private void PopulateStoryCollection() { StoryCollection = new BindableCollection <StoryCollection>(); var forgeDatabase = Global.Instance.ForgeDatabase(); var tempStoryCollection = new BindableCollection <StoryCollection>(); foreach (var story in forgeDatabase.Stories) { tempStoryCollection.Add(new StoryCollection { ID = story.ID, Name = story.Name, Author = story.Author, Created = story.Created, Type = story.Type, Description = story.Description }); } if (tempStoryCollection.SequenceEqual(Global.Instance.StoryCollection)) { StoryCollection = new BindableCollection <StoryCollection>(tempStoryCollection); } else { Global.Instance.StoryCollection = new BindableCollection <StoryCollection>(tempStoryCollection); StoryCollection = new BindableCollection <StoryCollection>(tempStoryCollection); } }
private void PopulateFactionCollection() { var forgeDatabase = Global.Instance.ForgeDatabase(); var tempFactionCollection = new BindableCollection <FactionCollection>(); foreach (var faction in forgeDatabase.Factions) { tempFactionCollection.Add(new FactionCollection { ID = faction.ID, Name = faction.Name, Description = faction.Description }); } if (tempFactionCollection.SequenceEqual(Global.Instance.FactionCollection)) { FactionCollection = new BindableCollection <FactionCollection>(tempFactionCollection); } else { Global.Instance.FactionCollection = new BindableCollection <FactionCollection>(tempFactionCollection); FactionCollection = new BindableCollection <FactionCollection>(tempFactionCollection); } }
private void PopulateSkillCollection() { var forgeDatabase = Global.Instance.ForgeDatabase(); var tempSkillCollection = new BindableCollection <SkillCollection>(); foreach (var skill in forgeDatabase.Skills) { tempSkillCollection.Add(new SkillCollection { ID = skill.ID, Name = skill.Name, Description = skill.Description }); } if (tempSkillCollection.SequenceEqual(Global.Instance.SkillCollection)) { SkillCollection = new BindableCollection <SkillCollection>(tempSkillCollection); } else { Global.Instance.SkillCollection = new BindableCollection <SkillCollection>(tempSkillCollection); SkillCollection = new BindableCollection <SkillCollection>(tempSkillCollection); } }
private void PopulateSpellCollection() { var forgeDatabase = Global.Instance.ForgeDatabase(); var tempSpellCollection = new BindableCollection <SpellCollection>(); foreach (var spell in forgeDatabase.Spells) { tempSpellCollection.Add(new SpellCollection { ID = spell.ID, Name = spell.Name, School = spell.School, SubSchool = spell.SubSchool, Effect = spell.Effect, CastingTime = spell.CastingTime, Components = spell.Components, Range = spell.Range, Area = spell.Area, Targets = spell.Targets, Duration = spell.Duration, SavingThrow = spell.SavingThrow, SpellResistance = spell.SpellResistance, Description = spell.Description, Level = spell.Level, ShortDescription = spell.ShortDescription, Domain = spell.Domain }); } if (!tempSpellCollection.SequenceEqual(Global.Instance.SpellCollection)) { Global.Instance.SpellCollection = new BindableCollection <SpellCollection>(tempSpellCollection); } }
private void PopulateFeatCollection() { var forgeDatabase = Global.Instance.ForgeDatabase(); var tempFeatCollection = new BindableCollection <FeatCollection>(); foreach (var feat in forgeDatabase.Feats) { tempFeatCollection.Add(new FeatCollection { FeatID = feat.ID, FeatName = feat.Name, FeatDescription = feat.Description, FeatBenefit = feat.Benefit, FeatPrerequisites = feat.Prerequisites, FeatSpecial = feat.Special, FeatType = feat.Type, FeatNormal = feat.Normal }); } if (!tempFeatCollection.SequenceEqual(Global.Instance.FeatCollection)) { Global.Instance.FeatCollection = new BindableCollection <FeatCollection>(tempFeatCollection); } }
private void PopulateLanguageCollection() { var forgeDatabase = Global.Instance.ForgeDatabase(); var tempLanguageCollection = new BindableCollection <LanguageCollection>(); foreach (var language in forgeDatabase.Languages) { tempLanguageCollection.Add(new LanguageCollection { ID = language.ID, Name = language.Name, Description = language.Description }); } if (tempLanguageCollection.SequenceEqual(Global.Instance.LanguageCollection)) { LanguageCollection = new BindableCollection <LanguageCollection>(tempLanguageCollection); } else { Global.Instance.LanguageCollection = new BindableCollection <LanguageCollection>(tempLanguageCollection); LanguageCollection = new BindableCollection <LanguageCollection>(tempLanguageCollection); } }
private void PopulateMapCollection() { try { var forgeDatabase = Global.Instance.ForgeDatabase(); var tempMapCollection = new BindableCollection <MapCollection>(); foreach (var map in forgeDatabase.Maps) { bool isBaseMap = false; if (map.IsBaseMap == 0) { isBaseMap = false; } if (map.IsBaseMap == 1) { isBaseMap = true; } tempMapCollection.Add(new MapCollection { MapID = map.ID, StoryID = map.StoryID, ParentMapID = map.ParentID, MapName = map.Name, MapPath = map.Path, MapWidth = map.Width, MapHeight = map.Height, IsBaseMap = isBaseMap }); } if (tempMapCollection.SequenceEqual(Global.Instance.MapCollection)) { MapCollection = new BindableCollection <MapCollection>(tempMapCollection); } else { Global.Instance.MapCollection = new BindableCollection <MapCollection>(tempMapCollection); MapCollection = new BindableCollection <MapCollection>(tempMapCollection); } } catch { } }
private void PopulatePushPinCollection() { try { var forgeDatabase = Global.Instance.ForgeDatabase(); var tempPushPinCollection = new BindableCollection <PushPinCollection>(); foreach (var pushPin in forgeDatabase.PushPins) { bool hasMap = false; if (pushPin.MapID != null || pushPin.MapID > 0) { hasMap = true; } tempPushPinCollection.Add(new PushPinCollection { PushPinID = pushPin.ID, LayerID = pushPin.LayerID, PushPinTop = pushPin.Top, PushPinLeft = pushPin.Left, PushPinName = pushPin.Name, PushPinColor = pushPin.Color, MapID = pushPin.MapID, EncounterID = pushPin.EncounterID, EventID = pushPin.EventID, HasMap = hasMap }); } if (tempPushPinCollection.SequenceEqual(Global.Instance.PushPinCollection)) { PushPinCollection = new BindableCollection <PushPinCollection>(tempPushPinCollection); } else { Global.Instance.PushPinCollection = new BindableCollection <PushPinCollection>(tempPushPinCollection); PushPinCollection = new BindableCollection <PushPinCollection>(tempPushPinCollection); } } catch { } }
private void PopulatePlayerCollection() { try { var forgeDatabase = Global.Instance.ForgeDatabase(); var tempPlayerCollection = new BindableCollection <PlayerCollection>(); foreach (var player in forgeDatabase.Players.Where(x => x.StoryID == Global.Instance.StoryID)) { var playerFactions = new BindableCollection <PlayerFactionCollection>(); var playerSkills = new BindableCollection <PlayerSkillCollection>(); var playerLanguages = new BindableCollection <PlayerLanguageCollection>(); foreach (var faction in player.Factions) { playerFactions.Add(new PlayerFactionCollection { FactionName = faction.Name, FactionDescription = faction.Description, FactionStatus = faction.FactionStatus }); } foreach (var skill in forgeDatabase.PlayerSkills.Where(x => x.PlayerID == player.ID)) { playerSkills.Add(new PlayerSkillCollection { SkillName = skill.SKILL.Name, SkillDescription = skill.SKILL.Description, SkillRank = skill.Rank }); } foreach (var language in player.Languages) { playerLanguages.Add(new PlayerLanguageCollection { LanguageName = language.Name, LanguageDescription = language.Description }); } tempPlayerCollection.Add(new PlayerCollection { PlayerID = player.ID, StoryID = player.StoryID, PlayerName = player.PlayerName, CharacterName = player.CharacterName, HitPoints = player.HitPoints, Alignment = player.Alignment, ArmorClass = player.ArmorClass, TouchAC = player.TouchAC, FlatFootedAC = player.FlatFootedAC, CMD = player.CMD, Fort = player.Fort, Ref = player.Ref, Will = player.Will, Str = player.Str, Dex = player.Dex, Con = player.Con, Int = player.Int, Wis = player.Wis, Cha = player.Cha, Factions = new BindableCollection <PlayerFactionCollection>(playerFactions), Skills = new BindableCollection <PlayerSkillCollection>(playerSkills), Languages = new BindableCollection <PlayerLanguageCollection>(playerLanguages) }); } if (tempPlayerCollection.SequenceEqual(Global.Instance.PlayerCollection)) { PlayerCollection = new BindableCollection <PlayerCollection>(tempPlayerCollection); } else { Global.Instance.PlayerCollection = new BindableCollection <PlayerCollection>(tempPlayerCollection); PlayerCollection = new BindableCollection <PlayerCollection>(tempPlayerCollection); } } catch { } }
private void PopulateBestiaryCollection() { var forgeDatabase = Global.Instance.ForgeDatabase(); var tempBestiaryCollection = new BindableCollection <BestiaryCollection>(); foreach (var beast in forgeDatabase.Bestiary) { tempBestiaryCollection.Add(new BestiaryCollection { ID = beast.ID, Name = beast.Name, CR = beast.CR, XP = beast.XP, Race = beast.Race, Class1 = beast.Class1, Class1Level = beast.Class1Level, Class2 = beast.Class2, Class2Level = beast.Class2Level, Alignment = beast.Alignment, Size = beast.Size, Type = beast.Type, SubType1 = beast.SubType1, SubType2 = beast.SubType2, SubType3 = beast.SubType3, SubType4 = beast.SubType4, SubType5 = beast.SubType5, SubType6 = beast.SubType6, AC = beast.AC, ACTouch = beast.ACTouch, ACFlatFooted = beast.ACFlatFooted, HP = beast.HP, HD = beast.HD, Fort = beast.Fort, Ref = beast.Ref, Will = beast.Will, Melee = beast.Melee, Ranged = beast.Ranged, Reach = beast.Reach, Str = beast.Str, Dex = beast.Dex, Con = beast.Con, Int = beast.Int, Wis = beast.Wis, Cha = beast.Cha, Feats = beast.Feats, Skills = beast.Skills, RacialMods = beast.RacialMods, Languages = beast.Languages, SQ = beast.SQ, Environment = beast.Environment, Organization = beast.Organization, Treasure = beast.Treasure, Group = beast.Group, Gear = beast.Gear, OtherGear = beast.OtherGear, Speed = beast.Speed }); } if (tempBestiaryCollection.SequenceEqual(Global.Instance.BestiaryCollection)) { BestiaryCollection = new BindableCollection <BestiaryCollection>(tempBestiaryCollection); } else { Global.Instance.BestiaryCollection = new BindableCollection <BestiaryCollection>(tempBestiaryCollection); BestiaryCollection = new BindableCollection <BestiaryCollection>(tempBestiaryCollection); } }