private void SetClimateData(Climate inClimate, List <DatabaseEntry> climateDatabase) { string str = this.ConvertClimateTypeToString(inClimate.climateType); for (int index = 0; index < 12; ++index) { DatabaseEntry databaseEntry = climateDatabase[index]; inClimate.minimumTemperatures[index] = databaseEntry.GetIntValue(str + " - Min"); inClimate.maximumTemperatures[index] = databaseEntry.GetIntValue(str + " - Max"); inClimate.clearChance[index] = databaseEntry.GetFloatValue(str + " - Clear"); inClimate.cloudyChance[index] = databaseEntry.GetFloatValue(str + " - Cloudy"); inClimate.overcastChance[index] = databaseEntry.GetFloatValue(str + " - Overcast"); inClimate.stormyChance[index] = databaseEntry.GetFloatValue(str + " - Stormy"); } }
private void SetComponentData(CarPartComponent inComponent, DatabaseEntry data) { inComponent.nameID = data.GetStringValue("Name ID"); inComponent.iconID = data.GetIntValue("Icon"); inComponent.iconPath = data.GetStringValue("Icon Path"); inComponent.agressiveTeamWeightings = data.GetFloatValue("AggressiveTeamWeightings"); inComponent.nonAgressiveTeamWeightings = data.GetFloatValue("PassiveTeamWeightings"); inComponent.componentType = (CarPartComponent.ComponentType)Enum.Parse(typeof(CarPartComponent.ComponentType), data.GetStringValue("Type")); inComponent.riskLevel = data.GetFloatValue("Risk Level"); inComponent.statBoost = data.GetFloatValue("Stat Boost"); inComponent.maxStatBoost = data.GetFloatValue("Max Stat Boost"); inComponent.reliabilityBoost = data.GetFloatValue("Reliability Boost") / 100f; inComponent.maxReliabilityBoost = data.GetFloatValue("Max Reliability Boost") / 100f; inComponent.productionTime = data.GetFloatValue("Production Time"); inComponent.cost = data.GetFloatValue("Cost"); inComponent.redZone = data.GetFloatValue("Red Zone") / 100f; inComponent.customComponentName = data.GetStringValue("Custom Trait Name"); this.AddPartAvailability(inComponent, data.GetStringValue("Part")); this.AddRequirements(inComponent, data.GetStringValue("Activation Requirement")); this.AddBonus(inComponent, data); inComponent.level = data.GetIntValue("Level"); inComponent.id = data.GetIntValue("ID"); }
public void LoadCircuitsFromDatabase(List <DatabaseEntry> locationData, ClimateManager climateManager) { Debug.Assert(this.mCircuits.Count == 0, "Loading from database when content is already loaded; this will work but indicates that the game is loading in a strange unintended way."); this.mCircuits.Clear(); for (int index = 0; index < locationData.Count; ++index) { DatabaseEntry databaseEntry = locationData[index]; Circuit circuit = new Circuit(); this.mCircuits.Add(circuit); circuit.circuitID = databaseEntry.GetIntValue("Circuit ID"); circuit.locationName = databaseEntry.GetStringValue("Location"); circuit.travelCost = (long)((double)databaseEntry.GetFloatValue("Travel Cost") * (double)GameStatsConstants.millionScalar); circuit.locationNameID = databaseEntry.GetStringValue("Location ID"); circuit.nationalityKey = databaseEntry.GetStringValue("Country"); circuit.countryNameID = databaseEntry.GetStringValue("Country ID"); circuit.spriteName = databaseEntry.GetStringValue("Sprite Name"); circuit.trackRubberModifier = databaseEntry.GetFloatValue("Track Rubber Modifier"); circuit.safetyCarFlagProbability = databaseEntry.GetFloatValue("Safety Car Flag Chance"); circuit.virtualSafetyCarProbability = databaseEntry.GetFloatValue("Virtual Safety Car Chance"); circuit.minimapRotation = databaseEntry.GetIntValue("Minimap Rotation"); circuit.minimapAxisX = databaseEntry.GetStringValue("Minimap Axis") == "x"; circuit.trackStatsCharacteristics.SetStat(CarStats.StatType.TopSpeed, databaseEntry.GetFloatValue("TS")); circuit.trackStatsCharacteristics.SetStat(CarStats.StatType.Acceleration, databaseEntry.GetFloatValue("ACC")); circuit.trackStatsCharacteristics.SetStat(CarStats.StatType.Braking, databaseEntry.GetFloatValue("DEC")); circuit.trackStatsCharacteristics.SetStat(CarStats.StatType.HighSpeedCorners, databaseEntry.GetFloatValue("HSC")); circuit.trackStatsCharacteristics.SetStat(CarStats.StatType.MediumSpeedCorners, databaseEntry.GetFloatValue("MSC")); circuit.trackStatsCharacteristics.SetStat(CarStats.StatType.LowSpeedCorners, databaseEntry.GetFloatValue("LSC")); circuit.isInNorthHemisphere = databaseEntry.GetStringValue("Hemisphere") == "North"; circuit.trackLayout = CircuitManager.GetTrackLayoutFromString(databaseEntry.GetStringValue("Track Layout")); circuit.trackLengthMiles = databaseEntry.GetFloatValue("Track Length"); circuit.firstTyreOption = (TyreSet.Compound)Enum.Parse(typeof(TyreSet.Compound), databaseEntry.GetStringValue("First Tyre Option")); circuit.secondTyreOption = (TyreSet.Compound)Enum.Parse(typeof(TyreSet.Compound), databaseEntry.GetStringValue("Second Tyre Option")); circuit.thirdTyreOption = (TyreSet.Compound)Enum.Parse(typeof(TyreSet.Compound), databaseEntry.GetStringValue("Third Tyre Option")); circuit.tyreWearRate = (Circuit.Rate)Enum.Parse(typeof(Circuit.Rate), databaseEntry.GetStringValue("Tyre Wear Rate")); circuit.fuelBurnRate = (Circuit.Rate)Enum.Parse(typeof(Circuit.Rate), databaseEntry.GetStringValue("Fuel Burn Rate")); float num1 = 120f; float num2 = 90f; float inMinutes1 = (float)((double)circuit.trackLengthMiles / (double)num1 * 60.0); float inMinutes2 = (float)((double)circuit.trackLengthMiles / (double)num2 * 60.0); circuit.bestPossibleLapTime = GameUtility.MinutesToSeconds(inMinutes1); circuit.worstPossibleLapTime = GameUtility.MinutesToSeconds(inMinutes2); circuit.scene = databaseEntry.GetStringValue("Scene"); circuit.climate = CircuitManager.GetClimateFromString(databaseEntry.GetStringValue("Climate"), climateManager); circuit.driverStats = Game.instance.driverStatsProgressionManager.GetDriverStatsProgression(circuit.locationName); } }
public void LoadPersonalityTraitsFromDatabase(List <DatabaseEntry> personalityTraitsData) { for (int index = 0; index < personalityTraitsData.Count; ++index) { bool flag = false; DatabaseEntry inEntry = personalityTraitsData[index]; int intValue = inEntry.GetIntValue("ID"); PersonalityTraitData inTrait; if (this.personalityTraits.ContainsKey(intValue)) { inTrait = this.personalityTraits[intValue]; } else { inTrait = new PersonalityTraitData(); flag = true; } inTrait.ID = intValue; inTrait.SetNameID(inEntry.GetStringValue("Trait Name ID")); inTrait.SetDescriptionID(inEntry.GetStringValue("Description ID")); inTrait.customTraitName = inEntry.GetStringValue("Trait Name"); inTrait.customTraitDescription = inEntry.GetStringValue("Trait Description"); this.LoadTraitType(inTrait, inEntry); inTrait.possibleLength = this.ParseStringToIntegerArray(inEntry, "Length"); this.LoadTraitRequirements(inTrait, inEntry); inTrait.probability = (float)(1.0 - (double)inEntry.GetFloatValue("Probability") / 100.0); inTrait.evolvesInto = this.ParseStringToIntegerArray(inEntry, "Evolves Into"); inTrait.opposites = this.ParseStringToIntegerArray(inEntry, "Opposites"); inTrait.removesTraits = this.ParseStringToIntegerArray(inEntry, "Removes Traits"); this.LoadTraitTriggerSource(inTrait, inEntry); this.LoadTriatShownType(inTrait, inEntry); this.LoadTraitModifiers(inTrait, inEntry); this.LoadTraitSpecialCaseData(inTrait, inEntry); this.LoadEventTriggerType(inTrait, inEntry); this.LoadIsRepeatableFlag(inTrait, inEntry); if (flag) { this.personalityTraits.Add(inTrait.ID, inTrait); } } }
private void AddBonus(CarPartComponent inComponent, DatabaseEntry inData) { inComponent.bonuses.Clear(); string stringValue = inData.GetStringValue("Bonus Type"); string text = stringValue; switch (text) { case "NoConditionLossFirstRace": inComponent.AddBonuses(new BonusNoConditionLossFirstSession { session = SessionDetails.SessionType.Race, name = stringValue }); break; case "SecondPartFree": inComponent.AddBonuses(new BonusCreateTwoParts { name = stringValue }); break; case "NoConditionLossEver": inComponent.AddBonuses(new BonusNoConditionLoss { name = stringValue }); break; case "TimeReductionPerMillionSpent": inComponent.AddBonuses(new BonusTimeReductionPerMillionSpent { bonusValue = inData.GetFloatValue("Bonus"), name = stringValue }); break; case "SlotsLevelAddNoDays": inComponent.AddBonuses(new BonusSpecificLevelSlotAddNoDays { bonusValue = inData.GetFloatValue("Bonus"), name = stringValue }); break; case "AddRandomLevelComponent": inComponent.AddBonuses(new BonusAddRandomLevelComponent { bonusValue = inData.GetFloatValue("Bonus"), name = stringValue }); break; case "ReliabilityPerDayInProduction": inComponent.AddBonuses(new BonusExtraReliabilityPerDayInProduction { bonusValue = inData.GetFloatValue("Bonus"), name = stringValue }); break; case "UnlockExtraSlotOfLevel": inComponent.AddBonuses(new BonusUnlockExtraSlot { bonusValue = inData.GetFloatValue("Bonus"), name = stringValue }); break; case "PerformanceAutoImproved": inComponent.AddBonuses(new BonusPerformanceAutoImproved { name = stringValue }); break; case "ComponentLevelAddNoDays": inComponent.AddBonuses(new BonusSpecificLevelComponentAddNoDays { name = stringValue, bonusValue = inData.GetFloatValue("Bonus") }); break; case "ReliabilityBonusPerComponentOfLevel": { BonusPerSpecificLevelComponentUsed bonusPerSpecificLevelComponentUsed = new BonusPerSpecificLevelComponentUsed(); bonusPerSpecificLevelComponentUsed.stat = CarPartStats.CarPartStat.Reliability; bonusPerSpecificLevelComponentUsed.statBoost = inComponent.reliabilityBoost; bonusPerSpecificLevelComponentUsed.bonusValue = inData.GetFloatValue("Bonus"); bonusPerSpecificLevelComponentUsed.name = stringValue; inComponent.reliabilityBoost = 0f; inComponent.AddBonuses(bonusPerSpecificLevelComponentUsed); break; } } }