public TacticalSituation(List <Property> properties, World world)
            : base(properties, world)
        {
            foreach (Property property in properties)
            {
                switch (property.Name)
                {
                case "a_tactician_hfid": AttackerTactician = world.GetHistoricalFigure(Convert.ToInt32(property.Value)); break;

                case "d_tactician_hfid": DefenderTactician = world.GetHistoricalFigure(Convert.ToInt32(property.Value)); break;

                case "a_tactics_roll": AttackerTacticsRoll = Convert.ToInt32(property.Value); break;

                case "d_tactics_roll": DefenderTacticsRoll = Convert.ToInt32(property.Value); break;

                case "situation":
                    switch (property.Value)
                    {
                    case "neither favored":
                        Situation = TacticalSituationType.NeitherFavored;
                        break;

                    case "a slightly favored":
                        Situation = TacticalSituationType.AttackersSlightlyFavored;
                        break;

                    case "d slightly favored":
                        Situation = TacticalSituationType.DefendersSlightlyFavored;
                        break;

                    case "a strongly favored":
                        Situation = TacticalSituationType.AttackersStronglyFavored;
                        break;

                    case "d strongly favored":
                        Situation = TacticalSituationType.DefendersStronglyFavored;
                        break;

                    default:
                        property.Known = false;
                        break;
                    }
                    break;

                case "site_id": Site = world.GetSite(Convert.ToInt32(property.Value)); break;

                case "structure_id": StructureId = Convert.ToInt32(property.Value); break;

                case "subregion_id": Region = world.GetRegion(Convert.ToInt32(property.Value)); break;

                case "feature_layer_id": UndergroundRegion = world.GetUndergroundRegion(Convert.ToInt32(property.Value)); break;

                case "start":
                    // TODO last checked in version 0.44.10
                    property.Known = true;
                    break;
                }
            }
            if (Site != null)
            {
                Structure = Site.Structures.FirstOrDefault(structure => structure.Id == StructureId);
            }
            AttackerTactician.AddEvent(this);
            DefenderTactician.AddEvent(this);
            Site.AddEvent(this);
            Structure.AddEvent(this);
            Region.AddEvent(this);
            UndergroundRegion.AddEvent(this);
        }
        public override string Print(bool link = true, DwarfObject pov = null)
        {
            string eventString = GetYearTime();

            if (AttackerTactician != null && DefenderTactician != null)
            {
                if (AttackerTacticsRoll > DefenderTacticsRoll)
                {
                    eventString += AttackerTactician.ToLink(link, pov);
                }
                else
                {
                    eventString += DefenderTactician.ToLink(link, pov);
                }
                if (Situation.ToString().Contains("Strongly"))
                {
                    eventString += " entirely outwitted ";
                }
                else
                {
                    eventString += " outmanuevered ";
                }
                if (AttackerTacticsRoll > DefenderTacticsRoll)
                {
                    eventString += DefenderTactician?.ToLink(link, pov) ?? "an unknown creature";
                }
                else
                {
                    eventString += AttackerTactician?.ToLink(link, pov) ?? "an unknown creature";
                }
            }
            else if (AttackerTactician != null)
            {
                eventString += AttackerTactician.ToLink(link, pov);
                eventString += " used ";
                eventString += AttackerTacticsRoll > DefenderTacticsRoll ? "good" : "poor";
                eventString += " tactics";
            }
            else if (DefenderTactician != null)
            {
                eventString += DefenderTactician.ToLink(link, pov);
                eventString += " used ";
                eventString += AttackerTacticsRoll > DefenderTacticsRoll ? "poor" : "good";
                eventString += " tactics";
            }
            else
            {
                eventString += "the forces shifted";
            }
            switch (Situation)
            {
            case TacticalSituationType.NeitherFavored:
                eventString += ", but neither side had a positional advantage";
                break;

            case TacticalSituationType.AttackersSlightlyFavored:
                eventString += ", but the attackers had a slight positional advantage";
                break;

            case TacticalSituationType.DefendersSlightlyFavored:
                eventString += ", but the defenders had a slight positional advantage";
                break;

            case TacticalSituationType.AttackersStronglyFavored:
                eventString += ", and the attackers had a strong positional advantage";
                break;

            case TacticalSituationType.DefendersStronglyFavored:
                eventString += ", and the defenders had a strong positional advantage";
                break;
            }
            if (Site != null)
            {
                eventString += " in " + Site.ToLink(link, pov);
            }
            eventString += PrintParentCollection(link, pov);
            eventString += ".";
            return(eventString);
        }