public float Evaluate(Colony colony)
        {
            var cs = ColonyState.GetColonyState(colony);

            if (cs.Difficulty.Name != GameDifficulty.Normal.Name && DieCount.TryGetValue(colony, out var count))
            {
                return((float)(count.Count * cs.Difficulty.GetorDefault("UnhappinessPerColonistDeath", 1)) * -1f);
            }

            return(0);
        }
Beispiel #2
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        public float Evaluate(Colony colony)
        {
            var cs = ColonyState.GetColonyState(colony);

            if (DieCount.TryGetValue(colony, out var count))
            {
                return((float)(count.Count * cs.Difficulty.UnhappinessPerColonistDeath) * -1f);
            }

            return(0);
        }