public UpdateNationReliques(NationId nationId) { _nationId = nationId; Opcode = (ushort)GameOpcode.UpdateNationReliques; SenderId = 0; }
public override int GetHashCode() { unchecked { var hashCode = NationId.GetHashCode(); hashCode = (hashCode * 397) ^ RulerName.GetHashCode(); hashCode = (hashCode * 397) ^ UniqueCode.GetHashCode(); return(hashCode); } }
public DifficultyLevel this[NationId nation] { get { Debug.Assert(nation.IsValid); fixed(int *i = Difficulties) { return((DifficultyLevel)i[((IId)nation).Index]); } } }
public List <ushort> GetReliquesList(NationId nationId) { var list = new List <ushort>(); if (_devirsDictionary.ContainsKey(nationId)) { foreach (var devir in _devirsDictionary[nationId].Values) { foreach (var devirSlot in devir.Slots.Values) { if (devirSlot.ItemId != 0) { list.Add(devirSlot.ItemId); } } } } return(list); }
public Dictionary <DevirId, Devir> GetNationDevirs(NationId nationId) { return(_devirsDictionary.ContainsKey(nationId) ? _devirsDictionary[nationId] : null); }
public Devir(NationId nationId, DevirId devirId) { NationId = nationId; Id = devirId; Slots = new Dictionary <byte, DevirSlot>(); }
public readonly CityData Data; // 112 bytes, 116 total public CitySpyData(NationId owner, CityData data) => (Owner, padding1, padding2, Data) = (owner, 0, 0, data);