public static T GenerateReputationInstance <T>( T newInstance, ReputationBiases personality = ReputationBiases.UNKNOWN) where T : IQuestSource { newInstance.GenerateSettings(); return(newInstance); }
public static void GenerateQuestPreferences(QuestSourceFaction instance, ReputationBiases forcedType) { while (forcedType == ReputationBiases.UNKNOWN) { forcedType = EnumUtility.GetRandomEnumValue <ReputationBiases>(); } instance.personalityType = forcedType; switch (instance.personalityType) { case ReputationBiases.VILLAGERS: instance.questPreferenceChores = 1; instance.questPreferenceDelivery = 1; instance.questPreferenceMonsterSlaying = 0.1f; instance.questPreferenceWar = 0; break; case ReputationBiases.GOVERNMENT: instance.questPreferenceChores = 0.1f; instance.questPreferenceDelivery = 1f; instance.questPreferenceMonsterSlaying = 0.5f; instance.questPreferenceWar = 0.1f; break; case ReputationBiases.MONSTER_SLAYING: instance.questPreferenceChores = 0; instance.questPreferenceDelivery = 0.25f; instance.questPreferenceMonsterSlaying = 1f; instance.questPreferenceWar = 0.1f; break; case ReputationBiases.WAR_EFFORT: instance.questPreferenceChores = 0; instance.questPreferenceDelivery = 0.2f; instance.questPreferenceMonsterSlaying = 0f; instance.questPreferenceWar = 1; break; } }
public QuestSourcePerson(ReputationBiases personality) { personalityType = personality; }
public QuestSourceFaction(ReputationBiases personality) { personalityType = personality; Heroes = new List <HeroInstance>(); }