public void GivenILoadTestSessionDataForTheFeature(Table table) { if (CustomerDataLoad.DataSetupExecuted) { return; } DataLoadHelper <LoadSession> dataLoadHelper = new DataLoadHelper <LoadSession>(); var list = dataLoadHelper.ProcessDataTable(table, LoaderData, "sessions/api/Customers/CustomerId/Interactions/InteractionId/sessions/", "InteractionId", "SessionId"); LoaderData.AddRange(list); }
public void GivenILoadOutcomeDataForTheFeature(Table table) { if (CustomerDataLoad.DataSetupExecuted) { return; } DataLoadHelper <LoadOutcome> dataLoadHelper = new DataLoadHelper <LoadOutcome>(); var list = dataLoadHelper.ProcessDataTable(table, LoaderData, "outcomes/api/Customers/CustomerId/Interactions/InteractionId/ActionPlans/ActionPlanId/outcomes/", "ActionPlanId", "OutcomeId"); LoaderData.AddRange(list); }
public void GivenILoadTestContactDataForThisFeature(Table table) { if (CustomerDataLoad.DataSetupExecuted) { return; } DataLoadHelper <LoadContact> dataLoadHelper = new DataLoadHelper <LoadContact>(); var list = dataLoadHelper.ProcessDataTable(table, LoaderData, "contactdetails/api/Customers/CustomerId/contactdetails/", "CustomerId", "ContactId"); LoaderData.AddRange(list); }
public void GivenILoadTestAddressDataForThisFeature(Table table) { if (CustomerDataLoad.DataSetupExecuted) { return; } DataLoadHelper <LoadAddress> dataLoadHelper = new DataLoadHelper <LoadAddress>(); var list = dataLoadHelper.ProcessDataTable(table, LoaderData, "addresses/api/Customers/CustomerId/addresses/", "CustomerId", "AddressId"); LoaderData.AddRange(list); }
public void GivenILoadTestCustomerDataForThisFeature(Table table) { if (CustomerDataLoad.DataSetupExecuted) { return; } DataLoadHelper <LoadCustomer> dataLoadHelper = new DataLoadHelper <LoadCustomer>(); Table processedTable = DataLoadHelper <LoadCustomer> .ReplaceTokensInTable(table); var list = dataLoadHelper.ProcessDataTable(processedTable, LoaderData, "/customers/api/customers/", "", "CustomerId"); LoaderData.AddRange(list); }
public void GivenILoadActionPlanDataForTheFeature(Table table) { if (CustomerDataLoad.DataSetupExecuted) { return; } DataLoadHelper <LoadActionPlan> dataLoadHelper = new DataLoadHelper <LoadActionPlan>(); var list = dataLoadHelper.ProcessDataTable(table, LoaderData, "actionplans/api/Customers/CustomerId/Interactions/InteractionId/ActionPlans/", "InteractionId", "ActionPlanId"); LoaderData.AddRange(list); /* * DataLoadHelper<LoadActionPlan> dataLoadHelper = new DataLoadHelper<LoadActionPlan>(); * var list = dataLoadHelper.ProcessDataTable(table, LoaderData, "actionplans/api/Customers/CustomerId/Interactions/InteractionId/Sessions/SessionId/ActionPlans/", "SessionId", "ActionPlanId"); * LoaderData.AddRange(list); */ }
static void Postfix(CombatGameState __instance) { Mod.Log.Trace?.Write("CGS:OCGD - entered."); // Remove any trap turrets for salvage try { DataLoadHelper.UnloadAmbushResources(__instance); } catch (Exception e) { Mod.Log.Error?.Write(e, "Failed to unload ambush resources due to exception!"); ModState.IsUrbanBiome = false; } ModState.Reset(); }
public Policy(string policyDetails) { DataLoadHelper dataLoadHelper = new DataLoadHelper(); PolicyHelper policyHelper = new PolicyHelper(); var detail = policyDetails.Split(","); ValidPolicy = policyHelper.ValidPolicyNumber(detail[0]); if (ValidPolicy) { PolicyNumber = detail[0]; PolicyStartDate = dataLoadHelper.GetDateStarted(detail[1]); Premiums = dataLoadHelper.GetIntValueFromString(detail[2]); Membership = dataLoadHelper.GetMembership(detail[3]); DiscretionaryBonus = dataLoadHelper.GetIntValueFromString(detail[4]); UpliftPercentage = dataLoadHelper.GetDecimalFromString(detail[5]); } }
public MainViewModel() { #region loading data this.Nodes = DataLoadHelper.getNodes("Data/Templates.xml"); #endregion }
public static void Postfix(TurnDirector __instance, MessageCenterMessage message) { Mod.Log.Trace?.Write("TD:OICC - entered."); ModState.IsUrbanBiome = ModState.Combat.ActiveContract.ContractBiome == Biome.BIOMESKIN.urbanHighTech; if (!ModState.IsUrbanBiome) { Mod.Log.Info?.Write($"Contract has non-urban biome ({ModState.Combat.ActiveContract.ContractBiome}). Skipping processing."); return; } Mod.Log.Info?.Write($"Contract has Urban High Tech biome, enabling mod features."); // Check contract exclusions foreach (string overrrideId in Mod.Config.Ambush.BlacklistedContracts) { if (overrrideId.Equals(ModState.Combat.ActiveContract.Override.ID, StringComparison.InvariantCultureIgnoreCase)) { Mod.Log.Info?.Write($"Contract with override ID '{overrrideId}' is excluded, skipping processing."); ModState.IsUrbanBiome = false; return; } } Mod.Log.Info?.Write($"Contract with override ID: {ModState.Combat.ActiveContract.Override.ID} is not blacklisted, enabling ambushes."); ModState.ContractDifficulty = ModState.Combat.ActiveContract.Override.finalDifficulty; Mod.Log.Info?.Write($"Using contractOverride finalDifficulty of: {ModState.ContractDifficulty}"); foreach (Team team in ModState.Combat.Teams) { if (team.GUID == TeamDefinition.TargetsTeamDefinitionGuid) { ModState.TargetTeam = team; } else if (team.GUID == TeamDefinition.TargetsAllyTeamDefinitionGuid) { ModState.TargetAllyTeam = team; } else if (team.GUID == TeamDefinition.HostileToAllTeamDefinitionGuid) { ModState.HostileToAllTeam = team; } } Mod.Log.Info?.Write($"" + $"TargetTeam identified as: {ModState.TargetTeam?.DisplayName} " + $"TargetAllyTeam identified as: {ModState.TargetAllyTeam?.DisplayName} " + $"HostileToAllTeam identified as: {ModState.HostileToAllTeam?.DisplayName}."); // TODO: Make this much more powerful and varied. ModState.AmbushTeam = ModState.TargetTeam; Mod.Log.Info?.Write($"Using team: {ModState.AmbushTeam.DisplayName} as Ambush team."); // Filter the AmbushDefs by contract difficulty. If we don't have ambushes for our contract difficulty, // there's a configuration error - abort! This has to come before data loading as it sets // the AmbushDefs for the current contract bool haveAmbushes = FilterAmbushes(); if (!haveAmbushes) { ModState.IsUrbanBiome = false; Mod.Log.Warn?.Write("Incorrect filter configuration - disabling ambushes!"); return; } // Load any resources necessary for our ambush try { DataLoadHelper.LoadAmbushResources(ModState.Combat); } catch (Exception e) { Mod.Log.Error?.Write(e, "Failed to load ambush resources due to exception!"); ModState.IsUrbanBiome = false; } // Find candidate buildings CandidateBuildingsHelper.DoInitialFilter(__instance.Combat); Mod.Log.Info?.Write($"Contract initially has: {ModState.CandidateBuildings.Count} candidate buildings"); // Devestate buildings DevestationHelper.DevestateBuildings(); Mod.Log.Info?.Write($"After devestation, map has {ModState.CandidateBuildings.Count} candidate buildings."); }