/// <summary> /// in case of a future localization feature... /// </summary> /// <param name="standing"></param> /// <returns></returns> public static string StandingToNiceName(FactionStanding standing) { switch (standing) { case FactionStanding.ally: return("Ally"); case FactionStanding.enemy: return("Enemy"); default: return("Neutral"); } }
public static List <Faction> GetFactionsWithTargetStandingWithFac(Faction fac, FactionStanding targetStanding) { List <Faction> facList = new List <Faction>(GameController.instance.curData.factions); facList.Remove(fac); for (int i = facList.Count - 1; i >= 0; i--) { if (fac.GetStandingWith(facList[i]) != targetStanding) { facList.RemoveAt(i); } } return(facList); }
public void LoggerAnnounceStandingChange(int facID1, int facID2, FactionStanding newStanding) { string announcement = string.Format("{0} and {1} have become ", GameController.GetFactionByID(facID1).name, GameController.GetFactionByID(facID2).name); switch (newStanding) { case FactionStanding.ally: announcement += "allies!"; break; case FactionStanding.neutral: announcement += "neutral towards each other!"; break; case FactionStanding.enemy: announcement += "enemies!"; break; } LoggerBox.instance.WriteText(announcement); }
public List <int> GetFactionsWithStandingToFaction(int facID, FactionStanding targetStanding) { List <int> returnedList = new List <int>(); foreach (FactionRelation rel in relations) { if (rel.relatedFacs[0] == facID) { if (RelationValueToStanding(rel.relationValue) == targetStanding) { returnedList.Add(rel.relatedFacs[1]); } } else if (rel.relatedFacs[1] == facID) { if (RelationValueToStanding(rel.relationValue) == targetStanding) { returnedList.Add(rel.relatedFacs[0]); } } } return(returnedList); }