示例#1
0
    private void SetClimateData(Climate inClimate, List <DatabaseEntry> climateDatabase)
    {
        string str = this.ConvertClimateTypeToString(inClimate.climateType);

        for (int index = 0; index < 12; ++index)
        {
            DatabaseEntry databaseEntry = climateDatabase[index];
            inClimate.minimumTemperatures[index] = databaseEntry.GetIntValue(str + " - Min");
            inClimate.maximumTemperatures[index] = databaseEntry.GetIntValue(str + " - Max");
            inClimate.clearChance[index]         = databaseEntry.GetFloatValue(str + " - Clear");
            inClimate.cloudyChance[index]        = databaseEntry.GetFloatValue(str + " - Cloudy");
            inClimate.overcastChance[index]      = databaseEntry.GetFloatValue(str + " - Overcast");
            inClimate.stormyChance[index]        = databaseEntry.GetFloatValue(str + " - Stormy");
        }
    }
 private void SetComponentData(CarPartComponent inComponent, DatabaseEntry data)
 {
     inComponent.nameID   = data.GetStringValue("Name ID");
     inComponent.iconID   = data.GetIntValue("Icon");
     inComponent.iconPath = data.GetStringValue("Icon Path");
     inComponent.agressiveTeamWeightings    = data.GetFloatValue("AggressiveTeamWeightings");
     inComponent.nonAgressiveTeamWeightings = data.GetFloatValue("PassiveTeamWeightings");
     inComponent.componentType       = (CarPartComponent.ComponentType)Enum.Parse(typeof(CarPartComponent.ComponentType), data.GetStringValue("Type"));
     inComponent.riskLevel           = data.GetFloatValue("Risk Level");
     inComponent.statBoost           = data.GetFloatValue("Stat Boost");
     inComponent.maxStatBoost        = data.GetFloatValue("Max Stat Boost");
     inComponent.reliabilityBoost    = data.GetFloatValue("Reliability Boost") / 100f;
     inComponent.maxReliabilityBoost = data.GetFloatValue("Max Reliability Boost") / 100f;
     inComponent.productionTime      = data.GetFloatValue("Production Time");
     inComponent.cost                = data.GetFloatValue("Cost");
     inComponent.redZone             = data.GetFloatValue("Red Zone") / 100f;
     inComponent.customComponentName = data.GetStringValue("Custom Trait Name");
     this.AddPartAvailability(inComponent, data.GetStringValue("Part"));
     this.AddRequirements(inComponent, data.GetStringValue("Activation Requirement"));
     this.AddBonus(inComponent, data);
     inComponent.level = data.GetIntValue("Level");
     inComponent.id    = data.GetIntValue("ID");
 }
示例#3
0
    public void LoadCircuitsFromDatabase(List <DatabaseEntry> locationData, ClimateManager climateManager)
    {
        Debug.Assert(this.mCircuits.Count == 0, "Loading from database when content is already loaded; this will work but indicates that the game is loading in a strange unintended way.");
        this.mCircuits.Clear();

        for (int index = 0; index < locationData.Count; ++index)
        {
            DatabaseEntry databaseEntry = locationData[index];
            Circuit       circuit       = new Circuit();
            this.mCircuits.Add(circuit);
            circuit.circuitID                   = databaseEntry.GetIntValue("Circuit ID");
            circuit.locationName                = databaseEntry.GetStringValue("Location");
            circuit.travelCost                  = (long)((double)databaseEntry.GetFloatValue("Travel Cost") * (double)GameStatsConstants.millionScalar);
            circuit.locationNameID              = databaseEntry.GetStringValue("Location ID");
            circuit.nationalityKey              = databaseEntry.GetStringValue("Country");
            circuit.countryNameID               = databaseEntry.GetStringValue("Country ID");
            circuit.spriteName                  = databaseEntry.GetStringValue("Sprite Name");
            circuit.trackRubberModifier         = databaseEntry.GetFloatValue("Track Rubber Modifier");
            circuit.safetyCarFlagProbability    = databaseEntry.GetFloatValue("Safety Car Flag Chance");
            circuit.virtualSafetyCarProbability = databaseEntry.GetFloatValue("Virtual Safety Car Chance");
            circuit.minimapRotation             = databaseEntry.GetIntValue("Minimap Rotation");
            circuit.minimapAxisX                = databaseEntry.GetStringValue("Minimap Axis") == "x";
            circuit.trackStatsCharacteristics.SetStat(CarStats.StatType.TopSpeed, databaseEntry.GetFloatValue("TS"));
            circuit.trackStatsCharacteristics.SetStat(CarStats.StatType.Acceleration, databaseEntry.GetFloatValue("ACC"));
            circuit.trackStatsCharacteristics.SetStat(CarStats.StatType.Braking, databaseEntry.GetFloatValue("DEC"));
            circuit.trackStatsCharacteristics.SetStat(CarStats.StatType.HighSpeedCorners, databaseEntry.GetFloatValue("HSC"));
            circuit.trackStatsCharacteristics.SetStat(CarStats.StatType.MediumSpeedCorners, databaseEntry.GetFloatValue("MSC"));
            circuit.trackStatsCharacteristics.SetStat(CarStats.StatType.LowSpeedCorners, databaseEntry.GetFloatValue("LSC"));
            circuit.isInNorthHemisphere = databaseEntry.GetStringValue("Hemisphere") == "North";
            circuit.trackLayout         = CircuitManager.GetTrackLayoutFromString(databaseEntry.GetStringValue("Track Layout"));
            circuit.trackLengthMiles    = databaseEntry.GetFloatValue("Track Length");
            circuit.firstTyreOption     = (TyreSet.Compound)Enum.Parse(typeof(TyreSet.Compound), databaseEntry.GetStringValue("First Tyre Option"));
            circuit.secondTyreOption    = (TyreSet.Compound)Enum.Parse(typeof(TyreSet.Compound), databaseEntry.GetStringValue("Second Tyre Option"));
            circuit.thirdTyreOption     = (TyreSet.Compound)Enum.Parse(typeof(TyreSet.Compound), databaseEntry.GetStringValue("Third Tyre Option"));
            circuit.tyreWearRate        = (Circuit.Rate)Enum.Parse(typeof(Circuit.Rate), databaseEntry.GetStringValue("Tyre Wear Rate"));
            circuit.fuelBurnRate        = (Circuit.Rate)Enum.Parse(typeof(Circuit.Rate), databaseEntry.GetStringValue("Fuel Burn Rate"));
            float num1       = 120f;
            float num2       = 90f;
            float inMinutes1 = (float)((double)circuit.trackLengthMiles / (double)num1 * 60.0);
            float inMinutes2 = (float)((double)circuit.trackLengthMiles / (double)num2 * 60.0);
            circuit.bestPossibleLapTime  = GameUtility.MinutesToSeconds(inMinutes1);
            circuit.worstPossibleLapTime = GameUtility.MinutesToSeconds(inMinutes2);
            circuit.scene = databaseEntry.GetStringValue("Scene");

            circuit.climate     = CircuitManager.GetClimateFromString(databaseEntry.GetStringValue("Climate"), climateManager);
            circuit.driverStats = Game.instance.driverStatsProgressionManager.GetDriverStatsProgression(circuit.locationName);
        }
    }
 public void LoadPersonalityTraitsFromDatabase(List <DatabaseEntry> personalityTraitsData)
 {
     for (int index = 0; index < personalityTraitsData.Count; ++index)
     {
         bool                 flag     = false;
         DatabaseEntry        inEntry  = personalityTraitsData[index];
         int                  intValue = inEntry.GetIntValue("ID");
         PersonalityTraitData inTrait;
         if (this.personalityTraits.ContainsKey(intValue))
         {
             inTrait = this.personalityTraits[intValue];
         }
         else
         {
             inTrait = new PersonalityTraitData();
             flag    = true;
         }
         inTrait.ID = intValue;
         inTrait.SetNameID(inEntry.GetStringValue("Trait Name ID"));
         inTrait.SetDescriptionID(inEntry.GetStringValue("Description ID"));
         inTrait.customTraitName        = inEntry.GetStringValue("Trait Name");
         inTrait.customTraitDescription = inEntry.GetStringValue("Trait Description");
         this.LoadTraitType(inTrait, inEntry);
         inTrait.possibleLength = this.ParseStringToIntegerArray(inEntry, "Length");
         this.LoadTraitRequirements(inTrait, inEntry);
         inTrait.probability   = (float)(1.0 - (double)inEntry.GetFloatValue("Probability") / 100.0);
         inTrait.evolvesInto   = this.ParseStringToIntegerArray(inEntry, "Evolves Into");
         inTrait.opposites     = this.ParseStringToIntegerArray(inEntry, "Opposites");
         inTrait.removesTraits = this.ParseStringToIntegerArray(inEntry, "Removes Traits");
         this.LoadTraitTriggerSource(inTrait, inEntry);
         this.LoadTriatShownType(inTrait, inEntry);
         this.LoadTraitModifiers(inTrait, inEntry);
         this.LoadTraitSpecialCaseData(inTrait, inEntry);
         this.LoadEventTriggerType(inTrait, inEntry);
         this.LoadIsRepeatableFlag(inTrait, inEntry);
         if (flag)
         {
             this.personalityTraits.Add(inTrait.ID, inTrait);
         }
     }
 }
    private void AddBonus(CarPartComponent inComponent, DatabaseEntry inData)
    {
        inComponent.bonuses.Clear();
        string stringValue = inData.GetStringValue("Bonus Type");
        string text        = stringValue;

        switch (text)
        {
        case "NoConditionLossFirstRace":
            inComponent.AddBonuses(new BonusNoConditionLossFirstSession
            {
                session = SessionDetails.SessionType.Race,
                name    = stringValue
            });
            break;

        case "SecondPartFree":
            inComponent.AddBonuses(new BonusCreateTwoParts
            {
                name = stringValue
            });
            break;

        case "NoConditionLossEver":
            inComponent.AddBonuses(new BonusNoConditionLoss
            {
                name = stringValue
            });
            break;

        case "TimeReductionPerMillionSpent":
            inComponent.AddBonuses(new BonusTimeReductionPerMillionSpent
            {
                bonusValue = inData.GetFloatValue("Bonus"),
                name       = stringValue
            });
            break;

        case "SlotsLevelAddNoDays":
            inComponent.AddBonuses(new BonusSpecificLevelSlotAddNoDays
            {
                bonusValue = inData.GetFloatValue("Bonus"),
                name       = stringValue
            });
            break;

        case "AddRandomLevelComponent":
            inComponent.AddBonuses(new BonusAddRandomLevelComponent
            {
                bonusValue = inData.GetFloatValue("Bonus"),
                name       = stringValue
            });
            break;

        case "ReliabilityPerDayInProduction":
            inComponent.AddBonuses(new BonusExtraReliabilityPerDayInProduction
            {
                bonusValue = inData.GetFloatValue("Bonus"),
                name       = stringValue
            });
            break;

        case "UnlockExtraSlotOfLevel":
            inComponent.AddBonuses(new BonusUnlockExtraSlot
            {
                bonusValue = inData.GetFloatValue("Bonus"),
                name       = stringValue
            });
            break;

        case "PerformanceAutoImproved":
            inComponent.AddBonuses(new BonusPerformanceAutoImproved
            {
                name = stringValue
            });
            break;

        case "ComponentLevelAddNoDays":
            inComponent.AddBonuses(new BonusSpecificLevelComponentAddNoDays
            {
                name       = stringValue,
                bonusValue = inData.GetFloatValue("Bonus")
            });
            break;

        case "ReliabilityBonusPerComponentOfLevel":
        {
            BonusPerSpecificLevelComponentUsed bonusPerSpecificLevelComponentUsed = new BonusPerSpecificLevelComponentUsed();
            bonusPerSpecificLevelComponentUsed.stat       = CarPartStats.CarPartStat.Reliability;
            bonusPerSpecificLevelComponentUsed.statBoost  = inComponent.reliabilityBoost;
            bonusPerSpecificLevelComponentUsed.bonusValue = inData.GetFloatValue("Bonus");
            bonusPerSpecificLevelComponentUsed.name       = stringValue;
            inComponent.reliabilityBoost = 0f;
            inComponent.AddBonuses(bonusPerSpecificLevelComponentUsed);
            break;
        }
        }
    }