public ActionResult Edit(int Id = 0) { var systemType = context.SystemTypes.FirstOrDefault(x => x.Id == Id); if (systemType == null) { TempData["Error"] = "Invalid Id"; return(RedirectToAction("Index")); } var systemModel = new SystemCreateModel { Id = systemType.Id, Name = systemType.Name, IsActive = systemType.IsActive }; foreach (var p in systemType.Parameters) { var newParameter = new ParameterModel { Id = p.Id, Name = p.Name, Frequency = p.Frequency, ParameterTypeId = p.Type.Id, Unit = p.Unit, Source = p.Source, Link = p.Link, Use = p.Use }; foreach (var b in p.ParameterBounds) { var newBound = new BoundModel { Id = b.Id, Range = b.Range, MinValue = b.MinValue, MaxValue = b.MaxValue, MinDescription = b.MinDescription, MaxDescription = b.MaxDescription, IsEnforced = b.IsEnforced, Type = b.Type // SiteId = b.Site == null ? 0 : b.Site.Id }; newParameter.Bounds.Add(newBound); } systemModel.Parameters.Add(newParameter); } ViewBag.ParameterTypes = context.ParameterTypes.Select(x => new { Id = x.Id, Name = x.Name }); ViewBag.Sites = context.Sites.Select(x => new { Id = x.Id, Name = x.Name }); ViewBag.Data = systemModel; return(View()); }
public RepairsViewModel() { //We need to do a clout check as well as a network checks int baseModifier = Mathf.CeilToInt(2 - GameVars.GetOverallCloutModifier(GameVars.currentSettlement.settlementID)); if (GameVars.Network.CheckIfCityIDIsPartOfNetwork(GameVars.currentSettlement.settlementID)) { costToRepair = Mathf.CeilToInt(GameVars.currentSettlement.tax_network * baseModifier * 1); } else { costToRepair = Mathf.CeilToInt(GameVars.currentSettlement.tax_neutral * baseModifier * 1); } shipHealth = new BoundModel <float>(GameVars.playerShipVariables.ship, nameof(GameVars.playerShipVariables.ship.health)); shipLevel = new BoundModel <int>(GameVars.playerShipVariables.ship, nameof(GameVars.playerShipVariables.ship.upgradeLevel)); }
public DashboardViewModel() { Clout = new BoundModel <float>(Globals.GameVars.playerShipVariables.ship, nameof(Globals.GameVars.playerShipVariables.ship.playerClout)); var water = GameVars.playerShipVariables.ship.cargo.FirstOrDefault(r => r.name == Resource.Water); WaterInventory = new CargoInventoryViewModel(water); var food = GameVars.playerShipVariables.ship.cargo.FirstOrDefault(r => r.name == Resource.Provisions); FoodInventory = new CargoInventoryViewModel(food); CargoList = ValueModel.Wrap(new ObservableCollection <CargoInventoryViewModel>(GameVars.playerShipVariables.ship.cargo.Select(c => new CargoInventoryViewModel(c)))); CrewList = ValueModel.Wrap(GameVars.playerShipVariables.ship.crewRoster) .Select(c => new CrewManagementMemberViewModel(c, OnCrewClicked, OnCrewCityClicked)); SailsAreUnfurled = new BoundModel <bool>(GameVars.playerShipVariables.ship, nameof(GameVars.playerShipVariables.ship.sailsAreUnfurled)); Objective = new BoundModel <string>(GameVars.playerShipVariables.ship, nameof(GameVars.playerShipVariables.ship.objective)); }