Exemple #1
0
 private Witcher3ProgressStatus.AvailCond FormConditions()
 {
     Witcher3ProgressStatus.AvailCond Conditions = 0;
     if (showAccessibleOnly)
     {
         Conditions = Conditions | Witcher3ProgressStatus.AvailCond.Accessible;
     }
     if (showTreasure)
     {
         Conditions = Conditions | Witcher3ProgressStatus.AvailCond.Treasure;
     }
     if (showRaces)
     {
         Conditions = Conditions | Witcher3ProgressStatus.AvailCond.Races;
     }
     if (showEvents)
     {
         Conditions = Conditions | Witcher3ProgressStatus.AvailCond.Events;
     }
     return(Conditions);
 }
Exemple #2
0
        private void UpdateQuests()
        {
            Witcher3ProgressStatus.AvailCond Conditions = FormConditions();
            List <Quest> addedItems = progressStatus.GetAvailable(Conditions);

            foreach (Quest q in addedItems)
            {
                _currentQuests.Add(new QuestViewModel(q));
            }

            List <Quest> removedItems = progressStatus.CullNewlyUnavailable(Conditions);

            if (removedItems.Count != 0)
            {
                foreach (Quest q in removedItems)
                {
                    QuestViewModel goner = _currentQuests.Where(item => item.correspondingQuest == q).First();
                    _currentQuests.Remove(goner);
                }
            }

            //Update checked status from underlying quests
            foreach (QuestViewModel q in _currentQuests)
            {
                q.Recheck();
            }

            _currentQuests.Sort(); //even if none were added, we need to sort done objects to the top, etc.
            if (_currentSelection != null && _currentSelection.IsSelected == false)
            {
                //sorting resets IsSelected field, so reset it.
                skipnextrecenter             = true;
                _currentSelection.IsSelected = true;
            }

            if (manualMode)
            {
                SeekNextUndone();
            }
        }