public void AddRoute(PlayerRoute routeToAdd, script_player_controls playerShipVars, string captainsLog)
 {
     this.routeLog.Add(routeToAdd);
     Debug.Log("Getting called 3...." + routeToAdd.theRoute[0].x + "  " + routeToAdd.theRoute[0].z);
     AddCargoManifest(playerShipVars.ship.cargo);
     AddOtherAttributes(playerShipVars, captainsLog, routeToAdd);
 }
    public void AddOtherAttributes(script_player_controls playerShipVars, string captainsLog, PlayerRoute currentRoute)
    {
        string CSVstring  = "";
        Ship   playerShip = playerShipVars.ship;

        //Add the applicable port docking info
        //If it isn't -1, then it's a port stop
        if (currentRoute.settlementID != -1)
        {
            CSVstring += "," + currentRoute.isLeaving + "," + currentRoute.settlementID + "," + currentRoute.settlementName;
        }
        else
        {
            CSVstring += "," + -1 + "," + -1 + "," + -1;
        }

        //Add the crewID's
        CSVstring += ",";
        for (int index = 0; index < playerShip.crewRoster.Count; index++)
        {
            //Debug.Log ("ID: "  + playerShip.crewRoster[index].ID);
            CSVstring += playerShip.crewRoster[index].ID;
            if (index < playerShip.crewRoster.Count - 1)
            {
                CSVstring += "_";
            }
        }

        //Add the Unity XYZ coordinate of ship
        Vector3 playerLocation = playerShipVars.transform.position;

        CSVstring += "," + playerLocation.x + "_" + playerLocation.y + "_" + playerLocation.z;
        //Add the current questleg
        CSVstring += "," + playerShip.mainQuest.currentQuestSegment;
        //Add Ship HP
        CSVstring += "," + playerShip.health;
        //Add Player Clout
        CSVstring += "," + playerShip.playerClout;
        //Add Player Networks
        CSVstring += ",";
        for (int index = 0; index < playerShip.networks.Count; index++)
        {
            CSVstring += playerShip.networks[index];
            if (index < playerShip.networks.Count - 1)
            {
                CSVstring += "_";
            }
        }
        //Add Days Starving
        CSVstring += "," + playerShipVars.numOfDaysWithoutProvisions;
        //Add Days Thirsty
        CSVstring += "," + playerShipVars.numOfDaysWithoutWater;
        //Add currency
        CSVstring += "," + playerShip.currency;
        //Add Loan Amount Owed
        if (playerShip.currentLoan != null)
        {
            CSVstring += "," + playerShip.currentLoan.amount;
        }
        else
        {
            CSVstring += ",-1";
        }
        //Add Loan Origin City
        if (playerShip.currentLoan != null)
        {
            CSVstring += "," + playerShip.currentLoan.settlementOfOrigin;
        }
        else
        {
            CSVstring += ",-1";
        }
        //Add Current Navigator Target
        CSVstring += "," + playerShip.currentNavigatorTarget;
        //Add the list of known settlements in the player's acquired journal settlement knowledge
        CSVstring += ",";
        //Debug.Log (CSVstring);
        foreach (int settlementID in playerShip.playerJournal.knownSettlements)
        {
            CSVstring += settlementID + "_";
        }
        //remove trailing '_' from list of known settlements
        CSVstring = CSVstring.Remove(CSVstring.Length - 1);
        //Debug.Log ("After substring: " + CSVstring);
        //Add Captains Log: first we need to switch commas in the log to a "|" so it doesn't hurt the delimeters TODO This could be nicer but is fine for now until we get a better database setup
        //--also need tp scrub newlines
        string scrubbedLog = captainsLog.Replace(',', '^');

        scrubbedLog = scrubbedLog.Replace('\n', '*');
        CSVstring  += "," + scrubbedLog;

        CSVstring += "," + playerShip.upgradeLevel;
        CSVstring += "," + playerShip.crewCapacity;
        CSVstring += "," + playerShip.cargo_capicity_kg;

        //Add a new row to match the route of all these attributes
        this.otherAttributes.Add(CSVstring);
    }