Example #1
0
    private void AcceptEffect(GameModel model)
    {
        if (UnityEngine.Random.value < CaughtChance)
        {
            if (UnityEngine.Random.value < CaughtBeforeEscapeChance)
            {
                Text += "\n\nThe citizen has been caught before he could hand over the money. You gained nothing and your relationship with " + City.CityName + " has worsened by 1 point.";
                model.WorsenRelationship(City, 1);
            }
            else
            {
                Text += "\n\nThe citizen has successfully stolen and handed over the money. However agents from " + City.CityName + " have found out that you were behind the operation. Your relationship with " + City.CityName + " has worsened by 1 point.";
                model.AddGold(MoneyAmount);
                model.WorsenRelationship(City, 1);
            }
        }
        else
        {
            Text += "\n\nThe citizen has successfully stolen the money without getting caught.";
            model.AddGold(MoneyAmount);
        }


        Options.Clear();
        model.EventHandled();
    }
Example #2
0
 public virtual void CycleAction()
 {
     Model.DecreaseStability(EmissionsPerCycle, this);
     Model.AddGold(MoneyPerCycle, this);
 }