public void Register(Core.ModelSvc svc) { CharacterModel model = svc.Register <CharacterModel>(); model.LiaisonChance = LiaisonChance; model.MissedRendezvousPenalty = MissedRendezvousPenalty; }
public void Register(Core.ModelSvc modelService) { GameModel model = modelService.Register <GameModel>(); model.PoliticalChance = PoliticalChance; model.MissedPartyPenalty = MissedPartyPenalty; model.WellRestedBonus = WellRestedBonus; model.ExhaustionPenalties = ExhuastionPenalty; model.MaxSaves = MaxSaves; }
public void Register(Core.ModelSvc modelService) { GossipModel model = modelService.Register <GossipModel>(); Array.Sort(Relevance, (a, b) => a.Age.CompareTo(b.Age)); model.Relevances = Relevance; model.Tiers = Tiers; model.MaxQuests = MaxQuests; model.ReproachChance = ReproachChance; model.RewardTiers = RewardTiers; }
public void Register(Core.ModelSvc modelService) { modelService.Register <CalendarModel>(); PartyModel model = modelService.Register <PartyModel>(); model.AcceptInvitationBonus = AcceptInvitationBonus; model.IgnoreInvitationPenalty = IgnoreInvitationPenalty; model.BaseNoveltyLoss = BaseNoveltyLoss; model.CumulativeNoveltyLoss = CumulativeNoveltyLoss; model.NumTurnsByPartySize = NumTurnsByPartySize ?? new int[1] { 1 }; }
public void Register(Core.ModelSvc modelService) { InventoryModel model = modelService.Register <InventoryModel>(); model.OutOfStyleMultiplier = this.OutOfStyleMultiplier; model.SellbackMultiplier = this.SellbackMultiplier; model.NumMarketSlots = this.NumMarketSlots; model.LuxuryLimit = LuxuriousLimit; model.HumbleLimit = HumbleLimit; model.ModestLimit = ModestyLimit; model.RisqueLimit = RisqueLimit; for (int i = Items.Length - 1; i >= 0; --i) { model.Import(Items[i]); } }
public void Register(Core.ModelSvc modelSvc) { FactionModel model = modelSvc.Register <FactionModel>(); FactionStandingsVO standings; model.Factions.Clear(); model.ResetValues.Clear(); foreach (FactionVO faction in Factions) { model.Factions[faction.Type] = new FactionVO(faction); standings = new FactionStandingsVO() { Faction = faction.Type, Power = faction.Power, Allegiance = faction.Allegiance }; model.ResetValues.Add(standings); } }