public float GetFirstResult(Game game, Sinner.SocialStatus tempSocialStatus, NightTask task)
    {
        switch (task)
        {
        case NightTask.MANIPULATION:
            return(game.sinners[tempSocialStatus].sins * (0.05f * (skills[Skills.CUNNING] + AddSkill(Skills.CUNNING)) + AdditionalSinner()));

        case NightTask.SLANDER:
            return(-game.sinners[tempSocialStatus].strength * (0.02f * (skills[Skills.CUNNING] + AddSkill(Skills.CUNNING)) + AdditionalSinner()));

        case NightTask.ROBBERY:
            return(game.sinners[tempSocialStatus].wealth * game.sinners[tempSocialStatus].strength * 5 * (skills[Skills.CUNNING] + AddSkill(Skills.CUNNING)) / 10f * GoldMultiplier());

        case NightTask.CORRUPTION:
            return(game.sinners[tempSocialStatus].wealth * (0.04f * (skills[Skills.MIND] + AddSkill(Skills.MIND)) + AdditionalSinner()));

        case NightTask.TRAINING:
            return(Mathf.FloorToInt((skills[Skills.MIND] + AddSkill(Skills.MIND)) / 2f));

        case NightTask.TEMPT:
            return(game.sinners[tempSocialStatus].sins * (0.04f * (skills[Skills.MIND] + AddSkill(Skills.MIND)) + AdditionalSinner()));

        case NightTask.THE_FALL:
            return(game.sinners[tempSocialStatus].sins * (0.07f * (skills[Skills.SPIRIT] + AddSkill(Skills.SPIRIT)) + AdditionalSinner()));

        case NightTask.PROPAGANDA:
            return(0.02f * (skills[Skills.SPIRIT] + AddSkill(Skills.SPIRIT)));

        case NightTask.TEMPERING_OF_SPIRIT:
            return(1);
        }
        return(0);
    }
    public int GetDaysResult(NightTask task)
    {
        switch (task)
        {
        case NightTask.TEMPERING_OF_SPIRIT:
            return((skills[Skills.SPIRIT] + AddSkill(Skills.SPIRIT)) / 3 + AddDays());

        case NightTask.PROPAGANDA:
            return((skills[Skills.SPIRIT] + AddSkill(Skills.SPIRIT)) / 3);
        }
        return(0);
    }
    public bool IsSkillAvailable(NightTask skill)
    {
        switch (skill)
        {
        case NightTask.SLANDER:
            return(skills[Skills.CUNNING] >= 7);

        case NightTask.ROBBERY:
            return(skills[Skills.CUNNING] >= 9);

        case NightTask.TRAINING:
            return(skills[Skills.MIND] >= 7);

        case NightTask.TEMPT:
            return(skills[Skills.MIND] >= 9);

        case NightTask.THE_FALL:
            return(skills[Skills.SPIRIT] >= 7);

        case NightTask.PROPAGANDA:
            return(skills[Skills.SPIRIT] >= 9);
        }
        return(true);
    }
    public float GetSecondResult(Game game, Sinner.SocialStatus tempSocialStatus, NightTask task)
    {
        switch (task)
        {
        case NightTask.MANIPULATION:
            return(2f * (skills[Skills.CUNNING] + AddSkill(Skills.CUNNING)) * AttentionMultiplier());

        case NightTask.SLANDER:
            return(4f * (skills[Skills.CUNNING] + AddSkill(Skills.CUNNING)) * AttentionMultiplier());

        case NightTask.ROBBERY:
            return(5f * (skills[Skills.CUNNING] + AddSkill(Skills.CUNNING)) * AttentionMultiplier());

        case NightTask.CORRUPTION:
            return(3f * (skills[Skills.CUNNING] + AddSkill(Skills.MIND)) * AttentionMultiplier());

        case NightTask.TEMPT:
            return(50 * (skills[Skills.MIND] + AddSkill(Skills.MIND)));

        case NightTask.THE_FALL:
            return(-game.sinners[tempSocialStatus].wealth * 0.05f * (skills[Skills.SPIRIT] + AddSkill(Skills.SPIRIT)));
        }
        return(0);
    }