/// <summary> /// Sorts the data. Easier for retrieval later /// Hash -- Key: missionID, Value: (Hash -- Key: category , Value: List<ImmutableDataWellapadTask>) /// </summary> /// <param name="data">Data.</param> private void SortData(ImmutableDataWellapadTask data) { if (missionTaskHash == null) { missionTaskHash = new Hashtable(); } string missionID = data.GetTaskType(); if (!missionTaskHash.ContainsKey(missionID)) { missionTaskHash[missionID] = new Hashtable(); } // this is the hashtable of tasks in a mission Hashtable taskHash = (Hashtable)missionTaskHash[missionID]; // now drill deeper -- we want to sort by categories string category = data.GetCategory(); if (!taskHash.ContainsKey(category)) { taskHash[category] = new List <ImmutableDataWellapadTask>(); } List <ImmutableDataWellapadTask> tasks = (List <ImmutableDataWellapadTask>)taskHash[category]; tasks.Add(data); }
public MutableDataWellapadTask(ImmutableDataWellapadTask data, WellapadTaskCompletionStates completionStatus = WellapadTaskCompletionStates.Uncompleted) { TaskID = data.GetTaskID(); if (data.GetCategory() == "Critical") { Category = MiniGameCategory.Critical; } else { Category = MiniGameCategory.Regular; } Amount = data.GetRandomCompleteCondition(); Completed = completionStatus; }