public static LibraryOfIncidents LoadDefaultLibraryFromFile() { if (false == Directory.Exists(save_file_path)) //if folder does not exist, create it and save files manually { Directory.CreateDirectory(save_file_path); GenerateFilesForDefaultLibrary(); } var collectionNames = new List <string>(); collectionNames.Add("CharacterDevelopment.xml"); collectionNames.Add("Generic.xml"); collectionNames.Add("Action.xml"); collectionNames.Add("Survival.xml"); var theLibrary = new LibraryOfIncidents(); foreach (string name in collectionNames) { var path = save_file_path + name; var theCollection = CollectionOfIncidentTemplates.LoadFromFile(path); theLibrary.AllCollections.Add(theCollection); } return(theLibrary); }
public void TestInitialize() { theCollection = new CollectionOfIncidentTemplates(100); throw new NotImplementedException(); }
public static void GenerateFilesForDefaultLibrary() { //#TODO - align emotional tone with outcomes var characterDevelopment = new CollectionOfIncidentTemplates(30); var generic = new CollectionOfIncidentTemplates(40); var action = new CollectionOfIncidentTemplates(20); var survival = new CollectionOfIncidentTemplates(10); characterDevelopment.TheTemplates.Add(CreateTemplateManually.AccidentalEmbarrassment()); characterDevelopment.TheTemplates.Add(CreateTemplateManually.AccidentalOffense()); characterDevelopment.TheTemplates.Add(CreateTemplateManually.Aggression_Social()); characterDevelopment.TheTemplates.Add(CreateTemplateManually.Argument_Personal()); characterDevelopment.TheTemplates.Add(CreateTemplateManually.Betrayal_Emotional()); characterDevelopment.TheTemplates.Add(CreateTemplateManually.Betrayal_Social()); characterDevelopment.TheTemplates.Add(CreateTemplateManually.Conversation_Personal()); characterDevelopment.TheTemplates.Add(CreateTemplateManually.Cooperation_Social()); characterDevelopment.TheTemplates.Add(CreateTemplateManually.Cooperation_Utilitarian()); characterDevelopment.TheTemplates.Add(CreateTemplateManually.Deception()); characterDevelopment.TheTemplates.Add(CreateTemplateManually.ImpulsiveDecision()); characterDevelopment.TheTemplates.Add(CreateTemplateManually.Internal_Realization()); characterDevelopment.TheTemplates.Add(CreateTemplateManually.Internal_Struggle()); characterDevelopment.TheTemplates.Add(CreateTemplateManually.Rejection_Emotional()); characterDevelopment.TheTemplates.Add(CreateTemplateManually.Rejection_Social()); characterDevelopment.TheTemplates.Add(CreateTemplateManually.SacrificeForOther()); characterDevelopment.TheTemplates.Add(CreateTemplateManually.Rescue_Social()); characterDevelopment.SaveToFile(save_file_path + "CharacterDevelopment.xml"); generic.TheTemplates.Add(CreateTemplateManually.RoutineTask()); generic.TheTemplates.Add(CreateTemplateManually.SelfImprovement()); generic.TheTemplates.Add(CreateTemplateManually.Training()); generic.TheTemplates.Add(CreateTemplateManually.Travel()); generic.TheTemplates.Add(CreateTemplateManually.SocialGathering()); generic.TheTemplates.Add(CreateTemplateManually.Message_Received()); generic.TheTemplates.Add(CreateTemplateManually.Message_Sent()); generic.TheTemplates.Add(CreateTemplateManually.Message_Lost()); generic.TheTemplates.Add(CreateTemplateManually.AcquireTool()); generic.TheTemplates.Add(CreateTemplateManually.EquipmentFailure()); generic.TheTemplates.Add(CreateTemplateManually.Injury_Accidental()); generic.TheTemplates.Add(CreateTemplateManually.RestAndRecover()); generic.TheTemplates.Add(CreateTemplateManually.IndustrialDisaster()); generic.TheTemplates.Add(CreateTemplateManually.Luck_Bad()); generic.TheTemplates.Add(CreateTemplateManually.Luck_Good()); generic.TheTemplates.Add(CreateTemplateManually.OrganizedCompetition()); generic.SaveToFile(save_file_path + "Generic.xml"); action.TheTemplates.Add(CreateTemplateManually.Aggression_Violent()); action.TheTemplates.Add(CreateTemplateManually.Aggression_Murderous()); action.TheTemplates.Add(CreateTemplateManually.Persuit_NonViolent()); action.TheTemplates.Add(CreateTemplateManually.Persuit_Violent()); action.TheTemplates.Add(CreateTemplateManually.Hide()); action.TheTemplates.Add(CreateTemplateManually.CriminalAction_NonViolent()); action.TheTemplates.Add(CreateTemplateManually.Betrayal_Violent()); action.TheTemplates.Add(CreateTemplateManually.Trapped()); action.TheTemplates.Add(CreateTemplateManually.Surrender()); action.TheTemplates.Add(CreateTemplateManually.Sabotage()); action.TheTemplates.Add(CreateTemplateManually.Rescue_Violent()); action.SaveToFile(save_file_path + "Action.xml"); survival.TheTemplates.Add(CreateTemplateManually.Lost()); survival.TheTemplates.Add(CreateTemplateManually.NaturalDisaster()); survival.TheTemplates.Add(CreateTemplateManually.Disease()); survival.TheTemplates.Add(CreateTemplateManually.Weather_Challenging()); survival.TheTemplates.Add(CreateTemplateManually.DangerousAnimal()); survival.TheTemplates.Add(CreateTemplateManually.Survival()); survival.SaveToFile(save_file_path + "Survival.xml"); }