public function run() { $faker = Faker::create(); foreach (range(1, 10) as $index) { Inventory::create([]); } }
/** * Store a newly created inventory in storage. * * @return Response */ public function store() { $validator = Validator::make($data = Input::all(), Inventory::$rules); if ($validator->fails()) { return Redirect::back()->withErrors($validator)->withInput(); } $data['purchase_date'] = strtotime($data['purchase_date']); $data['warranty_expiration'] = strtotime($data['warranty_expiration']); Inventory::create($data); return Redirect::route('inventories.index'); }
/** * Show the form for creating a new resource. * * @return Response */ public function create() { $item = Input::all(); $data = array('product_id' => $item['pro_name'], 'eng_no' => $item['eng_no'], 'chs_no' => $item['chs_no'], 'is_sell' => '0', 'color' => $item['pro_color'], 'quantity' => 1, 'buy_rate' => $item['pro_buy_rate'], 'sell_rate' => $item['pro_sell_rate'], 'comision_tk' => $item['pro_comi_rate'], 'img' => 'NA', 'item_no' => 'NA', 'supplyir_id' => $item['supplyir_id']); try { $insert = Inventory::create($data); if ($insert) { return json_encode(array('error' => 0, 'success' => 1)); } else { return json_encode(array('error' => 1, 'success' => 0)); } } catch (Exception $e) { print_r($e); } }
public function run() { foreach (range(1, 100) as $index) { Inventory::create(['item_name' => "Monkey Coffee Cup", 'price' => 2.5, 'image' => '/uploaded/monkeycup.jpg']); } }
public function finalize_delivery() { $id1 = Input::get('orderID'); $id2 = Input::get('deliverID'); $orderproducts = OrderProduct::where('strOPOrdersID', '=', $id1)->get(); $a = 1; $b = 1; foreach ($orderproducts as $orderproduct) { $details = DeliveryDetail::create(array('strDetID' => $id2, 'strDetProdID' => $orderproduct->strOPProdID, 'intDetQty' => $orderproduct->intOPQuantity)); $details->save(); $ids = DB::table('tblInventory')->select('strBatchID')->orderBy('strBatchID', 'desc')->take(1)->get(); $ID = $ids["0"]->strBatchID; $newID = $this->smart($ID); $inv = Inventory::create(array('strBatchID' => $newID, 'strProdID' => $orderproduct->strOPProdID, 'strDlvryID' => $id2, 'intAvailQty' => $orderproduct->intOPQuantity, 'dblCurRetPrice' => Input::get($b + 'Rprice'), 'dblCurWPrice' => Input::get($a + 'Wprice'))); $inv->save(); $a++; $b++; } $notesID = $id1; $notes = OrderNotes::find($notesID); $notes->strOrdNotesStat = "Accepted"; $notes->save(); return Redirect::to('/delivery'); }
/** * Show the form for editing the specified room. * * @param int $id * @param int $channelId * @return Response */ public function getMap($id, $channelId) { $room = Room::find($id); $channelSettings = PropertiesChannel::getSettings($channelId, Property::getLoggedId()); $channel = ChannelFactory::create($channelSettings); $result = $channel->getInventoryList(); //todo temp // file_put_contents('1.txt', serialize($result)); // $result = unserialize(file_get_contents('1.txt')); //add Inventories and Plans to DB//TODO move to another place //delete exist maps Inventory::where(['channel_id' => $channelId, 'property_id' => $channelSettings->property_id])->delete(); //delete exist plan maps InventoryPlan::where(['channel_id' => $channelId, 'property_id' => $channelSettings->property_id])->delete(); if ($result) { foreach ($result as $inventory) { Inventory::create(['code' => $inventory['code'], 'name' => $inventory['name'], 'channel_id' => $channelId, 'property_id' => $channelSettings->property_id]); if ($inventory['plans']) { foreach ($inventory['plans'] as $plan) { InventoryPlan::create(['code' => $plan['code'], 'name' => $plan['name'], 'channel_id' => $channelId, 'inventory_code' => $inventory['code'], 'property_id' => $channelSettings->property_id]); } } } } $existMapping = []; // $mapCollection = InventoryMap::where( // [ // 'channel_id' => $channelId, // 'property_id' => $channelSettings->property_id // ] // ) //// ->where('room_id', '<>', $id) // ->lists('inventory_code', 'room_id'); // if ($mapCollection) { // foreach ($mapCollection as $map) { // $existMapping[] = $map; // } // }>F $inventories = Channel::find($channelId)->inventory()->where('property_id', Property::getLoggedId()); $inventoryList = []; $inventoryPlans = []; foreach ($inventories->get() as $inventory) { // if (in_array($inventory->code, $existMapping)) { // continue; // } $inventoryList[$inventory->code] = $inventory->name; $plans = $inventory->plans()->get(['name', 'code']); for ($i = 0; $i < count($plans); $i++) { //TODO rewrite to ONE query $plans[$i]->selected = InventoryMap::getByKeys($channelId, $channelSettings->property_id, $id, $plans[$i]['code'])->first() ? true : false; } $inventoryPlans[$inventory->code] = $plans; } $inventoryPlans = json_encode($inventoryPlans); $mapping = InventoryMap::getByKeys($channelId, $channelSettings->property_id, $id)->first(); return View::make('rooms.map', compact('room', 'channel', 'inventoryList', 'inventoryPlans', 'channelId', 'mapping')); }
/** * Updates a Quest for a Character. If the Quest is completed and turned in * the Character may receive some Quest rewards. * * @param int $quest The ID of the quest * @param int $character_id The ID of the Character * @param boolean $turnIn Whenever this quest is turning in */ function update($quest_id = null, $character_id = null, $turnIn = false) { App::import('Model', 'CharactersQuest'); $CharactersQuest = new CharactersQuest(); $conditions = array(); $conditions['CharactersQuest.completed !='] = 'finished'; if (isset($quest_id)) { $conditions['CharactersQuest.quest_id'] = $quest_id; } if (isset($character_id)) { $conditions['CharactersQuest.character_id'] = $character_id; } $quests = $CharactersQuest->find('all', array('conditions' => array($conditions))); if (!empty($quests)) { // Inventory, Kill maybe needed App::import('Model', 'Inventory'); $Inventory = new Inventory(); App::import('Model', 'Kill'); $Kill = new Kill(); $charactersQuestsData = array(); $i = 0; foreach ($quests as $quest) { $charactersQuestsData[$i]['id'] = $quest['CharactersQuest']['id']; // Get the needed things (items, object, whatever) here $itemsNeeded = $this->ItemsQuest->find('list', array('conditions' => array('ItemsQuest.quest_id' => $quest['CharactersQuest']['quest_id'], 'ItemsQuest.type' => 'needed'), 'fields' => array('ItemsQuest.item_id', 'ItemsQuest.amount'))); $mobsNeeded = $this->MobsQuest->find('list', array('conditions' => array('MobsQuest.quest_id' => $quest['CharactersQuest']['quest_id']), 'fields' => array('MobsQuest.mob_id', 'MobsQuest.amount'))); $itemsRewards = $this->ItemsQuest->find('list', array('conditions' => array('ItemsQuest.quest_id' => $quest['CharactersQuest']['quest_id'], 'ItemsQuest.type' => 'reward'), 'fields' => array('ItemsQuest.item_id', 'ItemsQuest.amount'))); $statsRewards = $this->QuestsStat->find('list', array('conditions' => array('QuestsStat.quest_id' => $quest['CharactersQuest']['quest_id']), 'fields' => array('QuestsStat.stat_id', 'QuestsStat.amount'))); $completed = ''; if (empty($itemsNeeded) && empty($mobsNeeded)) { // Geen items nodig.. Omdat er op het moment niks anders is om te controleren updaten we deze quest... if ($turnIn == true && isset($character_id) && isset($quest_id)) { $charactersQuestsData[$i]['completed'] = 'finished'; } else { $charactersQuestsData[$i]['completed'] = 'yes'; } } else { $completed = 'yes'; // Default it's completed. $itemList = array(); $mobList = array(); foreach ($itemsNeeded as $item_id => $amount) { $itemList[] = $item_id; } foreach ($mobsNeeded as $mob_id => $amount) { $mobList[] = $mob_id; } // Er zijn items nodig voor deze quest.. Kijken of deze al gehaald zijn... // ItemsNeeded: item_id => aantal_needed $characterInventories = $Inventory->find('all', array('conditions' => array('Inventory.character_id' => $quest['CharactersQuest']['character_id'], 'Inventory.item_id' => $itemList), 'fields' => array('Inventory.item_id', 'COUNT(Inventory.item_id) as amount'), 'group' => array('Inventory.item_id'))); // Er zijn mobs nodig voor deze quest. Kijken of ze gekilled zijn NADAT de quest is geaccepteerd... $characterKills = $Kill->find('all', array('conditions' => array('Kill.character_id' => $quest['CharactersQuest']['character_id'], 'Kill.mob_id' => $mobList, 'Kill.type' => 'mob', 'Kill.created >=' => $quest['CharactersQuest']['created']), 'fields' => array('Kill.mob_id', 'COUNT(Kill.target_id) as amount'), 'group' => array('Kill.target_id'))); // We hebben een lijst met items wat nodig is.. // En dit wordt een lijst met wat we hebben... $itemsHave = array(); foreach ($characterInventories as $characterInventory) { $itemsHave[$characterInventory['Inventory']['item_id']] = $characterInventory[0]['amount']; } // Opslaan yes/no of de quest compleet is... foreach ($itemsNeeded as $item_id => $amount) { if (!isset($itemsHave[$item_id]) || isset($itemsHave[$item_id]) && $itemsHave[$item_id] < $itemsNeeded[$item_id]) { $completed = 'no'; } } // We hebben nu een lijst met mobs die nodig zijn, en een lijst met kills $mobsHave = array(); foreach ($characterKills as $characterKill) { $mobsHave[$characterKill['Kill']['mob_id']] = $characterKill[0]['amount']; } // Opslaan yes/no of de quest compleet is... foreach ($mobsNeeded as $mob_id => $amount) { if (!isset($mobsHave[$mob_id]) || isset($mobsHave[$mob_id]) && $mobsHave[$mob_id] < $mobsNeeded[$mob_id]) { $completed = 'no'; } } // Maybe the character is turning in the quest... if ($completed == 'yes' && $turnIn == true && isset($character_id) && isset($quest_id)) { $completed = 'finished'; } // Als de quest 'finished' is, dan moeten eventuele items uit de inventory verwijderd worden... // Dat kan hier. if ($completed == 'finished' && !empty($itemsNeeded)) { foreach ($itemsNeeded as $item_id => $amount) { for ($j = 1; $j <= $amount; $j++) { $Inventory->deleteAll(array('Inventory.character_id' => $quest['CharactersQuest']['character_id'], 'Inventory.item_id' => $item_id)); } } } $charactersQuestsData[$i]['completed'] = $completed; } // En voor het mooi, natuurlijk ook even de rewards geven... if ($completed == 'finished' && !empty($itemsRewards)) { App::import('Model', 'Drop'); $Drop = new Drop(); foreach ($itemsRewards as $item_id => $amount) { for ($j = 1; $j <= $amount; $j++) { $data = array(); // Bagid en index opvragen $bagIndex = $Drop->hasFreeSpace($quest['CharactersQuest']['character_id'], $item_id, true); $data['character_id'] = $quest['CharactersQuest']['character_id']; $data['item_id'] = $item_id; $data['index'] = $bagIndex['index']; $data['bag_id'] = $bagIndex['bag_id']; $Inventory->create(); $Inventory->save($data); } } } if ($completed == 'finished' && !empty($statsRewards)) { App::import('Model', 'CharactersStat'); $CharactersStat = new CharactersStat(); foreach ($statsRewards as $stat_id => $amount) { $statData = array(); $statData['character_id'] = $quest['CharactersQuest']['character_id']; // Kijken of deze stat al in de database bestaat $someStat = $CharactersStat->find('first', array('conditions' => array('CharactersStat.stat_id' => $stat_id, 'CharactersStat.character_id' => $quest['CharactersQuest']['character_id']))); if (!empty($someStat)) { $statData['id'] = $someStat['CharactersStat']['id']; $statData['amount'] = $someStat['CharactersStat']['amount'] + $amount; } else { $statData['amount'] = $amount; $statData['stat_id'] = $stat_id; } $CharactersStat->create(); $CharactersStat->save($statData); } } $i++; } $CharactersQuest->saveAll($charactersQuestsData); } }