public bool ContainsCultureGroup(string key) { bool found = false; if (m_useCustomCulture) { found = m_customCultureGroups.ContainsKey(key); } if (!found) { found = CultureGroups.ContainsKey(key); } return(found); }
public string GenerateCulture(string eu4Culture, string vic2Name = null, string prefix = "", bool neoCulture = false) { if (vic2Name == null) { vic2Name = eu4Culture; } // todo: look into what happens when eu4 culture groups are named differently to vic2 culture groups var group = Eu4Save.CultureGroups.FirstOrDefault(g => g.Value.Cultures.Contains(Eu4Save.Cultures[eu4Culture])).Value; if (!CultureGroups.ContainsKey(group.Name)) { CultureGroups[group.Name] = new Vic2CultureGroup(group, this); } Cultures[vic2Name] = CultureGroups[group.Name].AddCulture(eu4Culture, this, vic2Name, prefix, neoCulture); return(vic2Name); }