|
||||
Investigation = 0,
|
||||
CanInvestigation = false,
|
||||
Nature = 1,
|
||||
CanNature = true,
|
||||
Religion = 3,
|
||||
CanReligion = true
|
||||
},
|
||||
new Intelligence
|
||||
{
|
||||
Id = 2,
|
||||
CharacterId = 2,
|
||||
Value = 10,
|
||||
Modification = 0,
|
||||
SavingThrows = 1,
|
||||
CanSaveThrows = true,
|
||||
Arcana = 1,
|
||||
CanArcana = true,
|
||||
History = 1,
|
||||
CanHistory = true,
|
||||
Investigation = 0,
|
||||
CanInvestigation = false,
|
||||
Nature = 0,
|
||||
CanNature = false,
|
||||
Religion = 3,
|
||||
CanReligion = true
|
||||
},
|
||||
new Intelligence
|
||||
{
|
||||
Id = 3,
|
||||
CharacterId = 3,
|
||||
Value = 10,
|
||||
Modification = 2,
|
||||
SavingThrows = 1,
|
||||
CanSaveThrows = true,
|
||||
Arcana = 2,
|
||||
CanArcana = true,
|
||||
History = 0,
|
||||
CanHistory = false,
|
||||
Investigation = 0,
|
||||
CanInvestigation = false,
|
||||
Nature = 2,
|
||||
CanNature = true,
|
||||
Religion = 2,
|
||||
CanReligion = true
|
||||
}
|
||||
};
|
||||
return intelligences;
|
||||
}
|
||||
static public List<Wisdom> SeedWisdom()
|
||||
{
|
||||
List<Wisdom> wisdoms = new List<Wisdom>
|
||||
{
|
||||
new Wisdom
|
||||
{
|
||||
Id = 1,
|
||||
CharacterId = 1,
|
||||
Value = 11,
|
||||
Modification = 3,
|
||||
SavingThrows = 1,
|
||||
CanSaveThrows = true,
|
||||
AnimalHandling = 2,
|
||||
CanAnimalHandling = true,
|
||||
Insight = 1,
|
||||
CanInsight = true,
|
||||
Medicine = 0,
|
||||
CanMedicine = false,
|
||||
Perception = 5,
|
||||
CanPerception = true,
|
||||
Survival = 2,
|
||||
CanSurvival = true
|
||||
},
|
||||
new Wisdom
|
||||
{
|
||||
Id = 2,
|
||||
CharacterId = 2,
|
||||
Value = 9,
|
||||
Modification = 2,
|
||||
SavingThrows = 1,
|
||||
CanSaveThrows = true,
|
||||
AnimalHandling = 2,
|
||||
CanAnimalHandling = true,
|
||||
Insight = 2,
|
||||
CanInsight = true,
|
||||
Medicine = 0,
|
||||
CanMedicine = false,
|
||||
Perception = 2,
|
||||
CanPerception = true,
|
||||
Survival = 6,
|
||||
CanSurvival = true
|
||||
},
|
||||
new Wisdom
|
||||
{
|
||||
Id = 3,
|
||||
CharacterId = 3,
|
||||
Value = 6,
|
||||
Modification = -3,
|
||||
SavingThrows = 1,
|
||||
CanSaveThrows = true,
|
||||
AnimalHandling = 0,
|
||||
CanAnimalHandling = false,
|
||||
Insight = 1,
|
||||
CanInsight = true,
|
||||
Medicine = 2,
|
||||
CanMedicine = true,
|
||||
Perception = 5,
|
||||
CanPerception = true,
|
||||
Survival = 2,
|
||||
CanSurvival = true
|
||||
}
|
||||
};
|
||||
return wisdoms;
|
||||
}
|
||||
static public List<CharacterSpell> SeedCharacterSpell()
|
||||
{
|
||||
List<CharacterSpell> characterSpells = new List<CharacterSpell>
|
||||
|
@ -0,0 +1,216 @@
|
||||
using SessionCompanion.Database.Tables;
|
||||
using SessionCompanion.ViewModels.UniversalModels;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace SessionCompanion.Services.Helpers
|
||||
{
|
||||
public static class CustomMappings
|
||||
{
|
||||
public static UniversalStatisticViewModel MapCharisma(Charisma charisma)
|
||||
{
|
||||
UniversalStatisticViewModel universalStatisticViewModel = new UniversalStatisticViewModel
|
||||
{
|
||||
Id = charisma.Id,
|
||||
Name = "Charisma",
|
||||
Value = charisma.Value,
|
||||
Modification = charisma.Modification,
|
||||
SavingThrows = charisma.SavingThrows,
|
||||
CanSaveThrows = charisma.CanSaveThrows,
|
||||
Skills = new List<UniversalSkillViewModel>
|
||||
{
|
||||
new UniversalSkillViewModel
|
||||
{
|
||||
Name = "Deception",
|
||||
Value = charisma.Deception,
|
||||
Can = charisma.CanDeception
|
||||
},
|
||||
new UniversalSkillViewModel
|
||||
{
|
||||
Name = "Intimidation",
|
||||
Value = charisma.Intimidation,
|
||||
Can = charisma.CanIntimidation
|
||||
},
|
||||
new UniversalSkillViewModel
|
||||
{
|
||||
Name = "Performance",
|
||||
Value = charisma.Performance,
|
||||
Can = charisma.CanPerformance
|
||||
},
|
||||
new UniversalSkillViewModel
|
||||
{
|
||||
Name = "Persuasion",
|
||||
Value = charisma.Persuasion,
|
||||
Can = charisma.CanPersuasion
|
||||
}
|
||||
}
|
||||
};
|
||||
return universalStatisticViewModel;
|
||||
}
|
||||
public static UniversalStatisticViewModel MapConstitution(Constitution constitution)
|
||||
{
|
||||
UniversalStatisticViewModel universalStatisticViewModel = new UniversalStatisticViewModel
|
||||
{
|
||||
Id = constitution.Id,
|
||||
Name = "Constitution",
|
||||
Value = constitution.Value,
|
||||
Modification = constitution.Modification,
|
||||
SavingThrows = constitution.SavingThrows,
|
||||
CanSaveThrows = constitution.CanSaveThrows,
|
||||
Skills = null
|
||||
};
|
||||
return universalStatisticViewModel;
|
||||
}
|
||||
public static UniversalStatisticViewModel MapDexterity(Dexterity dexterity)
|
||||
{
|
||||
UniversalStatisticViewModel universalStatisticViewModel = new UniversalStatisticViewModel
|
||||
{
|
||||
Id = dexterity.Id,
|
||||
Name = "Dexterity",
|
||||
Value = dexterity.Value,
|
||||
Modification = dexterity.Modification,
|
||||
SavingThrows = dexterity.SavingThrows,
|
||||
CanSaveThrows = dexterity.CanSaveThrows,
|
||||
Skills = new List<UniversalSkillViewModel>
|
||||
{
|
||||
new UniversalSkillViewModel
|
||||
{
|
||||
Name = "Acrobatics",
|
||||
Value = dexterity.Acrobatics,
|
||||
Can = dexterity.CanAcrobatics
|
||||
},
|
||||
new UniversalSkillViewModel
|
||||
{
|
||||
Name = "SleightOfHand",
|
||||
Value = dexterity.SleightOfHand,
|
||||
Can = dexterity.CanSleightOfHand
|
||||
},
|
||||
new UniversalSkillViewModel
|
||||
{
|
||||
Name = "Stealth",
|
||||
Value = dexterity.Stealth,
|
||||
Can = dexterity.CanStealth
|
||||
}
|
||||
}
|
||||
};
|
||||
return universalStatisticViewModel;
|
||||
}
|
||||
public static UniversalStatisticViewModel MapIntelligence(Intelligence intelligence)
|
||||
{
|
||||
UniversalStatisticViewModel universalStatisticViewModel = new UniversalStatisticViewModel
|
||||
{
|
||||
Id = intelligence.Id,
|
||||
Name = "Intelligence",
|
||||
Value = intelligence.Value,
|
||||
Modification = intelligence.Modification,
|
||||
SavingThrows = intelligence.SavingThrows,
|
||||
CanSaveThrows = intelligence.CanSaveThrows,
|
||||
Skills = new List<UniversalSkillViewModel>
|
||||
{
|
||||
new UniversalSkillViewModel
|
||||
{
|
||||
Name = "Arcana",
|
||||
Value = intelligence.Arcana,
|
||||
Can = intelligence.CanArcana
|
||||
},
|
||||
new UniversalSkillViewModel
|
||||
{
|
||||
Name = "History",
|
||||
Value = intelligence.History,
|
||||
Can = intelligence.CanHistory
|
||||
},
|
||||
new UniversalSkillViewModel
|
||||
{
|
||||
Name = "Investigation",
|
||||
Value = intelligence.Investigation,
|
||||
Can = intelligence.CanInvestigation
|
||||
},
|
||||
new UniversalSkillViewModel
|
||||
{
|
||||
Name = "Nature",
|
||||
Value = intelligence.Nature,
|
||||
Can = intelligence.CanNature
|
||||
},
|
||||
new UniversalSkillViewModel
|
||||
{
|
||||
Name = "Religion",
|
||||
Value = intelligence.Religion,
|
||||
Can = intelligence.CanReligion
|
||||
}
|
||||
}
|
||||
};
|
||||
return universalStatisticViewModel;
|
||||
}
|
||||
public static UniversalStatisticViewModel MapStrength(Strength strength)
|
||||
{
|
||||
UniversalStatisticViewModel universalStatisticViewModel = new UniversalStatisticViewModel
|
||||
{
|
||||
Id = strength.Id,
|
||||
Name = "Strength",
|
||||
Value = strength.Value,
|
||||
Modification = strength.Modification,
|
||||
SavingThrows = strength.SavingThrows,
|
||||
CanSaveThrows = strength.CanSaveThrows,
|
||||
Skills = new List<UniversalSkillViewModel>
|
||||
{
|
||||
new UniversalSkillViewModel
|
||||
{
|
||||
Name = "Athletics",
|
||||
Value = strength.Athletics,
|
||||
Can = strength.CanAthletics
|
||||
}
|
||||
}
|
||||
};
|
||||
return universalStatisticViewModel;
|
||||
}
|
||||
public static UniversalStatisticViewModel MapWisdom(Wisdom wisdom)
|
||||
{
|
||||
UniversalStatisticViewModel universalStatisticViewModel = new UniversalStatisticViewModel
|
||||
{
|
||||
Id = wisdom.Id,
|
||||
Name = "Wisdom",
|
||||
Value = wisdom.Value,
|
||||
Modification = wisdom.Modification,
|
||||
SavingThrows = wisdom.SavingThrows,
|
||||
CanSaveThrows = wisdom.CanSaveThrows,
|
||||
Skills = new List<UniversalSkillViewModel>
|
||||
{
|
||||
new UniversalSkillViewModel
|
||||
{
|
||||
Name = "AnimalHandling",
|
||||
Value = wisdom.AnimalHandling,
|
||||
Can = wisdom.CanAnimalHandling
|
||||
},
|
||||
new UniversalSkillViewModel
|
||||
{
|
||||
Name = "Insight",
|
||||
Value = wisdom.Insight,
|
||||
Can = wisdom.CanInsight
|
||||
},
|
||||
new UniversalSkillViewModel
|
||||
{
|
||||
Name = "Medicine",
|
||||
Value = wisdom.Medicine,
|
||||
Can = wisdom.CanMedicine
|
||||
},
|
||||
new UniversalSkillViewModel
|
||||
{
|
||||
Name = "Perception",
|
||||
Value = wisdom.Perception,
|
||||
Can = wisdom.CanPerception
|
||||
},
|
||||
new UniversalSkillViewModel
|
||||
{
|
||||
Name = "Survival",
|
||||
Value = wisdom.Survival,
|
||||
Can = wisdom.CanSurvival
|
||||
},
|
||||
}
|
||||
};
|
||||
return universalStatisticViewModel;
|
||||
}
|
||||
}
|
||||
}
|
@ -1,6 +1,7 @@
|
||||
using SessionCompanion.Database.Tables;
|
||||
using SessionCompanion.Services.Base;
|
||||
using SessionCompanion.ViewModels.CharacterViewModels;
|
||||
using SessionCompanion.ViewModels.UniversalModels;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
@ -12,5 +13,6 @@ namespace SessionCompanion.Services.Interfaces
|
||||
{
|
||||
Task<IEnumerable<CharacterBasicStatsViewModel>> GetBasicCharactersData(List<int> charactersId);
|
||||
Task<IEnumerable<CharacterForLoginViewModel>> GetUserLoginCharacters(int userId);
|
||||
Task<List<UniversalStatisticViewModel>> GetCharacterStatistics(int characterId);
|
||||
}
|
||||
}
|
||||
|
@ -25,6 +25,73 @@ namespace SessionCompanion.Services.Profiles
|
||||
.ForMember(vm => vm.Level, conf => conf.MapFrom(charact => charact.Statistics.Level))
|
||||
.ForMember(vm => vm.CurrentHealthPoints, conf => conf.MapFrom(charact => charact.Statistics.CurrentHealthPoints))
|
||||
.ForMember(vm => vm.Class, conf => conf.MapFrom(charact => charact.Biography.Class.Name)).ReverseMap();
|
||||
|
||||
CreateMap<Character, CharacterEveryStatViewModel>()
|
||||
.ForMember(vm => vm.CanDeception, conf => conf.MapFrom(charact => charact.Charisma.CanDeception))
|
||||
.ForMember(vm => vm.CanIntimidation, conf => conf.MapFrom(charact => charact.Charisma.CanIntimidation))
|
||||
.ForMember(vm => vm.CanPerformance, conf => conf.MapFrom(charact => charact.Charisma.CanPerformance))
|
||||
.ForMember(vm => vm.CanPersuasion, conf => conf.MapFrom(charact => charact.Charisma.CanPersuasion))
|
||||
.ForMember(vm => vm.CharismaCanSaveThrows, conf => conf.MapFrom(charact => charact.Charisma.CanSaveThrows))
|
||||
.ForMember(vm => vm.Deception, conf => conf.MapFrom(charact => charact.Charisma.Deception))
|
||||
.ForMember(vm => vm.Intimidation, conf => conf.MapFrom(charact => charact.Charisma.Intimidation))
|
||||
.ForMember(vm => vm.CharismaModification, conf => conf.MapFrom(charact => charact.Charisma.Modification))
|
||||
.ForMember(vm => vm.Performance, conf => conf.MapFrom(charact => charact.Charisma.Performance))
|
||||
.ForMember(vm => vm.Persuasion, conf => conf.MapFrom(charact => charact.Charisma.Persuasion))
|
||||
.ForMember(vm => vm.CharismaSavingThrows, conf => conf.MapFrom(charact => charact.Charisma.SavingThrows))
|
||||
.ForMember(vm => vm.CharismaValue, conf => conf.MapFrom(charact => charact.Charisma.Value))
|
||||
// Dexterity
|
||||
.ForMember(vm => vm.DexterityValue, conf => conf.MapFrom(charact => charact.Dexterity.Value))
|
||||
.ForMember(vm => vm.DexterityModification, conf => conf.MapFrom(charact => charact.Dexterity.Modification))
|
||||
.ForMember(vm => vm.DexteritySavingThrows, conf => conf.MapFrom(charact => charact.Dexterity.SavingThrows))
|
||||
.ForMember(vm => vm.DexterityCanSaveThrows, conf => conf.MapFrom(charact => charact.Dexterity.CanSaveThrows))
|
||||
.ForMember(vm => vm.CanAcrobatics, conf => conf.MapFrom(charact => charact.Dexterity.CanAcrobatics))
|
||||
.ForMember(vm => vm.Acrobatics, conf => conf.MapFrom(charact => charact.Dexterity.Acrobatics))
|
||||
.ForMember(vm => vm.SleightOfHand, conf => conf.MapFrom(charact => charact.Dexterity.SleightOfHand))
|
||||
.ForMember(vm => vm.CanSleightOfHand, conf => conf.MapFrom(charact => charact.Dexterity.CanSleightOfHand))
|
||||
.ForMember(vm => vm.CanStealth, conf => conf.MapFrom(charact => charact.Dexterity.CanStealth))
|
||||
.ForMember(vm => vm.Stealth, conf => conf.MapFrom(charact => charact.Dexterity.Stealth))
|
||||
// Strength
|
||||
.ForMember(vm => vm.Athletics, conf => conf.MapFrom(charact => charact.Strength.Athletics))
|
||||
.ForMember(vm => vm.CanAthletics, conf => conf.MapFrom(charact => charact.Strength.CanAthletics))
|
||||
.ForMember(vm => vm.StrengthCanSaveThrows, conf => conf.MapFrom(charact => charact.Strength.CanSaveThrows))
|
||||
.ForMember(vm => vm.StrengthModification, conf => conf.MapFrom(charact => charact.Strength.Modification))
|
||||
.ForMember(vm => vm.StrengthSavingThrows, conf => conf.MapFrom(charact => charact.Strength.SavingThrows))
|
||||
.ForMember(vm => vm.StrengthValue, conf => conf.MapFrom(charact => charact.Strength.Value))
|
||||
// Wisdom
|
||||
.ForMember(vm => vm.AnimalHandling, conf => conf.MapFrom(charact => charact.Wisdom.AnimalHandling))
|
||||
.ForMember(vm => vm.CanAnimalHandling, conf => conf.MapFrom(charact => charact.Wisdom.CanAnimalHandling))
|
||||
.ForMember(vm => vm.CanInsight, conf => conf.MapFrom(charact => charact.Wisdom.CanInsight))
|
||||
.ForMember(vm => vm.CanMedicine, conf => conf.MapFrom(charact => charact.Wisdom.CanMedicine))
|
||||
.ForMember(vm => vm.CanPerception, conf => conf.MapFrom(charact => charact.Wisdom.CanPerception))
|
||||
.ForMember(vm => vm.WisdomCanSaveThrows, conf => conf.MapFrom(charact => charact.Wisdom.CanSaveThrows))
|
||||
.ForMember(vm => vm.CanSurvival, conf => conf.MapFrom(charact => charact.Wisdom.CanSurvival))
|
||||
.ForMember(vm => vm.Insight, conf => conf.MapFrom(charact => charact.Wisdom.Insight))
|
||||
.ForMember(vm => vm.Medicine, conf => conf.MapFrom(charact => charact.Wisdom.Medicine))
|
||||
.ForMember(vm => vm.WisdomModification, conf => conf.MapFrom(charact => charact.Wisdom.Modification))
|
||||
.ForMember(vm => vm.Perception, conf => conf.MapFrom(charact => charact.Wisdom.Perception))
|
||||
.ForMember(vm => vm.WisdomSavingThrows, conf => conf.MapFrom(charact => charact.Wisdom.SavingThrows))
|
||||
.ForMember(vm => vm.Survival, conf => conf.MapFrom(charact => charact.Wisdom.Survival))
|
||||
.ForMember(vm => vm.WisdomValue, conf => conf.MapFrom(charact => charact.Wisdom.Value))
|
||||
// Intelligence
|
||||
.ForMember(vm => vm.Arcana, conf => conf.MapFrom(charact => charact.Intelligence.Arcana))
|
||||
.ForMember(vm => vm.CanArcana, conf => conf.MapFrom(charact => charact.Intelligence.CanArcana))
|
||||
.ForMember(vm => vm.CanHistory, conf => conf.MapFrom(charact => charact.Intelligence.CanHistory))
|
||||
.ForMember(vm => vm.CanInvestigation, conf => conf.MapFrom(charact => charact.Intelligence.CanInvestigation))
|
||||
.ForMember(vm => vm.CanNature, conf => conf.MapFrom(charact => charact.Intelligence.CanNature))
|
||||
.ForMember(vm => vm.CanReligion, conf => conf.MapFrom(charact => charact.Intelligence.CanReligion))
|
||||
.ForMember(vm => vm.IntelligenceCanSaveThrows, conf => conf.MapFrom(charact => charact.Intelligence.CanSaveThrows))
|
||||
.ForMember(vm => vm.History, conf => conf.MapFrom(charact => charact.Intelligence.History))
|
||||
.ForMember(vm => vm.Investigation, conf => conf.MapFrom(charact => charact.Intelligence.Investigation))
|
||||
.ForMember(vm => vm.IntelligenceModification, conf => conf.MapFrom(charact => charact.Intelligence.Modification))
|
||||
.ForMember(vm => vm.Nature, conf => conf.MapFrom(charact => charact.Intelligence.Nature))
|
||||
.ForMember(vm => vm.Religion, conf => conf.MapFrom(charact => charact.Intelligence.Religion))
|
||||
.ForMember(vm => vm.IntelligenceSavingThrows, conf => conf.MapFrom(charact => charact.Intelligence.SavingThrows))
|
||||
.ForMember(vm => vm.IntelligenceValue, conf => conf.MapFrom(charact => charact.Intelligence.Value))
|
||||
// Constitution
|
||||
.ForMember(vm => vm.ConstitutionCanSaveThrows, conf => conf.MapFrom(charact => charact.Constitution.CanSaveThrows))
|
||||
.ForMember(vm => vm.ConstitutionModification, conf => conf.MapFrom(charact => charact.Constitution.Modification))
|
||||
.ForMember(vm => vm.ConstitutionSavingThrows, conf => conf.MapFrom(charact => charact.Constitution.SavingThrows))
|
||||
.ForMember(vm => vm.ConstitutionValue, conf => conf.MapFrom(charact => charact.Constitution.Value)).ReverseMap();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -14,6 +14,8 @@ using Microsoft.EntityFrameworkCore;
|
||||
using AutoMapper.QueryableExtensions;
|
||||
using System.IO;
|
||||
using Newtonsoft.Json.Linq;
|
||||
using SessionCompanion.ViewModels.UniversalModels;
|
||||
using SessionCompanion.Services.Helpers;
|
||||
|
||||
namespace SessionCompanion.Services.Services
|
||||
{
|
||||
@ -51,6 +53,48 @@ namespace SessionCompanion.Services.Services
|
||||
var result = Mapper.Map<IEnumerable<CharacterBasicStatsViewModel>>(characters);
|
||||
return result;
|
||||
}
|
||||
/// <summary>
|
||||
/// Funkcja zwraca wszystkie statystyki danej postaci
|
||||
/// </summary>
|
||||
/// <param name="characterId">indentyfikator postaci</param>
|
||||
/// <returns>ViewModel z statystykami postaci</returns>
|
||||
public async Task<CharacterEveryStatViewModel> GetCharacterEveryStat(int characterId)
|
||||
{
|
||||
var character = await Repository.Get(c => c.Id.Equals(characterId))
|
||||
.Include(x => x.Intelligence)
|
||||
.Include(x => x.Strength)
|
||||
.Include(x => x.Wisdom)
|
||||
.Include(x => x.Charisma)
|
||||
.Include(x => x.Constitution)
|
||||
.Include(x => x.Dexterity).SingleAsync();
|
||||
var result = Mapper.Map<CharacterEveryStatViewModel>(character);
|
||||
return result;
|
||||
}
|
||||
/// <summary>
|
||||
/// Funkcja zwraca listę, zawierającą statystyki danej postaci
|
||||
/// </summary>
|
||||
/// <param name="characterId"></param>
|
||||
/// <returns>lista zawierającą statystyki danej postaci</returns>
|
||||
public async Task<List<UniversalStatisticViewModel>> GetCharacterStatistics(int characterId)
|
||||
{
|
||||
List<UniversalStatisticViewModel> statistics = new List<UniversalStatisticViewModel>();
|
||||
var character = await Repository.Get(c => c.Id.Equals(characterId))
|
||||
.Include(x => x.Intelligence)
|
||||
.Include(x => x.Strength)
|
||||
.Include(x => x.Wisdom)
|
||||
.Include(x => x.Charisma)
|
||||
.Include(x => x.Constitution)
|
||||
.Include(x => x.Dexterity)
|
||||
.SingleAsync();
|
||||
|
||||
statistics.Add(CustomMappings.MapCharisma(character.Charisma));
|
||||
statistics.Add(CustomMappings.MapDexterity(character.Dexterity));
|
||||
statistics.Add(CustomMappings.MapConstitution(character.Constitution));
|
||||
statistics.Add(CustomMappings.MapIntelligence(character.Intelligence));
|
||||
statistics.Add(CustomMappings.MapStrength(character.Strength));
|
||||
statistics.Add(CustomMappings.MapWisdom(character.Wisdom));
|
||||
|
||||
return statistics;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -0,0 +1,313 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace SessionCompanion.ViewModels.CharacterViewModels
|
||||
{
|
||||
public class CharacterEveryStatViewModel
|
||||
{
|
||||
/// <summary>
|
||||
/// Id postaci
|
||||
/// </summary>
|
||||
public int Id { get; set; }
|
||||
|
||||
|
||||
public int CharismaValue { get; set; }
|
||||
/// <summary>
|
||||
/// Modyfikator rzutów na charyzme
|
||||
/// </summary>
|
||||
public int CharismaModification { get; set; }
|
||||
/// <summary>
|
||||
/// Modyfikator rzutów obronnych na charyzme
|
||||
/// </summary>
|
||||
public int CharismaSavingThrows { get; set; }
|
||||
/// <summary>
|
||||
/// Czy postać posiada biegłość w charyźmie
|
||||
/// </summary>
|
||||
public bool CharismaCanSaveThrows { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Wartość oszustwa
|
||||
/// </summary>
|
||||
public int Deception { get; set; }
|
||||
/// <summary>
|
||||
/// Czy postać posiada biegłość w oszustwie
|
||||
/// </summary>
|
||||
public bool CanDeception { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Wartość umiejętności zastraszania
|
||||
/// </summary>
|
||||
public int Intimidation { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Czy postać posiada biegłość w zastraszaniu
|
||||
/// </summary>
|
||||
public bool CanIntimidation { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Wartość umiejętności występowania
|
||||
/// </summary>
|
||||
public int Performance { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Czy postać posiada biegłość w występowaniu
|
||||
/// </summary>
|
||||
public bool CanPerformance { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Wartość umiejętności perswazji
|
||||
/// </summary>
|
||||
public int Persuasion { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Czy postać posiada biegłość w perswazji
|
||||
/// </summary>
|
||||
public bool CanPersuasion { get; set; }
|
||||
|
||||
|
||||
|
||||
|
||||
// Constitution
|
||||
/// <summary>
|
||||
/// Wartośc Constitution
|
||||
/// </summary>
|
||||
public int ConstitutionValue { get; set; }
|
||||
/// <summary>
|
||||
/// Modyfikator Constitution
|
||||
/// </summary>
|
||||
public int ConstitutionModification { get; set; }
|
||||
/// <summary>
|
||||
/// Wartość rzutów obronnych na constitiution
|
||||
/// </summary>
|
||||
public int ConstitutionSavingThrows { get; set; }
|
||||
/// <summary>
|
||||
/// Czy postać posiada biegłość w Constitution
|
||||
/// </summary>
|
||||
public bool ConstitutionCanSaveThrows { get; set; }
|
||||
|
||||
|
||||
|
||||
// Dexterity
|
||||
/// <summary>
|
||||
/// Wartość Dexterity
|
||||
/// </summary>
|
||||
public int DexterityValue { get; set; }
|
||||
/// <summary>
|
||||
/// Modyfiukator Dexterity
|
||||
/// </summary>
|
||||
public int DexterityModification { get; set; }
|
||||
/// <summary>
|
||||
/// Biegłośc w Dexterity
|
||||
/// </summary>
|
||||
public int DexteritySavingThrows { get; set; }
|
||||
/// <summary>
|
||||
/// Czy postać posiada biegłość w Dexterity
|
||||
/// </summary>
|
||||
public bool DexterityCanSaveThrows { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Wartość umiejętności akrobatyki
|
||||
/// </summary>
|
||||
public int Acrobatics { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Czy postać posiada biegłość w akrobatyce
|
||||
/// </summary>
|
||||
public bool CanAcrobatics { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Wartość umiejętności zwinnych dłoni
|
||||
/// </summary>
|
||||
public int SleightOfHand { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Czy postać posiada biegłość w zwinnych dłoniach
|
||||
/// </summary>
|
||||
public bool CanSleightOfHand { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Wartość umiejętności skradania się
|
||||
/// </summary>
|
||||
public int Stealth { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Czy postać posiada biegłość w skradaniu się
|
||||
/// </summary>
|
||||
public bool CanStealth { get; set; }
|
||||
|
||||
|
||||
|
||||
|
||||
// Intelligence
|
||||
/// <summary>
|
||||
/// Wartośc Intelligence
|
||||
/// </summary>
|
||||
public int IntelligenceValue { get; set; }
|
||||
/// <summary>
|
||||
/// Modyfikator Intelligence
|
||||
/// </summary>
|
||||
public int IntelligenceModification { get; set; }
|
||||
/// <summary>
|
||||
/// Biegłość w Intelligence
|
||||
/// </summary>
|
||||
public int IntelligenceSavingThrows { get; set; }
|
||||
/// <summary>
|
||||
/// Czy posiada biegłośc w Intellgence
|
||||
/// </summary>
|
||||
public bool IntelligenceCanSaveThrows { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Wartość umiejętności wiedzy tejemnej
|
||||
/// </summary>
|
||||
public int Arcana { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Czy postać posiada biegłość w wiedzy tejemnej
|
||||
/// </summary>
|
||||
public bool CanArcana { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Wartość umiejętności historii
|
||||
/// </summary>
|
||||
public int History { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Czy postać posiada biegłość w historii
|
||||
/// </summary>
|
||||
public bool CanHistory { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Wartość umiejętności śledztwa
|
||||
/// </summary>
|
||||
public int Investigation { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Czy postać posiada biegłość w śledztwie
|
||||
/// </summary>
|
||||
public bool CanInvestigation { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Wartość umiejętności przyrody
|
||||
/// </summary>
|
||||
public int Nature { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Czy postać posiada biegłość w przyrodzie
|
||||
/// </summary>
|
||||
public bool CanNature { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Wartość umiejętności religii
|
||||
/// </summary>
|
||||
public int Religion { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Czy postać posiada biegłość w religii
|
||||
/// </summary>
|
||||
public bool CanReligion { get; set; }
|
||||
|
||||
|
||||
|
||||
|
||||
// Strength
|
||||
/// <summary>
|
||||
/// Wartośc siły
|
||||
/// </summary>
|
||||
public int StrengthValue { get; set; }
|
||||
/// <summary>
|
||||
/// Modyfikator siły
|
||||
/// </summary>
|
||||
public int StrengthModification { get; set; }
|
||||
/// <summary>
|
||||
/// Biegłość w Sile
|
||||
/// </summary>
|
||||
public int StrengthSavingThrows { get; set; }
|
||||
/// <summary>
|
||||
/// Czy posiada biegłość w sile
|
||||
/// </summary>
|
||||
public bool StrengthCanSaveThrows { get; set; }
|
||||
/// <summary>
|
||||
/// Wartość umiejętności atletyki
|
||||
/// </summary>
|
||||
public int Athletics { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Czy postać posiada biegłość w atletyce
|
||||
/// </summary>
|
||||
public bool CanAthletics { get; set; }
|
||||
|
||||
|
||||
|
||||
|
||||
// Wisdom
|
||||
/// <summary>
|
||||
/// Wartośc wisdom
|
||||
/// </summary>
|
||||
public int WisdomValue { get; set; }
|
||||
/// <summary>
|
||||
/// Modyfikator wisdom
|
||||
/// </summary>
|
||||
public int WisdomModification { get; set; }
|
||||
/// <summary>
|
||||
/// Biegłość w Wisdom
|
||||
/// </summary>
|
||||
public int WisdomSavingThrows { get; set; }
|
||||
/// <summary>
|
||||
/// Czy postać posiada biegłość w wisdom
|
||||
/// </summary>
|
||||
public bool WisdomCanSaveThrows { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Wartość umiejętności opieki nad zwierzętami
|
||||
/// </summary>
|
||||
public int AnimalHandling { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Czy postać posiada biegłość w opiece nad zwierzętami
|
||||
/// </summary>
|
||||
public bool CanAnimalHandling { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Wartość umiejętności intuicji
|
||||
/// </summary>
|
||||
public int Insight { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Czy postać posiada biegłość w intuicji
|
||||
/// </summary>
|
||||
public bool CanInsight { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Wartość umiejętności medycyny
|
||||
/// </summary>
|
||||
public int Medicine { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Czy postać posiada biegłość w medycynie
|
||||
/// </summary>
|
||||
public bool CanMedicine { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Wartość umiejętności percepcji
|
||||
/// </summary>
|
||||
public int Perception { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Czy postać posiada biegłość w percepcji
|
||||
/// </summary>
|
||||
public bool CanPerception { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Wartość umiejętności sztuki przetrwania
|
||||
/// </summary>
|
||||
public int Survival { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Czy postać posiada biegłość w sztuce przetrwania
|
||||
/// </summary>
|
||||
public bool CanSurvival { get; set; }
|
||||
}
|
||||
}
|
@ -105,6 +105,306 @@
|
||||
Klasa postaci
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:SessionCompanion.ViewModels.CharacterViewModels.CharacterEveryStatViewModel.Id">
|
||||
<summary>
|
||||
Id postaci
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:SessionCompanion.ViewModels.CharacterViewModels.CharacterEveryStatViewModel.CharismaModification">
|
||||
<summary>
|
||||
Modyfikator rzutów na charyzme
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:SessionCompanion.ViewModels.CharacterViewModels.CharacterEveryStatViewModel.CharismaSavingThrows">
|
||||
<summary>
|
||||
Modyfikator rzutów obronnych na charyzme
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:SessionCompanion.ViewModels.CharacterViewModels.CharacterEveryStatViewModel.CharismaCanSaveThrows">
|
||||
<summary>
|
||||
Czy postać posiada biegłość w charyźmie
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:SessionCompanion.ViewModels.CharacterViewModels.CharacterEveryStatViewModel.Deception">
|
||||
<summary>
|
||||
Wartość oszustwa
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:SessionCompanion.ViewModels.CharacterViewModels.CharacterEveryStatViewModel.CanDeception">
|
||||
<summary>
|
||||
Czy postać posiada biegłość w oszustwie
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:SessionCompanion.ViewModels.CharacterViewModels.CharacterEveryStatViewModel.Intimidation">
|
||||
<summary>
|
||||
Wartość umiejętności zastraszania
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:SessionCompanion.ViewModels.CharacterViewModels.CharacterEveryStatViewModel.CanIntimidation">
|
||||
<summary>
|
||||
Czy postać posiada biegłość w zastraszaniu
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:SessionCompanion.ViewModels.CharacterViewModels.CharacterEveryStatViewModel.Performance">
|
||||
<summary>
|
||||
Wartość umiejętności występowania
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:SessionCompanion.ViewModels.CharacterViewModels.CharacterEveryStatViewModel.CanPerformance">
|
||||
<summary>
|
||||
Czy postać posiada biegłość w występowaniu
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:SessionCompanion.ViewModels.CharacterViewModels.CharacterEveryStatViewModel.Persuasion">
|
||||
<summary>
|
||||
Wartość umiejętności perswazji
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:SessionCompanion.ViewModels.CharacterViewModels.CharacterEveryStatViewModel.CanPersuasion">
|
||||
<summary>
|
||||
Czy postać posiada biegłość w perswazji
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:SessionCompanion.ViewModels.CharacterViewModels.CharacterEveryStatViewModel.ConstitutionValue">
|
||||
<summary>
|
||||
Wartośc Constitution
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:SessionCompanion.ViewModels.CharacterViewModels.CharacterEveryStatViewModel.ConstitutionModification">
|
||||
<summary>
|
||||
Modyfikator Constitution
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:SessionCompanion.ViewModels.CharacterViewModels.CharacterEveryStatViewModel.ConstitutionSavingThrows">
|
||||
<summary>
|
||||
Wartość rzutów obronnych na constitiution
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:SessionCompanion.ViewModels.CharacterViewModels.CharacterEveryStatViewModel.ConstitutionCanSaveThrows">
|
||||
<summary>
|
||||
Czy postać posiada biegłość w Constitution
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:SessionCompanion.ViewModels.CharacterViewModels.CharacterEveryStatViewModel.DexterityValue">
|
||||
<summary>
|
||||
Wartość Dexterity
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:SessionCompanion.ViewModels.CharacterViewModels.CharacterEveryStatViewModel.DexterityModification">
|
||||
<summary>
|
||||
Modyfiukator Dexterity
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:SessionCompanion.ViewModels.CharacterViewModels.CharacterEveryStatViewModel.DexteritySavingThrows">
|
||||
<summary>
|
||||
Biegłośc w Dexterity
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:SessionCompanion.ViewModels.CharacterViewModels.CharacterEveryStatViewModel.DexterityCanSaveThrows">
|
||||
<summary>
|
||||
Czy postać posiada biegłość w Dexterity
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:SessionCompanion.ViewModels.CharacterViewModels.CharacterEveryStatViewModel.Acrobatics">
|
||||
<summary>
|
||||
Wartość umiejętności akrobatyki
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:SessionCompanion.ViewModels.CharacterViewModels.CharacterEveryStatViewModel.CanAcrobatics">
|
||||
<summary>
|
||||
Czy postać posiada biegłość w akrobatyce
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:SessionCompanion.ViewModels.CharacterViewModels.CharacterEveryStatViewModel.SleightOfHand">
|
||||
<summary>
|
||||
Wartość umiejętności zwinnych dłoni
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:SessionCompanion.ViewModels.CharacterViewModels.CharacterEveryStatViewModel.CanSleightOfHand">
|
||||
<summary>
|
||||
Czy postać posiada biegłość w zwinnych dłoniach
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:SessionCompanion.ViewModels.CharacterViewModels.CharacterEveryStatViewModel.Stealth">
|
||||
<summary>
|
||||
Wartość umiejętności skradania się
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:SessionCompanion.ViewModels.CharacterViewModels.CharacterEveryStatViewModel.CanStealth">
|
||||
<summary>
|
||||
Czy postać posiada biegłość w skradaniu się
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:SessionCompanion.ViewModels.CharacterViewModels.CharacterEveryStatViewModel.IntelligenceValue">
|
||||
<summary>
|
||||
Wartośc Intelligence
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:SessionCompanion.ViewModels.CharacterViewModels.CharacterEveryStatViewModel.IntelligenceModification">
|
||||
<summary>
|
||||
Modyfikator Intelligence
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:SessionCompanion.ViewModels.CharacterViewModels.CharacterEveryStatViewModel.IntelligenceSavingThrows">
|
||||
<summary>
|
||||
Biegłość w Intelligence
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:SessionCompanion.ViewModels.CharacterViewModels.CharacterEveryStatViewModel.IntelligenceCanSaveThrows">
|
||||
<summary>
|
||||
Czy posiada biegłośc w Intellgence
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:SessionCompanion.ViewModels.CharacterViewModels.CharacterEveryStatViewModel.Arcana">
|
||||
<summary>
|
||||
Wartość umiejętności wiedzy tejemnej
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:SessionCompanion.ViewModels.CharacterViewModels.CharacterEveryStatViewModel.CanArcana">
|
||||
<summary>
|
||||
Czy postać posiada biegłość w wiedzy tejemnej
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:SessionCompanion.ViewModels.CharacterViewModels.CharacterEveryStatViewModel.History">
|
||||
<summary>
|
||||
Wartość umiejętności historii
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:SessionCompanion.ViewModels.CharacterViewModels.CharacterEveryStatViewModel.CanHistory">
|
||||
<summary>
|
||||
Czy postać posiada biegłość w historii
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:SessionCompanion.ViewModels.CharacterViewModels.CharacterEveryStatViewModel.Investigation">
|
||||
<summary>
|
||||
Wartość umiejętności śledztwa
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:SessionCompanion.ViewModels.CharacterViewModels.CharacterEveryStatViewModel.CanInvestigation">
|
||||
<summary>
|
||||
Czy postać posiada biegłość w śledztwie
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:SessionCompanion.ViewModels.CharacterViewModels.CharacterEveryStatViewModel.Nature">
|
||||
<summary>
|
||||
Wartość umiejętności przyrody
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:SessionCompanion.ViewModels.CharacterViewModels.CharacterEveryStatViewModel.CanNature">
|
||||
<summary>
|
||||
Czy postać posiada biegłość w przyrodzie
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:SessionCompanion.ViewModels.CharacterViewModels.CharacterEveryStatViewModel.Religion">
|
||||
<summary>
|
||||
Wartość umiejętności religii
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:SessionCompanion.ViewModels.CharacterViewModels.CharacterEveryStatViewModel.CanReligion">
|
||||
<summary>
|
||||
Czy postać posiada biegłość w religii
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:SessionCompanion.ViewModels.CharacterViewModels.CharacterEveryStatViewModel.StrengthValue">
|
||||
<summary>
|
||||
Wartośc siły
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:SessionCompanion.ViewModels.CharacterViewModels.CharacterEveryStatViewModel.StrengthModification">
|
||||
<summary>
|
||||
Modyfikator siły
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:SessionCompanion.ViewModels.CharacterViewModels.CharacterEveryStatViewModel.StrengthSavingThrows">
|
||||
<summary>
|
||||
Biegłość w Sile
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:SessionCompanion.ViewModels.CharacterViewModels.CharacterEveryStatViewModel.StrengthCanSaveThrows">
|
||||
<summary>
|
||||
Czy posiada biegłość w sile
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:SessionCompanion.ViewModels.CharacterViewModels.CharacterEveryStatViewModel.Athletics">
|
||||
<summary>
|
||||
Wartość umiejętności atletyki
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:SessionCompanion.ViewModels.CharacterViewModels.CharacterEveryStatViewModel.CanAthletics">
|
||||
<summary>
|
||||
Czy postać posiada biegłość w atletyce
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:SessionCompanion.ViewModels.CharacterViewModels.CharacterEveryStatViewModel.WisdomValue">
|
||||
<summary>
|
||||
Wartośc wisdom
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:SessionCompanion.ViewModels.CharacterViewModels.CharacterEveryStatViewModel.WisdomModification">
|
||||
<summary>
|
||||
Modyfikator wisdom
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:SessionCompanion.ViewModels.CharacterViewModels.CharacterEveryStatViewModel.WisdomSavingThrows">
|
||||
<summary>
|
||||
Biegłość w Wisdom
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:SessionCompanion.ViewModels.CharacterViewModels.CharacterEveryStatViewModel.WisdomCanSaveThrows">
|
||||
<summary>
|
||||
Czy postać posiada biegłość w wisdom
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:SessionCompanion.ViewModels.CharacterViewModels.CharacterEveryStatViewModel.AnimalHandling">
|
||||
<summary>
|
||||
Wartość umiejętności opieki nad zwierzętami
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:SessionCompanion.ViewModels.CharacterViewModels.CharacterEveryStatViewModel.CanAnimalHandling">
|
||||
<summary>
|
||||
Czy postać posiada biegłość w opiece nad zwierzętami
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:SessionCompanion.ViewModels.CharacterViewModels.CharacterEveryStatViewModel.Insight">
|
||||
<summary>
|
||||
Wartość umiejętności intuicji
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:SessionCompanion.ViewModels.CharacterViewModels.CharacterEveryStatViewModel.CanInsight">
|
||||
<summary>
|
||||
Czy postać posiada biegłość w intuicji
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:SessionCompanion.ViewModels.CharacterViewModels.CharacterEveryStatViewModel.Medicine">
|
||||
<summary>
|
||||
Wartość umiejętności medycyny
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:SessionCompanion.ViewModels.CharacterViewModels.CharacterEveryStatViewModel.CanMedicine">
|
||||
<summary>
|
||||
Czy postać posiada biegłość w medycynie
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:SessionCompanion.ViewModels.CharacterViewModels.CharacterEveryStatViewModel.Perception">
|
||||
<summary>
|
||||
Wartość umiejętności percepcji
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:SessionCompanion.ViewModels.CharacterViewModels.CharacterEveryStatViewModel.CanPerception">
|
||||
<summary>
|
||||
Czy postać posiada biegłość w percepcji
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:SessionCompanion.ViewModels.CharacterViewModels.CharacterEveryStatViewModel.Survival">
|
||||
<summary>
|
||||
Wartość umiejętności sztuki przetrwania
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:SessionCompanion.ViewModels.CharacterViewModels.CharacterEveryStatViewModel.CanSurvival">
|
||||
<summary>
|
||||
Czy postać posiada biegłość w sztuce przetrwania
|
||||
</summary>
|
||||
</member>
|
||||
<member name="P:SessionCompanion.ViewModels.CharacterViewModels.CharacterForLoginViewModel.Id">
|
||||
<summary>
|
||||
Identyfikator postaci
|
||||
|
@ -0,0 +1,15 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace SessionCompanion.ViewModels.UniversalModels
|
||||
{
|
||||
public class UniversalSkillViewModel
|
||||
{
|
||||
public string Name { get; set; }
|
||||
public int Value { get; set; }
|
||||
public bool Can { get; set; }
|
||||
}
|
||||
}
|
@ -0,0 +1,19 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace SessionCompanion.ViewModels.UniversalModels
|
||||
{
|
||||
public class UniversalStatisticViewModel
|
||||
{
|
||||
public int Id { get; set; }
|
||||
public string Name { get; set; }
|
||||
public int Value { get; set; }
|
||||
public int Modification { get; set; }
|
||||
public int SavingThrows { get; set; }
|
||||
public bool CanSaveThrows { get; set; }
|
||||
public List<UniversalSkillViewModel>? Skills { get; set; }
|
||||
}
|
||||
}
|
@ -8,6 +8,7 @@ using SessionCompanion.ViewModels.CharacterViewModels;
|
||||
namespace SessionCompanion.Controllers
|
||||
{
|
||||
using SessionCompanion.Hubs;
|
||||
using SessionCompanion.ViewModels.UniversalModels;
|
||||
using System.Collections.Generic;
|
||||
using System.ComponentModel.DataAnnotations;
|
||||
using System.Linq;
|
||||
@ -76,5 +77,16 @@ namespace SessionCompanion.Controllers
|
||||
|
||||
return characters.ToList();
|
||||
}
|
||||
/// <summary>
|
||||
/// Metoda zwraca wszystkie statystyki dla danej postaci
|
||||
/// </summary>
|
||||
/// <param name="characterId"> Id postaci </param>
|
||||
/// <returns> Listę wszystkich statystyk </returns>
|
||||
[HttpGet("characterStats")]
|
||||
public async Task<Either<List<UniversalStatisticViewModel>, ErrorResponse>> GetCharacterEveryStat([Required] int characterId)
|
||||
{
|
||||
var statistics = await _service.GetCharacterStatistics(characterId);
|
||||
return statistics;
|
||||
}
|
||||
}
|
||||
}
|
@ -24,6 +24,20 @@
|
||||
</summary>
|
||||
<returns> Lista zalogowanych postaci lub wiadomość błędu </returns>
|
||||
</member>
|
||||
<member name="M:SessionCompanion.Controllers.CharacterController.GetCharacterEveryStat(System.Int32)">
|
||||
<summary>
|
||||
Metoda zwraca wszystkie statystyki dla danej postaci
|
||||
Zwracane statystyki dla:
|
||||
Charisma
|
||||
Constitution
|
||||
Dexterity
|
||||
Intelligence
|
||||
Strength
|
||||
Wisdom
|
||||
</summary>
|
||||
<param name="characterId"></param>
|
||||
<returns></returns>
|
||||
</member>
|
||||
<member name="M:SessionCompanion.Controllers.UserController.Login(System.String,System.String)">
|
||||
<summary>
|
||||
Metoda przyjmuje login oraz hasło i sprawdza czy istnieje użytkownik o podanych parametrach
|
||||
|
Loading…
Reference in New Issue
Block a user