public ActionResult Map() { StateDataContext DC = new StateDataContext(); var states = from s in DC.States select s; return(View(states)); }
private static string GetStateName(int stateId) { StateDataContext sdc = new StateDataContext(); string stateCode = (from st in sdc.States where st.Id == stateId select st.Code).FirstOrDefault(); return(stateCode); }
public static string GetStateCode(int stateId) { string stateName = string.Empty; StateDataContext sdc = new StateDataContext(); stateName = sdc.States.Where(a => a.Id == stateId).Select(b => b.Code).FirstOrDefault(); return(stateName); }
public static Dictionary <int, string> GetStates() { Dictionary <int, string> statesDict = new Dictionary <int, string>(); StateDataContext sdc = new StateDataContext(); statesDict = sdc.States.ToDictionary(x => x.Id, x => x.Name); return(statesDict); }
internal SkipTurn(Guid guid, NativeList <StateEntityKey> statesToExpand, StateDataContext stateDataContext) { ActionGuid = guid; m_StatesToExpand = statesToExpand.AsDeferredJobArray(); m_StateDataContext = stateDataContext; AgentFilter = default; AgentObjectIndices = default; ArgumentPermutations = default; TransitionInfo = default; }
internal Navigate(Guid guid, NativeList <StateEntityKey> statesToExpand, StateDataContext stateDataContext) { ActionGuid = guid; m_StatesToExpand = statesToExpand.AsDeferredJobArray(); m_StateDataContext = stateDataContext; MoverFilter = default; MoverObjectIndices = default; DestinationFilter = default; DestinationObjectIndices = default; ArgumentPermutations = default; TransitionInfo = default; }
internal PickupKey(Guid guid, NativeList <StateEntityKey> statesToExpand, StateDataContext stateDataContext) { ActionGuid = guid; m_StatesToExpand = statesToExpand.AsDeferredJobArray(); m_StateDataContext = stateDataContext; CharacterFilter = default; CharacterObjectIndices = default; ItemFilter = default; ItemObjectIndices = default; ArgumentPermutations = default; TransitionInfo = default; }
internal SwapRight(Guid guid, NativeList <StateEntityKey> statesToExpand, StateDataContext stateDataContext) { ActionGuid = guid; m_StatesToExpand = statesToExpand.AsDeferredJobArray(); m_StateDataContext = stateDataContext; GameFilter = default; GameObjectIndices = default; SourceFilter = default; SourceObjectIndices = default; TargetFilter = default; TargetObjectIndices = default; ArgumentPermutations = default; TransitionInfo = default; }
internal UseGateUp(Guid guid, NativeList <StateEntityKey> statesToExpand, StateDataContext stateDataContext) { ActionGuid = guid; m_StatesToExpand = statesToExpand.AsDeferredJobArray(); m_StateDataContext = stateDataContext; CharacterFilter = default; CharacterObjectIndices = default; ToFilter = default; ToObjectIndices = default; FromFilter = default; FromObjectIndices = default; ActivationBlueFilter = default; ActivationBlueObjectIndices = default; ActivationPinkFilter = default; ActivationPinkObjectIndices = default; ArgumentPermutations = default; TransitionInfo = default; }
public void Execute(int index) { // Read data from input var stateKey = UnexpandedStates[index]; var stateData = StateDataContext.GetStateData(stateKey); // Make modifications to copy of state var newStateData = StateDataContext.CopyStateData(stateData); newStateData += ValueToAdd; var newStateKey = StateDataContext.RegisterState(newStateData); var reward = ValueToAdd; // Register action. Output transition info (state, action, result, resulting state key). CreatedStateInfo.Enqueue(new StateTransitionInfoPair <int, int, StateTransitionInfo>(stateKey, ValueToAdd, newStateKey, new StateTransitionInfo { Probability = 1f, TransitionUtilityValue = reward })); }
internal MoveRight(Guid guid, NativeList <StateEntityKey> statesToExpand, StateDataContext stateDataContext) { ActionGuid = guid; m_StatesToExpand = statesToExpand.AsDeferredJobArray(); m_StateDataContext = stateDataContext; }
internal UnlockRoomAction(NativeList <StateEntityKey> statesToExpand, StateDataContext stateDataContext) { m_StatesToExpand = statesToExpand.AsDeferredJobArray(); m_StateDataContext = stateDataContext; }
public CommonService(StateDataContext context, TopsDataContext topsDataContext, IMapper mapper) { _context = context; _topsDataContext = topsDataContext; _mapper = mapper; }