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* Implemented scheduled notifications for configuring Rally time reminders (#14) * Added help description for NotificationTriggers (#17) Added help description in the event that the user's browser does not support Notification Triggers. The description contains a link to the new help page. * Added Models based on tasks in project. (#35)
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15 changes: 15 additions & 0 deletions
15
Utilities.Games.Models/Subsites/LOTR_RiseToWar/AttackMethod.cs
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using System.ComponentModel.DataAnnotations; | ||
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namespace Utilities.Games.Models.Subsites.LOTR_RiseToWar | ||
{ | ||
/// <summary> | ||
/// Reference to the type that an attack incurs. | ||
/// </summary> | ||
public class AttackMethod { | ||
/// <summary> | ||
/// Name of the attack type. | ||
/// </summary> | ||
[Key] | ||
public string Name { get; set; } | ||
} | ||
} |
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Utilities.Games.Models/Subsites/LOTR_RiseToWar/BuildingType.cs
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using System; | ||
using System.ComponentModel.DataAnnotations; | ||
using Utilities.Games.Models.Contracts.Attributes; | ||
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namespace Utilities.Games.Models.Subsites.LOTR_RiseToWar | ||
{ | ||
/// <summary> | ||
/// Represents a building that can be constructed. | ||
/// </summary> | ||
public class BuildingType { | ||
/// <summary> | ||
/// Name of the building type. | ||
/// </summary> | ||
[Key] | ||
public string Name { get; set; } | ||
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/// <summary> | ||
/// Reference to which levels are available for this building type and the associated costs, requirements, and effects. | ||
/// </summary> | ||
public object[] Levels { get; set; } | ||
} | ||
/// <summary> | ||
/// Represents the costs, requirements, and effects associated with acquiring or achieving this level of a building type's construction. | ||
/// </summary> | ||
public class BuildingLevel | ||
{ | ||
/// <summary> | ||
/// Reference to the building level. | ||
/// </summary> | ||
[Key] | ||
public int Level { get; set; } | ||
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/// <summary> | ||
/// Base resource/time costs to construct this level of a building type. | ||
/// </summary> | ||
public BuildingConstructionCost Costs { get; set; } | ||
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/// <summary> | ||
/// Collection of other building requirements before construction can begin on this leve. | ||
/// </summary> | ||
public MinimumConstructionRequirement[] Requirements { get; set; } | ||
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// TODO: Effects per level | ||
} | ||
/// <summary> | ||
/// Represents the construction costs associated with a specific level of a building type. | ||
/// </summary> | ||
public class BuildingConstructionCost | ||
{ | ||
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/// <summary> | ||
/// Construction cost of Wood resources. | ||
/// </summary> | ||
public int Wood { get; set; } | ||
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/// <summary> | ||
/// Construction cost of Stone resources. | ||
/// </summary> | ||
public int Stone { get; set; } | ||
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/// <summary> | ||
/// Construction cost of Iron resources. | ||
/// </summary> | ||
public int Iron { get; set; } | ||
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/// <summary> | ||
/// Construction cost of Grain resources. | ||
/// </summary> | ||
public int Grain { get; set; } | ||
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/// <summary> | ||
/// Construction cost of time. | ||
/// </summary> | ||
public TimeSpan Time { get; set; } | ||
} | ||
/// <summary> | ||
/// Represents a single minimum building requirement for a building type. | ||
/// </summary> | ||
public class MinimumConstructionRequirement { | ||
/// <summary> | ||
/// Reference to the building type that his requirement is based on. | ||
/// </summary> | ||
[PseudoForeignKey(typeof(BuildingType), nameof(BuildingType.Name))] | ||
public string Building { get; set; } | ||
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/// <summary> | ||
/// Represents the minimum level that the <see cref="BuildingType"/> must achieve before this requirement is satisfied. | ||
/// </summary> | ||
public int MinimumLevel { get; set; } | ||
} | ||
} |
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1 change: 1 addition & 0 deletions
1
Utilities.Games.Models/Subsites/LOTR_RiseToWar/CommanderClass.cs
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2 changes: 1 addition & 1 deletion
2
...odels/Subsites/LOTR_RiseToWar/BaseStat.cs → ...ites/LOTR_RiseToWar/Contracts/BaseStat.cs
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18 changes: 18 additions & 0 deletions
18
Utilities.Games.Models/Subsites/LOTR_RiseToWar/Contracts/Coordinate.cs
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namespace Utilities.Games.Models.Subsites.LOTR_RiseToWar.Contracts | ||
{ | ||
/// <summary> | ||
/// Represents a 2D coordinate point. | ||
/// </summary> | ||
public class Coordinate | ||
{ | ||
/// <summary> | ||
/// Represents the -X- location on the World Map. | ||
/// </summary> | ||
public int X { get; set; } | ||
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/// <summary> | ||
/// Represents the -Y- location on the World Map. | ||
/// </summary> | ||
public int Y { get; set; } | ||
} | ||
} |
2 changes: 1 addition & 1 deletion
2
....Models/Subsites/LOTR_RiseToWar/Effect.cs → ...bsites/LOTR_RiseToWar/Contracts/Effect.cs
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37 changes: 37 additions & 0 deletions
37
Utilities.Games.Models/Subsites/LOTR_RiseToWar/EquipmentItem.cs
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using System.ComponentModel.DataAnnotations; | ||
using Utilities.Games.Models.Contracts.Attributes; | ||
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namespace Utilities.Games.Models.Subsites.LOTR_RiseToWar | ||
{ | ||
/// <summary> | ||
/// Represents a specific equipment item. | ||
/// </summary> | ||
public class EquipmentItem { | ||
/// <summary> | ||
/// Name of the item. | ||
/// </summary> | ||
[Key] | ||
public string Name { get; set; } | ||
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/// <summary> | ||
/// Reference to the type of item this is. | ||
/// </summary> | ||
[PseudoForeignKey(typeof(ItemType), nameof(ItemType.Name))] | ||
public string Type { get; set; } | ||
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/// <summary> | ||
/// Reference to the sub-type of item this is. | ||
/// </summary> | ||
public string SubType { get; set; } | ||
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/// <summary> | ||
/// List of race types this equipment can be given to. | ||
/// </summary> | ||
[PseudoForeignKey(typeof(RaceType), nameof(RaceType.Name))] | ||
public string[] SupportedRaces { get; set; } | ||
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// TODO: Effects, Growth per sharpening | ||
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// TODO: Skills, Growth per refinement | ||
} | ||
} |
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20 changes: 20 additions & 0 deletions
20
Utilities.Games.Models/Subsites/LOTR_RiseToWar/RingPowerLevel.cs
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using System.ComponentModel.DataAnnotations; | ||
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namespace Utilities.Games.Models.Subsites.LOTR_RiseToWar | ||
{ | ||
/// <summary> | ||
/// Represents an instance of a level applied to a Ring of Power. | ||
/// </summary> | ||
public class RingPowerLevel { | ||
/// <summary> | ||
/// Represents the level associated with this level of Ring Power. | ||
/// </summary> | ||
[Key] | ||
public int Level { get; set; } | ||
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/// <summary> | ||
/// Reference to the minimum amount of Ring Power is required to unlock this level of Ring Power. | ||
/// </summary> | ||
public int MinimumPowerCost { get; set; } | ||
} | ||
} |
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Utilities.Games.Models/Subsites/LOTR_RiseToWar/RingSkill.cs
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using System.ComponentModel.DataAnnotations; | ||
using Utilities.Games.Models.Contracts.Attributes; | ||
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namespace Utilities.Games.Models.Subsites.LOTR_RiseToWar | ||
{ | ||
/// <summary> | ||
/// Represents a skill that can be unlocked as Ring levels progress. | ||
/// </summary> | ||
public class RingSkill { | ||
/// <summary> | ||
/// Name of the Ring skill. | ||
/// </summary> | ||
[Key] | ||
public string Name { get; set; } | ||
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/// <summary> | ||
/// Reference to the category for which this skill applies. | ||
/// </summary> | ||
[PseudoForeignKey(typeof(RingSkillCategory), nameof(RingSkillCategory.Name))] | ||
public string Category { get; set; } | ||
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/// <summary> | ||
/// Available progressions for this skill. | ||
/// </summary> | ||
public RingSkillLevel[] Levels { get; set; } | ||
} | ||
public class RingSkillLevel { | ||
/// <summary> | ||
/// Reference to which level this object applies to. | ||
/// </summary> | ||
[Key] | ||
public int Level { get; set; } | ||
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// TODO: Effects per level | ||
} | ||
} |
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15
Utilities.Games.Models/Subsites/LOTR_RiseToWar/RingSkillCategory.cs
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using System.ComponentModel.DataAnnotations; | ||
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namespace Utilities.Games.Models.Subsites.LOTR_RiseToWar | ||
{ | ||
/// <summary> | ||
/// Represents the category for various <see cref="RingSkill"/>s. | ||
/// </summary> | ||
public class RingSkillCategory { | ||
/// <summary> | ||
/// Name of the <see cref="RingSkill"/> category. | ||
/// </summary> | ||
[Key] | ||
public string Name { get; set; } | ||
} | ||
} |
58 changes: 58 additions & 0 deletions
58
Utilities.Games.Models/Subsites/LOTR_RiseToWar/SignificantStructure.cs
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using System.ComponentModel.DataAnnotations; | ||
using Utilities.Games.Models.Subsites.LOTR_RiseToWar.Contracts; | ||
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namespace Utilities.Games.Models.Subsites.LOTR_RiseToWar | ||
{ | ||
/// <summary> | ||
/// Represents a significant structure on the world map. | ||
/// </summary> | ||
public class SignificantStructure { | ||
/// <summary> | ||
/// Name of the structure. | ||
/// </summary> | ||
[Key] | ||
public string Name { get; set; } | ||
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/// <summary> | ||
/// Location on the World Map that the center of this structure exists. | ||
/// </summary> | ||
public Coordinate Coordinates { get; set; } | ||
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/// <summary> | ||
/// Represents the strength tier of the structure. | ||
/// </summary> | ||
public int Tier { get; set; } | ||
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/// <summary> | ||
/// The hourly Ring Power output rate. | ||
/// </summary> | ||
public int HourlyPowerRate { get; set; } | ||
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/// <summary> | ||
/// Base, statistical defensive characteristics for this structure. | ||
/// </summary> | ||
public StructureDefenses Defenses { get; set; } | ||
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// TODO: Effects | ||
} | ||
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/// <summary> | ||
/// The base statistical characteristics of a structure's defenses. | ||
/// </summary> | ||
public class StructureDefenses { | ||
/// <summary> | ||
/// The commander level of the army(ies) currently defending the structure. | ||
/// </summary> | ||
public int DefenderLevel { get; set; } | ||
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/// <summary> | ||
/// The total number of armies stationed at the structure. | ||
/// </summary> | ||
public int TotalArmyCount { get; set; } | ||
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/// <summary> | ||
/// The total amount of Siege defense is available for this structure. | ||
/// </summary> | ||
public int TotalSiegeDefenses { get; set; } | ||
} | ||
} |
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